The Rat Bastard’s Club is now recruiting new members!

well, if publishing stuff counts, I've written 2 articles for Knights of the Dinner Table (GM workshop on the economics of magic items and a small dungeon in the latest issue) and have a few more coming up in the future.
 

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Hey, I'll give it a shot, why not.

1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?

I've ran Greyhawk and Ravenloft in 3e, FR, Planescape, and spelljammer in 2e. For the most part I prefer epic 'go and get the whatits or kill the whosits to save the world' games, but have gone for intruige before as well.

My current campaign is a Ravenloft game, set in the advanced society of Dementlieu. I'm going for a mix of John Carpenter's Vampires, Sherlock Holmes, and Buffy the Vampire Slayer.

2. Why do you think you are a Rat-Bastard?

Well, I did say I ran Ravenloft, didn't I? :)

I'm a Rat-Bastard because I know the only time the characters are at their best is when I'm at my worst. My players have been doing this for a long time, and I've got to be able to outwit and outplan seven people. They almost never fail to suprise me though :).

3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition).

There is no limit on length; however, you don’t want to bore us so keep it reasonable.

Pirate Ship
Quaal's Feather Token
Saddened Half-Orc
Windmill
Succubus
Skeleton Key

I've never done one of these before, but the idea is to come up with an adventure idea based on these things, correct? Well, here goes:

Synopsis:
Along the craggy coastline there is an mill called the Mill of the Gods. It seems ageless and no storm can batter its ancient blades or crack its base. The door is magically sealed. Peasants in the nearby villages think its a place of ill luck. In truth, it is a gateway to the planes, both good and ill. What plane you reach depends on what you grind in the mill, and in what proportion.

To enter the Mill, one needs they Key. It is a magical key designed by wizards of an ancient age. In addition to opening the Mill, it adds +10 to the open locks of any character who attempts to open it. It is highly prized by theives and scoundrels who are largely ignorant of the Key's greater purpose.

Background:
The adventurer Algon Red-Eye, a mighty half-orc warrior, had found the key, along with the journal of Mystopei, a seer of great skills. He had written his daughter, Sasha, of all his adventures and the great treasures he had found with the Quaal's Feather Tokens that he favored for getting messages to his friends and kin. He was coming home to celebrate, and Sasha was to go on her first adventure with him, into the Mill.

Unfortunately, when he finally returned, his ship was attacked by the pirate ship Zalthiir. All aboard were killed, and the Zalthiir left behind her colors on the mast as a grim calling card.

Vouros, the captain of the Zalthiir, has been mulling over both the journal and the key, certain that it led to a great treasure. He can't figure out the passages, so he has returned to the coastal villages where Algon was bound to see if anyone there knows anything.

Hook1 - The characters arrive in the village. Sasha sits at the bar, feeling sad and depressed at her father's death. If approached, she'll tell them about her father being lost at sea, and ask that the heroes go after the pirates. She has little money, but the pirates are very wealthy.

Hook2 - The local lord is hiring men to go after pirates that have been plauging the waters. They can earn ten gold a head, more for a famous pirate. Vouros has a price of 200 on his head.

Hook3 - The PCs see a group of pirates kidnapping the struggling Sasha. They are taking her back to their ship for interrogation

Event 1 - The Pirate Ship - With hook 1 or 2, the characters can find out the ship is docked in a protected cove a few miles outside the village by spreading around a little gold. The ship is full of pirates, and they know how to fight well. The PCs could fight their way in (though it would be tough - the pirates are most adept at climbing in rigging and such), sneak on board, or talk their way in. In the captains chambers in a locked box is the Key and journal, as well as several of Algon's feather tokens.

Once these are in hand, the characters can read the journal. It is hard to make out and largely symbolic, though Algon did mark prominent passages.

Event 2 - The Mill.
Upon opening the door to the mill, the characters see that it is much larger inside than outside. There is all manner of gears, levers, and switches, but most of the room is taken up by the huge grindstone. The characters may approach it and lay any item they want upon it to be ground.

Grinding an item opens a gate to one of the planes. Each plane is keyed to a different item.

As the characters start talking, they hear a woman crying out to them for help. It is coming from one of the upper catwalks.

At the top level is a beautiful woman with large wings and eyes of fire. She is Kai, a succubus that has been trapped here for centuries. She tells them that she only wants to go free. She is trapped within a cone of light. She was placed here by the last master of the mill as punishment for trying to seduce him.

First she will ask sweetly and demurely. Then she will try being sultry and suggestive. Then she will get angry and threaten until someone agrees to let her go. She will show them the secret books of the old master that describe how the Mill works.

If they agree, she says they need to reach the abyss and retrieve a handful of sand from the top layer. She doesn't know how to use the mill.

If the players look at the journal they found, here is a passage that Algon marked, saying 'This is it: This is the secret'

Passage to another world,
Is not often cheaply bought,
To see the place where devils rule,
Drop a sword, iron wrought,

Devils are cruel and harsh,
We should not shun the light,
Climb the mountain of peace and truth,
With a coin of gold so bright,

A thousand worlds of pain and blight,
Paradise to the damned,
The passage there is a drop of blood,
Turn back while you still can,

Forest down beaneath you,
And farmland in the sky,
Come here with a hand of wheat,
You'll never want to say goodbye,


This means that blood opens a portal to the abyss, as well as iron to the nine hells, gold to celestia, and wheat to bytopia.

Event 3 - the abyss
The characters must now find a sandy spot. They are on top of a large hill, and see a river with sand at the banks. A miniature glass windmill appears in the hand of one of the PCs. When shattered, it will create a portal back to the Mill. However, it is up to the PCs to figure this out.

They will find the Abyss a most inhospitable place. They will be assaulted by demons during the half day's march to the river. At the river they will be harrassed by think clouds of mosquitos that drain con points from them just before more demons spring from the water to drag them in. The water itself is cursed - any mortal touching it must roll a fort save or become paralyzed with fright for 1d4 round. Finally, the sand itself is made of razorsharp grains, slicing anyone who picks them up in anything but a mailed gauntlet.

Upon releasing Kai, they are shown to the secret chambers with the old master's notes. With time, they can learn not only passage to all the planes, but ways to mix teh ingredients to arrive at a paticular spot.

4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better.

Story hour is linked in the .sig

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.

maddman_75@yahoo.com
 

Re: The Rat Bastard’s Club is now recruiting new members!

