what the heck
1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?
I generally use a home-brew world, though I have no hesitation about borrowing bits and pieces of published settings. My campaigns always start at 1st level and usually run to somewhere between 10th and 20th level. In the past they tended to be more grim and gritty than high fantasy, but that's certainly not an absolute rule. My current campaign is less serious than most, and considerably more fantastic.
2. Why do you think you are a Rat-Bastard?
I don't. I doubt even my players do, though they may bitch and moan every now and then. I focus on providing a challenging, entertaining and rewarding game. That's much more difficult!
I do like puns, though ... some of my players have been pretty horrified by those.
3. Iron DM style adventure
This got a bit long - sorry! - if you just want to know how I factored in all the ingredient, jump to the bottom and skip all the waffle
The Mill of Winds
For characters of 10th-12th level
Background
Recently, maritime trade in the PCs' homeland has come under the depredations of an almost ghost-like pirate ship known as the "Weeping Lady". This black-timbered vessel has a figurehead of a crying woman at the prow: and it as shared its grief with many other vessels in the past three months.
The few survivors of attacks have all spoken of how this strange vessel seems to ignore the prevailing wind conditions, running headlong into gales as if they weren't there, or travelling at full speed on the stillest of days. This has led to the pirate easily capturing prizes and equally easily escaping pursuers.
The situation has become intolerable to the local merchants' guild, which is desperate for someone to put a stop to the attacks - and their losses.
Hooks
There are many hooks for getting a group of characters involved. Here are a few
1. if the PCs need to take a sea voyage for some reason in the campaign, they can simply happen to take passage on a vessel which becomes a target. This isn't generally recommended but may be appropriate in certain circumstances - for instance if your PCs are a little higher than the recommended level and could deal with the challenges without the need for preliminary information; or
2. if the PCs are in the midst of building a stronghold or commissioning/making a significant magical item, they might require exotic materials that need to be shipped by sea - the supplier would doubtless warn them of the risk to their goods; or
3. the merchants' guild could approach the PCs who by this level should be well-known heroes (or mercenaries, depending on their natures). This, naturally, is the best option if your players are more interested in rewards than anything else.
Investigation
Assuming you didn't use hook #1, the PCs should have some time to do some investigation about the ship. A bit of roleplaying and some Gather Info rolls will reveal:
DC15: the 1st & 3rd paragraphs of the Background (if the PCs hear learn about the guild's interest in stopping the piracy, they may well go speak to them: if they do, see below)
DC20: as above + the 2nd paragraph of the Background
DC25: as above + the PCs will get enough information about the specific victims of the pirate to form an idea of the kind of prey it prefers (it seems to avoid really large galleons in favour of small to medium size traders, and prefers targets which originate from one specific nation of the DM's choice). Finding out when the next ships of this type will sail would require the PCs to talk to the Merchants' Guild.
DC30: one pursuing ship did catch the Weeping Lady, but was sunk in the ensuring fight. The captain used a Fan Feather Token to boost his vessel's own speed. This story is related by an old sailor who claims to be the only survivor, though his knowledge of any other specifics of the Weeping Lady is suspiciously vague.
Whether the old sailor's story is true or not is up to the DM, but it might well get the PCs considering the possibilities of Quaal's Feather Tokens for pursuing their target. Both the Fan and the Anchor are obvious possibilities, as might be the Swan Boat. These items are available pretty inexpensively (at least as far as characters of this level are concerned) and would definitely make the pursuit easier.
The Merchants' Guild
Depending on your hook, the Guild might have hired the PCs directly or the PCs may have come to the guild after doing some investigation of their own. In either case, the Guild tells the PCs everything they would have learned from a DC 25 Gather Info check, and offers a hefty reward for anyone who solves the problem (the Weeping Lady is costing them a lot of money).
The guild is able to confirm that 4 ships of the type matching the pirate's preferred target are due to leave port in the next few days: the "Mary Rose", the "Winged Seal", the "Twenty Seven Coins" and the "Clarion".
Also in either case, the Guild offers a commission to act as guards for an extremely valuable shipment of precious ore and gems, which is to be sent overseas "under conditions of absolute secrecy" in about a week's time. This shipment doesn't actually exist - the ship (and the non-existent cargo) are bait for the Weeping Lady.
If any PC actually suggests this course to them, the Guild Masters make quite a bit of fuss over this "wonderful idea" and then do as they were planning to, all along. They will, however, be favourably impressed by such a PC and are more likely to hire them for future missions because of it.
Finding the Weeping Lady
The Merchants' Guild plan will indeed bring the Weeping Lady down on their target ship, so if the PCs are approached by them or go speak to them, all they will have to do to find the pirate ship is be on the "bait" (a trade ship named the "Rosethorn").
