ok, didn't have a chance to proofread - but here it is. . .
Iron DM Final: Nemmerle vs. Seasong
Primary ingredients:
Leach
Lost vault
Horn of Valhalla
Horseshoes
Dark side of a moon
Wuxia cat
Secondary ingredients:
Blind cartographer
Fairy-tale land
Eyes
Cloak of charisma
Gifted apprentice
Terrarium
Cannibal village
Spider monkey
Unfriendly barber
Ambrose the retired royal cartographer long ago lost his eyesight has been dreaming for months now that he could see and was floating over a city. Each dream seemed to start where there last had left off and he slowly floated over the place noting the avenues and buildings and the gates into the strange city where it was always night - but there was some weird sheen or reflection that he could never quite identify. Becoming increasing obsessed with the idea he began to describe the features and dimensions of this city to the current Royal Cartographer, Ehteahn, who was his gift apprentice whose skill he trusted to make an accurate representation of the dream city. The younger cartographer humored the old man because he felt like he owed him much and looked to him as a fatherly figure - but did not give much credence to the idea that this was a real place.
The King's Nightmares
The King of Walandia has been suffering from awful dreams for months now. He has grown increasingly edgy, tired and has begun to suffer dementia from both the lack of sleep and the dream images he has been forced to endure. At first the king did not want to describe what he dreamt of, but as he grew more and more disturbed, he began to babble about the things he saw in the world he visited during these nocturnal journeys. Understandably, the king was sequestered by his loyal advisors, and the ruling of his kingdom fell (covertly) to his younger brother (see "Possible Misdirection" below). However, this was not done before the young Royal Cartographer overheard some of the King's ramblings and was amazed to find that some of the things the king mentioned seemed to match up with aspects of the dream-city that his former master described when having him draw the map. Suddenly he was not so sure that the place was not real after all.
Hooks, Misdirection & Court Intrigue
This adventure assumes the party is of significant enough level and or reputation for them to be sought out to determine what has been ailing the king. Of course, if there is cleric in the PC party dedicated to moon god (the moon is often associated with dreams and/or behavior), prophecy god, or healing god – it may even be that the PC in question assigned to this delicate and very important task.
Alternately, the party could be chosen for its lack of reputation and need for some discrete strangers to handle the problem, who would likely not even be believed if they left to tell tales of a mad king.
Of course, there is also the possibility that the PCs (being of higher level) have worked for the king or one of his advisors, or even his younger brother (the earl of dunst) and were hired because they are personally known to those who rule the court.
The PCs could also become involved backwards – by befriending the
blind cartographer. The GM could have them find a map on some unrelated adventure that the cartographer had made in his youth, but that they need more information about and hope he can provide it. The cartographer, at whichever point he enters the adventure, should be played as a man whose kindness and thoughtfulness, only make his bizarre tangents of describing fantastic edifices and landscape features all the more disturbing. Anyway, if he finds out they are adventurers he will certainly tell them about his “journeys to beyond” as he calls them – and will be very anxious to get them to investigate them for him – he does not have much to offer them, but the GM should allow him to have a significant amount of coinage (i.e. not enough to really tempt PCs of this level, but enough for them to realize that this is all the money he has in the world, and thus this means a lot to him) and a
Horn of Valhalla – one of three horns in a set owned by the Royal Family – it was a gift to the cartographer when he retired. (this horn becomes important later – see below). Or he may ask them to look into it in return for the favor of describing a place in detail to his former apprentice (the current royal cartographer) and have him draw the map – of course, this will get them involved in the false court intrigue as well – especially if Ehteahn is given reason to trust the PCs –s o he can confide in them about the connection between the “dream city” and the king’s nightmare and dementia.
Court Intrigue: There really isn’t any court intrigue – this little piece of “pre-adventure” is meant to play on player’s meta-knowledge about these type of adventures – they expect someone to be looking to off the king, and will be looking for means and motive –and may be particularly suspicious of the earl (the king’s brother) as the king has no heir and the young brother would become king. In truth, the Earl is a rustic man who prefers hunting with his hounds and horses – who while cares for the kingdom and would become king if had to (just as he has secretly taken the role of despot in his brother’s illness), would wear the crown with a heavy head and heart. He should be a good ruler and kind hearted and lawful good man that players always suspect of being “too good to be true”. The GM should ideally give the PCs all the rope they want to hang themselves with. The castle should be stocked with a myriad of interesting characters – very few of which know what it is really going on with the king (you could even make up an old school “rumor table” with various guards and servants having different theories on what is going on if the party interviews them.
