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Blind Rage, Blind Justice
An adventure for 2nd-4thth level PCs.

Background
Life is slow and lazy in the small village of Bostwick. Some two dozen folk live within the confines of the ‘town’ proper, and several dozen more work the farms for miles around. They are ostensibly ruled by Lord William de Marc, but if he has ever done anything with the peoples’ taxes to improve their lives or provide for their defense, it certainly doesn’t show. His manor house is fine enough, but the nearby fort lies unfinished and unmanned. Folk say it is a testament to de Marc’s miserly ways that he never even bothered to hire a tax collector; he always just sent his son instead.

Almost a year ago, just around tax time, a child went missing from the fields near Bostwick. There was no proper constable, only a largely honorary (and unpaid) position elected by the people themselves. As it was, the child’s disappearance was never solved; that is, never solved beyond a half-hearted suggestion that some wild animal must have grabbed the child, and a general consensus grudgingly achieved. Folks grumbled again, but what could they do?

When the next child went missing, just a few months ago, folks grumbled louder—but what could they do?

A third child went missing, just two weeks ago. When the child was found later—and it was clear that no wild animal could be responsible for what had been done—the people shouted to shake the walls of de Marc’s manor. They refused to pay their taxes, pooling their money instead to post a 250 gp bounty for those responsible.

Finally, de Marc has stepped up, matching the bounty with 250 gp of his own if the culprit can be captured and brought to justice. Notices have been sent to the nearby towns, and already adventurers, fortune seekers, and bounty hunters have started to arrive…

Heroes Needed!
Whether ye seek fortune, fame, or justice, read on!

500 gold piece reward for the capture of person or persons responsible for the death and defilement of the children of Bostwick. Justice must be served! A rich reward awaits those of true heart and stout arm.

Inquire further with the constable of Bostwick.

Hooks
The DM is provided with two of the strongest hooks, particularly for low-level adventurers: money and justice. If the PCs balk, events will move along without them, increasing the potential reward as detailed in Development, below.

de Marc’s Problem
Unfortunately, de Marc has a problem. He already knows that the culprit is his own son. He hopes, of course, that some unscrupulous bounty hunters will turn up someone (probably dead…) on whom he can hang the blame—and no one will be any the wiser. Still, he’s made sure to draft the reward to encourage capture, not killing; he figures he’ll either be able to save his son, or save himself some coin.

Johnn Wainwright
Johnn’s been feeling strange lately. Where once he was content to simply be the best at his craft, supplying wagons for all the nearby villages, for the last few weeks he’s felt a stronger sense of justice and duty tugging at his breast. Whether or not the PCs arrive in Bostwick in search of the bounty, Johnn’s decided to go after it himself—though it’s not so much the money he’s after, as seeing the right thing done. In the back of his shop, he’s put together a masterfully constructed wagon of wood and iron—strong yet silent—to hold his quarry, wherever he may catch him, and carry him back to justice, wherever that may be.

The PCs have no real reason to seek Johnn out, but if they cross his path, there’s no missing him. Johnn’s a bull of a man; he looks like he could pull his wagons himself (and he often does, when he’s delivering to a customer in town!) Johnn’s big hands clench and his hairy knuckles crack when he thinks or talks about catching the culprit.

Johnn also knows who the culprit is. It was Johnn who found the last victim, and although he couldn’t say why, he knows that de Marc’s son is guilty. It’s as if he can… smell it on him.

Fred Shepherd
The PCs may seek out or stumble across Fred, particularly if they ask about the countryside around the village or go exploring. Fred can guide them to where the last victim was found (just a couple of miles away, about halfway between Bostwick and the lord’s manor in the hills) as well as tell them about the local wildlife. Fred “was never convinced that a wild animal had grabbed them kids; been shepherdin’ around here for years and never had to run off nothin’.” If pressed on the matter, Fred might admit to seeing a black bear once—but that was years ago.

Fred is a good friend of Johnn Wainwright; Johnn often passes through Fred’s fields, either leaving town on a delivery or coming back. Several times Johnn’s made use of one of Fred’s small, thatched huts that dot the countryside. They’re not much to look at—not even furnished—but it’s better than sleeping in the rain.

Fred can attest to Johnn’s gentle nature. “Johnn’s not real smart—good with his hands, mostly—and he can sure lose his temper. But ain’t no way Johnn’s gonna hurt a child. He’s got a kind heart, Johnn does.”

Constable Buldin
Constable Buldin is an older gentleman. He’d be useless as a constable even if he wasn’t taking money from de Marc to keep quiet.

He'll admit to the PCs that, "...unlike the first two, which I figure was a wolf or a bear... well, I suppose a bear didn't do this, no..."

Buldin is adamant that the perpetrator be taken alive and brought to justice in town.

Ostensibly, de Marc just wants Buldin to ‘keep the peace.’ Buldin’s feeling guilty, though, for his silence a year ago; if he can be persuaded that he’s not to blame, he might be willing to talk.

Development
The PCs aren’t meant to find de Marc’s son—and they won’t. Instead, while they get the feel of the town, Johnn Wainwright heads out after the killer, de Marc’s son. On a dark night, in the pouring rain, Johnn tracks the killer down. He subdues him easily, placing him securely in his traveling prison-cart.

But something goes wrong. Johnn is spectacularly unsuccessful as a bounty hunter, because just before he gets back into Bostwick, he kills de Marc’s son, leaving him on the road: strangled, his back broken almost in half. As the rain continues to pour down on the road, a crowd gathers around the grisly scene. Lord de Marc himself arrives in short order.

