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Tinner

First Post
Round 3, Match 1 Entry

MONKEY BUSINESS
A “mid-level” adventure for four PC’s of approximately 10th level.

NOTE
In preparation to running this adventure, it might be useful for the DM to research different historical colonies. In writing this adventure, I drew heavily from the inspiration of the excellent PBS television series "Colonial House" http://www.pbs.org/wnet/colonialhouse/index.html

SUMMARY
The player characters are caught in a vicious battle between the forces of nature, and the forces of progress. The conflict is escalated by a bitter druid seeking revenge for divine punishment.

BACKGROUND
Seven years ago the human empire began colonizing the nearby jungle. The work was hard, and the local wildlife was oftentimes dangerous. The humans had just established their first settlement, a small colony named Progress, when calamity struck. The local wildlife went suddenly mad. Animals that normally kept well away from the spears and flames of the settlement suddenly began systematically preying on the cattle and livestock. Swarms of vermin devoured stores of food, and fouled water supplies. The settlement was in trouble.

The colonists turned to the church for help. The only priest in the small colony, an elderly but devout cleric named Amedo was beside himself. Calling upon all his holy gifts of divination, he managed to track the trouble down to an evil druid, a haughty elf, with a beautiful tumbling mane of golden hair who called herself Siofra. Siofra had turned the local wildlife against the settlement, and was using the animals to drive the colonists away, leaving her alone in her jungle kingdom. With the colony quickly failing, and dozens of lives depending on him, Amedo called upon his deity with great fervor. After a week of fasting and meditation, Amedo knew what he must do.

Traveling alone into the jungle with nothing but an axe, some blessed oil and a torch Amedo found the largest tree in the nearby jungle. Setting the tree ablaze with oil and torch, he proceeded to lay about the nearby jungle with his axe, striking every plant, animal, insect or tree in the area. The burning of the natural world of course drew Siofra’s attention, and she rushed to see what was happening. No sooner had she entered the clearing then Amedo enacted his plan. The week of fasting, prayer and meditation, combined with the flames and the exertion of working with the axe had allowed him to enter an ecstatic state, enabling him to call down far more divine power than ever before. In a voice like an axe-stroke, Amedo called for his divine patron to miraculously rain down vengeance upon Siofra, making her forevermore nothing but another harmless beast of the jungle she so loved.

Unfortunately, a week without food and water, combined with smoke inhalation and over-exertion took their toll on Amedo, and he collapsed before he was able to complete his divine imprecation. As such, while the miracle occurred, it did not have quite the effects Amedo hoped for. Siofra was transformed into a tiny monkey, but she managed to retain her intelligence, as well as her druidic abilities. Angered at the temerity of this old human, Siofra commanded her dire lion companion to rend the cleric limb from limb. She then continued her campaign of terror on the colony of Progress until not a single human soul was left alive to send news back to the kingdom, and the jungle began to reclaim the lands cleared by the settlers.

Seven years passed quickly, and the current rulers of the human kingdom have once again set their sights on expansion into the jungle. Another group of colonists have been sent to Progress in the hopes of making a profitable settlement. Once again, the jungle has turned against the colonists, strange beasts attack from the cover of the fog, and the success of the settlement is in question.

SETTING
Progress (Thorp): Conventional; AL LG; 40 gp limit; Assets 500 gp; Population 60; Isolated (Human 100%).
Authority Figures: Sterling Happ, Governor (LG male human, commoner 4); Domenic Skyler, Guard Captain (LG male human warrior 4)
Important Characters: Geoff Thackery (LG male human cleric 5)

Progress is nestled just inland from a major body of water. The countryside is a semi-tropical mix of rolling savannah grasslands that eventually give way to dense jungle. Local wildlife is abundant, with the grasslands offering antelope and big cats, as well as larger herd animals, and the jungles full of birds, and other small animals. The environment is a mix of warm forest, and warm plains,
This series of rough hewn timber buildings is home to approximately 60 humans. Their principle means of commerce are varied. There are several hunters who have been taking pelts when possible, sending the furs back to the kingdom. Additionally, timber has been harvested. Rare woods have been sent back whole, while more common trees have been rendered into spars (long wooden poles used for ship masts). To sustain themselves, the colonists are keeping small crops of beans, and squash, as well as raising a sizable herd of cattle. Additionally, a new hardy grain has been cultivated on the grasslands. This new strain of wheat, called Golden Mane is suitable for milling into very fine yellow flour. The fertile soil of the area, combined with a long growing season allows for several crops of this grain to be harvested each year, the proud stalks tumbling in the wind like a great golden mane. This Golden Mane wheat has become a staple in the colonists’ diet, making it an attractive target for Siofra’s attacks.

