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<blockquote data-quote="cool hand luke" data-source="post: 965507" data-attributes="member: 10926"><p>IRON dm round 2:</p><p>Cool hand luke vs. Seasong</p><p></p><p>Femme fatale</p><p>Crumbling temple</p><p>Origami golem</p><p>Pearl</p><p>Foreboding mansion</p><p>Ex-monk</p><p></p><p></p><p>The pearl of great price: a bridge from one adventure, to another, for about 7th level characters. </p><p></p><p>Background:</p><p></p><p>In the country of Mandin, the handmaidens are a highly trained, highly devoted group of all female monks that serve as bodyguards to the royal family.</p><p></p><p></p><p>It seemed like such a small thing, really. One of literally hundreds. Surely it wouldn't matter? Besides, think of all the good you could do with it, a poor family could eat for a week on the proceeds of this tiny thing. That's what was running through Shanzli's mind, as she kneeled behind her mistress.</p><p></p><p>She glanced up, never daring to actually raised her bowed head, but just enough to see the back of the white dress, covered with hundreds if not thousands of tiny pearls, just like the one on the floor by her foot. Using her years of training, she moved her hand with snake like speed, and scooped up the little pearl. </p><p></p><p>As a member of the Handmaidens, Shanzli had achieved an honor and prestige that was almost unfathomable for someone born into her social standing. Her entire family was poor. Starving to near death in the winter poor. Her father owned a small cobbler store on the fringes of the great capital city. Her life was typical of that of a peasant girl, a second-class citizen because of her sex, even in her own family. She was the last one to eat every night, and the first one up in the morning, to do the dirtiest work of preparing the hides for her father and brothers.</p><p></p><p>This all changed during her tenth summer. That year, the Handmaidens had chosen new members. As normal they scoured all the temples of (whatever god good monks would worship. Where Shanzli is, it is by far the predominant religion). That’s where the Cloud master (think reverend mother) had found the young girl, deep in meditation, long before anyone else, even the monks would be there. This caught the Cloud Master’s eye. She had the devotion, and discipline, and, luckily, also the beautiful face necessary, and so, Shanzli was chosen to start the training of becoming a handmaiden. </p><p></p><p>Her life did not immediately get any better, the training, a 5-year process, was incredibly grueling. The first year, she worked harder than she thought possible, doing rough manual labor that built up her slight frame with long, lean muscle. She was also grilled in court etiquette, rules for diplomatic behavior, and most importantly, the Dow-ha, the strict code of absolute obedience, devotion, and rejection of worldly </p><p>Things to better serve the Royal family.</p><p></p><p>The majority of those chosen at age ten were not able to complete the training. Shanzli was one of the few with the array of physical and mental talents needed to pass the grueling final exam, and so, at the age of 15, she was allowed to become a handmaiden of rank 1. </p><p></p><p>Even though she was forbidden to ever see her family again, she was allowed to receive letters from them. At first, Shanzli thought that this was meaningless. No one else in her family could read or write, and they certainly could not afford a scribe. But a letter came nonetheless, in it; her father explained (through a scribe) that the honor that she had brought her family had turned their fortunes around. Everyone now graced his cobbler shop, thinking if his daughter was good enough for a handmaiden, surely his shoes were of good quality.</p><p></p><p>Shanzli served happily for almost ten years, truly excelling in all she did. She was one of the youngest ever to reach the 10th rank, and was nearing the 12th rank when her downfall occurred. </p><p></p><p>Unbeknownst to her, the Cloud Master has seen her pick up the pearl that had fallen from the princess’s ceremonial gown. She assumed that as soon as the ritual was over, Shanzli would return it. When, after 2 weeks, Shanzli hadn’t returned the pearl, the Cloud master brought in one of the mystic seers, to discover the whereabouts of the pearl. The seer, after putting himself in a trance, described a scene that was to be Shanzli’s downfall. It was revealed that the young monkess had become infatuated with “the pretty” she hid it, hoarded it, and had started to obsess over it. </p><p></p><p>Shanzli was immediately called into the Cloud Masters chamber, and confronted. She flatly denied having the pearl, further damning her. The cloud master then calmly reached into Shanzli’s robe. Into the secret pocket she had sewn there, and removed the pearl.</p><p></p><p>On the spot the cloud master expelled her from the handmaidens, ripped her traditional uniform from her, and after striking her with a stunning blow, slowly, forcefully, pressed the small pearl into the center of her forehead, where it remains to this day.</p><p></p><p>The cloud master explained to her that the ritual redeeming suicide would not be available to her, her punishment would be to live out the rest of her life in disgrace.</p><p></p><p>Stunned, humiliated, and naked, Shanzli was cast from the palace grounds. Desperate, she stole some clothes from an old woman’s laundry, and tried to return home. </p><p></p><p>Word reached her fathers house before she could. There had not been a handmaiden expelled in over 200 years. The shame this brought her family had only one redemption. When shanzli approached her father’s house, her father, mother, and 2 brothers were sitting cross-legged on the ground in front of their house, each holding a ceremonial knife. As she approached, her father started the ritual chant of honor redeeming suicide, and slowly pressed the knife into his abdomen, followed, in turn, by the rest of the family. </p><p></p><p>At that moment Shanzli’s mind snapped in two. When she got up from where she had fallen, there was a different, glint to her eyes, and the pearl in her forehead was no longer white, but deep black.