Semi-Final Round - Third Match-Up: Wulf Ratbane vs. CarpeDavid
Ingredients
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Will o’ (the) Wisp
Flooded Quarry
Broken Ones
Brigands on a Pilgrimage
Magic Wig
Exultation
Quicklime
A short adventure for four 10-12th level characters.
I used to be a nymph once - long, long ago. I idled on white sandy shores and played with the dolphins and porpoises. I bathed in my tidal pool and befriended each starfish and minnow. Then the men came with their dwarves and mined the limestone hill to build their town. They dammed up the natural springs that spilled fresh water into my pool and let the runoff from their digging seep into the groundwater.
The lime destroyed my pool and poisoned me. My strength ebbed, my beauty faded, and my magic disappeared. For a while, I thought I might die, but then something much worse happened. The poison warped and twisted my body, turning me into a hag. A hag! A creature of darkness, horrible to look upon, condemned to haunt the darkest sea caves and foulest bogs.
Ashamed of my new form, I left that place and studied the dark arts, obsessed with finding a way to bring life back to my beloved pool. I experimented on men that I would find lost in the wood, stitching them together once I had broken their bodies. My broken ones showed me that I could restore life once it had been destroyed.
Then one day, I found a most curious artifact in the possession of my latest victim: a wig that, once worn, would perpetually alter the appearance of the wearer. I was overjoyed - now my beauty could be restored and I would no longer have to hide in the darkness. My exultation filled the forest, making the trees shake and the flowers tremble. I released my servants from their bondage and returned to the world of men…
--From the diary of Anaïs
Background
Over three years ago, Anaïs returned to Concord Hill, the town mentioned in her diary. Posing as a pretty, young widower, she set up shop as an apothecary, and spent most of her free time in the ruined tidal pools, searching for a way to restore them.
Three months ago, some young members of the Silver Pheasant Trading Company, a small thieves' guild based in Concord Hill, broke into several houses in violation of a standing agreement with the town's government. Among the items stolen was a magical, appearance-changing wig. The guild set out that night to make the rounds of the neighboring towns, and the wig went with them.
Furious that she was no longer able to hide her appearance, Anaïs fled the town. She stumbled into the abandoned quarry outside town, and was surprised to find that a temple to Argent, the god of plunder. She tore through the temple, easily slaying all of the priests, and tore down the dams holding back the natural springs. As water swept through the quarry, she began to plot her revenge. She recruited a string of will o' wisps to lure townspeople to the quarry, so that she could begin to construct a group of her broken ones.
When the head of the Silver Pheasant led his group of brigands to the temple three months later, to give thanks for a very lucrative expedition, he didn't expect to find the abandoned quarry filled with water; he didn't expect will o' wisps to lead some of his company to their watery graves; and witnessing a creature stitched together from the bodies of temple priests and townsfolk (with his own brother's grinning head on top) emerge from the depths - well, that he didn't expect at all.
NPCs
Bertrand Brussle is a brigand, a braggart, and a rogue, but is also quite intelligent and ambitious. He started his career as a petty thief, but, on his 20th birthday, founded the Silver Pheasant Trading Company. Conceived as a way to grow out of the world of pick pocketing and cat burglary, the Silver Pheasant engages in the smuggling of illicit goods throughout the area.
In order to protect his new guild, Bertrand struck up a non-aggression pact with his uncle, the mayor of Concord Hill. In exchange for refraining from committing crimes within the town, his organization would be granted safe passage. Once his fledgling organization began to grow, he helped his brother build a temple to the god of plunder in the abandoned quarry outside of town.
As the head of a growing crime ring, Bertrand is notably paranoid of everyone around him. He suspects that his uncle sabotaged the quarry, though, in retaliation for the violation of the pact. He is wary of setting foot in town until he finds out what's really going on, and is hiding with his band in the woods to the south of the quarry.
Bertrand is a 4th level rogue.
Nebish Brussle was a priest of the god of plunder. He was the brother of Bertrand, but is now a major part of several flesh golems. He was a 5th level cleric when he was killed.
Willem Brussle is the mayor of Concord Hill. A balding, portly man in his late 40s, Willem is a born politician. He blusters when he doesn't immediately know the answer to a question, will attempt to talk over people who ask difficult questions, and is suspicious of everyone he meets. He is the uncle of Bertrand, and had been quietly tolerating the Silver Pheasant for several years.
