IRON DM 2014 Tournament

First and foremost, congratulations to Gradine and kudos for writing one hell of an adventure. Your combination of Celebrated Orc and Universal Language was especially bloody well brilliant.

The 24-hour time crunch killed me. I actually rewrote this thing three times, trying to come up with better plots and uses for all of the ingredients. My first attempt was going to be titled Attempted Murder on the Orcish Express, but I just couldn't get everything to coalesce into something workable. The second attempt fixed several ingredient problems from the first, but then made other ingredients completely irrelevant to the story. The third attempt took parts and pieces of the first two and smooshed ‘em together with baling wire and duck tape, and became my official submission. I knew that I had several really weak ingredients, but I simply ran out of time. I totally agree with all of phoamslinger's criticisms, especially the use of bad macguffins.

Heavy water was the ingredient that initially caused me to head down a steampunk path. The scientific definition was very specific, so I tried to imagine a world where a nuclear reactor would somehow marry into an adventure with orcs. Steampunk seemed most likely.

The distant terminus and steampunk made me think of Iron Dragons (I love that board game) which I then took another step further toward the fantastical, with tank tread feet instead of rail lines.

The title would have made more sense had it been Power Struggles. The multiple layers of struggle were intentional, but I didn't describe them nearly as much as I should have - especially between the relationship between the Oracle and the Crystal Rose. I really wanted to better define several scenes; the Crystal Rose give-or-take was the biggest.

I wasted a lot of time at the end, trying to compose a rhyming verse for the Oracle's info dump at the beginning, but had to scrap it.

What I learned: Writing an adventure that fully integrates a half-dozen oddball ingredients is friggin' HARD. When writing with that kind of time constraint, be willing to throw away ideas that don't quite work and start fresh. I should have, but didn't.


Thanks for letting me join in the fun. It was an enjoyable (though frustrating) writing exercise, and a lot tougher than I expected it to be. I'll definitely be watching for the next one. :)
 

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Rune

Once A Fool
I feel like I learned a lot from both the process and the judgment. Obviously the entire plot came together through the use of the ingredients. One lesson I tried to ingrain in my dramatic writing students is that guidelines enhance creativity, not hinder it, and this competition only helps to solidify that lesson.

There are dozens of tremendously creative entries through the years that back you up.

But I also had to make concessions to the guidelines for the sake of the story. The main example of this was with the orcs. I've long since grown tired of the "traditional" presentation of orcs, and I always prefer settings and stories that subvert the common tropes associated with the race. Here I used Eberron as a frame of reference to present a picture of orcs that were tribal, in touch with nature, fierce but also strongly passionate. Of course, by subverting the orcs and having them fill a niche more commonly associated with other races, I undermined the significance of Orc being part of the ingredient, which weakened my entry for the competition. Still, on the merits of the adventure itself, I stand by the decision I made. By hewing too close to Tolkien's orcs (or worse, Jackson's interpretation of them) I would have completely undermined the anti-racist sentiment of the adventure. Such orcs would have done nothing but confirm Hegio's suspicions. How many unequivocally good city leaders have sent unequivocally good parties of adventurers on missions to slaughter all the orcs?

Funny story: I once did something very similar with some orcs in one of my entries, only to have Wicht ding me for it. And it wasn't even an ingredient!

To me, they had to be orcs, they had to be that exact type of Orc, of the adventure doesn't work. Perhaps I could have done a better job conveying that. It's definitely something I will need to put a great deal more thought in for future rounds.

I applaud your choice of Orc, because of the overtones of racism that it automatically carries with it. I think the adventure is strengthened by the choice. But, as phoamslinger pointed out, the context of the adventure doesn't require that they be orcs at all. Choose goblins, kobolds, humans, troglodytes, or anything else and the adventure still works.




What I learned: Writing an adventure that fully integrates a half-dozen oddball ingredients is friggin' HARD. When writing with that kind of time constraint, be willing to throw away ideas that don't quite work and start fresh. I should have, but didn't.


Thanks for letting me join in the fun. It was an enjoyable (though frustrating) writing exercise, and a lot tougher than I expected it to be. I'll definitely be watching for the next one. :)

I really don't think it's possible to understand just how hard it actually is without putting yourself through it at least once. But it sure is rewarding, isn't it? There's a reason why some people keep coming back for more!
 
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phoamslinger

Explorer
[MENTION=60965]Iron Sky[/MENTION], [MENTION=62721]MortalPlague[/MENTION], you have until 6AM Friday to post your entries to this thread. Please include a list of ingredients at the beginning of the entry and please do not edit your post once it is submitted. Please refrain from reading your opponent's entry until after you have posted your own. You are on your honor to do so.

Your ingredients are:

Knight in Shrinking Armor

Desperate Bluff

Centaur Politics

Underground Railroad

Juvenile Disciple

Abomination from the Farm Realm



have fun
 

Iron Sky

Procedurally Generated
Against the Aberrancy

Agents of the Aberrancy sets the players as agents of a centaur resistance against the horrific conquering task-masters of the sprawling Aberrancy. It features formidable and cunning foes, fanatic loyalty, dangerous wilds, bleak slave camps, stealth, covert rescues, brutal choices between the good and the necessary, noble sacrifices, dangerous infiltrations, daring thefts, ancient artifacts, hasty escapes, running battles and deadly combats, petty politics and desperate alliances, gruesome executions, and an epic final battle.

It can be played in any game system in a Medieval to Renaissance/steam punk era setting.

Back Story

The Hundred Peoples, the Centaur tribes of the Megali Pediada grasslands, long lived wild and free with their gods of freedom and sky, hunting and racing all across the broad plains. Then came the ever-expanding empire of the Aberrancy, a twisted race from a dark plane where all was owned by the Prime Horrors and every job and bit of land leased out at their whim. When rumors arrived of the Aberrancy's spread, of their single-minded harvests of any valuable resource found, of their unnatural methods of taking what was wild and pure and creating walled, rigid prisons to grow and reap plants and animals – these were heard by the Centaurs, but so foreign and distasteful were these ideas that the whole concept was discarded as myth and fear-mongering.

They came on giant carriages of iron chained to the earth with spike and beam – a novel and risque form of transportation championed by Harvester Caeneus and regarded as ridiculous, impractical, and gauche by the conservative Aberrancy elites. A twisted creature riding a fearsome multi-legged mount of horror and metal and sinew, Caeneus had arrived to pursue the Knight-Harvester role granted to him by the newly-titled Duke of Mountebank, Lord of the Savage Plains. His stolen artifact armor, Ablative Balm has had no small part in his obtaining the position.