I'll have a go at this... although the adventure I've written doesn't seem to be too great. A little too much rail-roading going on. Oh well, hopefully somebody will get some use out of it. ;)

Lordnightshade said:
1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?

I like low-level, low magic, grim & gritty.

Lordnightshade said:
2. Why do you think you are a Rat-Bastard? ?

Honestly, I don't. But I thought this might be fun.

Lordnightshade said:
3. Post an Iron DM submission using these ingredients

Adventure Summary:

The succubus Shi'ina is preying on a small, coastal town, where a powerful demon's eye lies entombed beneath a hallowed site. She plans to get the heart for her demon master. Destroying the town and destroying the descendant of an old rival is just a bonus.

This is a low-level adventure; too much Divination magic may ruin the surprise. If this is the case, drop some kind of Alignment shielding item on Shi'ina. If you want to scale it up, increase the number of orcs in the windmill or replace them with some more powerful monster.

Background:

The small town of Drake's Bluff was established three generations ago by a well-known pirate-turned-holy-man. He travelled with an orcish Paladin, who won his heart, and they became man and wife. Over time, she bore him a strong, noble son.

Drake's career as a champion of justice came to an end after confronting a powerful demon lord named Gizer the Impaled. Although they were able to force Gizer into hiding, taking his powerful Eye in the process, Drake did not emerge unscathed. The demon took his leg along with the chance to continue his family and his orcish wife.

After this fateful encounter, Drake opted for the quiet life of an innkeeper. He beached his great ship and converted it into an inn as well as consecrating it as a temple to Fharlanghn. He eventually remarried to a good woman, and together they raised their half-orc child. Drake would not have another son; the wound from the demon saw to that.

Settlements sprung up around Drake's new inn, the Drunk Duck Tavern . Drake was the informal political and spiritual leader of the town, protecting it from raids from a nearby orc tribe, the Broken Fist. Eventually Drake secured the lands, forming a truce with the orcs, even trading with them on occasion.

After many long years of fruitless study focusing on the destruction Gizer's Eye, and Drake's health fading, he created a vault within his inn to hold the evil artifact. Using a carving made from his own thigh bone as the key, he hoped to see the Eye fade from the world and Gizer's fortune with it.

The settlement still grew rapidly after Drake's death, a town of its own now: Drake's Bluff. His half-orc son, Utu, feeling the same wanderlust that drove his father to take up piracy, left the Drunk Duck Tavern to find a life of his own. His adventures were many, and he became respected as a strong and just warrior. He returned to his mother's tribe and became smitten with an orcish woman named Bhrin, a match for him in every way. When the thirst for adventure finally left the happy couple, they returned to Drake's Bluff, a thriving, self-sufficient community, and built a windmill on the bluffs overlooking the town.

They had a son of their own, a well-meaning and gentle soul named Drakkar. They took comfort in the simple, quiet life they led, preferring their own company. But this isolation and simmering racial tensions led to rumours about the half-orcish family. The townspeople began to fear the "fierce orc warrior and his barbarian wife". With the passing of that generation (for orcs live short lives), Drake's connection to the young Drakkar was lost to the townspeople.

Drakkar had few friends, but grew close to those he had. Especially a girl named Eliza, a beautiful young thing. They spent most of their childhood playing together, to the chagrin of Eliza's parents. When Drakkar came of age, he found that the fondness of youth had grown into something more. He loved the human girl. When his father took him to the woods to give him his scar of manhood and his orcish name Chagra, "Strength of the stone", he told the young half-orc to leave the flesh over his heart untouched. "For when you find your true love, then you may cut your flesh, the pain and blood a symbol of your sacrifice for her, for the other." Drakkar cut himself that very day.

Eliza did not return Drakkar's feelings. She cared for him, and loved him as a brother. He tried to woo her, at first in the human way, with song and dance and the written word, with paintings and carvings and valued treasures. When these did not change her heart, he tried the orcish way. With hunts in her honour, feats of strength and courage. He fought a bear by himself, taking away one of its claws and scars across his face. But still Eliza would not, could not change the feelings in her heart.

Drakkar resigned himself to unrequited love, to love her from afar. But his heart bled each time he saw her with another man. It broke when she announced her engagement to the innkeeper's son, a proud and strong young man named Rurick.

The engagement came as a shock to no one. The beauty of Eliza was well known, and Rurick was a handsome man of good station. What would have shocked about their bond was the hand that Shi'ina, the Whore of the Black Heart, had to play in the affair.

Shi'ina, a servant of Gizer the Impaled, had come to Drake's Bluff to gather Gizer's Eye. She moved into town in the guise of an old crone, a refugee from a far-off land, looking for a place to spend her few remaining years. She passed herself off as a midwife, a woman with vast knowledge of nature and its secrets. (Shi'ina's Knowledge skill is Nature.) She Suggested to Eliza that she consummate her relationship with Rurick, under the guise that it would bring them closer together. She whispered in Rurick's ear, as well, turning the good man into a jealous mate, violently so.

Soon, Eliza was with child, and marriage was necessary.

She sowed the seeds of distrust for Drakkar among the community, taking his shape and stealing what small things she could, always making her presence known. The people of Drake's Bluff challenged Drakkar, but there was no evidence to prove he was guilty. Even so, the townspeople - especially Rurick - made it known that Drakkar should stay out of Drake's Bluff for his own safety.

Shi'ina also made contact with the orcs of the Broken Fist tribe, bringing them into the worship of Gizer the Impaled. She seduced the noble orcs and fanned the flames of their old hatred. Drake's Bluff was their land by right and by destiny. With the marriage date ensured, she promised them a virgin sacrifice and "pleasures unknown to the mortal world" if they take the windmill on that night.

The day of the wedding comes. Shi'ina slips into the bride's chambers in the guise of Rurick and seduces the maid of honour. She ensures their embrace is seen by Eliza. This sight is too much for the young bride to bear, and she runs off, leaving the wedding day behind her.

Hooks:

1. One of the PCs (or more) knows Rurick or Eliza. They have heard about the wedding and are excited to see their old friends (or relatives) take that next step. Plus, the free food and drink they serve at weddings is never a bad thing.

2. On the road, the PCs stop off at Drunk Duck Tavern and find a wedding taking place. Everybody knows weddings are full of free food, drink, and much merrymaking. A great chance to relax, kick back, and enjoy those hard-earned gold coins.