SCALING THE ADVENTURE
This adventure readily lends itself to scaling either up or down. To reduce the difficulty of the adventure, just drop Siofra’s druid levels to a level more appropriate for your group. The animal and vermin encounters can also be scaled back as needed. Moving Siofra’s animal companion from a Dire lion to a normal lion will also reduce the difficulty.
Conversely, raising the difficulty can be as simple as adding a few more levels of druid to Siofra. Her animal companion could be improved with templates, perhaps giving her a fiendish dire lion, or even moving up to a higher level animal such as a Tyrannosaurus Rex. Make sure to give Siofra time to enhance her animal companion with spells like Greater Magic Fang, and Animal Growth.
Siofra’s lair could also be enhanced by adding more traps and difficult challenges.
The “Fights in the Fog” encounter below also offers a method for the DM to scale his game. As the colony is under attack by the animal minions of the evil Siofra, the DM can include as many, or as few “Fights in the Fog” as he wishes.

HOOKS
The PC’s are agents of the empire sent to check on Progress and oversee it’s development. Recent reports have been disturbing, and the goods being sent back to the empire have been slowly diminishing. The PC’s must find out what is causing the colony to fail, and find a way to restore the colony to a profitable state.

PC’s already exploring undeveloped areas could be drawn into the conflict between Progress and Siofra when they stumble upon a group of vermin (8 advanced bombardier beetles 6HD, EL 9) attacking human colonists in their Golden Mane fields. When the battle is concluded, the colonists will thank the PC’s. They then explain that such attacks have become commonplace. Offers of wealth could help to sway the PC’s to the cause of Progress. If necessary, Governor Happ can even offer the PC’s a share in the ventures profits.

DM’s who favor a more long-term, campaign style hook to this adventure, could also arrange to have the PC’s recruited as colonists. If adventures in a brave new world aren’t enough to inspire them to join the colony, use historical means such as religious persecution, the threat of debtor’s prison, or the promise of great riches to encourage the party to become settlers.

The party could also have been given ownership of the coloniy’s charter as a reward for past service to the empire. When the check on the status of their new investment, they will be advised of the recent attacks by Governor Happ. Be aware that this hook will drastically change the way the colonists will interact with the PC’s. As the charter holders for the colony, each of the NPC’s is essentially in a period of indentured servitude to the PC’s! The PC’s have full power to appoint a new governor, invoke new colony laws, etc.

INFORMATION
While little information about the original colony of Progress is available, there is some. Successful Knowledge History, or Bardic Knowledge tests can reveal the following information:

DC 20 - Seven years ago, there was another colony named Progress. That colony disappeared without a trace.

DC 25 - Every member of the original colony of Progress vanished, never to be heard from again.

DC 30 - The original Progress colony was accompanied by a powerful elder cleric named Amedo. He too was never heard from again.

Gather information tests can also reveal some crucial information

DC 20 - The cows always get spooked just before the fog starts rolling in. None of the cows will venture near the tree line

DC 25 - While the colony has been attacked by almost every other type of animal, it has never been attacked by monkeys. In fact, there are several monkeys that have taken to living almost within the town. These “mascots” also spook and flee before the fog rolls in.

DC 30 - The cows are all terrified of the monkeys.

DM Note – These monkeys serve as cover for Siofra to come and spy on the colony. If the PC’s examine the monkeys closely, a successful Spot test DC 30 will reveal that a tiny monkey with a mane of golden fur seems unnaturally inquisitive. This monkey is Siofra.

