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[IRON DM] Winter '04 Tournament (IRON DM ANNOUNCED!)
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1363628" data-attributes="member: 94"><p>Round One - First Match-Up: </p><p></p><p>Wulf "Built-In Excuse" Ratbane vs. Lazarus "Can't Keep Him Down" Long</p><p></p><p>Ingredients</p><p>-----------------</p><p>Demon Summoning Circle</p><p>Chaotic Priest</p><p>Ruby-Eyed Idol</p><p>Pool of Acid</p><p>Agoraphobia</p><p>Ogre Tribe</p><p></p><p>A SIMPLE DIVERSION</p><p>An adventure for 4th level PCs</p><p></p><p>Background: </p><p>This adventure revolves around the machinations of two competing villains: Guroz, a lawful evil half-orc priest of Hextor (domains War and Law), and Emirikol the Chaotic, a chaotic neutral human priest of the demigod Iuz (domains Trickery and Chaos). Both are around 7th level. Neither priest’s aspirations are particularly great (at least for the moment) though both have managed to muster a band of humanoids with promises of slaughter and pillage. By force of arms and common interest, Guroz has assembled a band of two-score hobgoblin militia; and through trickery and deceit Emirikol has persuaded an ogre tribe of about a dozen foul souls to Iuz’s cause of discord and destruction.</p><p></p><p>Time is of the essence with this adventure, though the DM (via Emirikol’s Bluff skill) should have no trouble enticing a low-level group of adventurers with promises of glory, duty, and/or loot. The DM should attempt to hook the PCs as they are recovering from their last adventure, selling loot, leveling up, and resting in the Green Griffon inn.</p><p></p><p>Emirikol, together with his ogre tribe, had taken residence in a ruined temple not far from the town, to begin planning a raid on the outlying farms. Emirikol has made several trips into town (his face is known to some of the townsfolk, Gather Information DC15) and on one trip into town, he purchased a scroll of planar ally (Gather Information DC20). (Emirikol had intended to use the scroll to summon a demon for a raid on the town itself.) On each of his trips into town, Emirikol has kept to himself, seeming overly nervous and ill-at-ease (if the PCs have already found someone who remembers Emirikol through a prior Gather Information check, this piece of information is only DC10).</p><p></p><p>Unfortunately for Emirikol, the villainous Guroz also has designs on the town. His hobgoblin warband is well-equipped at his own expense, but his money is running dry and the hobgoblins are growing anxious (not the least because Guroz is a stinking half-orc). Hobgoblin scouts discovered the ogre tribe encamped underground in the ruins. Having surprise, and missile-fire superiority on their side, and having no particular desire to share any loot, Guroz’s band attacked. Better to strike with the advantage, Guroz wisely reasoned, than risk an alliance with ogres who could turn on his men while in their midst.</p><p></p><p>Emirikol and his ogres were forced down into the ruins. Guroz and his band pursued, but in the confines of the ruined halls, much of their advantage was lost. Both camps took up defensive positions within the ruins (though only mere yards from each other as the worm crawls). The situation turned into a complete stalemate.</p><p></p><p>Out of desperation or spite, Emirikol created a demon-summoning circle, used his scroll of planar ally, and a babau was dispatched by Iuz to his aid. The aid of Iuz is not cheaply bought. In exchange for a promise to destroy Guroz and his minions, Emirikol promised the demon four innocent souls. </p><p></p><p><em>Release me… and bring me the souls… and our bargain is struck.</em></p><p></p><p>Emirikol answered the telepathic bargain aloud. “I will bring you the souls, <em>then</em> release you, and you will fulfill your bargain.”</p><p></p><p>All of this took place <em>yesterday</em>. </p><p></p><p><strong>Bargaining at the Green Griffon</strong></p><p>When Emirikol enters the Green Griffon to enlist the PCs to his aid, he will seem extremely nervous. He will hover around the door, attempting to call the PCs to him, and suggest moving the discussion outside. The most likely reason for Emirikol’s behavior is his guilty, scheming nature, bolstered not a little by the fact that he’s having serious second thoughts about the wisdom of contracting with a demon.</p><p></p><p>His explanation to the PCs, however, is that he is simply agoraphobic—closed spaces, crowds, and the like give him panic attacks. Certainly there’s no need for Emirikol to pretend to be nervous; he <em>IS</em> nervous, and beyond that his Bluff skill should convince the PCs that he speaks true.