3. Reports that the tribe of the Broken Fist has been raiding along this road has brought our heroes to Drake's Bluff. The fact that there is a wedding going on doesn't make much difference. Well, except for the free food and drink.

The Adventure:

The Wedding: Everyone is restless. The bride seems late. The doors to the Drunk Duck Tavern open and the maid of honour walks in and whispers to the groom. (Sense Motive DC 15 gives the PCs a hint that the maid of honour has some feelings for the groom; DC 20 makes it obvious that she is enamoured with him, but he is oblivious. DC 30 and there is sexual tension coming from the maid of honour, obvious that she has known him, while he does not react in the same way at all.) "Eliza's gone..." (Listen DC 17) Rurick storms off. "That damned half-orc has taken her!" The wedding seems to have been cancelled.

Mob Rule: Outside the inn, Rurick seems to have taken charge. The old crone, Shi'ina in disguise, is standing nearby. The mob is ready to storm to Drakkar's windmill and take Eliza back by force. They've had enough of the half-orc in their midst. The mob is out for blood. With the night coming on, they light torches and head up the bluff.

The Windmill: When the mob approaches the windmill, the orcs that Shi'ina had seduced have already set up a defence. They loose some arrows (or javelins) into the mob. There is a fight; the PCs should win. They find Drakkar unarmed within the windmill, but this doesn't deter Rurick. He beats the half-orc (who doesn't fight back), and the mob ties him up. Rurick searches the windmill for Eliza, but cannot find her. He does, however, find an embroidered scarf of hers. The mob takes Drakkar back to town to force him to talk.

Busy Bee: Shi'ina caught up with Eliza in her crone form and took her back to her out of the way hut. Shi'ina tells Eliza that she will take care of things, and that Eliza is safe in her care. Shi'ina then Teleports back to the mob to watch the PCs "taking care of business"; she has a plan for them, as well. She mentions to the PCs that Eliza is at her place, but will not speak to anyone. These strong, noble strangers she might just open up to.

Shi'ina's Hut: Shi'ina leads the PCs back into the hut. She gives Eliza a draught of warm tea, to "calm her nerves". She makes sure that Eliza is speaking with the most noble PC; this is because the draught of tea is a Potion of Love. Eliza becomes enamoured and opens up to the PCs.

Eliza's Story: Eliza tells the PCs what happened to her, that Drakkar would never side with orcs, and that something must be done. She urges the PCs to stop Rurick from hanging Drakkar. She follows the PCs there, and will not take no for an answer. She must be near her new love. The PCs should leave, but Shi'ina (as the old crone) stays behind. From here, she Teleports back to town, finding Drakkar locked up. She gives him a Quall's Feather Token: Tree, telling him that if he casts it on the altar of Fharlanghn, He will whisk Drakkar to safety.

Confronting the mob: The PCs talk to the mob. Eliza confesses her love for the PC; this drives Rurick mad, and he strikes out at the PCs. Shi'ina, Teleporting to the scene, Suggests that the strangers should die. Drakkar, whenever the opportunity arises, casts the Feather Token onto the altar, destroying it and the Hallow effect. Shi'ina rushes in as the crone, searching for Gizer's Eye. PCs will be able to Spot her (DC 10), moving much faster than her old frame should allow. When she finds the vault, she screams: "A key? Damn that Drake! The half-orc must have it hidden in his windmill!" She then teleports away.

Back at the Windmill: The PCs should have a good reason to go to the windmill, hopefully... There they find the old crone digging around the place. Hopefully Drakkar will be with the PCs; if not, he slips away in the confusion on his own and makes his way back there. In that case, the PCs see Shi'ina interrogating Drakkar: "Where is the key? Where is your grandfather's key? Tell me!" (Unknown to everyone, Drakkar wears it around his neck as an amulet, as a family heirloom.) Shi'ina reveals herself here, letting the beans spill. This is the PC's chance to confront the evil in the town. She spills the beans here, gloating at the mayhem she has wrought. She offers the PCs treasure if they will help her. She will Teleport if the PCs can hurt her.

Epilogue: If Shi'ina is able to get the key, she takes off and gives it to Gizer the Impaled. If not, she dogs the PCs steps until she is able to get it.

Notes: This adventure hinges on certain things. 1. The PCs taking an interest in the well-being of a strange half-orc. 2. That they can confront Shi'ina back at the windmill. Kind of railroaded... oh well. Also, there isn't too much interaction with the half-orc. Too bad.

I don't have a story hour, but I did post something one of my characters wrote up: A Paladin's Heart
 
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An application for your consideration...

1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?
I like to run high-magic games at various levels. At low levels, scenarios are easy to prepare, but at high levels, the PCs really become involved with shaping the world. I find both scenarios to be rewarding. I have my own campaign world (see question 4, below), which I try to make as epic as possible.

2. Why do you think you are a Rat-Bastard?
My players are afraid of bears. Not dire bears, not were-bears, not half-fiend bears, but regular old brown bears. All I have to do is mention that they're passing through a forested region, and they start worrying for their characters' lives. This makes me happy :)

3. Post an Iron DM submission using these ingredients:

Pirate Ship
Quaal's Feather Token
Saddened Half-Orc
Windmill
Succubus
Skeleton Key
In Search of A Feather - an adventure for four 9th level characters. Access to divine magic is strongly recommended, as is access to knowledge about demonology.

Grulak stood at the stern of his ship, resting his bulk on the weathered wooden railing, watching the clouds swirl and dance in the airship's wake. The setting sun painted the peaks bright gold and the troughs a deep magenta, while warming his face with its sleepy, silent touch. He was happy once, in an age long past, when he was not the captain of a pirate airship, but a simple miller living a simple life.

With his half-elven wife, Felunea, Grulak owned and operated a windmill - two outcasts leading a solitary, but happy life. Farmers from the surrounding towns would drop off their grain in the morning and pick up freshly milled flour in the evening, leaving their payment in a jar outside the front door. Once a week, the son of the general store owner in the nearest town would drop off a wagonload of food and supplies, and take his payment from the jar.

His wife was his best friend, and the two talked all day long as they continuously poured grain onto the millstone. They never had to deal much with outsiders, so they were happy - until the day the millstone cracked. In the middle of what should have been an easy day, Grulak heard a loud crack, and then a "thunk." The millstone had split evenly in two.

Cursing his luck, Grulak hitched up his horse to a wagon, kissed his wife, grabbed the money jar, and set off to the nearest town to find a stonecutter. After three hours ride and a painful negotiation with a particularly greedy dwarf, Grulak just wanted to grab his wife, climb into bed, and forget about the day.