Caeneus arrived and called for a meeting with all the leaders among the Hundred Peoples. When they arrived, hesitant to enter Caeneus' mobile fortress of high walls and straight edges, he cajoled them with promises of peace and trust, the ancient magics of his powerful artifact scale mail Ablative Balm armoring them against their doubts. When they entered, they were penned in and slaughtered, only the young shaman Kentauros escaped to warn his people against Caeneus' treachery.

Despite his warnings, the Hundred Peoples – bereft of their greatest leaders – were quickly conquered by Caeneus' Paladins of the Pyre, his Iron Trains with their cannon-armed Siege Cars, and their centaur-unassailable mobile wooden towers. Before long, the remnants of the Hundred People were compelled to settle in a dozen Granges, walled estates whose entrapping walls and boundaries were inimical to the nomadic centaurs. Worse, each had a Soylent Plant into which centaurs were regularly herded and from which none ever returned.

Kentauros managed to organize a loose rebellion with himself and his few young disciples at the nucleus as the last Shaman of the Blue Sky. They have formed an secret network that smuggles centaurs out of the Granges beneath the walls – though the price of being caught is gruesome: Caeneus has them taken to the top of what was once called Grove Crag, a cliff face with a small clump of trees atop it, have a limb tied to a tree and are cast off the cliff, separating the limb from the rest of the body, which then plummets to the rocks below. The limb and its rope are left there as a grisly reminder. Due to its new appearance, it is now most commonly called 'O Nine Tails and is located in the heart of Birkau Grange.

Those few Free Peoples who still roam are scattered and demoralized and, unless Kentauros can find some way to unify them and depose Caeneus.

The Hook

The group could have several means of entering the situation:

• They are already members of the resistance to the Aberrancy from elsewhere that have been dispatched to aid the nascent rebellion in the so-called 'Savage Plains'.
• They are approached/hired by Free Peoples agents to meet with Kentauros.
• They are given a work lease by the Duke of Mountebank to work as consultants to Caeneus while actually following secret orders to depose him by any means since the Duke sees Caeneus as a threat – his remarkable successes in his current Knight-Harvester position might result in him being offered the Duke's lease at the next Aberrancy Cabinet. Even aiding and abetting the centaurs is not outside their job description if it has results.

The Free Peoples

Regardless of how they have entered the situation, the group will be approached by Kentauros. Kentauros is a noble and charismatic centaur with an incredibly loyal circle of young disciples who practically worship him, most noticeably an intelligent Eyrie Hawk named Sacree that has not yet gone through her adult molting. Eyrie Hawks old enough to leave the nest but not yet molted are sent out into the world to learn of the world before returning to adult Eyrie society and so stumbled upon Kentauros. She is one of their most powerful secret weapons, both as an aerial spy and unobtrusive lookout during rescue operations.

Roleplaying Kentauros: Kentauros smiles often despite the grimness of circumstances. He is straight-forward and honest and not without a (sometimes grim) sense of humor. He never belittles or speaks poorly of any centaur no matter how much he disagrees with them, reserving all his hatred for the Aberrancy. His eyes flare with anger and his voice becomes harsh whenever he speaks of them.

Kentauros fills the party in on what has happened, with special distaste for the nearly-blasphemous concepts of walls and ownership of land and animals and people, railing on them as blasphemous to their gods of Wind and Sky. He also reveals the scattered and divided state of the Free Peoples, who fall into one of several disunited factions:

The Reclaimers – led by Kentauros, the Reclaimers seek some way to overthrow Caeneus, establish a united centaur government, and fight any further Aberrancy intrusions to the Megali Pediada.
The Emancipators – led by an old female centaur named Apodrasi, the Emancipators seek to free as many centaurs as possible from the camps, but have little further ambition.
The Exodi – led by a male centaur maimed while being tortured in one of the Granges named Treximo, this group believes the centaurs should flee the Megali Pediada and seek a new life in some distant land.
The Survivors – led by a hardy female centaur named Zo, these centaurs concern themselves with little but trying to survive in the mountains, forests, and badlands where the Free Peoples roam who have little thought beyond just continued survival.
The Remnants – this group makes up the majority of the Free Peoples. It has no leaders, instead those that are to sick, weak, starved. and/or despairing to do much of anything, many barely even taking care of themselves and putting great strain especially on the Survivors who struggle to provide for them.

Kentauros has tried repeatedly to bring the others around to his cause, but while he is the most known, respected, and even revered individual in the Free Peoples as well as their spiritual leader, the leaders of the other factions are increasingly fixed in their ways and the Remnants are to broken to be stirred into any action more significant than moving camp to avoid Aberrancy patrols. He does have a plan, but needs some outsiders who can pose as Aberrancy agents to succeed. If the group is more mercenary, he promises them their picks of Caeneus' armory and treasury should the plan succeed in addition to a small cobbled-together payment up front.

The Plan

The plan has several steps:

1) Free a centaur thief named Kleftis from the Aushwin Grange. Through contact with Sacree, Kentauros has recently learned that Kleftis has seen and can forge Aberrancy documents that could give plausibility if they were trying to bluff their way into Caeneus' operation. He has also revealed the special powers the armor, Ablative Balm, that Caedeus wears is said to posses.
2) Infiltrate Caeneus' headquarters in the mobile fortress Rustmourn. This would require non-centaurs with forged Aberrancy warrants and job-leases who can pass as Aberrancy agents.
3) Steal Ablative Balm from Caeneus. This task will be difficult as he rarely leaves the safety of his headquarters and the only time he has been spotted not wearing the armor is within his fortified, high-walled track-mobile fortress Rustmourn, currently sitting in the heart of Birkau Grange. Whoever steals it must be in Caeneus' good graces enough to be allowed into the fortress when Caeneus has his guard down. They will have to escape Rustmourn on their own, but can be smuggled out of Birkau Grange in the Resistance's tunnels.
4) Unify the Centaurs. Use the powers of Ablative Balm to bring accord to the centaur leaders, unify them behind a common goal, and armor them with courage enough to fight back.
5) Surrender Kentauros to Caeneus. The only time Caeneus leaves his fortress is to witness executions, placing bets as to how many times a victim will need to be thrown over before their limbs tear away, and giving them a last desperate chance to beg for their lives (which he never grants). Since Caeneus will likely be alarmed once Ablative Balm has been stolen, Kentauros is the only centaur that he is sure Caeneus will leave Rustmourn to see executed.
6) Attack 'O Nine Tails during Kentauros' execution to kill Caeneus. Even with the centaurs united, this will be a jeopardous gamble as they are weak from starvation, skirmishes with Caeneus' Paladins, and Caeneus' repeated purges of the strongest and most outspoken in the Granges from where the Free Peoples draw many of their number. They will face Caeneus' heavily-armored Paladins and their horrific mounts, a pair watch towers, and a guard of regular (mostly-humanoid) Aberrancy troopers.

