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<blockquote data-quote="Evilhalfling" data-source="post: 2314438" data-attributes="member: 16991"><p style="text-align: center"><span style="font-size: 15px">Ill Wishes </span></p> <p style="text-align: center">An adventure for 10th -13th level characters. </p><p></p><p></p><p><span style="font-size: 12px">Background:</span></p><p></p><p></p><p>In the city of Taj Ubaid there is chaos. A lowly nobody named Abdul-Hayy uncovered a Noble Djinni Ring. The Djinni offered him 3 wishes. The first was to become a Sultan. The djinni asked a servant genie to brake the mirror of life trapping, that belonged to the Sultan Izz al Din. This unleashed a swarm of terrible creatures. These creatures immediately killed the old sultan and most of his staff, guards and concubines. The Djinni brought Abdul-Hayy to an audience chamber in the outer palace, he was given the sultans robes and jewelry, the Emirs were told that he was cursed, and that to have him killed would bring the curse on them instead. Emir Abdul-Azim refused to accept him, and ordered his troops and champions to lock down the city to prevent riots. His elite unit of archers, the One Mile Strikers took up positions in nearby towers and on rooftops, ordered to shoot at any flying targets. Emir Abdul-Ghani gave the new Sultan bodyguards, and promised him loyalty, then set about organizing troops to take and hold the city for himself. </p><p></p><p>Meanwhile two beholders set free from the mirror began to fight. They charmed the other beasts and many of the guards, using them against each other. Neither dared try for the Basilisk as only anti magic was sure defense against the beasts gaze. The beholder in the front room tried to fly above its range, but was stopped by archers. </p><p></p><p>Abdul-Hayy‘s second wish was that all the vicious creatures in the place be slain – the Djnni responded by summoning the party.</p><p></p><p><span style="font-size: 12px">The Court of Wind Walking </span></p><p></p><p>The party appears on a large courtyard. A massive closed ornamental gate lies before them. Standing in facing is a statue of a swordsman in a spiked helm. There is the sound of a throat clearing behind them. A 9’tall richly dressed man in a turban speaks to them. “Greetings Sa’hibs I am the Djinni Khalid Dhakwan, and I have brought you here at the request of the Sultan Abdul- Heyy. His inner palace is overrun by monsters, and he wishes for you to dispose of them. In return I will grant you one wish, once the task is complete.” He will explain that they are in the courtyard of wind walking, which is as close as traveling magic can reach towards the Inner Pavilion. The worst are the Eyes of Doom – a pair of floating orbs, each topped with multiple eyes. One smooth the other covered with scales. He will also mention a terrible wingless dragon that turns victims to stone. The Djinni will ask as if they wish to see the sultan or begin immediately clearing the inner palace, he will recommend not leaving the palace as the city is in an uproar. </p><p></p><p>If asked to see the sultan the Djinni will escort them through winding hallways, most covered in gold mosaics. The sultan Abdu-Heyy is sitting in a small audience chamber in an outer courtyard. He is thin and self conscious sometimes stuttering or missing a word, at others acting very official and confidant. Sense motive or diplomacy checks will reveal that he is trying to rule, but has very few ideas how to do so. Checks are made at -10 if language is a barrier. He has 6 guards with him, all dressed in a similar fashion to the statue, except that they have crane badges. None will speak the common tongue. The Sultan’s guards should be veterans but no match for PCs. If communication is possible the Abdul-Heyy will say that he was the chosen successor of the old Sultan who perished in the onslaught of beasts. He will expect them to clean out the palace saying he may have work for them afterward. If the players inform him of the Genies offer he will offer 50,000 gp instead of the wish. He will also warn against flying, saying that his A loyal Emir commands the One Mile Strikers, and they have orders to fire on any flying targets. </p><p></p><p>The guards will not speak voluntarily, but this is often no obstacle for determined adventurers.