His ride back was slowed by the burden that hauling both a millstone and a half-orc placed on his horse, and after two hours, he was beginning to get testy. When he saw a regiment of foot soldiers crossing a field in the distance, he paid them little heed, determined only to get home as quickly as possible. He realized, later, that he should have jumped off of his wagon and strangled them all right there and then.

Three years later, Grulak was the captain of a pirate ship, looting and pillaging the ships of the army that had violated his wife, killed her, and left her clutching the only magical item that the couple owned - a tiny feather that she would have used to send a cry for help, if she had been given the opportunity.

Until the dreams started happening, he had been wearing that feather around his neck, had emblazoned it's image on his flag. Then, two weeks ago, his dead wife appeared before him while he was lying in his hammock. She kissed him, and disappeared, along with the feather. She came back again night after night, kissing him and disappearing before he could react.

He hadn't slept more than an hour a night those past two weeks, and he felt like he was wasting away. He needed help.


Synopsis
The PCs must determine the true cause of Grulak's ghostly visitations and defeat the succubus responsible for them.

Background
Grulak (Male Half-Orc formerly Expert 5/Rogue 3; currently Expert 2/Rogue 1) has spent the last three years conducting piracy against the army of Terrel. He is a wanted fugitive, but has braved coming back into the country to return to the grave of his beloved - in the field outside the windmill that they owned. He believes that he is being visited by a ghost, and wants to find a cleric (or anyone knowledgeable in the ways of the netherworld) to lay her to rest. When he encounters the adventurers, he is currently docked in the port city of Arios.

In actuality, Grulak is being visited by a succubus named Irili. Irili is fond of preying on widowed men, who she feels make very easy targets. She teleports to Grulak's ship each night, changes into the form of his dead wife (which she gleaned from using her ability to detect thoughts), and then teleports back.

Currently, she has moved into Grulak's windmill, killed off the current occupants, and is actively enslaving the farmers who bring their grain to the mill. She has charmed the local priests, desecrated their temples, and is working on spreading her influence through the surrounding communities.

She has directed the men that she has enslaved to begin construction of a large underground complex beneath the windmill. She is attempting to construct a temple to her evil patron, and plans to summon greater demons when it is complete. Two bebiliths have already plane shifted to her location to aid her in her plans.

Hooks
Grulak is actively looking for someone to accompany him to the grave of his wife. He may be encountered in a local tavern (if the PCs are prone to hanging out in taverns) or in a local temple (if one of the PCs is a cleric, he may encounter him directly).

The PCs may be motivated to assist him out of pity or the desire to destroy undead. Failing that, Grulak will offer as much gold as it takes to convince someone to help him, since he has made a very decent living as a pirate, and his desire to lay his wife's spirit to rest is quite strong. If the PCs are suspicious of Grulak, his first mate, Ian, will confirm the story.

Encounters
  1. When the PCs return to the windmill, they will encounter Sela (Female Human Cleric 6) and Unguen (Male Dwarven Cleric 6), two local priests of the harvest god, who have been charmed by Irili, and are posing as the new owners of the mill.

    They will graciously allow the party to visit Felunea's grave, but will not let them inside the mill. If pressed, they will attempt to intimidate the PCs into leaving, and will begin attacking them if pressed further.
  2. Inside the windmill, the PCs may find a secret entrance leading into the underground temple. In the passageways of the unholy temple, the charmed villagers have been instructed to attack those that they do not recognize on sight.

    If the PCs subdue one of the villagers and dispel the enchantments on him, he will inform them that three of the most skilled local craftsmen have been appointed foremen, and that they carry on them skeleton keys to the underground complex. Every single door in the temple is locked (DC 28) and trapped (DC 30), acting as "speed bumps" as the party moves through it.
  3. The two bebiliths each have three hell hounds on long wrought-iron chain leashes. If they encounter the party, they will unleash the hell hounds, and will use any means at their disposal to kill the PCs.
  4. Irili has rigged the entire complex with vessels containing a poisonous gas (Inhaled; Fort DC 18; Initial 1d6 Con; Secondary 2d6 Con, Str) that she was planning to use to sacrifice all of the charmed workers when the temple was complete. If the PCs invade, she will have no trouble releasing the gas early, filling the entire underground complex with a thick black mist.[/list=1]

    Goals
    The PCs must find out Irili's true nature and banish or defeat her. They must also banish or defeat the bebiliths and the hellhounds. If they defeat Irili, her hold on the townsmen will be broken. If not, they must dispel the magic still binding them to Irili. Then the PCs must consecrate the temples of the clerics, and return all of the charmed men to their proper families.

    In addition, they must recover the feather token for Grulak off of Irili's body and explain to him the true nature of the ghostly visitations that he was receiving. If they wish to pursue the matter further, they may try to track down and bring to justice the soldiers that killed his wife.

    4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better.
    I have just recently started a story hour. This is my first experience writing up campaign logs, and I have yet to master the fine art of the cliffhanger. Nevertheless, you can view it here: http://enworld.cyberstreet.com/showthread.php?s=&threadid=26550

    You can also find my official campaign site here: http://www.thehumanproject.org/trinis

    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.
    I can be reached at: garrettdm@ameritech.net

    Thanks in advance for your time. It was an honor just to be invited to apply.

    --carpedavid
 
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I'm supposed to be at work, so this seems like the perfect distraction!

1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?
Gee. I've just finished running a Warhammer campaign, and have jumped to the Forgotten Realms. That takes in most fantasy settings. Also ran DC Heroes for a successful 2 year run. (At which point my players actually wrote themselves out of the timeline, and we had to stop!)

2. Why do you think you are a Rat-Bastard?
I prefer taking my player's reactions and fears and hanging them onto a skeleton of my own divising. Also, I have no problem throwing major consequences at them.

Recently my players told a *major* NPC to get lost. (When asked why, they later admitted it was because he had more style than they did...) As a result of this (and half a dozen other missed, ignored or non-investigated plothooks), the city we had been based in burned down and was infested with the undead. The players (a) hate me for it, and (b) are still trying to work out how to recapture the place...

3. Post an Iron DM submission using these ingredients: <snip>

OK. I'll come back to that one at the end...