1) Kleftis Contingency

Assuming the group agrees to help, they will be sent with a small group of Kentauros' disciples including Sacree to rescue Kleftis as well as to get a glimpse of Aberrancy procedure, organization, and tactics.

Roleplaying Sacree: Sacree has a screechy voice and, when landed, tends to hop from foot to foot when she gets excited. Once in a while she breaks off into a sudden bout of preening, complaining of “molt soon”. She constantly refers to Kentauros, using awed and reverent tones (as reverent as a hawk can sound anyway) as all the other disciples do.

The trip takes a few weeks, which can include any of the following Megali Pediada encounters if desired:

• Crossing a railroad track after watching one of the Iron Trains pass, belching acrid smoke. Amid the over-packed cattle cars full of centaurs and flatbeds packed with crates and barrels are a few step-pyramid-like Siege Cars with numerous cannons.
• If a more dangerous encounter is desired, the train could be broken down and they have to bypass it's mile-long length while avoiding patrols, the desire to rescue the centaurs inside – packed so close that the dead among them cannot even fall – and the like.
• Hunt down a great beast for food as the centaurs once did across the plains.
• Fend off one of the predators that hunts the same beasts and has picked the group as an easy meal.
• Be ambushed by Aberrancy Scouts, including a Paladin if desired.
• Have an opportunity to ambush the same, potentially rescuing the Free centaurs they are escorting back for execution.
• Seek shelter from and/or avoid dust or lightning storms, prairie fires, and/or blizzards (depending on season).
• Encounter travelers, merchants, and/or diplomats passing through on their way to or from the Aberrancy.
• Meet refugees fleeing from the last land the Aberrancy conquered.

Fights with Aberrancy troops: Whenever facing Aberrancy troops they tend to have the following tactics. Most are humanoid with a scattering of normal humans and non-humanoids:

• Aberrancy regular agents, officials, and bureaucrats are armed mostly for show and will flee to and hide behind the nearest regular troops.
• Aberrancy Scouts are lightly armed and armored, often with fast mounts. They will flee for reinforcements or perform fast hit-and-run attacks if forced to fight.
• Aberrancy Troopers are usually disciplined and moderately armed and armored. The smaller, more compact Troopers form shield walls in combat with taller musketeers (replace muskets with crossbowmen whenever mentioned if it doesn't click with your campaign) firing over their heads
• Paladins of the Pyre are berserkers. They are gigantic humanoid monstrosities of translucent, bulging skin containing living fire wielding massive Blood Iron weapons and plated armor riding multi-legged beasts akin to plate-barded centipedes or the like into combat. When wounded, some of the living fire gouts out, burning anyone nearby and, causing their form to diminish slightly. Their armor is designed for this and the overlapping plates collapse inward as the Paladins grow smaller, making the armor even more densely layered and harder to penetrate. They are fearless and terrifying, their bodies exploding in a blast of shrapnel and green fire if they are killed.
• All Aberrancy soldiers use Blood Iron weapons and musket balls/crossbow bolts. Wounds inflicted by these weapons almost always get infected. Mechanically, this can halve or negate magical healing, inflict diseases, slow normal healing, or some combination of these effects.

Once at Aushwin Grange, getting in first involves stealth to approach the walls, avoid patrols of Aberrancy troopers and the occasional horror-borne Paladin. Once they locate one of the hidden tunnel entrances, they pass through a long tunnel into the Grange, there to meet with a centaur agent on the inside who will lead them to Kleftis.

Once inside they might have any or all of the following Grange encounters. For most, Sacree urges them to not intervene as they might “save one to lose all”.

• Aberrancy troopers or agents whipping or beating centaurs.
• Emaciated, hollow-looking centaurs watching them pass with exhausted disinterest.
• A strong wind blowing smoke from the heavy smoke-stacks of the attached Soylent Plant, with its stink of burning flesh.
• Centaurs struggling weakly as they are dragged towards said Plant.
• Troopers laughing and gambling in walled compounds scattered throughout the Grange, often with broken centaur slaves attending them.
• A centaur informer hurrying towards the nearest Aberrancy compound to rat them out.
• Dead centaurs left to rot in fields or ditches.
• Meager farms outside crudely-built centaur stables. Sacree informs them the Centaurs have never been farmers and take to it poorly, unlike the massive mechanized farms beyond the Grange where Caeneus uses them as slave labor.

When they reach the ramshackle stable where Kleftis resides, he has changed his mind about escaping at the last moment as he fears the risks of escaping and the horrible death that will follow. While he is sure he can forge the documents, if he is given the details of the plan, he likely considers it too difficult to pull off and is sure it will fail. The players can convince him, but will require good rolls and/or good role-playing to get him to acquiesce.

Roleplaying Kleftis: Kleftis is a coward, but also hates the Aberrancy. He is jumpy, his tail flicking non-stop, and his eyes dart around at the smallest sound or movement.

If desired to spice up the encounter, any of the following Kleftis encounters might occur:

• An Aberrancy agent might arrive on inspection who must be killed, captured, or hidden from.
• Other centaurs arrive at Kleftis' house to find the group there. Kleftis whispers in the ear of one of the players that one of the centaurs informs to the Aberrancy in exchange for extra rations and will surely do so if he is allowed to leave.
• Kleftis demands they prove themselves first by stealing something from one of the Compounds, killing a member of the Aberrancy, or sneaking inside the Soylent Plant to discover what happens to the Centaurs who disappear within.

When they finally convince him, they must lead him to the tunnel and get him to freedom. For more flavor, any of the following Kleftis escape encounters or unused Grange encounters (above) might occur on the way:

• A stop to steal proper papers, inks, stamps, and waxes and/or actual warrants/leases from a compound or the Grange Main Compound for Kleftis' forgeries
• They have to hide from a patrol.
• They see a centaur being beaten to death by a few troopers and Kleftis insists they must intervene.
• Kleftis has second thoughts (perhaps after seeing one of the above) and must be re-convinced.
• A patrol has discovered the original tunnel and they must make their way to another one.
• Delays from any of the above have taken too much time and it is getting light, making their sneaking more difficult.

When they escape, they lead Kleftis back to the Free Peoples, perhaps having any of the Megali Pediada encounters (above) that were not had on the way there.

2) An Infiltration Aberrant

Kleftis first confirms the persuasive powers Ablative Balm is said to have from rumors overheard amongst the Aberrancy agents and troupers - namely it is said to give the wearer supreme insight and abilities to sway others to their side of any argument or disagreement (see Ablative Balm Powers, below.