The ante is upped for the PCs now. Lord de Marc doubles the bounty to 1000 gp. “My son… he left here last night, sure he knew who the killer was. I guess… I guess he thought he could save me the price of the bounty if he could bring him in himself…” de Marc will find the PCs and personally ask them to bring “the killer” to justice before he kills again.

From the time that Johnn first set out on his course, until the PCs conclude with the Shodwdown, the rain falls relentlessly from the overcast sky. The days are grey and the nights are pitch black.

Tracking the Big Man
There are a few clues the PCs can use to track Johnn down.

1) It would take someone of unusual strength to have perpetrated this ‘crime’: de Marc’s son is bent over backwards and broken nearly in half. If they are very observant, they may also notice a strange bruise that runs down the side of his face, his arm, and his side; an intelligent PC may deduce that he was held very forcefully against the bars of a cage.

2) The next morning, Fred Shepherd will sneak into Johnn’s kitchen, to prepare a meal for his friend on the lam. If the PCs search Johnn’s shop, they may notice a lingering smell of minted lamb from his adjoining house. The PCs might be able to make the connection between the lamb and Fred, and surmise that Fred is somehow helping Johnn. Fred will eventually admit that Johnn is holed up in one of his thatched huts; if the PCs can coerce Fred into leading them to him, Johnn will be gone before they get there. “Guess he ain’t here…” Fred will insist. It may seem as if Fred is lying, but an astude PC may sense that Fred is surprised to find Johnn missing.

3) If the PCs search around the hut, they may be able to spot the unique tread of Johnn’s masterwork wagon wheel. It is not an easy Track check, but they should be able to follow the unique tread of this wagon wheel to another hut for a showdown with Johnn.

4) If the PCs cannot find Johnn, eventually Fred will come to them to suggest that he’s concerned that his friend Johnn is now planning to go after de Marc himself—and in this case, the PCs can catch Johnn as he approaches the manor house.

The Showdown
When the PCs finally confront Johnn (either near one of Fred’s thatched huts or near the manor house), the rain will finally relent. The clouds will part, and the full moon will illuminate many things.

Johnn will step out from behind his masterwork wagon for a final showdown with the PCs.

If the PCs give him an opportunity for a soliloquy, Johnn will explain what happened—and if not, he’ll clue them in as much as possible in short bursts while combat rages.

“I knew it was de Marc’s son… I knew it. I could smell him on the child… And the dead child on him! All those children… Lambs to the slaughter… I meant to bring him to justice… I meant to… but he would not stop… laughing… mocking… didn’t matter how good my cage was, he said… His father would set him free. He would go free. I knew he was right and… I wanted justice. I was so angry… So angry! I will not hang for this! You will not stand in the way of justice!”

If he has not already, Johnn will begin to rage now; and one round after he begins his rage, he will transform into a hybrid werebear, and one round after that, he will assume bear form.

Along with his commoner levels, Johnn is a Bbn1 with the werebear template (about CR6). Part of Johnn’s problem is the stress brought about from transforming from chaotic good to lawful good; he wants to do good, he means to do good, he’s just having a little trouble controlling his temper—and his strength. Fortunately for Johnn, if he is ever able to control the transformation, he’ll become fully lawful good (and subsequently lose his ability to rage).

However, he is currently enraged, and if the PCs press the attack, he will give them no quarter. If the PCs relent, he will try to flee.

Johnn should have scent instead of Run; and (if you are feeling kind) Improved Bull Rush instead of Multiattack (which he will use to try to escape).

The Loose Ends
1) The PCs will have to decide how best to serve true justice. If they know anything of werebears, they will know that, even if Johnn isn’t good, he will be. Even without that knowledge, one hopes that PCs will have the wits to know the truth when they hear it and let Johnn go. Good-aligned PCs shouldn’t be held accountable for ignorance in this case, but keep a careful watch on PCs who place a premium on “the law” as opposed to “good” or “justice.” At any rate it will be very difficult for the PCs to actually kill Johnn; they’ll have to really be trying to kill him, and so should pay the consequences of such an action.

2) It will be almost impossible to prove that Lord de Marc knew that his son was responsible; it will be almost as difficult to convince him to pay any kind of reward. In fact, if the PCs do not turn Johnn over to de Marc, they may bear the brunt of de Marc’s wrath as well. Fortunately, de Marc’s political reach is rather limited. Still, who is to say how willing he will be to open his coffers, and put a price on the PCs, with the vengeance of his own son on the line?

3) If Johnn survives, he’ll “retire” from bounty hunting and offer his masterwork bounty huntin’ wagon to the PCs. (It might just be the D&D equivalent of the Batmobile…)

4) Urged on largely by Fred Shepherd, the people of Bostwick will pony up their 250 gp reward, no matter what de Marc decides (assuming they have a chance to deliver the reward to the PCs).


· Unsuccessful Bounty Hunter – Johnn Wainwright
· Masterwork Wagon Wheel – a clue leading to Johnn
· Lamb – a clue that connects Fred to Johnn and thus to Johnn’s hiding place
· Rain – erases clues, makes tracking more difficult, and hides the moon until the right time
· Strength – a clue that points to Johnn; his major attribute (raging werebear)
· Thatched Hut – one of Fred Shepherd’s huts, Johnn’s hiding place
 

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Round 3, Match 3 Entry

BAA, BAA, BLACKSHEEP
A “mid-level” adventure for four PC’s of approximately 10th level.