4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better.
http://www.geocities.com/nik_hoyle/ - contains access to my DC game, and a few others I played in, as well as the D&D game I'm presently running. The journal in there is written by one of my players, without prompting, which is kind of cool.

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.
nik_hoyle@hotmail.com

Right. That submission.

Now I'm starting in a large city, preferably by the coast. I like giving PCs familiar things and then twisting them, so the first thing into my head containing any of those components is Moulin Rouge - a windmill on top of a hill in the city, with a colossal dance hall beneath it. As in the film, the dancers all have, shall we say, other employment. Working (ahem) under some of the richest and most influential nobles in our city, they have the potential to learn all sorts of interesting things.

Of course all is not what is seems. The proprietoress of this fine establishment is a Succubus who takes the place of her girls whenever there's a tempting target, and proceeds to drain away some of his experience and knowledge. She's been getting away with this because a lot of her victims are married, and don't want to suffer the stigma of being found out. If any trouble comes back on the Moulin, the succubus can just throw out (or kill, etc) the girl in question, and remain in the clear herself.

Anyway, there's a rich noble in the city who wants to go treasure hunting. He has the details of a wealthy Pirate Ship which was wrecked on a certain island, etc, etc. He hired a burly (half orc) Guardsman to help him with his recovery of the treasure. However, the noble attended the Moulin one evening, and was drained severely by the succubus. He can barely tie his own shoelaces, let alone remember the precise details of the treasure. In order to further cover her tracks, the succubus has infected the noble with a disease.

This leaves us with a consumptive noble, a succubus, and a Saddened Half-Orc, all of whom with some of the knowledge of the treasure's whereabouts, but nobody knows precisely where it is.

And so the players can either have been called in by the Noble, by the 1/2 Orc, or by the succubus, who's now trying to raise her own recovery team. Any two of the 3 parties have the knowledge to find it, but the noble's got the Skeleton Key to open the treasure chest. The players could even just be part of high society, or investigating other goings on at the Moulin and bribed with knowledge of a 'treasure', rumoured to include a long lost forgotten brand of Quaal's Feather Token...

Cut to a long story of betrayal and double-crossing, as the various parties run around the city trying to find out what each other know. Ambush the parties, con the half orc, betray the noble, even the succubus will tell them what she knows if they can give her an entirely new deviant experience. (Succubi are there to make the PCs sweat, after all!!)

It's very probable that the party would eventually work out all the knowledge they need and strike off on their own. Which is cool. I'll leave the details of the island and the treasure up to your own fertile imaginations.

Anyway, that's all you're getting. 10 minutes' work, and a scenario you can slot into any city or town adventure which includes Baz Luhrmann, dirty smut and ambushing a half orc. How wrong can you go?
 

Greetings!

Hello there! This sounds like fun! I hope people like the scenario! Here goes! I present:

THE WINDS OF CHANGE

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"1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?"
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I run campaigns that range from low-level, mid-level, to Epic-level. I have my own game world of Thandor that I have developed over 15 years. It is generally "High-Fantasy" with healthy doses of grimness and grit throughout!

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"2. Why do you think you are a Rat-Bastard?"
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Well, I run elaborately detailed campaigns that my players find fun, in that they have lots of campaign and character detail in which to deal with. They face villains that are often utterly vile, wicked and ruthless, and use all of their resources at their disposal to defeat the players or other enemies as appropriate. Players frequently feel enraged by the antics and deviousness of one villain or another. Plots and schemes unfold wherever they go, and the world itself is always full of sinister plots, scheming, wicked peasants, bizarre animals and plants that are never normal.

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"3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition).

There is no limit on length; however, you don’t want to bore us so keep it reasonable.

Pirate Ship
Quaal's Feather Token
Saddened Half-Orc
Windmill
Succubus
Skeleton Key"
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Elements

Pirate Ship:

The Pirate Ship is Tharannia, an enchanted ship crewed by an elite crew of Lawful Good elves, humans, and Minotaurs. There are a few other unusual races on board, such as several half-orcs, and a Cloud Giant, named Marcus. The ship's commander is the Minotaur Aurellian, a Fighter 20/Cleric 10. The ship is crafted of sleek black oak, and carefully inlaid with silver runes. The sails are transparent blue spider-silk, woven with magical runes that glow and shimmer in the moonlight. The ship has numerous enchanted defenses and magical characteristics. Tharannia has three huge whale flippers to each side, as well as smaller feeler tenticles on the bottom and side of the ship. The ship is intelligent, and has a mystical prow that is carved into a dragon-head. The dragon-head has life-like features, and is animated. It speaks and has a high intelligence, as well as several magical properties. The ship is very fast, and can sail at standard speeds for a heavy warship even with no wind available. When wind is available, the Tharannia can triple such speeds. The Tharannia has been raiding the shores of the island realm of Terragain since Terragain has made war upon neighboring lands.

Quaal's Feather Token:

A Swan Boat. Aurellian has the Swan Boat token, and keeps it for special missions. Any party seeking to assault the island will need the Swan Boat to reach the island from the Tharannia, because the enchanted sea will be extremely dangerous to cross otherwise. Troops and supplies cannot reach the island because of the draft and the treacherous surf. The Swan Boat is shallow enough in draft, and manueverable enough to avoid these problems. The Swan Boat also allows the transport and unloading of additional troops, henchmen, sollowers, and so on, as well as siege artillery and supplies in bulk.

Saddened Half-Orc

Sarden, a Half-Orc crewman of the Tharannia, is distraught for the evil forces of Zhandirra, a powerful Wizard who rules the island realm of Terragain, have raided the mainland where he was born, and his father and mother--both Half-Orcs--have been captured, and taken to Terragain. Sarden, a Ranger 10/Rogue 10, feels distraught because the forces that occupy Terragain are said to be powerful demons and terrible monsters. He weeps for the fate of his parents.