Finally, Successful Diplomacy/Intimidation/Bluff checks against a DC 25 can get some extra information from some of the more notable NPC’s

Governor Happ – Can reveal that the original colony was destroyed seven years ago by animal attacks identical to the current ones
Captain Skyler – Can reveal that while on a routine jungle patrol, he was confronted by large ape that chased him away from a waterfall deep in a jungle clearing. This clue can lead the PC’s to the Welcome to the Jungle encounter below.
Brother Thackery – Can reveal that he found the battered and weathered remains of Father Amedo’s diary near a large burned tree, while walking in the jungle just after the colonists first arrived. While the diary is badly weathered and damaged, a successful Decipher Script (DC 25) will reveal that final diary entry claims that the burned tree was to be the sight of a showdown between Amedo, and “nature run amok.” This clue can lead the PC’s to the Unmarked Grave encounter below.

ENCOUNTERS
The encounters in this adventure are not linear. The PC’s could encounter them in wildly different times, depending on how they conduct their investigation and research into the problem facing the colony of Progress.

Fights in the Fog (EL varies)

The PC’s are likely to face these encounters early in the adventure, and could face them as often as the DM feels like including them. (See Scaling the Adventure above.)
Each of these encounters begins with an unnatural fog rolling into the colony from the jungle. This is Siofra, using her Fog Cloud spell to lend cover to the actions of her animal minions. Siofra will always cast this spell from maximum range, and only after first hiding herself in a suitable location, like a tall tree, or in dense jungle. As the fog rolls in, one of the following animal minion groups will begin an attack on the colony.
1. 12 Apes (EL 9)
2. 4 Giant Constrictor Snakes (EL 9)
3. 8 Dinosaur, Deinonychus (EL 9)
4. 3 Dinosaur, Megaraptor (EL 9)
5. 1 Dire Tiger (EL 8)
6. 6 Tigers (EL 9)
7. 1 Dinosaur, Tyrannosaurus (EL 8)
8. 6 Dire Lions (EL 10)
9. 1 War Elephant (EL 11) [22 HD Advanced Elephant]
10. 8 Rhinoceros (EL 10)

For an added challenge, the DM could also choose to have Siofra accompany these animal attacks with her Call Lightning, or Call Lightning Storm spells.

Unmarked Grave (EL 5)
The burned tree can be quite revealing to the party. Survival tests (DC 20) will reveal that this tree was purposely set aflame 5-10 years ago. Succeeding on a DC 25 Survival roll will also divulge the fact that this fire was clearly the work of human hands. The burn pattern is consistent with a man made fire, accelerated by oil. Also, the burned tree and several surrounding trees show signs of deep scarring with a man made implement.
Search tests (DC 22) will reveal the rusted and rotted remains of the axe Amedo used. A result of 25 indicates that the PC’s have actually uncovered the shallow, unmarked grave where Amedo was laid to rest.
Tenth level PC’s should have access to divine magic allowing them to converse with the dead. While Amedo’s corpse is badly damaged, the mouth is still intact enough to answer the PC’s questions.
Amedo’s corpse can point the PC’s directly towards Siofra, as well as tell them of her current form as a monkey. He is unaware that she retains her druidic powers however. If properly asked, Amedo can relate the entire story found in the Background portion of this adventure to the PC’s.
PC’s who treat the now deceased Amedo with respect and attempt to move his remains to hallowed ground, or at least mark them for proper burial should be rewarded with an Ad Hoc xp award of the DM’s discretion.

Welcome to the Jungle (EL 10)