</p><p></p><p>This new person named herself Jezell, and was the antithesis of everything Shanzli stood for. She reveled in the world, and the pleasures it could bring, and lived a life of debauchery. She soon found that her natural beauty gave her great power over men, and the natural quickness, and strength from her monk training had other uses as well. </p><p></p><p>At first, Jezell dominated, with only small lapses back into a confused Shanzli. Slowly, Shanzli began forcing herself more to the front. Currently, it is about a 50/50 split. Jezell is obsessed with living life to the fullest, especially in physical beauty. She has acquired a good amount of wealth, and an impressive art collection. Her true passion is jewelry and gems of all sorts, pearls above all. Shanzli is equally consumed with repentance. She longs to be able to atone for her sins, and thus, have the option of honor redeeming suicide.</p><p></p><p>Each is aware that the other is there, peripherally, but they choose to ignore it.</p><p></p><p>CURRENT EVENTS:</p><p></p><p>Shanzli (and her alternate personality, Jezell), have settled down many years ago near the town of Anten, a good sized down on a bustling overland trade route. Jezell purchased a large building on the edge of town, that was originally the fort/garrison that was the start of the town. Her reputation is legendary in the town. The knowledge of her wealth and taste for finery is stuff of local legend. She is said to be able to seduce men into doing anything she desires. The town is unaware of shanzli.</p><p></p><p>Hooks: This would be a great little side plot to drop on your characters immediately after they have completed some large quest, and are thinking they are simply headed into town to pawn there loot, and get a little R&R. Give them some gems/jewelry they need to pawn. This is also a nasty way to take away any over powered magic items that might have fallen into their possession.</p><p></p><p>HOOK: upon entering town, when they try to sell any gem, or jewelry item (including magic items that are in the form of gems or jewelry) The shopkeeper gets nervous when he sees what they are pawning, and he says that he is not interested in purchasing those items, if questioned, at first he will simply refuse to say why. If the characters leave to go to another store, it’s the same song, second verse. If they push (or bribe) a storekeeper, they will say that all the gems and jewelry they acquire are stolen from them within a fortnight, and they simply don’t want to lose any more money. They will then inform them that the only people in town that are buying such items is Jezell, at the old fort outside of town, even though she has reported numerous robberies herself. And that she normally pays more for the items than the shops do.</p><p></p><p>This is also serves as the beginning to a much longer quest to obtain the pearl of great price.</p><p></p><p>Scene 1: a cordial meeting</p><p></p><p>The house/fort lies on a large hill, just outside of town, and can be seen from afar. Even from a distance, things appear odd. There is an overbearing feeling of foreboding hanging in there, with no apparent source. There is a large wood and stone wall completely surrounding the grounds. However, instead of a thick, heavy door across the entrance, a light, skillfully crafted ornate gate lays across. The odd juxtaposition is continued through out the grounds. As the parties approach, they will see that the battlements that overlook the entrance have been carved to form statues, and the huge wooden posts that should anchor the main gate have been carved with scenes of various fey women seducing men. The gate will be open, and no one will be seen. Inside the gates, the start of a beautiful, if slightly odd, garden will have been planted. The garden, while full of delightful flowers, is far to structured, all lines are squares, and the plants form ranks and files, much like an army marching. The main building itself carries on the theme, of trying to cover up a militaristic undertone with lots of fancy decorations. The whole effect is rather disconcerting.</p><p></p><p>Upon reaching the main door, the party finds it open, and an exotic, and very beautiful woman is standing down the ornate hall (or, at least, a very dry military hall that has had expensive carpets and tapestries hung over it). She is dressed in a very formal (but still provocative) formal gown and absolutely dripping with jewelry. Observant party members will note a small black pearl embedded in her forehead. She greets the travelers enthusiastically, and graciously welcomes them into her home. After exchanging pleasantries, she asks them what brings them to her house. </p><p></p><p>Upon hearing they have jewels, she becomes obviously excited. She leads them to the next room, which is the main hall of the fort, that has seen extensive reworking to make it appear elegant. Sitting down, she asks to see their wares, and comments appreciatively about them. She excitedly offers them prices well above market value. The more treasure they present, the more excited she gets. She really turns on the charm here, letting them know how grateful she is to have such wonderful items. At some point, will inquire about a ring, brooch, etc etc, that the players are wearing, that they aren’t trying to sell, and says she would like to buy it as well. However, she cares nothing for the magical nature of them and offers the player only as much as the jewelry itself is worth. If they decline her offer (or any other offer for jewelry up to that point) she will pause briefly, and a frown will flash across her face. “Very well then, let’s not quibble.