However, he is now worried that his nephew is seeking to take control of the town by eliminating key townspeople. He wants the Silver Pheasant eliminated, and hopes that the PCs will do so in the search for the missing people. He does not know of the temple to Argent in the abandoned quarry.
Willem is a 5th level expert with the following scores: Bluff +10, Sense Motive +10, and Diplomacy +10.
Anaïs was once was a nymph, but the construction of the town disrupted the flow of groundwater and poisoned her tide pool with lime, turning her into a sea hag. She has spent the past few decades studying necromancy in an attempt to find a method of restoring life to her tide pool.
She thought she had successfully blended into the world of men, but her hopes were shattered when her wig was stolen. She wants revenge against those who exiled her once again to the darkness, but more than anything else, she wants to be a nymph. She simply wants to be able to exult nature again. Her current plans are to build enough flesh golems, her "broken ones," to destroy the town and return the land to its natural state.
She is not so completely consumed by hate that she would not be willing to negotiate a treaty. Treat her initial attitude as hostile for purposes of a diplomacy check. However, if a gift of her missing wig is made, her attitude will immediately shift one step toward friendly.
If attacked, she will use her constructs and 20 HD of miscellaneous animated undead to defend herself. If pressed, she will flee toward the ocean.
Anaïs is an 8th level necromancer, with the barred schools of conjuration and illusion.
Hooks
Depending on what side of the law the PCs like to be on, there are several ways to get them involved:
- The mayor may approach them to investigate the recent disappearance of some townspeople. He will inform them that he suspects the Silver Pheasant Trading Company, a local thieves' guild, of kidnapping the townsfolk.
- Bertrand may use the wig of disguise to brave the town and contact the PCs. He wants to reclaim the Temple of Argent and find out what really happened to his brother. He will point the finger at his uncle, accusing him of filling in the quarry and hiring someone to fill it with monsters. He is well aware that whatever is going on there is far beyond his capability to handle, and will make direct appeals to any rogues in the group, beseeching them to help a brother in faith.
- If the group contains a druid or ranger, he may be investigating the recent environmental changes and appearance of will o' wisps by the quarry.
Concord Hill
Concord Hill is a relatively new town of 1500 people, built 50 years ago atop a grapevine-covered hill that overlooks the Maliamia Ocean. The shore is about a 30-minute walk from the center of town, and the path through the grass-covered hillside has been worn bare by decades of townspeople.
Most houses were built using limestone from the nearby quarry, so the whole town gleams white in the summer sun. In warm weather, the inns in town fill with visitors to the beach, while in the winter, little happens.
If the PCs begin their investigation in the town, they can find out the following:
Gather Information check DC:
10 - The six people who disappeared are Anaïs, the apothecary; Nevil, a councilman; Marnie, a baker; Emmaline, the butcher's wife; Sevrin, a farmer; and Jacob, a hunter.
15 - Anaïs disappeared a full month before anyone else.
25 - Each of the other five missing townsfolk had some sort of run-in with Anaïs within the last year.
Gather Information check DC:
10 - The nephew of the current mayor runs the Silver Pheasant Trading Company.
20 - Every three months, the Silver Pheasant makes a tour of the surrounding towns - trading illicit goods and plundering when they can.
25 - The guild has been granted safe harbor by the mayor in exchange for agreeing not to steal from the town.
30 - The guild has built a temple to the god of plunder in the abandoned quarry outside of town.
Gather Information check DC:
15 - Jacob, the hunter that disappeared, spotted what he described as a "hag" in the forest about six months ago.
20 - On the night that the Silver Pheasant left town, a horrific twisted old woman was seen roaming about town. Several townspeople report being nearly frightened to death.
Bardic Knowledge (or Knowledge (Local)) check DC:
25 - The tide pool by the sea used to be home to a nymph. She disappeared within a year of the town being built.
30 - The nymph's name was Anaïs.
Knowledge (Nature) DC:
10 - Sea hags are nasty, mean creatures that live in or near despoiled oceans and lakes.
20 - Sea hags have a twisted, horrific appearance that can nearly frighten someone to death.
25 - Sea hags can be created when a Nymph's environment is despoiled.