Windmill

Upon the island of Terragain, Zhandirra has built the Windmill of Despair, a great magical device that spins and gathers the wind captured upon a mountain peak, which is then mixed with the screams of the damned and the dying, in a great homage to her lord, the Dark God Garthak. The Windmill of Despair spins, and the wind and the screams are gathered and projected through a canyon that has a series of altars and enchanted gates set up, as well as amplifiers inscribed in stone monoliths. There are enchanted wind-stones that summon air for the windmill to keep blowing, and as it blows at a great pace, the slaves inside are whipped and scourged with a frenzy, as the arms spin faster and faster, round and round, the great runes glow, and magical energy is summoned and captured by Zhandirra in a series of crystal orbs set into monoliths that are situated in ritually-significant locations around the Windmill of Despair, creating a great portal. As more slaves die, and the Windmill of Despair spins more and more, the portal comes closer to completion. When completed, the Windmill of Despair will provide the energy for a portal that will tear through the fabric of reality and unleash a gate that stretches for a thousand miles wide, and six hundred miles high, into the dreaded Realm of Garthak. This great portal will unleash wicked, terrible elements into the prime world that will begin to have immediate effects, changing and mutating the very laws of nature. Land, water, animals, people, the very air will be infused with chaotic energy pumped into the world from the realm of Garthak. A disaster will unfold as hordes of bizarre creatures pour into the prime world, spreading the death and religion of Garthak. An invasion of epic and terrible strength will begin, and the cost will be steep indeed.

Succubus:

Zhandirra the Succubus, is the ruler of the realm of Terragain. She is 6'4", weighs 185-lbs, has long, curly black hair, and pale silver eyes. She is incredibly beautiful. She dresses in robes of black and purple, embroidered in silver. She is a Wizard 36, and has a powerful palace guard of Half-Fiend/Minotaurs, as well as tribes of evil Gnolls, and evil humans. Her power grows as she conquers and plunders nearby kingdoms and settlements, bringing in more slaves for the sacrificial altars and for the Windmill of Despair. Soon, demonic armies will be at her command, and she will be able to control the fluctuations of the gate, and use magical energy to change other followers into Half-Fiends, providing them with terrible power and strength. Her ambitions grow, though she is enraged by the continued raids made by the Tharannia. Her forces and ships hunt for it at every turn. Zhandirra is intelligent, and very sensual. She will prefer to dominate various members of the party, and bring them over to her cause, one way or the other. If such is impossible, either from efforts through seduction, to magical domination, or through weeks of mind-breaking torture, she will unleash a ferocious bloodlust to have them slaughtered in combat, or have their hearts cut out in a grand sacrificial ceremony to her dark gods! Preferably, some of them can still be alive and cpative, forced to endure the screams of their friends. Zhandirra loves all forms of sexual debauchery, but she also loves power, and exults in lording the power of life and death, of pleasure and pain, of security and of terror over everyone. The screams of the damned bring shivers of pleasure to her as she works on her plans of dominion.

Skeleton Key:

The Skeleton Key is a great rod-like device of gold and rubies and steel, that is encased in a box of black steel and enchanted glass, and rests in the treasury of a ancient Pyroclastic Dragon that Zhandirra has gained the allegiance of, and has his lair located in vast chambers beneath the temple complex that houses and supports the Windmill of Despair. The enchanted doors that lead to the inner sanctum of the Windmill of Despair can only be accessed by the keys that Zhandirra has, or the reserve, the Skeleton Key that is part of the Pyroclastic Dragon's treasury, and a special charge for him to guard and watch over.

Events:

Sarden, the Half-Orc Ranger/Rogue, will approach the party in some off-the track town, or perhaps a larger city further along the coast. Sarden will explain the situation, and invite them to meet with Aurellian. Aurellian will explain furthermore, and also discuss the atrocities and past operations by the forces of darkness from the island of Terragain. The party will be sought out because of recent fights, the crew of the Tharannia is depleted from losses, and Aurellian cannot afford a costly assault on the island. Thus, the party is sought out to help. There are no immediate rewards from Aurellian or Sarden, other than friendship and loyalty, though the party is offered the treasure and booty that they gather from their assaults into the island. Aurellian explains that Zhandirra is a powerful Wizard, and she has gathered under her banner numerous powerful mercenaries and briagands from around the area, and even from strange, foreign lands. The treasure they capture they are welcome to keep. Aurellian, and Sarden, want to rescue his parents, and to destroy the Windmill of Despair, and kill Zhandirra.

The party will likely have flying spells and such, but the Swan Boat that Aurellian has--the Quaal's Feather Token--will no doubt come in very handy for any plans for assaulting the island, and useful for unloading troops and supplies, but also for proceeding with diversionary attacks from other directions as the party seeks to infiltrate the important areas of the island. Such diversions can draw off needed troops that otherwise could be available to close in on and kill the party. No doubt other uses can be engineered by the party. The party will encounter trees of wailing on the island--these trees have ensnared the dead corpses of naked women that they continue to animate to moan and writhe in the wind. These trees--all evil, dark trees that delight in the sounds of death and despair--grow in groves located around the temple complex that contains the Windmill of Despair. These trees also have True Seeing, and they moan and writhe, screaming alarm whenever an intruder is discovered. The players, should they be captured, and be female, may end up strung up in one of these evil trees! Meanwhile, the temple complex is guarded by platoons of heavily armoured fanatical fighters and clerics, as well as a powerful Death Knight, who commands the defenses.

Outer areas of the island are occupied by a series of fortresses and fortified towns that bring commerce to the island realm, and the city that is at the bottom of the 1800'ft. high mountain peak that Zhandirra's castle, and the Windmill of Despair is located at, high above, watching her realm. The island also has several tribes of savage Gnolls that run about, and patrol the island. There is also a special cult of werewolf berzerkers that have a barracks at the foot of the mountain. They often gather aboard raiding ships and sail to the mainland to make raids, killing and slaughtering people, spreading the disease of lycanthropy as they go. These warriors--all powerful werewolf barbarians, fighters and rangers--are a potential threat to any invasion force. Their might and wrath are terrible to see! Up the slopes of the great mountain are also nests of Harpies, demonic Ravens, and Gargoyles. Further up, there are packs of Displacer Beasts that hunt through the upper forested slopes of the mountain ridge that extends into the mountain peak that gathers to a steep cliff overlooking the sea below.

The party may seek to scale the cliff to reach the top, and infiltrate the temple complex that encloses the base of the Windmill of Despair, or they may try another route. No matter where they seek entrance, there are dangers and challenges that await! Once they have infiltrated the top of the mountain, and they have dealt with the defenses there, they will have to defeat Zhandirra, the Pyroclastic Dragon, the Death Knight, and many powerful guardians, mercenaries, and elite forces in order to rescue Sarden's parents who labour in the mines below the Windmill, and also to destroy the Windmill of Despair itself. From daring and successful raids, and numerous conquests, as well as trade and tribute brought to the city, Zhandirra's palace and surrounding areas are wealthy in treasures, artwork, and other fine equipment and items, for she is also generous with servants that please her well. The adventure is appropriate for a party of 6-10 characters, of 20th level and above.