</p><p></p><p>Part 2: the deal goes south.</p><p></p><p>And here is where the DM get’s to choose exactly how rat bastardly he wants to be. </p><p>The less rat bastardly way to play it at this point, she gets up, and excuses herself, saying she must go to the ladies room, and while she’s back there, she will get the gold to pay to characters. She picks up a few of the more valuable items and exits out the large door at the back of the room, closing it behind her.</p><p>Then she doesn’t come back. If the PC’s don’t go to investigate, in about 30 minutes, start making listen checks, on a successful check, they hear hammering, coming from the direction the lady left in.</p><p></p><p>The more rat bastardly way to go about this (and don’t we all want to be more rat bastardly?) is after the rejected offer, she get’s up, and then offers refreshment to the characters. She goes to a large armoire, and opens it, revealing a well stocked bar. She offers them wine, or strong spirits of their choice, all of exquisite vintage. And pours herself a large glass of wine, and offers a toast to there new business dealings. The drinks are, of course, poisoned. Make a tough dc check suitable for your characters. The Drug greatly heightens the potency of alcohol, making one drink act like ten. Jezzel is quite free with the re-fills, and puts on show of getting quite drunk herself. She uses her very considerable charms and feminine ways to get the characters to drink as much as possible. A few swigs should render the players almost unconscious. The poison affect her, she doesn’t know why, but doesn’t question it either.</p><p></p><p>Once inebriated, Jezzell begins to open negotiations again, trying to get the now drunk companions to part with their pretties. Failing that, she will simply try to pick pocket them (with a huge penalty to the spot check for there inebriation) Once she has what she wants, she excuses herself, and again disappears down the hall. </p><p></p><p>So what if you have a stuffy paladin who doesn’t drink? Plan b is to use a contact poison. She goes back to refill her drink, and, while there, coats her hand in a substance that is a VERY powerful sedative. She will then become, “mrs flirty” and try to touch the bulging biceps of the stuffy paladin. Failing that fort save will render him unconscious. </p><p></p><p>Part 3: the disturbing hall. </p><p>Sooner or later, the party goes down the hall to follow Jezell. Upon opening the door, they see a very long hallway leading away from them, with many doors on each side. Near where they stand, thick rugs cover the floor, and beautiful paintings adorn the walls. The rooms at this end of the hall are lavish bedrooms, with huge, comfortable beds, rich furniture and fittings. As the hall progresses, the carpets, paintings, and rooms all slowly degrade, at first becoming stained, faded, then threadbare, by the far end of the hall, and a staircase leading down (where an occasional hammer blow can be heard) the floors and walls are bare stone, and the rooms at the far end are tiny, dirty, decrepit things. There are simple straw mattresses, and absolutely no furnishings. As they walk down the hall, they will come across various items of jewelry, all the ones that Jezell was wearing. At the far end of the hall, they will come across her dress, hung neatly on a hook beside the staircase that leads down.</p><p></p><p>The party can take time to search any rooms along the way, describe the room and it’s contents, if you are being rat bastardly, and Jezell took there items, keep track of how long it takes them to get through this. The longer it takes them, the more of their goods Shanzli will have time to destroy.</p><p></p><p>Part 4: going down</p><p></p><p>The hallway ends in a circular staircase winding down. At the bottom of the landing is a wide, shallow room. It is completely barren, except for a wooden door on the right side of the room, and 2 objects on the left. One appears to be a large display cabinet, filled with all sorts of gems and jewelry; the other is a large chest. Both, however, are really mimics. If the pc’s get close, they will attack. They can be avoided by going straight to the door on the right hand side. </p><p></p><p></p><p>Behind the door is a plethora of unusual sites. 10’ directly in front of the door is a very large table. On one half of the table, are pieces of paper, of sizes varying from postage stamp to almost 1’ a side, of a great variety of colors. The other side of the table is overflowing in the same pieces of paper, which have been covered in very small writing. If they look at one of the papers, In a variety of languages the phrase, </p><p></p><p>“I write this as my temporary penance, to atone for the sin I have done, and the dishonor I have caused my family. For the blood that is on my hands, there is no forgiveness, and I must find the pearl to deserve the sweet cleansing death.”</p><p></p><p>But what really catches their attention are four figures behind the desk. There are 4 statues, 1 adult male, 1 adult female, and 2 adolescent males. They are sitting cross-legged, staring ahead. In each ones right hand is a dagger. The father’s dagger is plunged into his midsection, and a bright red stream seams frozen in mid air. Next to him, the mother’s dagger has penetrated her skin, and the same crimson is beginning to spurt. The older boy had just punctured the skin, with a hint of red visible, and the youngest ones dagger is hovering an inch from his exposed belly. This last one is an incomplete figure, stopping at the chest level. Upon examination, the bodies are made from thousands, if not millions of tiny pieces of paper, each one covered in the aforementioned phrase, and cunningly folded. Close examination will reveal hundreds of familiar shapes, a cat here, a house, a tree, a person, a sword, a crane, all coming together to form these large, disconcerting figures.