With the exception of Anaïs, each of the missing townsfolk had a spouse. They will let the PCs search their houses. To search Anaïs' house, they PCs will need the permission of the mayor.
Search DC:
20 - Buried in the front yard of each house is a small eye fashioned from lead. The eye radiates faint enchantment magic, and, if identified, reveals that it was the vessel for a Lesser Geas spell.
25 - In Anaïs' house, the PCs will find her diary, which contains the excerpt from the beginning of this adventure.
The Woods
Directly to the south of the quarry are the woods where Bertrand is hiding with the remaining members of his company. If the PCs encounter him at the behest of the mayor, he will inform them of the activities at the quarry, and will allow the PCs to search his camp to prove that he does not currently have any captives.
Bertrand currently has 20 rogues remaining in his service (ten 1st level, seven 2nd level, and three 3rd level).
The Quarry
- Outside - acting as agents of Anaïs, a string of will o' wisps attempts to lure townspeople into the flooded quarry. If the PCs approach the quarry, the will o' wisps will attempt to lead them into several pit traps that Anaïs has set.
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); Search DC 20; Disable Device DC 20. Market Price: 5,000 gp.
If threatened, the four will o' wisps will attack.
- The Quarry - Over one hundred feet deep and three hundred feet in diameter, the quarry is now filled to the top with increasingly murky water. A stone path winds down the interior of the quarry, leading to the temple at the bottom. Vision, even with some method of illumination, is reduced to 1d8×10 ft.
Rockslides are common in the quarry, now that the water is actively dissolving the limestone. Every round spent in the water, there is a cumulative 10% chance that the PCs will be in the way of some falling rock. Treat this like a natural Falling Block Trap: CR 5; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares).
Between the entrance to the quarry and the temple are 4 flesh golems - Anaïs' "broken ones." They will fight to destruction to prevent unwelcome visitors from reaching the temple.
- The Temple of Argent - Situated in the middle of the quarry, this round structure has a reinforced wooden roof, and thick, stone walls. It is 60 ft in diameter, and has iron doors at each of the cardinal directions. Six months ago, it was unhallowed by Nebish Brussle from a scroll acquired by the Silver Pheasant. The unhallow spell has the following effects: the entire temple is guarded by a magic circle against good, all good creatures entering the area are affected by dispel magic (caster level 5), and all turning checks against undead suffer a -4 penalty.
Anaïs now makes the temple her home. She has animated 20 HD worth of skeletons and zombies out of the priests, townspeople, rogues, and random wanderers that fell victim to her lesser geas eyes and the will o' wisps.
Resolution
There are several possible resolutions to this adventure:
- The short route - the PCs brave the will o' wisps, the broken ones, the falling rocks, and the temple of Argent, and destroy Anaïs. Case closed. The brigands get their temple back, the mayor learns of the fate of the missing townspeople, and the PCs can rest easy, knowing that they dispatched a dangerous necromancer.
- The middle route - the PCs learn about her transformation, and attempt to negotiate with her. She is willing to give back the temple and leave the town permanently if her wig is returned. This will take investigation on the part of the PCs and a desire to right a past wrong. If she is successfully negotiated with, Anaïs will go into exile, but will continue her studies of necromancy, in hopes that someday she will be powerful enough to restore her pool.
- The long road: exultation - Anaïs used to be a nymph. Her sole reason for existence was the exultation of nature. In order to return her to this state, the PCs will have to find a way to repair the damage done to her tidal pool. This should involve, at the very least, filling in the quarry so that the limestone no longer is exposed to the elements, rerouting the natural springs that fed her pool, and rebuilding the destroyed ecosystem (perhaps by luring back the proper creatures). This is an extremely difficult endeavor, and any group attempting it should be well rewarded.
Ingredient Review
- Will o’ (the) Wisp - servants of Anaïs, the will o wisps attempt to lead the townspeople to their doom.
- Flooded Quarry - the location of the temple of the god of plunder.
- Broken Ones - the flesh golems created by Anaïs as servants.
- Brigands on a Pilgrimage - the Silver Pheasant Trading Company returns from its travels in order to give thanks to the god of plunder.
- Magic Wig - the wig of disguise stolen from Anaïs. It is the secondary goal of the adventure.
- Exultation - The goal of the adventure. Ambitious PCs have the opportunity to restore the true nature of a creature whose only reason for existence is the exultation of nature.