</p><p>They are assigned by the Emir Abdul–Ghani and told that this is the new Emir, at least until the place is clear. Ghani at this moment is gathering his troops outside the city, and expects to replace the Sultan as soon as the palace is straitened out. They think highly of their Emir especially his military tactics. They think little of the Sultan but show him nothing but loyal faces. </p><p></p><p><strong>Flying </strong></p><p></p><p>Archers hide in rooftops and towers surrounding the place, some even in the outer palace buildings. Anyone trying to fly (if visible) will be shot at by 3-18 arrows most at +4 (1d8+1), each volley will also include 2 arrows at +10(1d8+4). There are no more than three archers on any building. They will fire at anyone rising above the roofline. The roof is a complex mass of domes towers and pitched roofs and offers good cover to those who stay close. (see leaving the palace for further info on archers) </p><p></p><p><strong></strong></p><p><strong>Resting: </strong></p><p>If the party is rests with the intention of returning the Sultan will have guest rooms readied but the lack of staff will be obvious. If the party has made at least one attempt on the inner Palace, messengers from the two Emirs will arrive to consult with the PCs inviting them to outside meetings. Additionally after one assault the Sultan will provide gifts (roll randomly on art objects table) he has no real notion of the value of objects he gives out. </p><p></p><p><span style="font-size: 12px">Leaving the Palace: </span></p><p></p><p>An archer will stop anyone coming out of the palace, her wears the badge of the scorpion. </p><p>If the characters are not hostile he will summon his Emir. Emir Abdul –Azim (cleric/fighter ECL-3) commands the archer troops surrounding the palace. If approached he will willingly talk, as long as none of his archers have been slain. If some have been the he will be initially unfriendly and demand a blood price for each man. He speaks his own language as well as common and Draconic. His troops will fight on unless it seems hopeless if any of their fellows have been killed. The troops have access to greater magical weapon, and most will have a few magic arrows. His troops are elite skirmishers and rarely are found without cover or in a group of more than 3. </p><p>One Mile Strikers: 50, 3rd level fighters/warriors all with point blank shot and Far shot, 30 are on roof tops, 15 stationed around the Emir. The archer captain is a fighter specialized in archery. The rest of his troops are scattered through the city trying to keep peace. Emir Abdul- Azim is proud and values his duty to his men above all else. </p><p></p><p>The city itself is chaotic, many stores are closed streets are either deserted of full of people loitering and talking. Diplomacy, gather information or magic can find a translator who will accompany them as far as the palace for a fee. Bringing a translator inside the outer palace is more expensive and the inner palace only possible with force. </p><p></p><p>The following rumors may be uncovered talking to troops, citizens or using divinations. </p><p>The information gained depends as much on the status of the person questioned as the rolls.</p><p></p><p>Sultan Abdul-Hayy was an unknown before he became Sultan. </p><p>The current Sultan is doomed for his rapid rise to power has offended the otherworld. </p><p>…..They will then make the sign of the evil eye. </p><p>Sultan Abdul-Heyy has little support among the troops or populace. </p><p>Even now Emir Abdul-Ghani gathers troops, around the city, to take/defend it. </p><p>Uncles, brothers and rivals of the old Sultan ready troops to march on the city. </p><p>Wars are fought between teams of heroes; troops are used only to hold land. </p><p>The last sultan was killed by the evil eye. </p><p>The Inner palace was taken by the Eyes of Doom – physical manifestations of the evil eye. (beholders) </p><p>Many of the Old sultan's guards and concubines were turned to stone. </p><p></p><p></p><p><span style="font-size: 12px"> Entering the Sanctum </span></p><p><strong></strong></p><p><strong>Gates and Audience Hall: </strong></p><p>The gates are locked and magically held – 12th level caster but not invulnerable. If the party searches they can find a hole where a beholder used disintegrate, 15’ above the ground. Most internal doors have been destroyed. Any use of teleportation or dimension door like spells either into or out of the inner palace will redirect to the courtyard of wind walking. Divinations work normally, but will not function on beholders due to the Anti-magic. </p><p></p><p>The great hall has even more elaborate mosaics than are seen elsewhere. There is a large copper vessel overturned on the floor. Dead guards are everywhere, many killed fighting each other and over a dozen statues. Several of the dead are carrying broken pieces of a mirror. Some of the dead are heroes, several levels lower than the party and one or two may be found with full equipment. A hole near the ceiling brings in lots of light. </p><p></p><p>A wounded beholder hides near the ceiling (20’up) it suffers from multiple arrow wounds. It lacks a ray of death, instead it has a long flexible eyestalk that casts doom. The beholder is able to focus this in addition to any other 3 eyes