</p><p></p><p>During this whole time, the occasional hammer strike can be heard, and an occasional scream, some of rage, some of victory, can be heard coming from an open doorway, that leads down to darkness. The passage starts off large, anyone can stand up. Slowly the passageway narrows, and shrinks to where humans have to duck. All the while the sounds are growing louder. The passageway continues, until you are forced to your hands and knees. This is not comfortable; the floor is of very rough-hewn rock quickly tearing at the hands and knees. The banging continues. The passageway shortens some more; soon, the characters are forced onto their bellies, crawling the last 50’. About the time they start crawling, they can see light at the end of the tunnel. </p><p></p><p>Do a listen check for Shanzli, (hampered of course, by her hammering). If she fails, she will be working at destroying some gem or jewelry when the pc’s enter. If she hears them, she will be standing on the fall wall and will address them as they come in.</p><p></p><p></p><p>The tiny tunnel opens into a small circular room, about 30’ radius with a domed roof. At first glance, it is obvious that this is a temple of some sort. Light comes from a single lantern overhead, however, this light is greatly amplified by the surroundings. The ceiling is covered by fine granules (sand size) of an array of colors, brilliant reds, blues, and greens decorate the walls. These are the crushed remains of thousands of gemstones. The floor is covered by gold, silver, and platinum, that has been beaten flat, melding with the natural rock floor, obviously the settings of thousands of rings and necklaces. The temple is dominated by a huge altar, the base of which is covered in inscriptions and depictions of the god of monks. It has been carved from one single massive piece of rock, in fact, the whole room seems to be hewn out of the native stone. Behind the altar, is a small (3’) statue of that deity, looking out of place next to the overly large altar. The statues hands are held out, appearing to be grasping a sphere about the size of a softball that isn’t there. </p><p></p><p>The real oddity is the condition of the altar. It has been worn down, cracked, and crumbling. One of the front corners has sloughed off entirely onto the floor. The top of the altar is covered in pearl dust, giving it a ghostly glow.</p><p></p><p>The reason for the disrepair of the altar is readily apparent. A very large hammer lies next to it. If Shanzli didn’t hear them coming, she is raising the hammer to try to destroy yet another gem. </p><p></p><p>The woman before them scarcely resembles the gracious woman that met them at the door. Gone is the beautiful evening dress, in it’s place are the rags of a poor peasant, that have been worn so threadbare as to almost not be there. Gone is her regal stature, and all her jewelry. The pearl in her forehead is now white.</p><p></p><p>If the PC’s attack her, she will defend herself (most likely surprising them with her abilities) </p><p>She will use her stunning attack to stop the party members, all the while, begging for the chance to explain. She is loathe to kill, but will do so if necessary, for she cannot allow herself to die in her current state of disgrace. If the PC’s ever stop fighting, she will begin to talk.</p><p></p><p>She will tell them her tale, and say that the only way that she can redeem herself is destroying the precious items she comes across, but, she has found that that is not enough. She has received a vision, that the only way to completely amend her wrongdoing is to first complete the origami golems in the room above, and then, place the pearl of great price in the hands of the statue, it will be a perfect fit. Then, and only then, will she be allowed to go upstairs, kneel amongst the golems of her family, and find her sweet release in death.</p><p></p><p>She then asks if they would seek for this pearl, and, bring it to her, for payment, all of the house would be given to them.</p><p></p><p>If they agree, she returns their magic items as a gesture of good faith, and let’s the go.</p><p>If they don’t agree, she will escort them out. They will see the bizarre transformation, somewhere along the hall way, from Shanzli to Jezell.</p><p></p><p>Whoever, once Jezell is back in control, she cannot stand to see the pretty things escape her, and will attack the party. If near death, she will use two hidden exits out of the main room to try to escape.</p><p></p><p></p><p>Should the party kill Shanzli, she is doomed to never resting in peace, and will haunt them, as both Jezzell and Shanzli, until amends are made (the pearl is given to the god). The first part of that curse will be a nice surprise when they attempt to leave. The origami golems, infused with the essence of there dead creator, will attack them. </p><p></p><p></p><p>GAME MECHANICS</p><p>The house represents the divided mind of the temptress. The main front room is Jezells domain entirely, while anything downstairs is strictly Shanzli. The hallway is the link between the two, and either one can be present there. As far as abilities, since the each one is not aware of the other, they cannot use the others abilities. The only exceptions to this are class skills that both the monk and rogue have, and innate abilities that don’t need knowledge of them, (the immunity to disease, and poison) Jezell doesn’t know why, she just doesn’t get sick.</p><p></p><p>If the parties mention one of them to the other, shanzli/jezzell simply do not believe them, and cannot be convinced.</p><p></p><p>A final note, if the party kills jezzell at the end when she attacks, there should be huge repercussions. She is well known in town, and has many associates, the law should be called out immediately. It will be hard for them to convince anyone that she was dangerous, or that she was attacking them, since this is all not the Jezzell that they know.</p></blockquote><p></p>