NOTE
This adventure makes substantial use of “non-core” books. The DM may find it handy to have the following books available when running this adventure, in addition to the three core rulebooks.
Book of Vile Darkness (Strength Sapping Weapon Special Ability p. 112)
The Tome of Horrors (Ram, Sheep and Lamb stats p. 288)
Complete Warrior (Variant Ranger p. 13, Justiciar Prestige Class p.47)
Unearthed Arcana (Cleric Variant: Cloistered Cleric p. 50)
Arms & Equipment Guide (Controlling vehicles p. 44, Masterwork Controls i.e. wheels p. 49, Wagon stat block p.57)

SUMMARY
A simple job escorting a shepherd’s wagon reveals an insidious cult at work. The PC’s are caught between the cult leader and his relentless foe.

BACKGROUND
Bandits have been a plague on the capital city for over 20 years. Brigands and outlaws have disrupted local shipping time and again, stealing rare books, supplies and goods with impunity. No matter where the goods are shipped to or from, it seems as if the thieves are always able to locate precisely the items they seek, and steal them away. After twenty years, it has almost become accepted. The local rulers and magistrates have given up making more than a token effort to stop these thefts, looking at the matter as simply a cost of doing business.
But this was not always their attitude.

When the problem first began those twenty years ago the local rulers took the matter very seriously. In fact, as the thefts continued, they went so far as to decree a bounty on bandits. Each bandit taken during a raid was worth a tidy sum to the bounty hunter that brought him in. It was hoped that with a little luck, and a few captures, these captured bandits would lead the forces of justice back to the leader of this crime ring. Sadly, not a single bandit was captured alive in the first five years of the bounty program. In fact only a single bandit was ever held alive for any amount of time.

Ten years ago, Haraldur Eysteinner, a dwarven bounty hunter managed to interrogate a mortally wounded bandit after one particularly brutal raid on a trade wagon. Plying his tools of intimidation, all Haraldur managed to get from the dying man was the phrase “We are all the Maimed Lord’s Lambs” Haraldur doggedly pursued this meager clue, and after two years of searching, he was convinced that the bandits were no common thieves, but rather an insidious cult worshipping some dark and secretive master. This opinion made him the laughingstock of the bounty hunter community, as well as amongst the rulers of the city.
Undaunted Haraldur continued, unsuccessfully, to try and prove his theory, and redeem his good name. For the last eight years, Haraldur has neglected everything he once held dear, in the thus far vain hope that he would one day expose this cult, and prove his theories. That day may well be nigh. Now known as “Filthy Haraldur” for his lapse in hygiene, this bounty hunter thinks he may finally have a clue as to the whereabouts of these Lambs.

Haraldur’s tip leads him correctly enough to the town of Lambswheel. There, a cloistered cleric of Vecna known as Glynn Sawyl has established a secret cult which has been responsible for the thefts over the years. Sawyl has used his magical wagons and wagon wheels to aid in his thefts, and passes notes and instructions to his cronies in other town through specially tattooed lambs. Sawyl possesses a magical tattooing kit that allows him to tattoo the lambs’ skin, through their fleece. When the cult receives a lamb, they can sheer it and receive their instructions from their leader. The cult, known as The Maimed Lord’s Lambs has few members, and they are scattered throughout the countryside between the capital and Lambswheel. Only Sawyl knows the exact location of each member.

The PC’s are drawn into this web of lies and secrets when they have a chance encounter along the road to Lambswheel.

SETTING
This adventure can be easily set into any setting that has two major features. A large capital city and a smaller town set far enough away from the capital that regular wagon traffic occurs between the two. The smaller town should ideally be in a remote, mountainous or hilly area with plenty of hiding spots for bandits, as well as rough roads full of ruts and rocks just waiting to shatter a wagon wheel. Lambswheel is considered a temperate mountain environment (alpine meadow).

Lambswheel’s primary industry is sheep, and each spring they hold a festival when the new lambs are born. Prizes are awarded to the most skillful shepherds, as well as the finest sheep. The only other businesses of note in town are Sawyl’s Wheelwright Shop, and the a medium sized coaching inn known as “The Lamb’s Rest”

Lambswheel (Thorp): Conventional/Monstrous; AL NG/NE; 40 gp limit; Assets 114 gp; Population 57; Isolated (Human 95%, Halfling 1%, Dwarf 2% Elf 1%, Gnome 1%).
Authority Figures: Nesta Tegan, Mayor (NG female human, commoner 4); Iefan Iwan, Guard Captain (NG male gnome warrior 4), Glynn Sawyl (NE male human cleric 11)

SCALING THE ADVENTURE
While the main encounters in this adventure are designed with 10th level PC’s in mind, the adventure could easily be scaled back for weaker parties. Simply drop the class levels of all appropriate parties (the bounty hunter and the wheelwright) by enough levels to make them a suitable challenge for the party. Altering the number of henchmen accompanying Filthy Haraldur can also help scale the adventure down.

To increase the difficulty of the adventure, just reverse the process, adding levels to both Haraldur and Glynn. Additionally, it would be a simple matter to substitute standard Cleric levels for Glynn’s Cloistered Cleric levels if you want to make him more of a stand-up fighter. Adding levels of either will also increase the number of wagon wheels he can animate in the Wagons Ho! Encounter below. Likewise, f you want to make Haraldur more dangerous magically, consider swapping his variant Ranger levels with standard Ranger levels. An appropriate animal companion can also add to his threat.