in a single arc. </p><p>If noticed beholder will use its antimagic cone and talk with the party, trying to convince them that the other abominations dwelling in the building are far more of a threat. It will say that there is a terrible corrupted beast living in the center of the palace – it has scales, where only smooth skin should be ! It will also mention the basilisk that roams the halls </p><p>Any move to avoid the Central Eye will result in a fight to the death. </p><p></p><p><strong></strong></p><p><strong>The Halls and Second Courtyard:</strong></p><p> Narrow winding halls lead inward doors lead to baths, storage, and guard rooms- the statues become more common – eunuchs and harem girls. The mosaics become more sensual and erotic. After passing a staircase to a gallery the halls open out into another courtyard (which can be reached by air if the archers are dealt with (only +2 to hit at this range). The courtyard is dominated by statue of a defeated sphinx, injured by arrows and partially eaten. There are several human statues as well. The Abyssal Greater Basilisk is hiding behind the statue, it considers this courtyard its lair. The galleries would be good spaces to attack it from as it must move close to each to be able to use its gaze. One gallery has a huge hole where the railings and pillars should be. Behind it stands a statue of a second genie. (spot check from courtyard) he stands before a large broken mirror in an elaborate frame, he has a fist raised to strike, careful examination shows glass shards imbedded in his fist. </p><p></p><p><strong>Bathing Chamber: </strong></p><p>The very center of the palace contains another courtyard – this one with a bathing pool in the center. There only two statues here, a harem girl scrambling out of the pool, and a single guard. This courtyard is domed but clearstory windows around the base of the dome bring in lots of light. The last beholder is floating under the dome. It will attack violently and without warning, trying to catch all but one character outside the anti-magic are. It will call them servants of the scale-less abomination. It too has a single longer eyestalk that casts doom. This beholder lacks the charm monster ray. </p><p>(If necessary the beholder may have a charmed human guard.)</p><p></p><p></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Continuing the Adventure:</span></p><p>This was just the beginning.</p><p> </p><p>The genie will suggest the party use the wish to restore fallen comrades (this is a highly lethal adventure.) promising a complete lack of side effects. </p><p></p><p>The Sultan will invite the PCs to stay on – and he will try and use them as a threat to hold off his rivals. He is not very bright, but does posses some cunning. Without major support he will be overthrown, and the harder PCs defend him the more trouble the city will be in when they do leave. </p><p></p><p>The sultan does not have the promised 50,000 gp. but will offer gifts of furniture or art looted from the palace. He can scrape together about half of what he promised, but he knows little of the real value of the things he gives away. </p><p></p><p>Emir Abdul-Azim (cleric/fighter) will either offer to join the sultan, or betray him depending largely on if the PCs killed any of his men, or dealt with him on friendly terms. If on very good terms he will try and convince the PCs to back him for Sultan instead. </p><p></p><p>Emir Abdul-Ghani (aristocrat/fighter) will try and convince the party of his fitness to rule instead; saying that he alone has enough armed men to hold the city from the uncles and brothers coming to assault it. Claiming that he was the old sultan’s most trusted advisor and weeping piteously that he was not in audience that day, or he could have saved the Sultan. He is rampantly insincere, but commands enough troops and respect to hold the city. </p><p></p><p>The other candidates have champions who will try and target the players, while the troops will just camp and hold position and wait for the champions to decide the fate of the war. There is a ritualized display of abilities. When this display ends it is open season on champions. All contesting champions must be present, although invisibility, shapechanges and bluffing are all par for course. </p><p></p><p>It is considered unethical to attack troops without disposing of their champions. The loosing side is normally given the option of retreating. Any Emir will be happy to explain this to the players. </p><p></p><p>It will take a week for the rivals to arrive. These forces and their champions are left up to the DM’s needs. </p><p></p><p>The players would be hard pressed to hold the city without loyal men, but could easily become the power behind the throne. </p><p></p><p><span style="font-size: 12px">Ingredients:</span></p><p>• <em>Abyssal Greater Basilisk – Terrorizing the palace. </em></p><p><em>• Eyes of Doom – two beholders with doom eyestalks </em></p><p><em>• Far Shot – The One Mile Strikers archer company that surround the palace </em></p><p><em>• Broken Mirror – a mirror of life trapping, when broken it released the monsters. </em></p><p><em>• Wind Walk – the Courtyard of wind walking, redirects and limits travel magic.