[QUOTE="cool hand luke, post: 965507, member: 10926"] IRON dm round 2: Cool hand luke vs. Seasong Femme fatale Crumbling temple Origami golem Pearl Foreboding mansion Ex-monk The pearl of great price: a bridge from one adventure, to another, for about 7th level characters. Background: In the country of Mandin, the handmaidens are a highly trained, highly devoted group of all female monks that serve as bodyguards to the royal family. It seemed like such a small thing, really. One of literally hundreds. Surely it wouldn't matter? Besides, think of all the good you could do with it, a poor family could eat for a week on the proceeds of this tiny thing. That's what was running through Shanzli's mind, as she kneeled behind her mistress. She glanced up, never daring to actually raised her bowed head, but just enough to see the back of the white dress, covered with hundreds if not thousands of tiny pearls, just like the one on the floor by her foot. Using her years of training, she moved her hand with snake like speed, and scooped up the little pearl. As a member of the Handmaidens, Shanzli had achieved an honor and prestige that was almost unfathomable for someone born into her social standing. Her entire family was poor. Starving to near death in the winter poor. Her father owned a small cobbler store on the fringes of the great capital city. Her life was typical of that of a peasant girl, a second-class citizen because of her sex, even in her own family. She was the last one to eat every night, and the first one up in the morning, to do the dirtiest work of preparing the hides for her father and brothers. This all changed during her tenth summer. That year, the Handmaidens had chosen new members. As normal they scoured all the temples of (whatever god good monks would worship. Where Shanzli is, it is by far the predominant religion). That’s where the Cloud master (think reverend mother) had found the young girl, deep in meditation, long before anyone else, even the monks would be there. This caught the Cloud Master’s eye. She had the devotion, and discipline, and, luckily, also the beautiful face necessary, and so, Shanzli was chosen to start the training of becoming a handmaiden. Her life did not immediately get any better, the training, a 5-year process, was incredibly grueling. The first year, she worked harder than she thought possible, doing rough manual labor that built up her slight frame with long, lean muscle. She was also grilled in court etiquette, rules for diplomatic behavior, and most importantly, the Dow-ha, the strict code of absolute obedience, devotion, and rejection of worldly Things to better serve the Royal family. The majority of those chosen at age ten were not able to complete the training. Shanzli was one of the few with the array of physical and mental talents needed to pass the grueling final exam, and so, at the age of 15, she was allowed to become a handmaiden of rank 1. Even though she was forbidden to ever see her family again, she was allowed to receive letters from them. At first, Shanzli thought that this was meaningless. No one else in her family could read or write, and they certainly could not afford a scribe. But a letter came nonetheless, in it; her father explained (through a scribe) that the honor that she had brought her family had turned their fortunes around. Everyone now graced his cobbler shop, thinking if his daughter was good enough for a handmaiden, surely his shoes were of good quality. Shanzli served happily for almost ten years, truly excelling in all she did. She was one of the youngest ever to reach the 10th rank, and was nearing the 12th rank when her downfall occurred. Unbeknownst to her, the Cloud Master has seen her pick up the pearl that had fallen from the princess’s ceremonial gown. She assumed that as soon as the ritual was over, Shanzli would return it. When, after 2 weeks, Shanzli hadn’t returned the pearl, the Cloud master brought in one of the mystic seers, to discover the whereabouts of the pearl. The seer, after putting himself in a trance, described a scene that was to be Shanzli’s downfall. It was revealed that the young monkess had become infatuated with “the pretty” she hid it, hoarded it, and had started to obsess over it. Shanzli was immediately called into the Cloud Masters chamber, and confronted. She flatly denied having the pearl, further damning her. The cloud master then calmly reached into Shanzli’s robe. Into the secret pocket she had sewn there, and removed the pearl. On the spot the cloud master expelled her from the handmaidens, ripped her traditional uniform from her, and after striking her with a stunning blow, slowly, forcefully, pressed the small pearl into the center of her forehead, where it remains to this day. The cloud master explained to her that the ritual redeeming suicide would not be available to her, her punishment would be to live out the rest of her life in disgrace. Stunned, humiliated, and naked, Shanzli was cast from the palace grounds. Desperate, she stole some clothes from an old woman’s laundry, and tried to return home. Word reached her fathers house before she could. There had not been a handmaiden expelled in over 200 years. The shame this brought her family had only one redemption. When shanzli approached her father’s house, her father, mother, and 2 brothers were