The DM has a lot of flexibility in the trip from the capital to Lambswheel. If the party is quite strong, or above 10th level, the DM can add a variety of random encounters along the way to increase the challenge of the adventure as well. The Temperate Hills and Temperate Mountains tables from p. 97 of the DMG provide many encounters that could challenge the party before the face the “None Shall Pass!” encounter below.

HOOKS
If the PC’s are currently acting as traveling merchants, then no hook is needed for this adventure. Just make Lambswheel the next stop on their travels, and proceed directly to the "None Shall Pass!" Encounter.

The standard “Hired to defend the caravan” technique would work well with this adventure. With the history of bandit raids, most merchants traveling between the capital and Lambswheel will often hire at least some bodyguards, at least as a deterrent, if not assurance of safety. A merchant carrying a load of rare books might approach the adventurers and ask for their protection as he travels. This will lead to the "None Shall Pass!" encounter.

If your PC’s are the traveling types, they might book passage through the area with a traveling caravan. If so, this will conveniently be the caravan confronted by Filthy Haraldur in the "None Shall Pass!" encounter below.

If your PC’s are wandering the wilderness, consider having them stumble upon the scene at the beginning of the None Shall Pass encounter. A merchant wagon being shaken down by a gang of armored thugs should motivate your PC’s to at least stop and observe the situation. You guessed it, head straight to the "None Shall Pass!" encounter.

A group of evil PC’s might be seeking for the Maimed Lord’s Lambs for their own nefarious purposes. If the party contains a follower of Vecna, they might well be interested in learning the identity of the Lamb’s leader. It’s also conceivable that an evil group may have heard rumors of the easy pickings the bandits have along the trade routes to Lambswheel. In that case, allow them to ambush a merchant wagon just before beginning the "None Shall Pass!" encounter below. If Haraldur catches the PC's looting a merchant wagon, it will be impossible to negotiate with him. He will fight until all his enemies are dead/incapacitated, or he dies.

Lastly, sooner or later most adventuring companies find themselves in need of a wagon. Whether it is for transporting loot, or just simple transportation, the party may have heard that an excellent wheelwright plies his trade in Lambswheel, and his wagons are reported to be of the finest quality and very competitively priced. This hook works even better if you run this adventure immediately following a dungeon crawl where much of the loot consists of large works of art, heavy tapestries, and other bulky, hard to transport goods. Move on to the "None Shall Pass!" encounter.

INFORMATION
Gather Information and Bardic Knowledge checks about Lambswheel reveal the following information.\
DC 10 - Lambswheel is renowned for its fine wool and mutton, as well as its top-of-the-line wagons and wheels. The trade routes between the capital and Lambswheel are known to be full of bandits, brigands, thieves and murderers.
DC 15 – Lambswheel is home to a master wheelwright named Glynn Sawyl. His wagons and wheels are known for their high quality, as well as affordability.
DC 20 – Most of the merchants that travel between the capital and Lambswheel either purchased their wagons from Sawyl, or have them serviced there regularly.

ENCOUNTERS

None Shall Pass!
The trek from the capital to Lambswheel covers some fairly dangerous terrain. Rocky hills and treacherous low mountain passes offer numerous ambush sites for random encounters, as mentioned above in the “Scaling the Adventure” section. The roads are pitted with ruts, and many rocks. The road is treacherous, counting as a Hill Road. Should the driver wish to move at more than half speed, he will need to make a DC 10 Handle Animal check for each hour of travel. (See Arms & Equipment Guide p 44).

Approximately midway through the trip, at sundown, it will begin to rain, and the weather will continue to be wet for the remainder of the encounter, and until the following day. Rain reduces visibility by half, and imposes a -4 penalty on all Spot and Search checks. Additionally, the wet weather will reduce the rough road to slippery treacherous mire. Raising the Handle Animal DC to 20, or 10 if proceeding at half speed. The muddy conditions of the road increase the likelihood of the wagon becoming stuck. In addition to the effects shown on p. 44 of A&EG, change results 2 and 5 on table 3-6 Failed Control Check 5+ points to read “Vehicle has become mired in mud, and cannot move until a DC 20 Strength check is made.” While the wagon is pulled by two Heavy horses, even their 16 strength is likely to require a little pushing on the part of the PC’s to get the wagon moving again. The rain and wind will also douse unshielded lights (50% chance) and imposes a -4 penalty to all Listen Checks as well as any ranged attacks. (See DMG pp. 94-95)

After the PC’s have suffered for a while, or as soon as the wagon becomes damaged or otherwise hopelessly stuck, Filthy Haraldur makes his move.

