d20 Goodman Games Against the Iron Giant.pdf

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AGAINST THE IRON GIANT
By Luke Johnson
Cover Art: Slawomir Maniak
Concept Design and Cartographer: Jeremy Simmons
Graphic Design: Alvin Helms
Interior Art: Nick Greenwood
Editor: Elizabeth R.A. Liddell
Editor-in-Chief: Luke Johnson
Publisher: Joseph Goodman
Playtesters: Brandon Crowley, Jason Fiedler, James Johnson, Rex Jolley,
Jennie Mar, David McFarland, Dee Mike, Scott Moore,
Jason Nelson, Brian O’Neil, Chris Pettit, Chubs A. Roo-Sauce,
Ray Teetsel, and William Westoven.
www.goodman-games.com
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AGAINST THE IRON GIANT
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INTRODUCTION
Y our adventures are already exciting. Characters explore
ically preserved, and still they flaked and broke in her hands. The
manuscript stated that, when the world was newly formed, the
“First God” created a great construct of deific proportions. Sim-
ilar in some ways to a golem on a godlike scale, this new con-
struct god was called the Cosmic Guide. The First God created
the Cosmic Guide to oversee and guide the world. While the
Cosmic Guide was not actually sentient, its instructions were so
complex that it seemed hyperintelligent.
The First God disappeared, and the Cosmic Guide served its
function well for a long time. However, eventually living beings
grew resentful of this artificial caretaker. In addition, the later
gods — including the “good” god whom Rayne was learning to
follow — grew envious of the Cosmic Guide’s power and pres-
tige. The gods and their priesthoods organized to overthrow the
Cosmic Guide and erase all knowledge of its existence. The Cos-
mic Guide wasn’t programmed to deal with this eventuality, and
so capitulated easily.
The Cosmic Guide’s followers were not so easily dismissed. Cen-
turies of persecution and bigotry passed before the other gods’
priesthoods were satisfied that they had wiped out the Cosmic
Guide’s followers. However, unbeknownst to them, many of
those followers’ sacred writings remained, hidden. Thousands
of years later, Rayne Darklin held just such a document in her
hands.
In addition to discussing this mythology, the ancient writings of-
fered proof of its veracity: the ancient followers of the Cosmic
Guide had built a gigantic construct supposedly in its image.
Called Shak’vanna-ron, or the Iron Giant, it was a combination
golem and fortress. While it resembled a colossal humanoid
composed of dark gray metal, its inside was hollow, allowing
creatures to live within and control its movements. It was an
enormous war machine, a mobile fortress of incredible power.
The ancient documents also gave clues as to where the Iron
Giant was hidden: buried deep in the chasms of an alpine
mountain range.
Rayne stole the writings and took them to her friends and fellow
students Minh Alaya and Shan Shalutch. Her friends were just as
bitter as she about the priesthood. The three women then re-
cruited to their friend Ix Revon, a scoundrel and rogue who
roamed the city and did his best to flout the law and authority
figures whenever possible. All four were disillusioned and, to var-
ious degrees, horrified at what they considered the ancient per-
fidy of the gods they now worshiped.
It was time for a change. They would uncover the Iron Giant and
return it to wakefulness. They would use it to expose the gods’
ancient deception and bring back worship of the Cosmic Guide
— with themselves as its high priesthood. They had become
clerics of the Cosmic Guide.
They accomplished the first part of their plan. With help from
the ancient writings and years of effort, they discovered the Iron
Giant, unearthed it, and rekindled the arcane magic that ani-
mated it. Along the way, they discovered a tribe of orcs in the
mountains where the Iron Giant was hidden. The orcs had seen
the giant, buried deep in the caverns, and (correctly) believed it
to be an ancient relic of divine importance. Their wise men wore
armor reminiscent of the Iron Giant, and the tribe was more or-
dered and disciplined than most. After some initial misunder-
standings, the orcs joined the growing cult and added their
muscle to the clerics’ wisdom.
dungeons, crush monsters, and score loot. But maybe you
want your adventures to be more. Maybe you want adventures
that are over-the-top, in-your-face, BADASS THRILL RIDES!
Maybe you want adventures that are things of LEGEND! Maybe
you want adventures that are WICKED SICK! That’s what
Wicked Fantasy Factory gives you: axes hacking, spells exploding,
and blood spewing. Don’t just crawl through dungeons — make
them sorry they ever met you!
Against the Iron Giant is a Wicked Fantasy Factory adventure for
four to six heroes of 2nd–4th level. The party’s total levels should
be 12–18. All characters will have a good time in this adventure;
the party should include at least one healer (like a cleric) and
one or two characters with serious combat potential (fighters,
barbarians, paladins, and so forth). Characters with an interest
in ancient lore will find morsels to tickle their intellectual taste
buds.
Though it’s designed for characters of around 3rd level, you can
easily adjust the adventure to challenge heroes of higher or lower
level. See the “Adjusting the Challenges” sidebar for ideas.
Adventure Summary: In Against the Iron Giant , the heroes con-
front a gigantic, iron-shod, town-crushing, monster-smashing
war machine. The Iron Giant, long dormant beneath the earth,
is awake again. The driven Rayne Darklin now controls the Iron
Giant from within, and the enormous construct contains an
army of cultists and hired guns as well as defenses and traps al-
most as old as the world. The heroes sneak into the Iron Giant
and battle their way through the great construct, finally putting
the hurt to Rayne in the giant’s mechanical brain.
ADVENTURE
BACKGROUND
S everal years ago, Rayne Darklin was a fiery young student
newly enrolled at one of the world’s few schools for higher
education. She studied to become a cleric of a good and lawful
god, planning to move out into the world to defeat his enemies
and preach his word.
Rayne was quickly disillusioned. The teachers and the ideas they
taught seemed uptight and overly strict, focusing more on the
letter of the deity’s doctrines than the spirit in which they were
given. Rayne’s parents pressured her, though, so she suffered
through the courses in growing dissatisfaction.
One day about a year ago, one of Rayne’s teachers returned
from an expedition abroad. Rayne overheard him telling a col-
league that he had discovered something that both excited and
frightened him; he would not say what it was; only that he would
keep it hidden for now. Curious and chafing at authority, Rayne
broke into the teacher’s secret vault. The only item within was a
stone chest. Within that chest were crackling pieces of parch-
ment that Rayne could read only with the help of a magic scroll.
They told a story that had her reading, awestruck, even as her
candle winked out.
The parchment pieces were from a manuscript so ancient it was
a wonder they had not deteriorated — they must have been mag-
Continued on page 5…
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AGAINST THE IRON GIANT
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