Kleftis then takes a few days to perform the forgeries. He creates for the group the position of “Consult-elect, provisioned and provided the work-right of observation, alteration, and suggestion to any and all Aberrancy personnel within the domain of the current Duke of Mountebank, Lord-Assigned of the Savage Plain, oversight authority up to and including the granted position of Knight-Harvester.” They are listed as Consult-elect X, Consult-elect Y, with whatever names they wish to use.

With these papers and parting blessings from Kentauros, they are then given one of Kentauros' disciples to deliver to Caeneus to get in his good graces. The disciple, Thysia, is dying from a wound gained skirmishing with the Aberrancy that became infected (as most wounds inflicted from Aberrancy Blood Iron weapons do). She has no knowledge of the broader plan – in part for security reasons if she is tortured – but since she is dying anyway and trusts Kentauros implicitly, she has offered her life for the cause. The group must take her to Rustmourn in Birkau Grange, a week's travel away.

Roleplaying Thysia: Thysia is young and brave, but underneath the strong face, she is terrified of dying and often asks the group about distant lands, speaking wistfully of her dreams of traveling the world she had when she was younger. Like the rest of his devotees, her faith in Kentauros is absolute.

On the way, they might encounter any of the normal Megali Pediada encounters (above), as well as:

• Thysia's wound becomes do bad she might die before arriving. They must find rare herbs, perform emergency treatment, rapidly increase their pace, or all of the above to ensure she is alive when they get there.
• A friend or lover of Thysia's follows them, trying to convince Thysia to abandon her sacrifice. Thysia calls upon the players to side with her and support her argument.
• Thysia begins to recover from her infection and begins to have doubts (note, this circumstance will likely bring up some challenging and philosophical roleplaying).

When they arrive at Birkau Grange, they are met by a patrol of Scouts, then directed or led to Rustmourn. Rustmourn is a massive rusting fortress of red/black iron that rides astride two massive train tracks that stretch to the horizon, leading back to the Aberrancy. Its base is six feet off the ground, the only means of entrance one large ramp and two smaller side ones or via dropped chain ladders. Several swiveling cannon turrets loom above it. The Aberrancy flag of a world inside a drop of blood flies on purposely-tattered rust-red flags randomly about it.

When they approach, the main ramp is lowered, cannons tracking them as well as muskets. An agent meets them at the base of the ramp to look over their forms, then admits them. Once inside, they are met in the courtyard by Caeneus himself, escorted by two Paladins. He examines their paperwork personally and seems somewhat annoyed at how “the Duke's must always meddle.” He gloats over Thysia, then orders her immediately to the 'O Nine Tails “so our new compatriots can enjoy the spectacle.”

If they try to find a way out of it (quick execution, say they are tired from travels, etc) he immediately gets suspicious and rechecks their papers. They are then given the “honor” of choosing which limb to tie off first when she is thrown and places bets on how long she will beg when given a chance and how many tosses it will take before her a limb comes off.

If they for whatever reason did not deliver Thysia (she died, changed her mind, was left behind, etc) or tried to deliver her already dead, Caeneus will require more and more difficult tasks from the Abberancy tasks, below.

Roleplaying Caeneus: Caeneus is a huge, bloated aberration, but not without his own hideous charisma. He is forceful in everything he does – giving orders, laughing, eating, etc. He is also extremely calculated and cunning, quickly on to any slip of the tongue or hesitation. He likes to pound on things for emphasis – walls, tables, nearby slaves, his allies shoulders or backs and the like.

Ablative Balm Powers: Ablative Balm is a suit of bronze scale mail gone green with age. It is said to be the armor worn by one of the gods when they forged the world, used to get her way when in arguments with other gods. In addition to its potent protective capabilities, it also works to sooth out any conflicts, arguments, disagreements and the like by providing the wearer just the right words and phrases, psychologically maximized for their ability to charm, wound, placate, humor, humiliate, goad, inspire, or whatever reaction is desired in a given situation.

Whenever the wearer find themselves in such a confrontation, a dry, professional voice comes into the wearer's head asking “would you like my analysis and advice?” If they agree, one of the scales on the armor disintegrates and the user gains the armor's benefits for the duration of the encounter in question. As such, the more it is used in this manner, the less useful it becomes in combat. It is said when the last scale is used, the armor vanishes, to appear fully formed elsewhere in the world.

When not in use, the same dry voice occasionally comes into the user's thoughts, little barbs, jabs or comments precisely targeted to the user's personality to encourage them to use Ablative Balm's ability again (guilting, suggesting usefulness, inspiring paranoia, feelings of vulnerability, etc). This effect becomes more potent and insistent the further the wearer gets from the armor.

Caeneus then assigns them several duties, which may include any of the following Aberrancy tasks to gain his trust:

• Following with a patrol to look for inefficiencies and insubordination, poor behavior or discipline, lazy officers, and the like.
• Inspecting a Grange and providing him the names of five centaurs that should be “eliminated” as soon as possible along with their reasons for doing so.
• Hunting down an escaped centaur and bringing them back dead or alive (for execution at O' Nine Tails).
• Joining Caeneus at a feast in Rustmourn and having him inform them of world events going on beyond the Savage Plains.
• Finding a thief, centaur sympathizer, and/or inept agent and bringing them in for justice (O' Nine Tails, of course).
• A tour of one of the Soylent Plants to look for any ways to improve efficiency. If this task is given, they find that centaurs brought inside are carefully vivisected and their parts made into a dozen different “exotic delicacies” that have become the newest rage among high society in the Heartrealm of the Aberrancy.
• A tour of one of the intensely worked animal or plant farms that he has subleased to some of his Paladins, often requiring spending time with one of them. The Paladins are nasty, brutish, and violent, with all the worst aspects of a drunken tyrant, abusive taskmaster, and a raging inferno. Their mounts are worse and known to simply devour unsuspecting centaurs (or careless Aberrancy agents or troopers!) that come to close. This is invariably considered hilarious to the Paladins unless the agent or slave was especially useful, in which case it is merely annoying.
• An examination of the train routes, schedules, and packing techniques, especially any way to increase the number of centaurs that can be transported in one load without killing all of them.
• A tour of a mine, lumber yard, or other intense extraction focused enterprise to look for any ways to increase the already tremendous exploitation of any and all native resources.

3) Absconding with Ablative Balm

Once enough of these tasks are completed to his satisfaction, he trusts them enough to give them more-or-less an autonomous hand, letting them roam unsecured in the Rustmourn, Plants, farms, and Granges with order to report whenever they find something that might be improved.

It is up to the player's creativity to find, wait for, or create the opportunity to steal Ablative Balm at this point. It will only work when he is in Rustmourn as he always wears Ablative Balm when he leaves. When not wearing Ablative Balm, it is locked in a chest at the foot of his bed; his room left under guard at all such times.