"Filthy" Haraldur Eysteinn (CR 11, HD 2d6+5d8+4d10+22)
Dwarf (Hill) Rog2/RgrCw5/Just4
LN Medium Humanoid (Dwarf)
Init +7 Spd 20
Senses Darkvision (Ex): 60 ft., Listen +4, Spot -1

AC 18 (FF 15, Touch 13)
hp 86 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +7, Ref +11, Will +4
+2 Saves vs. Poison; +2 Saves vs. Spells and Spell-like Effects; Evasion;

Atk +12/+7 base melee, +13/+8 base ranged; Grapple +12; +9/+4 Melee (+1 Warhammer 1d8+3/crit 20/x3) and +9 Melee (Manacles, Masterwork 1d8+1/crit 20/x2)
SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +4 Dodge Bonus to AC vs. Giants, Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex)
Rogue Features: Sneak Attack +1d6, Traps, Evasion; Ranger (CW) Features: Favored Enemies (2), Track, Wild Empathy (5+Cha.Mod), Ranger Combat Style, Endurance, Animal Companion, Spells, Two-Weapon Combat, Two-Weapon Fighting, Favored Enemy: Humanoid (Human) (+4), Favored Enemy: Undead (+2); Justiciar Features: Bring`em Back Alive (Ex), Nonlethal Strike +2d6 (Ex), Crippling Strike (Ex), Improved Grapple, Street Savvy +2 (Ex), Exotic Weapon Proficiency (manacles);

Abilities: STR 15, DEX 16, CON 14, INT 13, WIS 8, CHA 8
Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Improved Grapple, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Gather Information, Track, Two-Weapon Defense, Two-Weapon Fighting.
Skills: Climb +7, Craft (Armorsmithing) +1, Craft (Blacksmithing) +1, Craft (Stonemasonry) +1, Craft (Weaponsmithing) +1, Decipher Script +6, Diplomacy +4, Disable Device +4, Forgery +6, Gather Information +16, Handle Animal +4, Heal +4, Hide +8, Intimidate +10, Jump -4, Listen +4, Move Silently +8, Open Lock +6, Profession (Miner) +1, Ride +8, Search +6, Survival +11.

Weapons: +1 Warhammer: Strength Sapping; Manacles, Masterwork. Armor: +2 Studded leather. (Spell Failure 15%). Goods: Manacles, Masterwork.
Note: Haraldur has not called an animal companion

Haraldur and his henchmen will stealthily move to surround the wagon. Haraldur is normally accompanied by three 8th level Rogues, or as many as the DM needs to ad to make the encounter challenging for his party. Haraldur suspects that this wagon is somehow connected to the cult he is seeking. Clearly his attempt to catch the cultists he seeks will be unsuccessful when encountering the wagon bearing the PC’s However, Haraldur has become so obsessed with proving his theory, he is more than willing to shoot first and ask questions later.

Haraldur starts the encounter Hostile to the PC’s, but quick thinking PC’s may be able to improve his attitude and avoid conflict. Should battle erupt, keep in mind that the rain is still falling, hindering missile fire, as well as visibility. Additionally, with everything soaking wet, movement through the area will be difficult, adding a +2 penalty to any Balance or Tumble checks.

Haraldur’s henchmen do not share his obsession with finding the cult. They are simply hired muscle. If the battle starts to go against them, they are very likely to simply flee. Haraldur himself will not flee under any circumstance. He is completely convinced that this wagon holds the key to unraveling the mystery of this bandit cult of the Maimed Lord’s Lambs.

Troubleshooting
If the PC’s are defeated by Haraldur and his group, they will be taken directly to Lambswheel to be turned over to Iefan Iwan the captain of the guard. Iefan will immediately recognize the driver of the wagon, and release the entire group, apologizing for Haraldur’s foolish mistake. In any case, the PC’s will realize that their wagon is in need to repairs, and any townsfolk can direct them to Sawyl’s Wheelwright shop. Proceed to “The Wright Stuff” encounter.

If the party should capture Haraldur, they will likely interrogate him. Not that interrogation will prove difficult. Haraldur’s obsession will ensure that he rants and raves about exposing the PC’s as the Maimed Lord’s Lambs. Even while raving such lines as “Admit it! It was you what done it! I knows it was you!” (I recommend playing Haraldur with the personality of Ernest T. Bass from the Andy Griffith show.) Haraldur will still manage to convey the background that led to his attack on the PC’s merchant wagon. .Leave it up to the PC’s as to if they believe him, but both magic and Sense Motive tests reveal that he is telling the truth as he knows it. Whatever the PC’s decide to do with Haraldur, they will have been tipped off hat strange things are afoot in the Lambswheel area. Again, the party will eventually find a need to continue to Lambswheel, and head to Sawyl’s shop either to purchase a new wagon, or repair an old one. Proceed to “The Wright Stuff” encounter.

Should the PC’s actually kill Haraldur, the DM can either allow one of the henchmen to pass along the story of the cult to the PC’s, or the PC’s could use Speak with Dead to get the story from Haraldur himself. Once again, all roads lead to Lambswheel, and “The Wright Stuff” encounter.

The Wright Stuff
A DC 10 Gather Information check will reveal that Glynn is known about the town as a shrewd businessman who minds his own business, and provides excellent wares at great prices. Scoring a 15 on the check reveals that Glynn Sawyl has served Lambswheel as a wheelwright for the past 22 years. He also raises prize winning lambs. A 20 on the check will reveal that in addition to his skill as a wheelwright, Glynn is incredibly well educated, and almost fanatical about protecting his sheep, selling the lambs only to a few select buyers, no matter what others offer.

Glynn runs a wheelwright’s shop, which is the largest business in Lambswheel. The area is composed of four buildings. The main building is the wheelwright’s shop itself. The grounds surrounding this long low building are littered with a wide assortment of wagon parts, especially wheels. An Appraisal test DC 15 will reveal that the wheels seen here are masterwork wagon wheels. A pair of these would give any wagon a +2 bonus on all Handle Animal checks to keep control of the vehicle.