Finding out About the Connection to the Moon: It is up to the PCs to make the connection between the dreams, the dream-city and the moon. The connection between the moon and dreams and behavior might be well known in a symbolic sense – but it will take very literal thinking (something people who live in a fantasy world might be better at than real world people playing them are) to think –
“if dreams come from the moon, we should go to the moon to find the source and stop it.” However, there are several ways the PCs can figure out that they should go to the moon.
- A pc with knowledge: astronomy skill can make a check (DC 25) to note similarities between landscape features on Ambrose’s map and those visible with a spyglass on the surface of the moon.
- The Horns of Valhalla. Shrewd PCs might figure out that the similarity between the former Royal Cartographer and King is that both one Horns from the same set. The king has two horns (and has more intense dreams). However, while removing the horns from the area of the king or Ambrose will stop the dreams, it will not cure the former’s madness or the latter’s obsession.
- A divination spell like Commune can be used to find out about the dream-city on the moon causing the dreams – and might even allude to the fact that they are trying to make diplomatic contact. Of course, questions about alignment will make PCs suspicious as there as many dark things that dwell there as good things, and chaos is also rampant –so coming up with a motive or goal might be difficult – thus precipitating that the party travel there.
The Horns of Valhalla & The Horseshoes
If the party uses legendlore or bardic knowledge or some other means to find out about the horns, it is revealed that they were made from the horns of a monstrous horse-like beast that was the holy mount of a paladin dedicated the God of [insert appropriate god from among moon, dreams, night, stars, etc…) when it (and its master) were slain guarding the city from an invasion of demonic beings – and decorated with moonstones to honor the god and its servant. Further investigation will lead the PCs to the “The Pale Horse” – a local tavern frequented by petty nobility and the Nuevo-rich – where the
horseshoes that were on the slain holy mount are on display on wall holding a few of this local hero’s other items. The proprietor, Luther deVink, is a descendant of the paladin in question, and knows all the tales and legends of his famous ancestor. deVink can tell the party of how his ancestor’s holy mount was a beast from the dream-realm, and that in his journal he described visiting Nimbrosia, the city of dreams on
the dark side of the moon. It is a well-known (if rarely believed) tale around the capitol city, that the horseshoe on display in the tavern are magical, and gave the paladin’s mount the ability to gallop up a moonbeam, up to the moon. In one adventure, to save the Emperor of Dreams, he attached a small wagon to his mount and brought a whole group of heroes with him.
deVink, however, is decadent man who lives beyond his means, trying to a live a life as extravagant as the patrons of his popular tavern. He is a supreme gambler, spendthrift, whore-monger and drinker and is severely indebt. This can lead up to a non-combat encounter where the PC must convince him to part with the horseshoes. (The horseshoes are magical and function as horseshoes of a zephyr except on a full moon the creature can actually gallop to the moon). If the party appears rich he will demand an exorbitant price for them (like 3,000 gps each). If the party refuses or is cash poor, he might take in trade the PCs somehow “fixing” his debts with his creditors. This man has no virtues of his paladin ancestor, and will subtly imply that the party should bully and intimidate folks into forgiving his debts.
This creates a possible series of small encounter or even a sub-adventure involving the PCs in the city’s underworld. Of course, the party might already have the necessary contacts to figure something out – but it should be interesting because there very powerful characters cannot really use violence to fix these problems without a) collecting a lot of enemies, b) running afoul of the law and/or c) gaining a bad reputation among the clientele of “the Pale Horse”. (REMEMBER: Even if the party is working for the king, they are sworn to secrecy, so they do not have the “we are hear to help the king” excuse of doing whatever they want. If they are arrested, for example, they will be set free but after long delays and probably a stern lecture from the Earl and/or the king’s advisors. It is important to be diplomatic.
This section of the adventure could even be a short solo adventure for a party rogue.
Other Ways to Get to the Moon
It is possible that the party might not track down this route to the moon. Here are some other possibilities:
- Teleport. This could be dangerous (though teleport w/o error would work), but the PCs may have the map of the City of Nimbrosia, which could help pinpoint a place to teleport to. . . Of course, if the caster has ranks in Knowledge: Astronomy and a spyglass he might be able to get a good view of a place to teleport two and then march around the moon to the dark side.
-
Dream travel. The psionic power can be used to get to Nimbrosia.
- The map itself could be magical and allow for travel to the moon.
- If you want to get really wacky, have them seek out a gnomish inventor who has a pointed metal tube with lots of smoke powder shoved in one end.. . . . Can anyone say, one way ticket?