</em></p><p><em>• Xenophobia – drives the beholders to fight against each other rather than leaving the palace.</em></p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 2314438, member: 16991"] [CENTER][size=4]Ill Wishes [/size] An adventure for 10th -13th level characters. [/CENTER] [SIZE=3]Background:[/SIZE] In the city of Taj Ubaid there is chaos. A lowly nobody named Abdul-Hayy uncovered a Noble Djinni Ring. The Djinni offered him 3 wishes. The first was to become a Sultan. The djinni asked a servant genie to brake the mirror of life trapping, that belonged to the Sultan Izz al Din. This unleashed a swarm of terrible creatures. These creatures immediately killed the old sultan and most of his staff, guards and concubines. The Djinni brought Abdul-Hayy to an audience chamber in the outer palace, he was given the sultans robes and jewelry, the Emirs were told that he was cursed, and that to have him killed would bring the curse on them instead. Emir Abdul-Azim refused to accept him, and ordered his troops and champions to lock down the city to prevent riots. His elite unit of archers, the One Mile Strikers took up positions in nearby towers and on rooftops, ordered to shoot at any flying targets. Emir Abdul-Ghani gave the new Sultan bodyguards, and promised him loyalty, then set about organizing troops to take and hold the city for himself. Meanwhile two beholders set free from the mirror began to fight. They charmed the other beasts and many of the guards, using them against each other. Neither dared try for the Basilisk as only anti magic was sure defense against the beasts gaze. The beholder in the front room tried to fly above its range, but was stopped by archers. Abdul-Hayy‘s second wish was that all the vicious creatures in the place be slain – the Djnni responded by summoning the party. [SIZE=3]The Court of Wind Walking [/SIZE] The party appears on a large courtyard. A massive closed ornamental gate lies before them. Standing in facing is a statue of a swordsman in a spiked helm. There is the sound of a throat clearing behind them. A 9’tall richly dressed man in a turban speaks to them. “Greetings Sa’hibs I am the Djinni Khalid Dhakwan, and I have brought you here at the request of the Sultan Abdul- Heyy. His inner palace is overrun by monsters, and he wishes for you to dispose of them. In return I will grant you one wish, once the task is complete.” He will explain that they are in the courtyard of wind walking, which is as close as traveling magic can reach towards the Inner Pavilion. The worst are the Eyes of Doom – a pair of floating orbs, each topped with multiple eyes. One smooth the other covered with scales. He will also mention a terrible wingless dragon that turns victims to stone. The Djinni will ask as if they wish to see the sultan or begin immediately clearing the inner palace, he will recommend not leaving the palace as the city is in an uproar. If asked to see the sultan the Djinni will escort them through winding hallways, most covered in gold mosaics. The sultan Abdu-Heyy is sitting in a small audience chamber in an outer courtyard. He is thin and self conscious sometimes stuttering or missing a word, at others acting very official and confidant. Sense motive or diplomacy checks will reveal that he is trying to rule, but has very few ideas how to do so. Checks are made at -10 if language is a barrier. He has 6 guards with him, all dressed in a similar fashion to the statue, except that they have crane badges. None will speak the common tongue. The Sultan’s guards should be veterans but no match for PCs. If communication is possible the Abdul-Heyy will say that he was the chosen successor of the old Sultan who perished in the onslaught of beasts. He will expect them to clean out the palace saying he may have work for them afterward. If the players inform him of the Genies offer he will offer 50,000 gp instead of the wish. He will also warn against flying, saying that his A loyal Emir commands the One Mile Strikers, and they have orders to fire on any flying targets. The guards will not speak voluntarily, but this is often no obstacle for determined adventurers. They are assigned by the Emir Abdul–Ghani and told that this is the new Emir, at least until the place is clear. Ghani at this moment is gathering his troops outside the city, and expects to replace the Sultan as soon as the palace is straitened out. They think highly of