</p><p></p><p>Emirikol will inform the PCs that he has been gathering his courage to investigate a nearby ruin, where a great treasure can be found. He was only a few feet into the complex when he was overcome with a panic attack, and to make matters worse, he was attacked by a band of hobgoblins (foul minions of a priest of Hextor!). He barely escaped with his life. He will freely offer his services as a priest (of Zagyg…), and a share of the treasure, if they will help him drive off the evil priest and the hobgoblins, and help him investigate the ruin. He is particularly concerned that the evil priest will attempt to restore the ruined temple to the glory of Hextor.</p><p></p><p>Emirikol will humor whatever preparations the group wants to make, even going so far as to help equip them out of his own pocket, but he will constantly hurry them forward.</p><p></p><p>“Time is of the essence—we must stop him before he desecrates the temple.”</p><p> </p><p>In point of fact, uknown to Emirikol, the half-orc Guroz has already begun steps to do just that—though more from a sense of self-preservation than piety. His spies have reported the existence of the demon, and the ever-wise Guroz is a step ahead of Emirikol once again. In the intervening time, Guroz has cast a <em>canonize</em> spell (the lawful equivalent of hallow/unhallow), protecting the entire area as if with <em>protection from chaos</em> and further complicating matters by tying a <em>dimensional anchor</em> effect over the area. The intent was to provide him and his henchmen with protection from the summoned demon, an effect that has not gone unnoticed by the babau. As the effect of canonize will last for a year at least, the babau is now into this bargain for the long haul—and more than he bargained for.</p><p></p><p>The canonization of the ruin to the precepts of Law leaves it a particularly unwelcoming place for chaotically-aligned creatures, including the demon, the ogres, Emirikol, and perhaps some of the PCs.</p><p></p><p><strong>The Temple Ruin</strong></p><p>Outside the ruin the PCs may find evidence of a battle (through Tracking) showing footprints (easy DC) of both hobgoblins and ogres (average DC), though in the trampled much aboveground it will be difficult to guess numbers (very difficult DC). Emirikol will have no compunctions about selling out the ogres if necessary. “Already the priest of Hextor calls greater evil to his side. This place will soon become a beacon… We must hurry!”</p><p></p><p>Shortly after setting foot in the underground areas, Emirikol will begin to feel the effects of the <em>canonize</em>. He will wonder in his mind at the effect—not dissimilar to agoraphobia—and seek to leave the area immediately. He will now start to genuinely panic. Any chaotic PCs in the party will feel similar discomfort, perhaps lending credence to his lie, perhaps leading them to wonder if there is more at play than his alleged agoraphobia.</p><p></p><p>Emirikol will attempt to stay behind, offering to cast what beneficial spells he may, to remain topside as a retreat for healing, etc., but he will not want to enter. Indeed, if forced to enter, he begins to look for an opportunity to flee the scene altogether in search of greener pastures. Let the PCs deal with the demon…</p><p></p><p><strong>Evil in Conflict</strong></p><p>As the party explores the underground ruin, the DM can have them come across either group of evil humanoids, or perhaps both groups locked together in battle. Remember that Lawful PCs (and the hobgoblins) gain a +2 deflection bonus against the chaotic ogres (and chaotic PCs!). Depending on the strength of the party, the DM can reduce the size of either force, reduce the hit points of either force (as if through the attrition of prior battles), or divide the groups into smaller encounters and allow the PCs to come at them piecemeal. It is a fairly straightforward dungeon romp, as far as the PCs are concerned.</p><p></p><p><strong>The Idol</strong></p><p>The babau cannot break free of its demon summoning circle, and even if it could, it cannot now attack any of the hobgoblins that it was contracted to destroy. This does not make for a happy demon. Fortunately, as the ogres have moved out to battle, the babau has been left to his own devices, and he has not been idle; he freely uses his telepathy to keep tabs on the creatures within the complex—including the PCs. </p><p></p><p>The PCs will eventually find their way back to the redoubt where Emirikol had holed up and summoned his demon. </p><p></p><p>The babau has used his Disguise skill (+13) to disguise himself as a statue of a demon, with rubies for eyes. He holds his hands cupped before him, as if holding something valuable. Wisps of smoke trail out from between “the idol’s” fingers, though he otherwise stands motionless and can do so for an eternity. Unless a PC has considerable experience with outsiders, he should easily pass for a large, slime-covered statue.