Depending on their methodology for stealing it, they may be half-way through the Grange before the theft is discovered, or they may have to fight their way out of the fortress itself.

During this time, one of several Theft Escape encounters may happen:

• Running battles with Aberrancy troopers, scouts, and agents.
• Spontaneous (or perhaps Free Peoples-planned) slave revolts in the Birkau Grange.
• A stand up-knock down battle with a Paladin of the Pyre.
• A chase through a Grange, farm, large compound, Soylent Plant, or escape tunnel.
• Centaur resistance fighters holding a heroic rear-guard action at a tunnel entrance to give them time to flee.
• Hijacking a train and using it to escape, fighting the troopers protecting it and/or freeing centaurs as they go.

They shouldn't face Ceaneus directly yet. If situation seems to be forcing it, he will send one of his Paladins to fight in his stead, feeling vulnerable without his armor (Aberrancy assassins hired by the Duke weigh as much or more on his mind as suicidal centaurs and their allies!).

When they escape, the return may feature any Megali Pediada encounters (above) as usual until they reach the Free Peoples.

4) Coalition Building

Upon their return, Kentauros immediately takes Ablative Balm and begins learning how to use its abilities. In the mean time, he sends the players with word of their success to convince the leaders of the various factions to meet with him.

The various leaders might just require persuasion, or may also ask them to perform tasks to gain their trust such as:

Emancipators – free one or more slaves from a Grange, find a group of Emancipators that are running late on returning from a mission, smuggle foodstuffs and/or weapons into a Grange
Exodi – scout and/or map a path to the nearest nation that might harbor them, find information on which lands might be most favorable to taking them in as refugees or citizens, find information on and unclaimed lands that might be available for resettlement
Survivors – help hunt, forage, find fresh water, shelter, or wild herbs, patrol for Aberrancy scouts, treat the sick or wounded

Once the group has gathered the leaders and Kentauros has had time to learn how to use Ablative Balm, he calls them all together, using the artifact's powers to help not only to bring them around to his position, but also to convince them to lead their strongest and most capable hunters and warriors on a desperate and potentially suicidal attack on 'O Nine Tails. Even with Ablative Balm's assistance, it will take all of his and the player's social skill and charisma to convince the strong and stubborn leaders to go with the plan and should be roleplayed to the hilt. The discussion may also delve into events after the assault such as dismantling the Granges and Plants, driving out the Aberrancy forces, setting up a new government, and dealing with further Aberrancy incursions if the rest is successful.

5) Surrendering the Shaman

Once the Free Peoples are convinced, they gather their best and strongest and prepare to set out. When they are ready, after a benediction and subsequent rousing speech by Kentauros, the party travels ahead of the main forces with Kentauros and his disciples to search ahead for any Aberrancy scouts that might warn of their coming. Any of the usual Megali Pediada encounters (above) may occur if desired.

When nearing Birkau Grange, Kentauros passes Ablative Balm to the party, telling them to deliver it to whomever emerges to lead the centaurs should their plan succeed and he not survive. He then gives a final speech and blessing to his disciples, most of which wail openly and many of whom must be convinced forcibly to not sacrifice themselves with him or whom attempt to talk him out of it at the last minute.

He then tells the group that they should lead the attack half-an-hour after he leaves and wishes them luck. He then departs. Sacree riding on his shoulder until the last moment.

6) O' Nine Tails

The attack is timed so the group will arrive at Birkau Grange near dawn. Agents inside the Grange are set to throw open the gates and at first light. The players and the disciples form the first vanguard of the Free Peoples' assault, rushing and fighting their way across the Grange to reach O' Nine Tails as the ragged force of Free Peoples and spontaneously uprising Grange centaurs following behind. Any suitable Grange or Escape encounters may be faced on the way, as desired.

Upon reaching the base of O' Nine Tails, they find Kentauros strung up, ready to be cast off the cliff. Several Paladins of the Pyre escort Caeneus, as well as a platoon of Troopers. A handful of Scouts that immediately rush off to bring reinforcements and a pair of light-cannon armed watch towers that overlook the approach to O' Nine Tails.

They must fight ahead of or alongside the centaurs, eventually fighting past the main melee to face the heavily armored Caeneus astride his hundred-clawed mount Megagith and bearing his huge cleaver-like bardiche, Limb Feast. As the players reach him, he says “you've come for him, I assume?” and casts Kentauros of the cliff with a laugh, leaving him to dangle as they fight Caeneus.

Free at Last, Thank Wind and Sky, We Are Free At Last!

Assuming they win the battle, the players must face O' Nine Tails. Depending on the game master preference, Kentauros may be uninjured, permanently maimed, or a heroic martyr (perhaps depending on how long the players took to defeat Caeneus and if they attempted to lift Kentauros up during the battle).

If he lives, he is unanimously elected as the leader of the Free Peoples and leads them in their further battles against the Aberrancy.

If he dies his disciples become fanatical Knights of Kentauros, taking up the fallen Paladin's armor – cutting away the excess to fit their small frames – and declaring a crusade against the Aberrancy until it or they have fallen.

The characters will likely have their choice of loot from Rustmourn's treasury and armory, as promised.

Future Adventures

There are many possible adventures that may follow Against the Aberrancy:

• If Kentauros died, finding a suitable leader for the again-factional centaurs.
Ablative Balm is stolen, and they must track it down
• The battles to liberate the Granges, with each Paladin claiming their right to the title of Knight-Harvester and running their Grange like their own petty kingdom, perhaps with reinforcements from the Aberrancy.
• The formation of some new unified government for the previously clannish, tribal, disunited, and disorganized centaurs, as well as a standing army. This is made more difficult by Aberrancy assassins and saboteurs.
• The inevitable clash with the Duke of Mountebank and/or whatever Knight-Harvester is assigned to bring the centaurs back into line.

Ingredients

Knight in Shrinking Armor
Caeneus, Abomination and Knight-Harvester given a lease from the Farm Realm to oversee the Savage Plains. He wears Ablative Balm, scale mail that degrades when used (shrinking) as well as giving potent psychological insight to further the wearer's control of social situations (shrinking).
Also, his Paladins of the Pyre, whose armor shrinks down as their fiery substance depletes
Potentially, the Knights of Kentauros who rise up if he dies and take up the dead Paladins' armor, cutting it down to fit them.

Desperate Bluff
The gambit to have the players pose as Aberrancy agents to steal Ablative Balm.
Also, O' Nine Tails, where desperate escaped centaurs are given a (false) desperate last plea for their lives before they are executed.
Also, the same bluff where the desperate attack against the Aberrancy and Caeneus is staged at the climax of the adventure.

Centaur Politics
The separate parties within the centaur Free People who must be unified by favors and persuasion for the gambit to have a chance.