their Emir especially his military tactics. They think little of the Sultan but show him nothing but loyal faces. [b]Flying [/b] Archers hide in rooftops and towers surrounding the place, some even in the outer palace buildings. Anyone trying to fly (if visible) will be shot at by 3-18 arrows most at +4 (1d8+1), each volley will also include 2 arrows at +10(1d8+4). There are no more than three archers on any building. They will fire at anyone rising above the roofline. The roof is a complex mass of domes towers and pitched roofs and offers good cover to those who stay close. (see leaving the palace for further info on archers) [B] Resting: [/B] If the party is rests with the intention of returning the Sultan will have guest rooms readied but the lack of staff will be obvious. If the party has made at least one attempt on the inner Palace, messengers from the two Emirs will arrive to consult with the PCs inviting them to outside meetings. Additionally after one assault the Sultan will provide gifts (roll randomly on art objects table) he has no real notion of the value of objects he gives out. [size=3]Leaving the Palace: [/size] An archer will stop anyone coming out of the palace, her wears the badge of the scorpion. If the characters are not hostile he will summon his Emir. Emir Abdul –Azim (cleric/fighter ECL-3) commands the archer troops surrounding the palace. If approached he will willingly talk, as long as none of his archers have been slain. If some have been the he will be initially unfriendly and demand a blood price for each man. He speaks his own language as well as common and Draconic. His troops will fight on unless it seems hopeless if any of their fellows have been killed. The troops have access to greater magical weapon, and most will have a few magic arrows. His troops are elite skirmishers and rarely are found without cover or in a group of more than 3. One Mile Strikers: 50, 3rd level fighters/warriors all with point blank shot and Far shot, 30 are on roof tops, 15 stationed around the Emir. The archer captain is a fighter specialized in archery. The rest of his troops are scattered through the city trying to keep peace. Emir Abdul- Azim is proud and values his duty to his men above all else. The city itself is chaotic, many stores are closed streets are either deserted of full of people loitering and talking. Diplomacy, gather information or magic can find a translator who will accompany them as far as the palace for a fee. Bringing a translator inside the outer palace is more expensive and the inner palace only possible with force. The following rumors may be uncovered talking to troops, citizens or using divinations. The information gained depends as much on the status of the person questioned as the rolls. Sultan Abdul-Hayy was an unknown before he became Sultan. The current Sultan is doomed for his rapid rise to power has offended the otherworld. …..They will then make the sign of the evil eye. Sultan Abdul-Heyy has little support among the troops or populace. Even now Emir Abdul-Ghani gathers troops, around the city, to take/defend it. Uncles, brothers and rivals of the old Sultan ready troops to march on the city. Wars are fought between teams of heroes; troops are used only to hold land. The last sultan was killed by the evil eye. The Inner palace was taken by the Eyes of Doom – physical manifestations of the evil eye. (beholders) Many of the Old sultan's guards and concubines were turned to stone. [size=3] Entering the Sanctum [/size] [B] Gates and Audience Hall: [/B] The gates are locked and magically held – 12th level caster but not invulnerable. If the party searches they can find a hole where a beholder used disintegrate, 15’ above the ground. Most internal doors have been destroyed. Any use of teleportation or dimension door like spells either into or out of the inner palace will redirect to the courtyard of wind walking. Divinations work normally, but will not function on beholders due to the Anti-magic. The great hall has even more elaborate mosaics than are seen elsewhere. There is a large copper vessel overturned on the floor. Dead guards are everywhere, many killed fighting each other and over a dozen statues. Several of the dead are carrying broken pieces of a mirror. Some of the dead are heroes, several levels lower than the party and one or two may be found with full equipment. A hole near the ceiling brings in lots of light. A wounded beholder hides near the ceiling (20’up) it suffers from multiple arrow wounds. It lacks a ray of death, instead it has a long flexible eyestalk that casts doom. The beholder is able to focus this in addition to any other 3 eyes in a single arc. If noticed beholder will use its antimagic cone and talk with the party, trying to convince them that the other abominations dwelling in the building