The other three buildings are a trio of small thatched huts, which are literally surrounded by a flock of 150 black sheep – 10 rams, 90 ewes, and 50 small lambs. These huts clearly serve as sheep folds for Sawyl’s flock. Should a PC’s take the time to examine these huts, a Spot check DC 20 will allow them to notice that the middle hut is never entered by any sheep. A Handle Animal or Appraise test DC 15 will reveal that the black sheep all have thick full fleece, and would fetch a fine price if sold. A result of 25 on the test reveals that there is something odd about the lambs’ fleece. Detect Magic reveals that the lambs radiate faint Transmutation magic. This magic is from the magical tattoos Sawyl has placed on these lambs.

Should anyone enter the fenced in sheepfold and approach the huts, the rams will attack.

Ram (CR 1/4, HD 3d8+3)
N Medium Animal
Init +1 Spd 40
Senses Low-light Vision (Ex) | Listen +0, Spot +0

AC 13 (FF 12, Touch 11)
hp 16 (Disabled -1/Dying -12/Injury 12)
Saves: Fort +4, Ref +4, Will +1

Atk +3 base melee, +3 base ranged; Grapple +3; +3 Melee (Butt 1d6+1/crit 20/x2) or -2 Melee (Bite 1d4/crit 20/x2);

Abilities STR 12, DEX 13, CON 12, INT 1, WIS 11, CHA 4
Skills: Listen + 5, Spot +5

Disturbing the sheep in any way will bring an angry Sawyl running with a harsh word for the perpetrator. While Sawyl’s attitude is normally Indifferent to visitors to his shop, he will be Unfriendly toward anyone who disturbs his sheep.
Should a PC actually enter the middle hut, proceed directly to the “Hut One. Hut Two. Hut Three. Fight!” encounter below.

Assuming the PC’s do not upset Sawyl he greets them professionally, and they can begin haggling over any needed goods or services that might pertain to a wagon. Sawyl can outfit the PC’s with a pair of Masterwork Wagon Wheels at the bargain price of 75 gp. He also carries a few magical wagon accessories, such as Speedy Wheels (A&EG p. 50) for 100gp, and can even provide them with a Self Propelled Wagon (A&EG p. 50) at the ridiculously low price of 100,000 gp.

Sawyl can provide such items at such low prices because the items are enchanted to serve in his crimes committed in Vecna’s name. Any vehicle fitted with any of Sawyl’s wheels can be called to him from a distance of 5 miles. Additionally, the Self Propelled Wagons can animate as a huge animated object and attack their occupants upon Sawyl’s command, again at a range of 5 miles. The combination of bad roads and great prices means that nearly every merchant traveling through the town has at one time or another been outfitted by Sawyl’s Wheelwright Shop.

Give the PC’s plenty of time to interact with Sawyl. If asked about the thefts, he is non-committal, but a successful Sense Motive test will reveal that he is not telling all he knows. If the PC’s make comments about a secret cult, or question his wares, Sawyl becomes angry, moving one step closer to Hostile. If the PC’s accuse Sawyl of being involved, try to magically examine his wares, or annoy him to the point he becomes Hostile, Sawyl will maneuver himself into the doorway, and then launch his attack.

Glynn Sawyl (CR 12, HD 12d6)
Human CloClr12
NE Medium Humanoid
Init +3 Spd 30
Listen +5, Spot +5

AC 15 (FF 15, Touch 10)
hp 57 (Disabled 0/Dying -11/Injury 11)
Saves: Fort +8, Ref +3, Will +13

Atk +4/-1 base melee, +5/+0 base ranged; Grapple +4;
+5/+0 Melee (+1 Dagger 1d4-1/crit 19-20/x2)
+6/+1 Ranged (+1 Dagger 1d4-1/crit 19-20/x2)
Cleric, Cloistered Features: Lore (+11), Domain Access (Knowledge Domain) (3), Turn or rebuke undead (3+Cha.Mod/day), Spontaneous casting, Knowledge Domain domain power (All Knowledge skills are class skills), Evil domain power (You cast evil spells at +1 caster level), Magic domain power (Use magic devices as a wizard).

Abilities: STR 7, DEX 9, CON 11, INT 15, WIS 21, CHA 14
Feats: Armor Proficiency: light, Simple Weapon Proficiency, Quicken Spell, Improved Initiative, Eschew Materials, Diligent, Run, Improved Turning
Skills: Concentration +15, Craft (Wheelwright) +17, Decipher Script +10, Diplomacy +11, Heal +20, Knowledge (Arcana) +17, Knowledge (History) +17, Knowledge (Religion) +17, Knowledge (Undead) +17, Spellcraft +17.

Cleric, Cloistered Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1): .

Weapons: +1 Dagger: Ghost Touch. Armor: +1 Mithral Chain shirt. (Spell Failure 10%). Magic: Darkskull; Periapt of Wisdom +2; Ring of Protection +1, Magic Tattoo Kit (This kit allows the user to inscribe a tattoo on a subject through any hair or fur the subject might have. The image sinks through the fur directly to mark the skin. The hair or fur is dyed black in the process.)