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"4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better."
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No, but I am thinking about having a Story Hour soon.:)

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"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."
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BIGHUNGRYSHARK@AOL.COM

Semper Fidelis,

SHARK
 
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Re: The Rat Bastard’s Club is now recruiting new members!

Lordnightshade said:
1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?

I currently run a mid-level magic game set in the Kingdoms of Kalamar. By nature I prefer dark adventures full of undead or adventures that involve some sort of mystery but i try and force myself to include other elements so as not to be predictable to my players.

Lordnightshade said:
2. Why do you think you are a Rat-Bastard?

I don't. Not only do I know who my parents are but I think I am a big softy, truth be told. :) My players might occassionally think different however and I guess I do like to think I am as full of devious subterfuge as your average criminal mastermind (even if I never actually do anything criminal).

In my last major campaign story-arc, the players still haven't (I don't think) really figured out what was going on (even though they managed to make most of the right choices anyway).

Lordnightshade said:
3. Post an Iron DM submission using these ingredients:
Pirate Ship
Quaal's Feather Token
Saddened Half-Orc
Windmill
Succubus
Skeleton Key

The players venture upon a pirate ship, crashed upon the rocks of the shore. All aboard are dead. Some have been hacked apart by their comrades, others have simple been completely sucked of life by some unknown entity. The cargo, food stuff for the most part, is damaged and rot has set in, attracting dire rats. There is some coinage aboard, on the bodies, but otherwise nothing of value. The captains log provides a clue as to what is going on. A women was taken aboard at the last port of call. She was very beautiful and equally flirtatious. The captain worried that the men would fight over her. The last entry makes it clear that the captain had also succumbed to her charms. It reads, "They think she will be theirs! Never! I slit Johnson's throat for the way he touched her her and tonight I plan on bedding her and proposing marriage." There is no woman aboard the ship and the captain is dead in his bed, his body has been drained.

There are tracks leading away from the ship. They lead to a windmill. Within the windmill are two bodies, both male. Like the men on the ship they appear to have been drained, though there are no wounds upon them. There is also a half-orc in the windmill, at the point of death. He was the lone survivor from the wrecked ship and if he can he will relate that he survived by fleeing the ship aboard a swan boat created from a feather token that he took from the body of the Captain. He beached the swan boat and then followed the woman from the ship to the lighthouse. He hds been greatly saddened by the loss of his friends and wanted revenge on the woman. But when he attacked her, she changed and ripped him apart with savage claws. His sword seemed useless against her. The only thing the half-orc can tell the PCs to help identify the woman is that in both shapes she had a tattoo of a skeleton key just above her left breast.

The PCs can follow a trail, made by a woman from the windmill to a nearby town. There they lose the trail. The PCs should know by now that this woman is very dangerous and they may even realize she is actually a succubus. Finding her in town will not be easy however, at least not until the bodies of men start stacking up. The skeleton key is a tattoo given by a demon prince and can not be hid by magic. It will appear above her left breast no matter what form she takes.

Currently the succubus has found employment as a bar-maid (she was hired on the spot) and she plans on following men home, seducing them and then sucking the life out of them.

Lordnightshade said:
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 and a second thread containing scenarios, maps and encounters can be linked to from my sig.

Lordnightshade said:
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.

wicht@uplink.net
 

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
 

1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?

I prefer to run a game that is dark but somewhat high on the magic scale. I am currently running the Scarred Lands, and it fits that particular criterion perfectly but most of my past campaigns have been in homebrew settings of this type. There are always twisted demonic cults or cthulhuesque entities around the corner, drifting in and out of human consciousness and awareness.

2. Why do you think you are a Rat-Bastard?

Because I have had players break out in the past with cries about how evil I am because of the various plot hooks that I have thrown in their way. I have had a lawful good cleric impregnate the witch Iggwiliv (“I thought she was just a fan of black clothes, really”), I have driven a PC priestess, who was on trial for heresy from her own church, so crazy that she beat an elderly member of her church to death with his own cane and then proceed to lead a mob to burn down the temple in her town, and I have led almost every group I have GMed into a level of uncertainty about who exactly they can trust and who the bad guy really is.


3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition).

There is no limit on length; however, you don’t want to bore us so keep it reasonable.

Pirate Ship
Quaal's Feather Token
Saddened Half-Orc
Windmill
Succubus
Skeleton Key


The Windmill of Lo Cherek
An adventure for four characters of eighth level.
This adventure requires the presence of some sort of desert near a coastal nation.

Background
Orgok the Unyielding [fighter 7], a half-orc adventurer renown for his use of Quaal’s Feather Tokens, traveled with his band of adventurers to a large, ancient mystical windmill known as the Windmill of Lo Cherek in the middle of desert. While battling the windmill’s minotaur guardians, Orgok and his band discovered an ancient-looking, obviously magical ship which they were soon able to determine was the infamous Pirate Ship of Na’ul, said to be able to sail beneath the waves and through the earth itself. Unfortunately, all Orgok and his companions were able to do is see the ship, as the minotaurs wipes out everyone except for Orgok and the rogue Lily who were forced to flee home.
Orgok was originally a sailor in <insert good nation here>’s navy many years ago until his beloved captain was killed in a pirate’s attack. He sees this ship as an opportunity to honor the memory of his now-dead captain and serve his nation in a way that noone else is really able to. Though he was saddened greatly by the death of his companions he has now become obsessed with the ship. He believes he needs to recover it not only for his captain, but also so that his friend’s deaths were not in vain.
Unfortunately, Orgok is blinded to a major threat to both his plans and his life. Lily, in fact, has been replaced by a succubus who is intent on recovering an entirely different relic from the depths of the Windmill of Lo Cherek. The Skeleton Key of Irimith is said to be the sole way to access the Five Tombes of the Ur-Liches, and “Lily” has been sent by her masters to get it. “Lily” plans on using Orgok’s expedition as a vehicle for mission, serving as a way to get past the numerous minotaur and gargoyle guardians with a minimum of trouble. On the way there she can use her manipulation skills and magical abilities to drive a wedge in the group, eventually leading them to violent chaos, resulting in the groups deaths or weakening to the point where the remaining minotaurs and gargoyles of the Windmill will make short work of them.