sitting cross-legged on the ground in front of their house, each holding a ceremonial knife. As she approached, her father started the ritual chant of honor redeeming suicide, and slowly pressed the knife into his abdomen, followed, in turn, by the rest of the family. At that moment Shanzli’s mind snapped in two. When she got up from where she had fallen, there was a different, glint to her eyes, and the pearl in her forehead was no longer white, but deep black. This new person named herself Jezell, and was the antithesis of everything Shanzli stood for. She reveled in the world, and the pleasures it could bring, and lived a life of debauchery. She soon found that her natural beauty gave her great power over men, and the natural quickness, and strength from her monk training had other uses as well. At first, Jezell dominated, with only small lapses back into a confused Shanzli. Slowly, Shanzli began forcing herself more to the front. Currently, it is about a 50/50 split. Jezell is obsessed with living life to the fullest, especially in physical beauty. She has acquired a good amount of wealth, and an impressive art collection. Her true passion is jewelry and gems of all sorts, pearls above all. Shanzli is equally consumed with repentance. She longs to be able to atone for her sins, and thus, have the option of honor redeeming suicide. Each is aware that the other is there, peripherally, but they choose to ignore it. CURRENT EVENTS: Shanzli (and her alternate personality, Jezell), have settled down many years ago near the town of Anten, a good sized down on a bustling overland trade route. Jezell purchased a large building on the edge of town, that was originally the fort/garrison that was the start of the town. Her reputation is legendary in the town. The knowledge of her wealth and taste for finery is stuff of local legend. She is said to be able to seduce men into doing anything she desires. The town is unaware of shanzli. Hooks: This would be a great little side plot to drop on your characters immediately after they have completed some large quest, and are thinking they are simply headed into town to pawn there loot, and get a little R&R. Give them some gems/jewelry they need to pawn. This is also a nasty way to take away any over powered magic items that might have fallen into their possession. HOOK: upon entering town, when they try to sell any gem, or jewelry item (including magic items that are in the form of gems or jewelry) The shopkeeper gets nervous when he sees what they are pawning, and he says that he is not interested in purchasing those items, if questioned, at first he will simply refuse to say why. If the characters leave to go to another store, it’s the same song, second verse. If they push (or bribe) a storekeeper, they will say that all the gems and jewelry they acquire are stolen from them within a fortnight, and they simply don’t want to lose any more money. They will then inform them that the only people in town that are buying such items is Jezell, at the old fort outside of town, even though she has reported numerous robberies herself. And that she normally pays more for the items than the shops do. This is also serves as the beginning to a much longer quest to obtain the pearl of great price. Scene 1: a cordial meeting The house/fort lies on a large hill, just outside of town, and can be seen from afar. Even from a distance, things appear odd. There is an overbearing feeling of foreboding hanging in there, with no apparent source. There is a large wood and stone wall completely surrounding the grounds. However, instead of a thick, heavy door across the entrance, a light, skillfully crafted ornate gate lays across. The odd juxtaposition is continued through out the grounds. As the parties approach, they will see that the battlements that overlook the entrance have been carved to form statues, and the huge wooden posts that should anchor the main gate have been carved with scenes of various fey women seducing men. The gate will be open, and no one will be seen. Inside the gates, the start of a beautiful, if slightly odd, garden will have been planted. The garden, while full of delightful flowers, is far to structured, all lines are squares, and the plants form ranks and files, much like an army marching. The main building itself carries on the theme, of trying to cover up a militaristic undertone with lots of fancy decorations. The whole effect is rather disconcerting. Upon reaching the main door, the party finds it open, and an exotic, and very beautiful woman is standing down the ornate hall (or, at least, a very dry military hall that has had expensive carpets and tapestries hung over it). She is dressed in a very formal (but still provocative) formal gown and absolutely dripping with jewelry. Observant party members will note a small black pearl embedded in her forehead. She greets the travelers enthusiastically, and graciously welcomes them into her home. After exchanging pleasantries, she asks them what brings them to her house. Upon hearing they have jewels, she becomes obviously excited. She leads them to the next room, which is the main hall of the fort, that has seen extensive reworking to make it appear elegant. Sitting down, she asks to see their wares, and comments appreciatively about them. She excitedly offers them prices well above market value. The more treasure they present, the more excited she gets. She really turns on the charm here, letting them know how grateful she is to have such wonderful items. At some point, will inquire about a ring, brooch, etc etc, that the players are wearing, that they aren’t trying to sell, and says she would like to buy it as well. However, she cares nothing for the magical nature of them and offers the player only as much as the jewelry itself is worth. If they decline