Sawyl's initial action will be to cast Animate Objects on the Wagons and Masterwork Wagon Wheels in the area. As a 12th level caster, he can animate one wagon, which will fight as a Huge Animated Object (hp 84, MM p. 14), and 4 wheels, which will fight as small animated objects (hp 15, MM p. 13).
As soon as the PC’s are busy fighting the wagon and wheels, Sawyl will make a run for the middle thatched hut, where his Darkskull is. If the PC’s follow him, proceed to the “Hut One. Hut Two. Hut Three. Fight!” encounter below.

Hut One. Hut Two. Hut Three. Fight!
The center hut has been built to serve as Sawyl’s unholy shrine to his divine patron Vecna. The presence of the Darkskull makes the area unhallowed. Depending on how much time Sawyl has to prepare, he will cast a Quickened Desecrate, followed by an Antilife Shell. If he was injured in the previous encounter, he will cast healing spells to restore himself as much as possible. Whether Sawyl has actually been found out or he merely assumes he has, he intends to make his last stand here. He will be aided by two Greater Shadows (hp 58, MM p. 221) that serve him as guardians of this shrine.

In combat, the shadows target the strongest looking opponent with their Strength Damage attacks. Sawyl will add in a Bestow Curse to apply a -6 penalty to the Strength of anyone hit by the shadows. Sawyl’s other spells have been left open to the DM’s judgment, so that he can be tailored to the party.

The only way the party can negotiate with Sawyl at this point is to offer him the chance to leave in one of his self propelled wagons, with his Darkskull, and without pursuit. Even offering that will require some masterful Diplomacy skill, as well as a level or moral flexibility that would allow a multiple murderer and worshipper of a dark god to flee the scene.

WRAPPING IT UP
This adventure is perfect for a DM wishing to begin a campaign against a widespread cult. Even if Sawyl is destroyed, the rest of the Maimed Lord’s Lambs are still out there, and a new leader will arise.

Additionally, should the DM want to add more adventures in Lambswheel, there are several options. First, it’s a simple matter to say that the thatched hut that contained Sawyl’s shrine to Vecna also contained the entrance to an underground dungeon headquarters. As a 12th level caster, Sawyl had over 20 years to stock this dungeon with traps and undead. The sixth level spell Create Undead would have allowed him to populate this dungeon with ghouls, ghasts, mummies and mohrgs.

The other possibility is that as a servant of the Master of All That is Secret and Hidden, Sawyl could have left behind some nasty surprises for the town of Lambswheel. For starters, all those wagons and wheels could now become fatal dangers. Who’s to say that Sawyl didn’t plan ahead, and leave a failsafe device behind that will sicken and corrupt the local flocks? Poisoning the sheep and killing all the lambs for years to come?

INGREDIENT SUMMARY

Unsuccessful Bounty Hunter – "Filthy" Haraldur Eysteinn is an ill-tempered, odious brute. He is a Bounty Hunter obsessed with proving that his encounter with a bandit years ago was proof of the existence of a secret cult preying upon the merchants traveling between the capital and Lambswheel. He has been seeking the ringleader of the local cell of the Cult of Vecna for some time, in pursuit of a bounty, but has been completely unsuccessful thus far. Haraldur has received a tip that a recent shipment being sent to the remote village, might contain clues to the identity of the ringleader. Haraldur intends to intercept that shipment, placing him in conflict with the PC’s.

Masterwork Wagon Wheel – These are the excellent craftsmanship wheels created by Glynn Sawyl. While the wheels are well made and affordable, they hold a terrible power to lead wagons into the clutches of the cult of Vecna known as the Maimed Lord’s Lambs.

Lamb – Sheep, i.e. lambs are the principal economy in Lambswheel. Additionally, the village holds a lambing festival each year. The cult of Vecna calls itself “The Maimed Lord’s Lambs”. Glynn Sawyl’s lambs are the method the cult uses to deliver messages from the leader to other cult members. As a minor use, Lambswheel's only inn is called "The Lamb’s Rest"

Rain – The PC’s first encounter with “Filthy Haraldur” will take place during a rainstorm. The rain will impede movement, vision, and sound. The battle will be greatly complicated by the rain, as will any travel.

Strength – Used to free wagons that have become stuck in the mud. Strength is sapped by Haraldur’s warhammer. Haraldur’s Crippling Strike ability also damages Strength. Strength is the target of both the attacks of the Greater Shadows, as well as the curse Sawyl will bestow in the final battle.

Thatched Hut – Two thatched huts serve as sheep pens on Sawyl’s property, while the third is the site of Sawyl's shrine to Vecna. That hut is likely to be the site of the final encounter in this adventure.
 

Finals, Match 3 - Wulf Ratbane vs. Tinner

Well folks, it's the final match of the final round. If Tinner wins, then he takes the tournament and is crowned the newest Iron DM. If Wulf wins, then we're forced into a tie-breaker, and any of the three contestants could win. If you want to ruin the suspense, feel free to scroll down to the bottom. Otherwise, read on.

I'll proceed much as I have with the other two final match judgments: with a hybrid examination of ingredients and playability. The very first item on the list is the Unsuccessful Bounty Hunter. Wulf gives us a werebear wainwright who ends up taking the law into his own hands. Tinner gives us an obsessed dwarf who will stop at nothing to track down a mysterious cult.

Which fits the part better? Well, Tinner's dwarf has been chasing this particular bounty for a number of years without success, and he interacts with the party in a big way, during the first encounter. His weapon saps Strength (all the better to keep his quarry from fighting back), and he's a source of information on the mysterious cult of Vecna that's been hanging around.