</p><p></p><p>Spotting the magic circle on the ground requires a Spot check (DC15), though identifying it requires a Spellcraft check.</p><p></p><p>One important clue may give the babau away: He stands in a pool of acid that drips down unbidden from his slimy skin. This is not readily apparent at a distance (DC20 Spot) unless a character Searches the statue—but of course, anyone who approaches close enough to Search will disturb the summoning circle and release the demon. A character approaching to “steal” the ruby eyes may be surprised when the demon takes the rubies from his eyes and offers them with a grin…</p><p></p><p><em>You want these…?</em></p><p></p><p><strong>Mayhem!</strong></p><p>The DM can now throw whatever he likes at the PCs—any remaining hobgoblins, ogres, Guroz or Emirikol (if he hasn’t fled already). If the PCs are wary of the demon, either the hobgoblins or a fool ogre may disturb the circle (though Emirikol, if present, will under no circumstances do so!)</p><p></p><p>Remember that lawful PCs are protected against the babau—unless they attack him first, he cannot attack them physically. The DM should weight things in the PCs favor, just enough to give them a hard fight. Guroz (if he’s still alive) may well offer a truce; indeed, the ogres themselves may prove essential to overcoming the babau’s damage reduction, as only they have much hope of doing more than 10 points of damage. If Emirikol is not present, the ogres will fight alongside the PCs and the hobgoblins-- at least until the demon is slain—at which point the PCs had better watch their backs!</p><p></p><p>If Emirikol is present for the mayhem, he’ll quickly ally with the PCs, as he’ll have his hands full with Guroz, his own disgruntled ogres, and of course the demon. All bets are off at this point, though the DM may wish to let the PCs in on Emirikol’s true nature at this point. (“I brought you souls! We had a bargain!” It is at this point that Emirikol may well and truly suffer a panic attack and flee screaming like a girl…)</p><p></p><p>If Emirikol manages to slip away, the PCs will easily be able to track him down, if not simply for the mayhem he caused on his way out of town (blasting random folks with <em>searing light</em>, etc.)</p><p></p><p>Review of Ingredients:</p><p>Chaotic Priest—Emirikol the Chaotic</p><p>Agoraphobia—an anxiety caused by fear of crowds, enclosed spaces, and other places where escape is difficult; Emirikol’s constant complaint and excuse</p><p>Ogre Tribe—Emirikol’s henchmen, set against the lawful Guroz and his hobgoblins</p><p>Demon Summoning Circle—the trapped babau</p><p>Pool of Acid—a major clue for the PCs that not all is as it seems; caused by the babau, natch.</p><p>Ruby-Eyed Idol—the babau’s disguise, his last-chance gambit to break free</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1363628, member: 94"] Round One - First Match-Up: Wulf "Built-In Excuse" Ratbane vs. Lazarus "Can't Keep Him Down" Long Ingredients ----------------- Demon Summoning Circle Chaotic Priest Ruby-Eyed Idol Pool of Acid Agoraphobia Ogre Tribe A SIMPLE DIVERSION An adventure for 4th level PCs Background: This adventure revolves around the machinations of two competing villains: Guroz, a lawful evil half-orc priest of Hextor (domains War and Law), and Emirikol the Chaotic, a chaotic neutral human priest of the demigod Iuz (domains Trickery and Chaos). Both are around 7th level. Neither priest’s aspirations are particularly great (at least for the moment) though both have managed to muster a band of humanoids with promises of slaughter and pillage. By force of arms and common interest, Guroz has assembled a band of two-score hobgoblin militia; and through trickery and deceit Emirikol has persuaded an ogre tribe of about a dozen foul souls to Iuz’s cause of discord and destruction. Time is of the essence with this adventure, though the DM (via Emirikol’s Bluff skill) should have no trouble enticing a low-level group of adventurers with promises of glory, duty, and/or loot. The DM should attempt to hook the PCs as they are recovering from their last adventure, selling loot, leveling up, and resting in the Green Griffon inn. Emirikol, together with his ogre tribe, had taken residence in a ruined temple not far from the town, to begin planning a raid on the outlying farms. Emirikol has made several trips into town (his face is known to some of the townsfolk, Gather Information DC15) and on one trip into town, he purchased a scroll of planar ally (Gather Information DC20). (Emirikol had intended to use the scroll to summon a demon for a raid on the town itself.) On each of his trips into town, Emirikol has kept to himself, seeming overly nervous and ill-at-ease (if the PCs have already found someone who remembers Emirikol through a prior Gather Information check, this piece of information is only