Failing this, PCs of this level usually can rely on a battery of divinations in order to try and locate the vessel in question: they may even be able to Buff/Scry/Teleport there (feel free to let them do this - it leaves them completely without support, which is a situation that could be extremely dangerous). Using spells like
commune to find out the name of the next target of the pirate ship are probably much wiser options (eg by simply asking "will ship X be attacked by the Weeping Lady during its next voyage?"). If they do this, the target proves to be the "Winged Seal".
If your group are unable to use magic to locate their target (or at least put themselves somewhere they know it will attack), and you don't want to have the Guild come hire them for the job of bait, then let them do some poking around in the seedier parts of town. With some more role-playing and Gather Info roles, they can learn of some smuggler types who are rumoured to pass information to the Weeping Lady.
Of course, these smuggler types should be tough customers: but so are your PCs! After a tussle, the smugglers will give the name of the Weeping Lady's next target (it's left the DM to decide which ship it is)
Fighting The Weeping Lady
Presumably, whether they attack it themselves or lure it into attacking them, the PCs will eventually encounter the Weeping Lady.
The Lady proves to enjoy all of the powers attributed to it: regardless of the wind conditions, she always travels at full speed. If the PCs are the hunters, rather than the "prey", they will need some means to match or overcome the Lady's speed. Likewise, if the Lady attacks and the fight turns against her, her crew will attempt to escape - the PCs will again need some way of keeping up. During this time, the PCs may (Spot check DC 20) note that the sails of the Lady seem unusual: they are almost translucent, and barely look "real".
In addition to her speed, the Lady has a potent crew. This should include at least one wizard with fire-based spells (whose sole purpose is to counterspell any fire-based attacks on the Lady), as well as a number of tough fighter and rogue types. Their leader, however, is a female Half-Orc named Karda Otterkin (CN).
Karda Otterkin
Karda should be of equal level to your PCs and have at least 4 levels of Ranger (Favoured Enemy: Humans). Possible multi-classes are with Rogue or Barbarian. You may also want to consider the Animal Lord (Marine) or Foe Hunter PrCs as options.
Raised by her human mother, Karda was always the target of prejudice. Her mother's death led to the young woman being chased out of the village. She learned to fend for herself in the wilds, and later fell in with a tribe of Orcs, who accepted her because of her obvious skills.
When the tribe was later annihilated by soldiers from the PCs' homeland, only Karda escaped. In a grief-stricken rage, she swore that she would have revenge, and has been exacting it ever since. It is important to note Karda's alignment. While she hates humans (and their allies) and will kill them without mercy, she does not revel in slaughter and violence for their own sake. During the fighting, she will loudly taunt the PCs, calling them "murderers" and other such terms.
Karda expects no mercy from "brutal" humans, and will try her best to escape or die, rather than be captured. However, if your group is fond of redemption scenarios, you may wish to change this to give the party a chance to capture her and ultimately overcome the prejudices she has formed (my PCs seem to like this sort of thing).
Searching the Weeping Lady
Once the PCs have overcome the pirates, they can explore the vessel. The slain enemy will have the typical treasure for their level and numbers, but there are two additional items of note. The first of these are the sails of the ship, which are made of some otherworldly material, unlike anything the PCs have seen before. The second is a letter and a map that can be found in Karda's quarters.
The letter is from someone named Alariel, and reminds Karda that the sails are only good for a week's use before they must be replaced. The tone of the writing is rather smug and superior, and makes a snide reference to Karda's "crusade" against humans. It also makes clear that this Alariel is the source of the ship's strange sails, which are in turn the source of the vessel's mysterious powers.
The map, which is written in Orcish, marks Alariel's home as being on a small island several days' voyage to the south. A strange, swirling mark surrounds the island on the map.
If your PCs sink the Lady without searching her first, you'll need to find another way to present them with this information. Some ideas might be:
1. have the map and letter bob to the surface, secure in a water-tight scroll tube of buoyant wood
2. have a captured survivor fill them in on the existence and rough location of the island
Alariel
Alariel is a Succubus, who was originally called (not summoned) to the material plane by a reclusive wizard named Silodomar. Silodomar intended to make use of Alariel for the "standard services" of one of her breed, but foolishly overestimated his ability to control and monitor the cunning demon.
Alariel quickly bored of her pompous "master" and used a flaw in their agreement to slay him as soon as she could safely do so. The clever and ambitious demon had no intention of returning to her home plane, however. Silodomar had just concluded some intriguing magical research, and she saw a chance to sew discord on the material plane and maybe win some recognition at home for her actions.
Silodomar had fashioned great blades at the top of his tower. Whenever the wind blew, these blades would slowly turn, gathering the elemental substance of the air itself and converting it into a strange and wondrous fabric. He intended to use the material to make flying machines. Alariel intended to use it to make trouble.