are far more of a threat. It will say that there is a terrible corrupted beast living in the center of the palace – it has scales, where only smooth skin should be ! It will also mention the basilisk that roams the halls Any move to avoid the Central Eye will result in a fight to the death. [B] The Halls and Second Courtyard:[/B] Narrow winding halls lead inward doors lead to baths, storage, and guard rooms- the statues become more common – eunuchs and harem girls. The mosaics become more sensual and erotic. After passing a staircase to a gallery the halls open out into another courtyard (which can be reached by air if the archers are dealt with (only +2 to hit at this range). The courtyard is dominated by statue of a defeated sphinx, injured by arrows and partially eaten. There are several human statues as well. The Abyssal Greater Basilisk is hiding behind the statue, it considers this courtyard its lair. The galleries would be good spaces to attack it from as it must move close to each to be able to use its gaze. One gallery has a huge hole where the railings and pillars should be. Behind it stands a statue of a second genie. (spot check from courtyard) he stands before a large broken mirror in an elaborate frame, he has a fist raised to strike, careful examination shows glass shards imbedded in his fist. [B]Bathing Chamber: [/B] The very center of the palace contains another courtyard – this one with a bathing pool in the center. There only two statues here, a harem girl scrambling out of the pool, and a single guard. This courtyard is domed but clearstory windows around the base of the dome bring in lots of light. The last beholder is floating under the dome. It will attack violently and without warning, trying to catch all but one character outside the anti-magic are. It will call them servants of the scale-less abomination. It too has a single longer eyestalk that casts doom. This beholder lacks the charm monster ray. (If necessary the beholder may have a charmed human guard.) [SIZE=3] Continuing the Adventure:[/SIZE] This was just the beginning. The genie will suggest the party use the wish to restore fallen comrades (this is a highly lethal adventure.) promising a complete lack of side effects. The Sultan will invite the PCs to stay on – and he will try and use them as a threat to hold off his rivals. He is not very bright, but does posses some cunning. Without major support he will be overthrown, and the harder PCs defend him the more trouble the city will be in when they do leave. The sultan does not have the promised 50,000 gp. but will offer gifts of furniture or art looted from the palace. He can scrape together about half of what he promised, but he knows little of the real value of the things he gives away. Emir Abdul-Azim (cleric/fighter) will either offer to join the sultan, or betray him depending largely on if the PCs killed any of his men, or dealt with him on friendly terms. If on very good terms he will try and convince the PCs to back him for Sultan instead. Emir Abdul-Ghani (aristocrat/fighter) will try and convince the party of his fitness to rule instead; saying that he alone has enough armed men to hold the city from the uncles and brothers coming to assault it. Claiming that he was the old sultan’s most trusted advisor and weeping piteously that he was not in audience that day, or he could have saved the Sultan. He is rampantly insincere, but commands enough troops and respect to hold the city. The other candidates have champions who will try and target the players, while the troops will just camp and hold position and wait for the champions to decide the fate of the war. There is a ritualized display of abilities. When this display ends it is open season on champions. All contesting champions must be present, although invisibility, shapechanges and bluffing are all par for course. It is considered unethical to attack troops without disposing of their champions. The loosing side is normally given the option of retreating. Any Emir will be happy to explain this to the players. It will take a week for the rivals to arrive. These forces and their champions are left up to the DM’s needs. The players would be hard pressed to hold the city without loyal men, but could easily become the power behind the throne. [SIZE=3]Ingredients:[/SIZE] • [I]Abyssal Greater Basilisk – Terrorizing the palace. • Eyes of Doom – two beholders with doom eyestalks • Far Shot – The One Mile Strikers archer company that surround the palace • Broken Mirror – a mirror of life trapping, when broken it released the monsters. • Wind Walk – the Courtyard of wind walking, redirects and limits travel magic. • Xenophobia – drives the beholders to fight against each other rather than leaving the palace.[/I] [/QUOTE]
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