DC10). Unfortunately for Emirikol, the villainous Guroz also has designs on the town. His hobgoblin warband is well-equipped at his own expense, but his money is running dry and the hobgoblins are growing anxious (not the least because Guroz is a stinking half-orc). Hobgoblin scouts discovered the ogre tribe encamped underground in the ruins. Having surprise, and missile-fire superiority on their side, and having no particular desire to share any loot, Guroz’s band attacked. Better to strike with the advantage, Guroz wisely reasoned, than risk an alliance with ogres who could turn on his men while in their midst. Emirikol and his ogres were forced down into the ruins. Guroz and his band pursued, but in the confines of the ruined halls, much of their advantage was lost. Both camps took up defensive positions within the ruins (though only mere yards from each other as the worm crawls). The situation turned into a complete stalemate. Out of desperation or spite, Emirikol created a demon-summoning circle, used his scroll of planar ally, and a babau was dispatched by Iuz to his aid. The aid of Iuz is not cheaply bought. In exchange for a promise to destroy Guroz and his minions, Emirikol promised the demon four innocent souls. [I]Release me… and bring me the souls… and our bargain is struck.[/I] Emirikol answered the telepathic bargain aloud. “I will bring you the souls, [I]then[/I] release you, and you will fulfill your bargain.” All of this took place [I]yesterday[/I]. [b]Bargaining at the Green Griffon[/b] When Emirikol enters the Green Griffon to enlist the PCs to his aid, he will seem extremely nervous. He will hover around the door, attempting to call the PCs to him, and suggest moving the discussion outside. The most likely reason for Emirikol’s behavior is his guilty, scheming nature, bolstered not a little by the fact that he’s having serious second thoughts about the wisdom of contracting with a demon. His explanation to the PCs, however, is that he is simply agoraphobic—closed spaces, crowds, and the like give him panic attacks. Certainly there’s no need for Emirikol to pretend to be nervous; he [I]IS[/I] nervous, and beyond that his Bluff skill should convince the PCs that he speaks true. Emirikol will inform the PCs that he has been gathering his courage to investigate a nearby ruin, where a great treasure can be found. He was only a few feet into the complex when he was overcome with a panic attack, and to make matters worse, he was attacked by a band of hobgoblins (foul minions of a priest of Hextor!). He barely escaped with his life. He will freely offer his services as a priest (of Zagyg…), and a share of the treasure, if they will help him drive off the evil priest and the hobgoblins, and help him investigate the ruin. He is particularly concerned that the evil priest will attempt to restore the ruined temple to the glory of Hextor. Emirikol will humor whatever preparations the group wants to make, even going so far as to help equip them out of his own pocket, but he will constantly hurry them forward. “Time is of the essence—we must stop him before he desecrates the temple.” In point of fact, uknown to Emirikol, the half-orc Guroz has already begun steps to do just that—though more from a sense of self-preservation than piety. His spies have reported the existence of the demon, and the ever-wise Guroz is a step ahead of Emirikol once again. In the intervening time, Guroz has cast a [I]canonize[/I] spell (the lawful equivalent of hallow/unhallow), protecting the entire area as if with [I]protection from chaos[/I] and further complicating matters by tying a [I]dimensional anchor[/I] effect over the area. The intent was to provide him and his henchmen with protection from the summoned demon, an effect that has not gone unnoticed by the babau. As the effect of canonize will last for a year at least, the babau is now into this bargain for the long haul—and more than he bargained for. The canonization of the ruin to the precepts of Law leaves it a particularly unwelcoming place for chaotically-aligned creatures, including the demon, the ogres, Emirikol, and perhaps some of the PCs. [b]The Temple Ruin[/b] Outside the ruin the PCs may find evidence of a battle (through Tracking) showing footprints (easy DC) of both hobgoblins and ogres (average DC), though in the trampled much aboveground it will be difficult to guess numbers (very difficult DC). Emirikol will have no compunctions about selling out the ogres if necessary. “Already the priest of Hextor calls greater evil to his side. This place will soon become a beacon… We must hurry!” Shortly after setting foot in the underground areas, Emirikol will begin to feel the effects of the [I]canonize[/I]. He will wonder in his mind at the effect—not dissimilar to agoraphobia—and seek to leave the area immediately. He