It didn't take the crafty demon long to find the small time pirate Karda Otterkin. Appearing to the half-orc in human guise, Alariel offered her the use of the material for her ship's sails. Karda would get the chance to have revenge on the humans: in exchange, she would provide funding and magical reagents for Alariel to finalise the research on making the material last longer.
Alariel is working to that end even now, her mind filled with visions of fleets of flying warships prowling the skies, raining death down on every city they see. If that comes to pass, her demonic superiors really
will be pleased.
The Succubus has picked up a significant degree of magical power from her stay in Silodomar's "mill of the winds". She should have enough Wizard or Sorcerer levels (DM's choice to raise her CR to the average party level +4 (eg 5 levels if the party's average level is 10). Her spell list should include a significant proportion of air-related spells, such as
Obscuring Mist, Fog Cloud, Gust of Wind, Stinking Cloud and Wind Wall.
Tactically speaking, when she is finally confronted, Alariel will keep out of reach of the PCs and attack them with the magical items and spells she has at her disposal. Should it become obvious she is going to lose, she will try to flee. If that fails, she will attempt to bargain: her life (and banishment back to her home) in exchange for access to Silodomar's secrets. What happens if the PCs actually accept this offer is up to you!
Alariel's Isle
The island that is now Alariel's home is perpetually shrouded in storms (initially a method by which Silodomar discouraged visitors, this later became a boon for his research). Maintaining the storm requires a Gust of Wind spell to be cast every 24 hours.
Assuming the PCs can negotiate the storm (a spare Fan Feather Token would be very handy here, otherwise their ship may be damaged) they can approach the island. Note that if the PCs are on the Weeping Lady, the vessel is completely untouched by the storm and allows them to reach harbour without any danger at all.
One side-effect of the storm is that it is difficult to fly: anyone flying must make a Fort check (DC 18) each round or be buffeted for 2d6 damage as they are pushed 20' in random direction. Alariel is as vulnerable to this problem as anyone else and accordingly prefers to use other methods of movement whenever she can.
The PCs will now get their first good look at the island: it is rocky and desolate, and appears rather like the tip of a mountain jutting out of the sea. At the peak of the highest hill on the island is a tall, spire-like tower with strange, mill-like blades rotating at the summit. There is only one bay with sufficient water depth for an ocean-going vessel. This serves as the harbour.
The harbour of the island sports a 160' long dock. From a distance, the dock looks a little odd. Up close, it is easy to see why: the whole thing is created from bones, rather than wood. There appear to be bones from many different creatures, ranging in size from those of rats to those of whales.
If anyone steps onto the dock, or the island, without speaking the name "Silodomar", the entire structure disassembles itself into giant skeletal monsters and attacks. Depending on the strength of you party you should use between 4 and 8 Gargantuan or Colossal Skeletons (or a mixture of the two types). The skeletons will also animate and attack if the dock is targeted with weapons or with spells.
The skeletons may not be able to directly affect your PCs. That's not a problem: once animated, they treat any foreign object as a target, and this will include the vessel in which the PCs arrived. The fight could quickly become a race for the PCs to destroy the skeletons before their ship sinks.
Once the menace of the skeleton quay (did I mention I like puns?

) is overcome, the group can progress to the Alariel's tower. The Succubus enjoys command of most of Silodomar's defences: these are likely to include creatures of elemental air, as well as constructs of various sorts. The specific details are left up to the DM. Eventually, the PCs should come face to face with Alariel (who will continually retreat toward the summit of the tower, only occasionally using hit and run tactics) and - presumably - defeat her.
Resolution
A lot of Silodomar's treasures are still on the island, and should represent a substantial haul, even to a powerful group of adventurers such as these. There is also the matter of his tower, and the strange material he has been working on. Currently, it takes one month for the tower to produce enough of the stuff for a single medium-sized vessel. The material currently only retains its power for one week of continuous use. It would likely take several years of research to bring the experiment to a position where practical production was possible. Lacking Alariel's immortality, it is unlikely the PCs will have the patience to see the project through themselves, but it the current research might be sold for a very healthy sum, if they could find an interested buyer.
Mill of the Winds - One Paragraph Version
A magically enhanced
pirate ship commanded by a
half-orc on a grief-inspired crusade against humans is terrorising the seas. One of the few ways to catch the fast-moving ship is by using a
Quaal's Feather Token. Defeating the half-orc leads the PCs to an island where a
Succubus has made her lair in a tower that actually functions as a
mill for the wind, turning the elemental air into a magical fabric. One of the defences on the island is a dock constructed out of bones (a
skeleton quay).
Wow. Boiled down to one paragraph, that adventure sounds like rubbish!
4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better.
My story hour is in my sig. I have a homepage, but it's not D&D-related ... do you like Buffy fanfic?
5. Your email address, if you don’t want this part public then email me, but still post your responses to the other questions here as all the members of the RBC will be judging your answers.
It's
crowroadaw@yahoo.com.au