Underground Railroad
The Emancipators, the faction of the Free People who smuggle centaurs out under the Grange walls.
Also, Caeneus' new railroad, which is “underground” in the cultural sense that it is avante-garde and does not conform with the tastes and ideals of the mainstream Aberrancy culture.

Juvenile Disciple
The young, zealous followers of the Shaman and centaur leader Kentauros, especially Sacree, who is a pre-molt (juvenile) Eyrie Hawk.

Abomination from the Farm Realm
Caeneus, an abomination (in physical form) from the Aberrancy (an abomination culturally to the nomadic, free-spirited centaurs) whose structure is that of a single group of owners farming out lands and jobs to agents at its whim. They also immediately “farm” (I.E. focused harvest of a specific thing in gaming nomenclature) valuable resources to depletion upon arrival/conquest of a new territory.
 

MortalPlague

Adventurer
Strawman
A 5th Edition D&D Adventure for 4th Level PCs

In Roan Valley, there is peace. But in distant Cleftwood, there is war.

For ten years, the Roan tribe has sent their best young warriors to fight with their cousins against the cyclops threat. Very few return. The war has turned against the Cleftwood forces, and they need more and more soldiers. With heavy hearts, the elders of the tribe have sent more and more sons and daughters to fight, younger and younger; as soon as they can hold a bow, they leave for Cleftwood.

Darriabran had not always been different. An encounter with Vellendria of the Falling Leaves, a Lady of the Summer Court changed all that. Smitten by her beauty, and enchanted by the sound of her voice, Darriabran pledged himself to her.

From that moment, he was not like the other centaurs. His words would carry more weight when he spoke, and when angered, he could inspire fear in those who tried to confront him. At first, the gifts of Vellendria confused him, but as he spent his mornings trotting through the woods of Roan Valley, he felt at peace. He felt the lure of nature, heard the song of the fey, and knew his was a different destiny.

When they sent him to Cleftwood, he disappeared.


A Plea For Help

The PCs are approached by the centaurs while passing through the Roan Valley. There are many small hamlets scattered about where the centaurs trade with farmers. The area is rolling grasslands, with a number of small forests about. It is tranquil and pastoral. Serious trouble is rare.

A group of five centaurs meet the PCs, led by an older grey-bearded centaur named Abanno. He proudly introduces himself as the Khan of the Roan Valley Clan, and will ask the PCs if they are capable hunters and warriors. He doesn't seem to value magic or religion overmuch, and will sniff at any claims of magical might. He is pleased by those who boast and brag about their feats. He will gladly boast of the time he put an arrow in a hill giant's eye, or the time he out-wrestled a giant python while bathing in a pool. Many of his stories feature admiring nymphs looking on.

After a bit of introductions and bragging about accomplishments, he will get down to business. The Clan has been sending their young warriors to Cleftwood, but the last six months has seen every group attacked by a scarecrow the size of an ogre. The four centaurs with Abanno are clearly terrified at the mere mention of this thing (for centaurs are superstitious creatures and suspicious of magic), but Abanno has seen a lot in his day, and takes it in stride. He wants the PCs to destroy this thing, so that they can continue to support their cousins in their war against the cyclops forces.

He will agree to give the PCs three small amethysts worth 150 gold pieces each if they slay the beast. If they seem reluctant, or press for a better reward, he will agree to throw in a pouch with 10 platinum pieces. Any PC who is suspicious of his motives may make a DC 15 insight check to reveal that he is being awfully generous for a centaur.



The Hunt Begins

The centaurs are pleased to aid with the hunt, showing the PCs to where the giant scarecrow has been sighted recently. They will happily boast of their own exploits, with Abanno laughing uproariously at every tale, even though he's heard them time and time again. Abanno is gregarious and jovial to a fault. Insightful PCs (DC 15) may begin to notice that this is a facade, the Khan is more devious than he lets on.

Soon enough, the PCs will arrive at the place where the attacks took place. Here the road flirts with the outskirts of a large forest; there is a thin strip of woodland, with trees and bushes to block clear line of sight to the fields beyond. But there is clearly signs of conflict; many hoofprints are all about, and many of the bushes have been thoroughly trampled.

Curiously, there are no tracks besides hoofprints, though there are some scarecrow pieces laying about on the ground. Bits of straw and flaps of leather are littering the ground; the scarecrow was certainly here. The lost pieces lead the way back out into the field beyond the small copse of trees.

It's clear that the centaurs are nervous here; this scarecrow monstrosity is nothing they understand or are willing to confront. Only Abanno seems composed, and even he mutters about strange happenings and curses.



Ride Out With Me!

The trail of scarecrow parts is easily followed. Once the PCs are in the field proper, they can get a good look at the area; there is a band of grassland about three hundred feet across, before another forest begins. There is one huge oak tree in the middle of the clearing, twisted and gnarled. Its branches are heavy and they dip low, providing plenty of shade beneath it. The PCs don't know it, but the scarecrow-creature lurks here, invisible.

The Scarecrow is, in fact, a fabrication by Darriabran to rescue his bretheren from their march to war. He knew he could not stand idly by while young centaurs were sent to their deaths, and he alone had the capacity to do something about it. Relying on his people's superstition (and inspired by the local farmers), he built a scarecrow-suit with wood and leather, stuffed it with straw, and fastened it to his equine frame to give it mobility. He has sticks to move the arms, and the legs bounce as he gallops along. He is no master craftsman, and his scarecrow suit loses pieces with regularity. But so far, it has not been forced to stand up to close scrutiny.

Each time he rescued young centaurs, he would send them into the forest, to the fey lady Vellendria. She would help them find their way through to greener pastures, where they would be free from conflict.

As a warlock, Darriabran knows the One With Shadows invocation, which allows him to become invisible when he does not move in dimly lit areas (such as the oak tree's canopy). So there he will wait until the PCs draw near, and then he will spring to action, attempting to spook them with loud noises, aggressive movements, and faerie fire.

But wait! The moment the scarecrow appears, Abanno and his four centaurs emerge from the woods behind the PCs. During the second round of combat, the centaurs begin to pepper the scarecrow with arrows. Abanno, as it happens, knows enough about Darriabran to have guessed the truth, and he knows that he needs to put the young warlock down. But if Darriabran is killed by the elders of the tribe, he becomes a martyr; instead, the centaurs will kill him with the PCs aid, then they will turn on the PCs and slay them. That way, Abanno can return to his tribe with crocodile tears, saying they arrived too late to save poor Darriabran, but at least they avenged his death.

Darriabran's centaur-suit is very protective. On the second round of combat, it will offer him superior cover against all attacks (a +5 bonus to AC). On the third round, enough bits will have fallen off of his armor to reduce that bonus to normal cover (a +2 bonus). By the fourth round, the scarecrow suit will be nearly down to its frame from all the vigorous conflict.