will now start to genuinely panic. Any chaotic PCs in the party will feel similar discomfort, perhaps lending credence to his lie, perhaps leading them to wonder if there is more at play than his alleged agoraphobia. Emirikol will attempt to stay behind, offering to cast what beneficial spells he may, to remain topside as a retreat for healing, etc., but he will not want to enter. Indeed, if forced to enter, he begins to look for an opportunity to flee the scene altogether in search of greener pastures. Let the PCs deal with the demon… [b]Evil in Conflict[/b] As the party explores the underground ruin, the DM can have them come across either group of evil humanoids, or perhaps both groups locked together in battle. Remember that Lawful PCs (and the hobgoblins) gain a +2 deflection bonus against the chaotic ogres (and chaotic PCs!). Depending on the strength of the party, the DM can reduce the size of either force, reduce the hit points of either force (as if through the attrition of prior battles), or divide the groups into smaller encounters and allow the PCs to come at them piecemeal. It is a fairly straightforward dungeon romp, as far as the PCs are concerned. [b]The Idol[/b] The babau cannot break free of its demon summoning circle, and even if it could, it cannot now attack any of the hobgoblins that it was contracted to destroy. This does not make for a happy demon. Fortunately, as the ogres have moved out to battle, the babau has been left to his own devices, and he has not been idle; he freely uses his telepathy to keep tabs on the creatures within the complex—including the PCs. The PCs will eventually find their way back to the redoubt where Emirikol had holed up and summoned his demon. The babau has used his Disguise skill (+13) to disguise himself as a statue of a demon, with rubies for eyes. He holds his hands cupped before him, as if holding something valuable. Wisps of smoke trail out from between “the idol’s” fingers, though he otherwise stands motionless and can do so for an eternity. Unless a PC has considerable experience with outsiders, he should easily pass for a large, slime-covered statue. Spotting the magic circle on the ground requires a Spot check (DC15), though identifying it requires a Spellcraft check. One important clue may give the babau away: He stands in a pool of acid that drips down unbidden from his slimy skin. This is not readily apparent at a distance (DC20 Spot) unless a character Searches the statue—but of course, anyone who approaches close enough to Search will disturb the summoning circle and release the demon. A character approaching to “steal” the ruby eyes may be surprised when the demon takes the rubies from his eyes and offers them with a grin… [I]You want these…?[/I] [b]Mayhem![/b] The DM can now throw whatever he likes at the PCs—any remaining hobgoblins, ogres, Guroz or Emirikol (if he hasn’t fled already). If the PCs are wary of the demon, either the hobgoblins or a fool ogre may disturb the circle (though Emirikol, if present, will under no circumstances do so!) Remember that lawful PCs are protected against the babau—unless they attack him first, he cannot attack them physically. The DM should weight things in the PCs favor, just enough to give them a hard fight. Guroz (if he’s still alive) may well offer a truce; indeed, the ogres themselves may prove essential to overcoming the babau’s damage reduction, as only they have much hope of doing more than 10 points of damage. If Emirikol is not present, the ogres will fight alongside the PCs and the hobgoblins-- at least until the demon is slain—at which point the PCs had better watch their backs! If Emirikol is present for the mayhem, he’ll quickly ally with the PCs, as he’ll have his hands full with Guroz, his own disgruntled ogres, and of course the demon. All bets are off at this point, though the DM may wish to let the PCs in on Emirikol’s true nature at this point. (“I brought you souls! We had a bargain!” It is at this point that Emirikol may well and truly suffer a panic attack and flee screaming like a girl…) If Emirikol manages to slip away, the PCs will easily be able to track him down, if not simply for the mayhem he caused on his way out of town (blasting random folks with [I]searing light[/I], etc.) Review of Ingredients: Chaotic Priest—Emirikol the Chaotic Agoraphobia—an anxiety caused by fear of crowds, enclosed spaces, and other places where escape is difficult; Emirikol’s constant complaint and excuse Ogre Tribe—Emirikol’s henchmen, set against the lawful Guroz and his hobgoblins Demon Summoning Circle—the trapped babau Pool of Acid—a major clue for the PCs that not all is as it seems; caused by the babau, natch. Ruby-Eyed Idol—the babau’s disguise, his last-chance gambit to break free [/QUOTE]
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