Hooks
There are a number of different ways to get the PCs involved in Orgok’s Expedition.

a) Greed: Orgok can just flat-out hire the PCs, offering them any treasure they happen to discover in the Windmill beyond the Pirate Ship in exchange for aiding him in reaching and securing the ship.
b) Patriotism: Orgok could decide to work through the government. If the PCs are allied to a particular noble they could request that he work with Orgok for the good of the country.
c) Goals: The PCs might have their own goal within the confines of the Windmill. They could be seeking the Key of Irimith for themselves or may have a grudge against the minotaurs. Either way Orgok’s knowledge of the Windmill will turn a potentially deadly situation into something a little more survivable.

Beginning
Regardless of the method used to get the PCs and Orgok together, Orgok warns them of the danger of what they are about to do. He is still grief-stricken by the death of his friends, and wishes to prevent any more unneeded deaths. He will give them the full story of his companion’s demise and share with them the horrors brought about by the Windmill’s abundant minotaurs and gargoyles.

During this time Lily will always be present, watching and listening, pretending to be shy yet interested in the conversation. In reality she is using her magical abilities on the group, attempting to charm her way into their good graces. If she is successful she won’t use her influence overtly for anything. She wants the PCs to believe that the feelings of friendliness and fascination with her are real, rather than something supernatural. This will not stop her from using them on the group whenever she gets the chance, however.

The PCs will have a few days to prepare for their trip across the desert. In order to help survive the rigors of the desert, Orgok will provide each with a collection of Quaal’s Feather Tokens. His old group frequently used them as a cheap method to help insure their survival in unusual situations and the tree, fan, and messenger bird tokens were especially useful during their first trip across the desert.

The Desert

Traveling through the desert should be an ordeal but not an insurmountable one. Sandstorms, humanoid raids, and lack of water are all threats that the PCs can deal with to add flavor to the adventure, but none of these things should become the focus of the adventure to the point that they exceed the true highlight of the adventure: The Windmill.
Both Lily and Orgok will use the trip through the desert as an opportunity to interact with the PCs. Orgok as part of the healing process of accepting the death of his friends, and Lily as a means to further wrap the PCs around her finger and prepare for her eventual betrayal.
Orgok’s knowledge of the desert should be made apparent. He has traveled this way before and knows where all of the oasises are as well as many of the dangers they can encounter. At some point a sandstorm should strike the PCs, and, through Orgok’s direction, they should be able to use both the fan tokens and the tree token to be able to create an area of calm for long enough to build a temporary shelter. The messenger bird token may be useful in case one of the PCs gets lost.

The Windmill of Lo Cherek

Jutting out of the sands of the desert, the obsidian exterior of the Windmill of Lo Cherek is visible for miles around. This allows most creatures to easily avoid the place as the minotaurs and gargoyles who dominate the place make short work of most desert travelers. The only apparent way to access the Windmill is a series of holes about 15 feet off the ground. There are a number of ways for the PCs to get in, but Orgok will suggest that the PCs use one of his tree tokens.
Once inside the PCs will have to deal with the bizarre interior of the Windmill. Mysterious machinery, broken automatons, and bizarre mechanical traps should abound. The PCs should constantly hear strange sounds that highlight the strange nature of the place. Grinding machinery, the sounds of metal or stone collapsing, and the growling and fighting of the minotaurs.
The windmill is divided up into five major areas.
1. The Minotaur Dens: The minotaurs have taken control of approximately on fourth of the Windmill, including the Windmill’s sole water source and access point to underground hunting areas. There are approximately thirty minotaurs including a shaman (cleric 3) and their chieftain (barbarian 2). The PCs would be wise to avoid any sort of direct confrontation of this place, and would probably be best served avoiding it entirely.
2. The Apex: At the extreme top of the Windmill are the now broken magical controls that allowed one to activate the Windmill. It is now a largely dark and hollow place with a few wraiths haunting the place of their ultimate tragedy. The PCs need to go here in order to open up the Windmill enough to let the Pirate Ship of Na’ul out.
3. The Ruined Chambers: This majority of the windmill is abandoned save for by the odd gargoyle or undead abomination. The minotaurs largely avoid this part of the structure due to fear of the gargoyles and undead, making it slightly safer than traveling through the region they control.
4. The Chamber of the Skeleton Key of Irmith: Deep in the Ruined Chambers section is a chamber with a single key made out of a fine skeleton. It rests on a magically cold stone block and is guarded by a pair of chain golems. The walls of the chamber are inscribed with numerous images suggesting the location and appearance of the Five Tombs of the Ur-Liches.

After the PCs successfully recover it, Lily will use a suggestion to get the PCs to bring it to her and will then proceed to use a suggestion on the most pliable (low will save) PC in order to begin combat. She will continue to do so with different PCs as long as she can avoid any true threats to herself. If they appear to be defeating her easily, she will flee, teleporting away with her prize. If they appear to be resisting her effects but haven’t wounded her heavily she will merely ethereal jaunt away, and follow them to cause trouble later.
5. The Ship Chamber: On the northern edge of the Windmill is a large open chamber that holds the Pirate Ship of Na’ul. Surrounding it is a balcony overlooking the chamber and some tunnels that provide ready access into the Minotaur Dens. The ship is attached to the floor of the chamber by several long, iron cords and there are no apparent exits. Examining the northern wall of the chamber will reveal a large seam and an inscription in some bizarre language. If deciphered it provides directions for opening the Windmill from the Apex.

The PCs need to be quiet in this chamber, as if they are too noisy they will attract the minotaurs from their Dens. If Lily is still around and largely unwounded (whether she has betrayed them or not), she will create a large clamor in an attempt to have the PCs wiped out by the minotaurs.




Aftermath:

Assuming that the PCs are able to escape the Windmill with the ship, they should be able to easily sail it back across the desert and to home. Orgok will be extremely grateful to the PCs and will be more than willing to aid them if they need to use his boat sometime in the future. He will also invite them to join him in some privateer voyages as he seeks to wipe out some of the pirate menace of the seas.
If “Lily” survived and was able to escape with the key then she will be able to alert her master (preferably a known foe of the PCs) about what the PCs are up to. She may return later to vex the PCs and would welcome the opportunity to help bring about their demise.

4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better.

Yes, I have a story hour.
It is at: http://enworld.cyberstreet.com/showthread.php?s=&threadid=28040


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.

jessedn@yahoo.com
 

There are some really good adventures in this thread! Thanks to everybody who posted (and in the course made mine look weak ;) ).
 

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