her offer (or any other offer for jewelry up to that point) she will pause briefly, and a frown will flash across her face. “Very well then, let’s not quibble. Part 2: the deal goes south. And here is where the DM get’s to choose exactly how rat bastardly he wants to be. The less rat bastardly way to play it at this point, she gets up, and excuses herself, saying she must go to the ladies room, and while she’s back there, she will get the gold to pay to characters. She picks up a few of the more valuable items and exits out the large door at the back of the room, closing it behind her. Then she doesn’t come back. If the PC’s don’t go to investigate, in about 30 minutes, start making listen checks, on a successful check, they hear hammering, coming from the direction the lady left in. The more rat bastardly way to go about this (and don’t we all want to be more rat bastardly?) is after the rejected offer, she get’s up, and then offers refreshment to the characters. She goes to a large armoire, and opens it, revealing a well stocked bar. She offers them wine, or strong spirits of their choice, all of exquisite vintage. And pours herself a large glass of wine, and offers a toast to there new business dealings. The drinks are, of course, poisoned. Make a tough dc check suitable for your characters. The Drug greatly heightens the potency of alcohol, making one drink act like ten. Jezzel is quite free with the re-fills, and puts on show of getting quite drunk herself. She uses her very considerable charms and feminine ways to get the characters to drink as much as possible. A few swigs should render the players almost unconscious. The poison affect her, she doesn’t know why, but doesn’t question it either. Once inebriated, Jezzell begins to open negotiations again, trying to get the now drunk companions to part with their pretties. Failing that, she will simply try to pick pocket them (with a huge penalty to the spot check for there inebriation) Once she has what she wants, she excuses herself, and again disappears down the hall. So what if you have a stuffy paladin who doesn’t drink? Plan b is to use a contact poison. She goes back to refill her drink, and, while there, coats her hand in a substance that is a VERY powerful sedative. She will then become, “mrs flirty” and try to touch the bulging biceps of the stuffy paladin. Failing that fort save will render him unconscious. Part 3: the disturbing hall. Sooner or later, the party goes down the hall to follow Jezell. Upon opening the door, they see a very long hallway leading away from them, with many doors on each side. Near where they stand, thick rugs cover the floor, and beautiful paintings adorn the walls. The rooms at this end of the hall are lavish bedrooms, with huge, comfortable beds, rich furniture and fittings. As the hall progresses, the carpets, paintings, and rooms all slowly degrade, at first becoming stained, faded, then threadbare, by the far end of the hall, and a staircase leading down (where an occasional hammer blow can be heard) the floors and walls are bare stone, and the rooms at the far end are tiny, dirty, decrepit things. There are simple straw mattresses, and absolutely no furnishings. As they walk down the hall, they will come across various items of jewelry, all the ones that Jezell was wearing. At the far end of the hall, they will come across her dress, hung neatly on a hook beside the staircase that leads down. The party can take time to search any rooms along the way, describe the room and it’s contents, if you are being rat bastardly, and Jezell took there items, keep track of how long it takes them to get through this. The longer it takes them, the more of their goods Shanzli will have time to destroy. Part 4: going down The hallway ends in a circular staircase winding down. At the bottom of the landing is a wide, shallow room. It is completely barren, except for a wooden door on the right side of the room, and 2 objects on the left. One appears to be a large display cabinet, filled with all sorts of gems and jewelry; the other is a large chest. Both, however, are really mimics. If the pc’s get close, they will attack. They can be avoided by going straight to the door on the right hand side. Behind the door is a plethora of unusual sites. 10’ directly in front of the door is a very large table. On one half of the table, are pieces of paper, of sizes varying from postage stamp to almost 1’ a side, of a great variety of colors. The other side of the table is overflowing in the same pieces of paper, which have been covered in very small writing. If they look at one of the papers, In a variety of languages the phrase, “I write this as my temporary penance, to atone for the sin I have done, and the dishonor I have caused my family. For the blood that is on my hands, there is no forgiveness, and I must find the pearl to deserve the sweet cleansing death.” But what really catches their attention are four figures behind the desk. There are 4 statues, 1 adult male, 1 adult female, and 2 adolescent males. They are sitting cross-legged, staring ahead. In each ones right hand is a dagger. The father’s dagger is plunged into his midsection, and a bright red stream seams frozen in mid air. Next to him, the mother’s dagger has penetrated her skin, and the same crimson is beginning to spurt. The older boy had just punctured the skin, with a hint of red visible, and the youngest ones dagger is hovering an inch from his exposed belly. This last one is an incomplete figure, stopping at the chest level. Upon examination, the bodies are made from thousands, if not millions of tiny pieces of paper, each one covered in the aforementioned phrase, and cunningly folded. Close examination will reveal hundreds of familiar shapes, a cat here, a house, a tree, a person, a sword, a crane, all