- The GM can reward the party for some other creative method. I am a firm believer in letting players make up their own method of figuring out how to do something. . just let them think
you know what does it – but just let the most creative one work. For example, the party may make the connection between the horns of Valhalla and the dream-city and summoning the warriors from the horn, could dress in their clothes and return back with them when the magical item’s effect wears off (see
The Meadhall of Dreams below).
A note about the moon: You should not worry about atmosphere or gravity on the moon – make it normal “earth type” – modern concepts of atmosphere and gravity and the like are anachronistic in a fantastic and folklorish tale like this. The moon should still be barren and cold and stark.
It is possible that the party will land on the light side of the moon and need to march across the surface of the moon. The folklore nature of this adventure can be played up here – with perhaps an Odyssey-type journey meeting different exiles on the moon. Another possibility is that the craters on the moon are created by a pair of purple worms who burrow throughout the great orbiting rock. That would be a nasty combat, but could be a whole lot of fun.
The Dream City of Nimbrosia
The Dream of Nimbrosia is a city in a
Terrarium on the dark side of the moon (where it cannot be seen from the earth with a powerful spyglass). While the rest of the moon is barren and cold and stark, this place is enclosed in a great glass dome and anchored into a strange metal protrusion from the surface of the moon. If approached from above, as if upon a steed with the horseshoes of a zephyr, the city will seem sprawling, but dotted with vegetation and strange buildings of odd shapes that should not stand up, and the there are giant lightning bugs and glowworm that give the city light. The there is dull red-orange reflection of these lights in the dome (thus the sheen in Ambrose’s dreams).
The entrance to the city is a towering gate guarded by slender asexual angelic humanoids with multi-colored and shifting butterfly wings (use stats for Avariel)
The party should have no problems getting in, but as visitors they will be brought to meet the Empress of Dreams who lives in a castle in the center of the sprawling chaotic city.
As with most Nemmerle adventures, the Dream-City of Nimbrosia is meant to be a site that the PCs can explore as they like and in their interaction with the place create their own encounters and adventures. However, before they can explore freely they must have an audience with the Empress of Dreams.
The audience chamber is a huge room in a tower at the center of the city. The Empress of Dreams is a were-tigeress who loves to lounge on dais covered with pillows in humanoid cat form, being waited on and pampered by all different kinds of creatures (see Denizens of the City of Dreams below). She will happily welcome the PCs and explain that she recently decided to make diplomatic contact with monarchs and rulers in the “real world” through deams, but that the chaotic nature of dreams has made it that there is a baleful influence that seems to have decided to effect the king of Walandia. According to one of the few rules of this place, she cannot interfere with the nature of dreams that arrive to those in waking world, but the PCs can. However, before she will allow the PCs to go off to find the influence that is driving the king mad, she will challenge a member of the party to an unarmed duel. The Empress is a Psychic Warrior/Monk, a regular
Wuxia Cat that will run along walls, perform insane leaping kicks and change form frequently – fighting sometimes to subdue and sometimes doing real damage seemingly at random. It doesn’t really matter if the PC in question wins or loses – what the empresses wants is a good and entertaining fight – she will use the walls, the audience in her court, her pillows and dais or the very halls of the tower, or allow someone to chase her up to the battlements and expects her opponent to do his or her best to make it interesting as well – someone who just tries to fight her in a straight up exchange of blows is going to lose her respect – and she will quickly call the duel and demand the party leave Nimrosia and not return. Does this seem bizarre and arbitrary? Well, it should – this is a dreamland we are talking about – literal sense does not always matter. The Empress herself is languid and affection – play her like a cat, purring and growling and rubbing up against PCs as she talks, maybe inviting oen she finds attractive or cuddly to join her among the pillows so she can cuddle up to them as she talks and maybe licks their face.
If the PCs fail the test of the duel they must either resign themselves to being escorted back to city gates and leave (leaving the king to his fate). However, that does not mean the adventure is over – they can try to sneak back into the city and question its residents and/or physically search until they discover the sources of the maddening dreams, or they can go for the classic adventurer solution to a problem and start killing people until they get what they want. Of course, this latter solution will likely get the party killed.