On the third round, two of the abducted young centaurs emerge from the woods on the far side of the field, and begin to fire at Abanno and the older warriors! The PCs, caught in the middle of a vicious battle between Abanno and Darriabran will be left to choose a side. It ought to be clear that the juvenile centaurs are aiding the scarecrow. And the Khan and his men are definitely trying to bring the scarecrow down. If the PCs are confused about the switch-up, Darriabran may ask for their aid, trying to plead his case while Abanno argues that Darriabran is a no-good warlock who must be put down.

If Darriabran is slain, Abanno will turn on the PCs and try to kill them, unless he and his centaurs are badly hurt. His side of the story is much more compelling if he has a corpse or two to back it up.



Wrapping Things Up

If he survives the encounter, Darriabran will thank the PCs for their help. With Abanno out of the way, he expresses that he will try to talk some sense into the other elders, and stop them from sending their sons and daughters to die in Cleftwood. Abanno's was the strongest voice for war, after all.

The reward promised to the PCs is found in Abanno's pouch, and Darriabran will not object to them taking it. In addition, the young warlock will give them a small pouch filled with Dust of Dryness as a token of his gratitude.




Adventure Elements

Knight in Shrinking Armor | This is Darriabran in his scarecrow armor. The armor sheds pieces, and thus shrinks, which has an effect on his AC (which also shrinks).

Desperate Bluff | Darriabran donning the scarecrow suit is a desperate bluff, trying to spook his people into no longer sending their young to war. Also, Abanno's attempt to kill Darriabran and blame it on the PCs is a desperate bluff to solve the problem for his people.

Centaur Politics | The adventure revolves around the conflict of young centaurs being sent to war, which is certainly a political issue. In addition, Abanno's plan to kill Darriabran is informed by politics; he wants to have the warlock's death shown in a certain light for his own benefit.

Underground Railroad | Darriabran is rescuing the young centaurs and sending them to Vellendria, that they may find a new home free of war and strife.

Juvenile Disciple | The young warlock is a juvenile disciple.

Abomination from the Farm Realm | The scarecrow suit is the abomination from the farm realm.
 

phoamslinger

Explorer
sorry this took so long. I've had a lot of stuff going on in RL, and I wanted to make sure that I had the time to do justice to, what I expected to be, a couple of off the wall, but solid, entries.

I realize that the standard fare for judging is to break things down, item by item and look at pros and cons of each along the way. we have MortalPlague with his Strawman, (SM) and Iron Sky with Agents of the Aberrancy, (AA).

the ingredients were;

Knight in Shrinking Armor

Desperate Bluff

Centaur Politics

Underground Railroad

Juvenile Disciple

Abomination from the Farm Realm


[sblock]keep in mind that all judgements are subjective any way you want to slice it.

both entries used a seriously tough set of ingredients, and used all six of them in a cohesive fashion. Shrinking Armor, yes. Knights, yes. Centaurs, yes. Politics, yes. Desperate Bluff, yes (and I wondered if anyone would pull a "cliffs of insanity" play on words, so I liked O' Nine Tails). and all the rest of them. MortalPlague's abomination seemed weak at first, until I began to consider how it was represented as the the bogeyman of the adventure. so good enough within its scope.

good solid IRON DM fare from both contestants.

but there was something in one of the entries that really stood out that needed to be addressed...

[sblock]Iron Sky, Rune was concerned when I gave you guys extra time, but back in the day when I was competing, I would spend 3-4 hours typing, maybe an hour editing and enough time for one or two last read throughs before hitting -Reply-. so, I figured that giving some extra time would make for a tighter, better edited adventure. not 13 pages.

Agents of the Aberrancy is AMAZING STUFF. I will be saving it to my harddrive and will pull it out someday as a massively cool mini-campaign or as a full blown campaign all on it's own. I suspect that a lot of folks following this contest or reading through it someday in the future will be doing the same.

but if you go back to the first posting of this thread, where are laid out The Rules, the second sentence reads

"Each match will consist of two contestants given a single set of six ingredients with which to construct a brief adventure in any game system or genre."

...if I give the win to Iron Sky, there would be a sense from any future contests I judged in that more is better (and more and more). it took me a solid hour to read through Agents, because I didn't want to accidentally miss or gloss over a detail that might be crucial to some later plot development. if I had to take two hours to read two entries, well, best to put the brakes to that right now. while I could deal with it and might even like it to the extent of getting more detailed entries from participants, it would probably generate some unhappiness from any other judges who caught the overflow. so best to just not go there...

in addition, the whole point of an Iron DM is to come up with a concise adventure. I've lost competitions before where I threw the kitchen sink at the judge and the ruling went against me. given enough time, enough text, enough campaign length, bringing six random, contrary, ingredients together becomes easier and easier.

but doing it in the space of a single adventure or a single encounter, well that's a pretty good trick. a trick that MortalPlague was able to carry through with. Strawman is a little rough around the edges, but it used all six ingredients well. all else being equal, a strong negative vs a strong positive means that[/sblock]

[MENTION=62721]MortalPlague[/MENTION] takes this round. congrats.[/sblock]
 
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Rune

Once A Fool
[MENTION=60965]Iron Sky[/MENTION] and [MENTION=62721]MortalPlague[/MENTION], now that your match has been judged, I'm sure we'd all like to know what was running through your minds when you first saw those ingredients. And what you did with that.
 

Iron Sky

Procedurally Generated
First off, might I suggest imposing a word limit on the first entry if you are looking for one? Both the 2nd and 3rd rounds have "brakes" built in via defined word limits: I explicitly looked for them for the rules for the first round and the lack of a limit on the first entry led me to believe length was not an issue as it clearly was in the future rounds.

Had I known length was an issue, I could have casually shaved off 1/3 of the extra details in one pass (the encounter tables could each be summarized in a sentence, future adventures, and the "roleplaying X sections could be cut if I knew length was an issue). I did so just now to check and I dropped 2k words in 3 minutes of CTRL-X.

Getting an auto-fail for exceeding an unstated word-limit is not especially satisfying, especially given how easily it could have been trimmed had I known.

That said, you are volunteering to do this in your own time and it is entirely subjective - as you say.

As to creating it:

My first thoughts on seeing the ingredients were "how can I not make Farm Realm silly?" and "I have another Iron DM with Centaurs?" Then I got down to work.

I wrote this in about 5 hours and the 45 minutes or so I spent editing was not nearly enough. As soon as I hit Reply, took a break and came back to read it again, I saw easily a dozen editing errors. In retrospect, I should have stepped away for 30 minutes first then done my editing passes with fresh eyes. If it was judged based on editing, I definitely deserved a loss as MortalPlague's editing was impeccable.