coming together to form these large, disconcerting figures. During this whole time, the occasional hammer strike can be heard, and an occasional scream, some of rage, some of victory, can be heard coming from an open doorway, that leads down to darkness. The passage starts off large, anyone can stand up. Slowly the passageway narrows, and shrinks to where humans have to duck. All the while the sounds are growing louder. The passageway continues, until you are forced to your hands and knees. This is not comfortable; the floor is of very rough-hewn rock quickly tearing at the hands and knees. The banging continues. The passageway shortens some more; soon, the characters are forced onto their bellies, crawling the last 50’. About the time they start crawling, they can see light at the end of the tunnel. Do a listen check for Shanzli, (hampered of course, by her hammering). If she fails, she will be working at destroying some gem or jewelry when the pc’s enter. If she hears them, she will be standing on the fall wall and will address them as they come in. The tiny tunnel opens into a small circular room, about 30’ radius with a domed roof. At first glance, it is obvious that this is a temple of some sort. Light comes from a single lantern overhead, however, this light is greatly amplified by the surroundings. The ceiling is covered by fine granules (sand size) of an array of colors, brilliant reds, blues, and greens decorate the walls. These are the crushed remains of thousands of gemstones. The floor is covered by gold, silver, and platinum, that has been beaten flat, melding with the natural rock floor, obviously the settings of thousands of rings and necklaces. The temple is dominated by a huge altar, the base of which is covered in inscriptions and depictions of the god of monks. It has been carved from one single massive piece of rock, in fact, the whole room seems to be hewn out of the native stone. Behind the altar, is a small (3’) statue of that deity, looking out of place next to the overly large altar. The statues hands are held out, appearing to be grasping a sphere about the size of a softball that isn’t there. The real oddity is the condition of the altar. It has been worn down, cracked, and crumbling. One of the front corners has sloughed off entirely onto the floor. The top of the altar is covered in pearl dust, giving it a ghostly glow. The reason for the disrepair of the altar is readily apparent. A very large hammer lies next to it. If Shanzli didn’t hear them coming, she is raising the hammer to try to destroy yet another gem. The woman before them scarcely resembles the gracious woman that met them at the door. Gone is the beautiful evening dress, in it’s place are the rags of a poor peasant, that have been worn so threadbare as to almost not be there. Gone is her regal stature, and all her jewelry. The pearl in her forehead is now white. If the PC’s attack her, she will defend herself (most likely surprising them with her abilities) She will use her stunning attack to stop the party members, all the while, begging for the chance to explain. She is loathe to kill, but will do so if necessary, for she cannot allow herself to die in her current state of disgrace. If the PC’s ever stop fighting, she will begin to talk. She will tell them her tale, and say that the only way that she can redeem herself is destroying the precious items she comes across, but, she has found that that is not enough. She has received a vision, that the only way to completely amend her wrongdoing is to first complete the origami golems in the room above, and then, place the pearl of great price in the hands of the statue, it will be a perfect fit. Then, and only then, will she be allowed to go upstairs, kneel amongst the golems of her family, and find her sweet release in death. She then asks if they would seek for this pearl, and, bring it to her, for payment, all of the house would be given to them. If they agree, she returns their magic items as a gesture of good faith, and let’s the go. If they don’t agree, she will escort them out. They will see the bizarre transformation, somewhere along the hall way, from Shanzli to Jezell. Whoever, once Jezell is back in control, she cannot stand to see the pretty things escape her, and will attack the party. If near death, she will use two hidden exits out of the main room to try to escape. Should the party kill Shanzli, she is doomed to never resting in peace, and will haunt them, as both Jezzell and Shanzli, until amends are made (the pearl is given to the god). The first part of that curse will be a nice surprise when they attempt to leave. The origami golems, infused with the essence of there dead creator, will attack them. GAME MECHANICS The house represents the divided mind of the temptress. The main front room is Jezells domain entirely, while anything downstairs is strictly Shanzli. The hallway is the link between the two, and either one can be present there. As far as abilities, since the each one is not aware of the other, they cannot use the others abilities. The only exceptions to this are class skills that both the monk and rogue have, and innate abilities that don’t need knowledge of them, (the immunity to disease, and poison) Jezell doesn’t know why, she just doesn’t get sick. If the parties mention one of them to the other, shanzli/jezzell simply do not believe them, and cannot be convinced. A final note, if the party kills jezzell at the end when she attacks, there should be huge repercussions. She is well known in town, and has many associates, the law should be called out immediately. It will be hard for them to convince anyone that she was dangerous, or that she was attacking them, since this is all not the Jezzell that they know. [/QUOTE]
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