If the PCs succeed in this test the Empress will give them a good deal of information to help them. She will explain how the city itself is constantly changing and is as fluid as dreams themselves, because things are constantly being added and taken away and changing form or location. This is where having Ambrose’s map will be helpful because while it never appears to change, it is always correct and can be followed to find various sites in the city. The Empress will also explain that the source of the baleful dreams is a
Lost Vault within which a dark creature of nightmare was long ago trapped (a former Emperor of Dreams) by a visitor from the waking world (the paladin mentioned earlier, actually). The vault itself is always changing places in the city and sometimes is above ground and sometimes below ground, and it is not on Ambrose’s map – but the map can still help find it since discrepancies between the map and the actual city will lead to the vault.
The Empress will also explain that the creature (she is not sure what it is )
leaches the wisdom and sanity from its victims and to retrieve it, it must be leached back out of the creature in liquid form and then the king must drink it.
She will also give the PCs a scroll with a rambling and often incoherent introduction for the king, explaining how the city wants to have a role in the waking world. (Note: this is just a pipe dream and would never work – but she is not exactly the most reasonable person in creation) She will also offer to have the king brought to Nimbrosia where his madness is not a liability if the PCs fail.
Denizens of Nimbrosia & Areas of the City
The GM is encouraged to make this place as bizarre as possible. The “people” walking the streets should have foot long lightning bugs on strings as a form of light, and glowworms should crawl through glass tubes shaped like letters in lots of known and unknown languages on signs for shops, taverns and inns. The streets should wind around craters within which various quarters of the city are built.
Doppelgangers: One of the common type of citizen of Nimbrosia should be a kind of doppelganger that can only be corporeal when taking the form of a person known to who they are interacting with. This should give the PCs the impression of a dream, that feeling that someone looks like one person but is really someone else (as often happens in dreams) – they could appear as people back in the waking world or someone who is dead.
Dreamers – Taverns could be populated by dreamers – people in the waking world who are asleep and just experiencing weird things. This could be a fun way for the PCs to send messages back to the waking world – effectively acting as a
dream spell – easily distracted or mischievous PCs could also try to seek people out to basically make them suffer the effect t of a
nightmare spell.
The Meadhall of Dreams: This giant meadhall is filled with burly warriors eating, drinking, wrestling and carrying on in perpetuity. It is from here that warriors are summoned by a horn of Valhalla. In fact, blowing the horn here would have no effect at all except to anger the warriors and cause them to attack the PCs (however, they cannot leave the meadhall so if the PCs flee they will be safe). However, if they simply come here they will ber welcomed to take part in the revelry as long as they want. A possible side adventure could have the PCs summoned by a horn of Valhalla in the waking world if they stay here and actually eat and drink the stuff served here.
Talking Animals: Portions of this city definitely have the feeling of a
fairy tale land and thus there should be talking animals of various kinds, both mundane, dire or bizarre combinations – like lizard like horses with horns – Some these might be kind and helpful, others could be mischievous others murderous. The GM could also have a seto f talking
spider monkeys that act as messengers for the city, climbing around leaping from building to building with multiple satchels over their six arms (yes, they are actual
spider monkeys).
Mind-flayers & Other Psionic Creatures – Since dreams and the subconscious mind are intimately connected, there should be lots of psionic creatures to be found in the city, including a mind-flayer quarter – that might be happy to have some fresh brains to eat – or alternately, the GM could do the ole switcheroo and have the illithids be sated by living in a place with so much mental energy and actually be friendly and helpful.
The Lost Vault – This dark place of nightmare that is always moving and changing in form. The place should be a kind of dungeon crawl in and of itself. The outside is guarded by black and twisted gargoyles, who will attack any who come within the tomb-like buildin’s courtyard and alert the monks that live in the abbey above the labyrinthine vault below. The monks are were-bat psychic warrior/monks types dedicated to the dark creature that is locked within. The vault itself should be a maze of captured and imprisoned creatures. There should also be gibbering mothers patrolling the narrow corridors, and other twisted dark creatures to be found.
The creature itself is a giant leech with the vampire template and psionic powers. The thing should be a challenge to the whole party, especially if they have not had too hard a time with the other challenges of the adventure.. It should be found in a barren damp room, maybe clinging to a dark corner of the ceiling. Once the creature is slain or disabled (which will take some creativity as it can turn gaseous) the king’s sanity and wisdom can be leached from the thing and collected ina jar or wineskin or some other receptacle.
There are tons of follow-ups and tangents possible with this adventure – including further exploration of the city, trying to get back to the waking world (if the PCs took some limited form of transportation), a delegation of ambassadors from Nimbrosia can later come to the waking world and start wreaking havoc – or as is common in a place with a different “culture” and society – the PCs can inadvertently offend someone and create a bizarre enemy.