Wulf's wainwright has spent most of his life as nothing more than an artisan. Only recently has he felt the need to dispense justice, so he's more of a vigilante than a professional bounty hunter, and, as Wulf mentions, the PCs have little need, if any, to interact with him until the very end of the adventure. Additionally, the circumstances that lead to him becoming unsuccessful feel a bit too scripted to me. Wulf has the wainwright capture and kill the mayor's son without giving the PCs any opportunity to track him down themselves. After the mayor's son is found dead, some subtle clues may lead them to track Johnn down, but they still won't know what has gone on until he launches into a soliloquy in the final confrontation.

The Masterwork Wagon Wheel is the next ingredient, and here, both contestants have expanded the scope of the ingredient to the entire wagon. Wulf's wainwright builds the equivalent of a medieval paddy wagon to toss the mayor's son into. As with the wainwright himself, the PCs don't have much of a chance to interact with this ingredient. It serves as a partial clue, and they may potentially track the wagon thanks to its distinctive track, but mostly it's employed by the NPC.

Tinner's adventure, on the other hand, revolves around this ingredient. The poor quality of the roads between the capitol and Lambswheel necessitate that most of the merchants in the area visit the shop of Tinner's main antagonist. This allows the cultist-wheelwright to establish a network of magically controlled and enhanced wagons, which contributed to the growth and success of his cult. The PCs may actually end up buying some of the enhanced wagon-parts to fix their own wagon, which could then potentially put them in peril when control of the wagon switches back over to the antagonist.

Lamb is the next ingredient. Wulf's Lamb, while it sounds tasty, is almost entirely represented by a clue that the PCs could easily miss. Tinner, on the other hand, employs some distinctive black sheep as the vehicle for hidden messages. It's clever, but the PCs aren't likely to intercept a tattooed lamb. They might realize that there's something fishy about the sheep once they start poking around, and they might meet the wrong end of a ram's horns, but they're only slightly more interactive than Wulf's.

Next is Rain. The first encounter in Tinner's adventure takes place during a rainstorm, and he takes great pains to mention what sorts of environmental effects the rain will have. It's a nice use of the ingredient, and should provide for a very atmospheric fight. Wulf uses the rain as "cover" for his werebear wainwright so that he can have a big "reveal" at the end when the rain stops and the clouds part, letting the moon shine through. It's more tightly integrated into the story than Tinner's use, but it's less interactive. In fact, it's the Lack of Rain that's really used as an ingredient here.

Strength is the next ingredient on the list. Wulf grants his wainwright NPC prodigious Strength, both naturally and from his transformation as a werebear. The murder of the mayor's son could only have been perpetrated by someone with great Strength, which means that Johnn is the obvious suspect. While it ties in neatly, it's not interacted with, other than in the form of a clue. It is possible that the PCs could fight Johnn in the final scene, and interact with it that way, but even Wulf thinks that unlikely.

Tinner uses Strength in a number of places - the Unsuccessful Bounty Hunter's weapon does Strength damage, the shadows that fight alongside the cult leader drain Strength, and the muddy roads will require a number of Strength checks to free stuck carts. While none of these uses is as flavorful or dramatic as the super-strong wainwright, they each provide an opportunity for interaction that Wulf's doesn't.

The very last ingredient on the list is the Thatched Hut. Tinner places several thatched huts at the wheelwright's abode. Honestly, they could have been any sort of structure and served the same purpose. Wulf, on the other hand, dots the fields with a number of Thatched Huts - structures that makes sense as small impromptu shelters.

This judgment is shorter than the other two final match judgments because there really isn't a contest between the two entries. <spoiler: highlight to read>
Wulf once again manages to tightly integrate the six ingredients, but at the expense of interactivity. He has a compelling NPC, but the PCs never find out that he's compelling until the very end of the scenario. As I mentioned at the beginning of the entry, the events of the adventure seems quite scripted, and we're offered no advice on how to handle things should the PCs go off script. The whole thing feels like the lead up to a soliloquy, which would be unsatisfying to me, as a player.

Tinner's scenario is also quite linear, but the momentum of the adventure is produced by the PCs, not the antagonists. Additionally, he offers a number of "troubleshooting" tips for when the PCs go off course. If there is criticism to offer here, it's that there are not enough clues to push the PCs toward considering the wheelwright as the main suspect. I suppose that he's the only person in town worth investigating, but there's not much buildup to the final fight - no impending sense of doom, or slow, creeping realization that they're talking to an evil cultist.

Ultimately, though, as the potential DM running these adventures, I would find it easier to fix the deficiencies in Tinner's scenario than in Wulf's. It's a lot easier for me to prod the PCs back on track than to rewrite the adventure to allow for their participation. Therefore, I am awarding this round to Tinner, which, combined with his defeat of Stormborn in the first round, means that he is the Spring 2005 Iron DM!
</spoiler>
 

Congrats, Tinner! And thanks to all the competitors and the judge for taking the time to give us a lot of entertainment. As well as lots of material to stea... er, be inspired by ;)
 

Spoiler:

Congratulations Tinner! I'm happy just to have made it to the finals on my first try at Iron DM. You deserve the people's fame and ovation forever. Or at least until the next time.
 



For those that are interested, Roger has started a home-game version of Iron DM called Tinfoil DM over in this thread. Anyone who feels inspired to write up an entry based on any of the sets of ingredients presented during the tournament can post it over there, and I'll provide some amount of constructive commentary for it.
 



Into the Woods

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