My methodology starts by looking up all the different definitions of every word in every ingredient to get any potential meanings I might have missed. Once those are written down, I read over them a few times, looking for things that connect in my mind, plays-on-words, and begin to work out a setting and story line in my head to bring it all together.

At this point, I try to make sure each ingredient is as essential as possible - I.E. how much would everything change if they weren't centaurs and were pixies or elves instead? If another ingredient could be easily substituted, then my ingredient is weak and I see if there's any reasonable way to strengthen it, especially if I can bind it to another ingredient or two. Sometimes they are as good as they can get given the time constraints and you just have to move on.

A rough time breakdown for creating this entry:

Defining ingredients - 30 minutes
Brainstorming adventure based on ingredients - 30 minutes
A blur of non-stop typing, busting out 12 pages of adventure - ~3-4 hours
Writing the ingredient summaries - 30 minutes
Woefully insufficient editing - 45 minutes
Wailing and gnashing of teeth upon re-reading it after I hit Reply and saw editing mistakes - 5 minutes

Congratulations to MortalPlague and thank you to phoamslinger for judging and Rune for putting this all together! It was a ton of fun (haven't done one in years) and definitely @ mention me if you need contestants for any future Iron DMs!

I'll look forward to reading entries in future rounds.
 

Rune

Once A Fool
First off, might I suggest imposing a word limit on the first entry if you are looking for one? Both the 2nd and 3rd rounds have "brakes" built in via defined word limits: I explicitly looked for them for the rules for the first round and the lack of a limit on the first entry led me to believe length was not an issue as it clearly was in the future rounds.

Had I known length was an issue, I could have casually shaved off 1/3 of the extra details in one pass (the encounter tables could each be summarized in a sentence, future adventures, and the "roleplaying X sections could be cut if I knew length was an issue). I did so just now to check and I dropped 2k words in 3 minutes of CTRL-X.

Getting an auto-fail for exceeding an unstated word-limit is not especially satisfying, especially given how easily it could have been trimmed had I known.

I didn't have any part in judging this match, so I don't want to speak for phoamslinger, but I do want to respond to this from my point of view.

While it is true that the first round does not have a hard word-count limit, I saw a few red flags as I read your entry, which I think were, at least partially, causes by or exasperated by the length and ambition of the piece.

In particular, there were several instances where you provided multiple versions of an ingredient. This is a great way to reinforce a thematic ingredient (because such iterations are linked through the theme), but generally only results in a multitude of diluted ingredients in all other cases. I think reigning in the entry might well have given you cause to focus on one of each a little more.

That said, I wasn't judging, so I only read the piece once. All of the above is merely an expression of a first impression.

I wrote this in about 5 hours and the 45 minutes or so I spent editing was not nearly enough. As soon as I hit Reply, took a break and came back to read it again, I saw easily a dozen editing errors. In retrospect, I should have stepped away for 30 minutes first then done my editing passes with fresh eyes. If it was judged based on editing, I definitely deserved a loss as MortalPlague's editing was impeccable.

Again, I don't want to speak for phoamslinger, but I don't think it was the presentation so much as the problems caused by the ambitious scope plus consequent diminishment of focus. More editing would have helped that, but only by cutting deep. For what it's worth, though (nothing), I would have critiqued some of MortalPlague's ingredients harshly, too.

Defining ingredients - 30 minutes
Brainstorming adventure based on ingredients - 30 minutes
A blur of non-stop typing, busting out 12 pages of adventure - ~3-4 hours
Writing the ingredient summaries - 30 minutes
Woefully insufficient editing - 45 minutes
Wailing and gnashing of teeth upon re-reading it after I hit Reply and saw editing mistakes - 5 minutes

As a general rule that can be applied right at the start, the tougher the ingredients, the more editing will be required.

Congratulations to MortalPlague and thank you to phoamslinger for judging and Rune for putting this all together! It was a ton of fun (haven't done one in years) and definitely @ mention me if you need contestants for any future Iron DMs!

Thanks, and no problem. September is most likely, I think.
 
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MortalPlague

Adventurer
Against The Abberancy was a spectacular adventure, and I'm looking for a way to fit it into my current gaming schedule. I know my players would enjoy it greatly. When that happens, I'll be sure to let you know how it goes, [MENTION=60965]Iron Sky[/MENTION].

As for me, this has been a whirlwind of events. Let me break it down a little.

I noticed the Iron DM thread up and going, a good fifteen pages in or so. I've competed in a few of them before (I think once against you, Iron), and I have always had a lot of fun piecing together an adventure from different elements. It's a great creative exercise. So I dropped a post in the thread, suggesting if they needed an extra player, I'd be happy to step in.

Not 48 hours later, they kicked off our bracket.

I received the elements on Wednesday night, late, just before I went to bed. I was busy preparing for my Thursday game, where my players would be dining at a Banquet in the Nine Hells, hosted by Dispater himself. So anything but idle thought on the elements was shelved in favor of rigorous prep-work.

Thursday morning, I went to work. Then I had 90 minutes between work and my evening game to polish up my Nine Hells banquet. Then I went to my Thursday game, where I'm co-DM'ing with a friend of mine as we finish up Rise of Tiamat. He did not finish his section, however, which meant the banquet did not happen. Instead, I was drafting up ideas between rounds of combat (especially after my paladin got knocked out and nearly slain by an ancient white spellcasting dragon).

Getting home around midnight, I set out hashing out ideas. Every element actually clicked pretty well for me; I'd been spinning them around, but the centaur warlock angle had the most appeal. I called up my friend to bounce ideas off of, and I came up with the twist that Abanno was actually double-crossing the PCs. I had my adventure.

I had till 6 AM, so I had enough time to work on this. I realized I hadn't asked what time zone it was from, so I checked in. 6 AM... eastern. In an hour and a half. I immediately set to typing, and managed to get it in with 3 minutes to spare. If I'd had the extra few hours, I know I could have polished it up quite a bit more, and I would have included a stat block for Darriabran (who, admittedly, is a little more complex than an ordinary centaur). But I was just happy to get it in with an idea that tied everything together nicely.

I hope, for the next round, things fall on a day where I'm less busy. I'll still be running Dispater's Banquet on Thursday, but all my prep work is done for it, so there's no work beyond the session itself. I'm excited to see where things go from here.

Thanks to [MENTION=60965]Iron Sky[/MENTION] for the excellent competition; when I saw Against the Abberancy, I was sure I had lost. And thanks to [MENTION=2342]phoamslinger[/MENTION] and [MENTION=67]Rune[/MENTION] for running the competition; organizing and judging something like this can't be easy work, and I really appreciate all your efforts thus far.
 

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