Whether the PC’s have been tipped off to the existence of the waterfall by talking to Captain Skyler, or they have come upon Siofra’s lair from their own investigation, sooner or later, the trail will lead them to this remote area.
A steep waterfall cascades 70 feet down a rough cliff face into a serene natural pool. Survival tests (DC 20) will notice obvious tracks at the water’s edge, where Tiny feet have entered and left the water. Attempts to Track these prints into the water will be impossible. It’s as if the footprints completely vanish at the edge of the pool. Tracking them from the pool through the jungle will eventually lead the PC’s back to Progress. The tracks are consistent with monkey feet.
Should the PC’s enter the pool and Search, a DC 24 test will reveal a small opening at the back of the waterfall that leads into a natural cavern. The opening into the cavern in quite snug and medium sized creatures will need to make a successful Tumble (DC 20) check to slip through the crack. Large creatures will be unable to pass through the crack at all.
Once through the crack, the PC’s face a difficult Climb (DC 25) test to reach the top of the grotto at the top of the climb, the PC’s will be confronted with yet another challenge to their dexterity. The grotto opens into a 50 foot wide chasm, falling back down 50 feet to the grotto entrance below. Anyone taking a fall from this height will take normal falling damage, plus an additional 2d8 damage from hitting the jagged rocks below. The only visible means of crossing the chasm is a series of long, fragile looking bamboo poles that have been wedged into rock outcroppings along the sides of the chasm. Crossing this tenuous footbridge is the final test of dexterity the PC must face. The poles are too fragile for any creature larger than Tiny size to stay on for more than a few seconds. Jumping onto the poles suddenly with a Jump test will cause the fragile poles to shatter and send the jumper falling to the rocks below. The safest (non magical) method of crossing is to tumble across the poles, moving your feet as quickly as possible. This is a DC 30 Tumble check. Failure will again send the PC tumbling into he chasm.
Once one member of the party has crossed, there are plenty of rock outcroppings were a rope could be secured for crossing. PC’s of this level certainly have access to levitation and flight magic, and are well within their rights to use such powers to reach the top of the grotto, and cross the chasm. However, Siofra has trained the Dire Bats that live in the grotto to attack anything flying in the area.

Monkey See. Monkey Die! (EL 12 +)
This encounter could come at the end of the dangerous climb in Welcome to the Jungle, or at anytime the PC’s choose to confront Siofra in her monkey form.
If this encounter results in combat, Siofra uses the following tactics.

If encountered in an open area where she can call her animal companion to her, she prepares for battle in the following manner:
Round 1: Call Vellen to her side, cast Freedom of Movement
Round 2: Cast Greater Magic Fang on Vellen
Round 3: Cast Spike Growth on any nearby vegetation
Round 4: Ready either Entangle if the PC’s are in range, or Dispel Magic to counter enemy spellcasters.

Once combat begins, Siofra will Wild Shape into a Dire Tiger and enter melee. With natural Spell, she will use Summon Nature’s Ally to call in help for the battle. The first ally she summons is always an elephant cow – the largest animal she can summon at her level. Vellen and any summoned beasts will move to provide flanking bonuses, and use their natural attacks to immobilize and disable as man foes as possible.

Another of Siofra’s favorite tactics is to take an aerial form and use Summon Nature’s Ally to literally drop creatures onto foes below her. Her favorite choices for this tactic are cows and war elephants. Cows can be treated as Bison, and as such are suitable choices for SNA3, while elephant is a valid choice for SNA6. DM’s should adjust damage for a dropped creature to a level they are comfortable with in their game. I recommend treating it in a manner similar to a rock thrown by a giant, 2d8 plus falling damage.

Note that negotiating with Siofra will be difficult. As a monkey, she cannot communicate verbally. PC could get around this limitation with clever use of magic, or even writing. Even then, cutting a deal with Siofra will be extremely tricky. She is violently opposed to any permanent settlement in what she perceives as her jungle. Whether or not a diplomatic solution can be arranged is a matter I leave to each individual DM.

Siofra, Female Elf, High Drd11: CR 11; Medium Humanoid (Elf)[changed into Tiny Animal]; HD 11d8(Druid) ; hp 53; Init +6; Spd 30 Climb 30; AC:12 (Flatfooted:10 Touch:12); Atk +4/-1 base melee, +10/5 base ranged; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL NE; SV Fort +7, Ref +5, Will +10; STR 3, DEX 15, CON 10, INT 14, WIS 16, CHA 14.
Skills: Concentration +14, Handle Animal +16, Heal +17, Listen +5, Search +4, Spellcraft +16, Spot +5, Survival +19, Swim +10.

Feats: Armor Proficiency: light, Armor Proficiency: medium, Eschew Materials, Fast Wild Shape, Improved Initiative, Natural Spell, Shield Proficiency.
Spells Prepared (Drd 6/6/5/5/3/2/1): 0 - Animal Trick x2, Cure Minor Wounds, Dawn, Detect Magic, Read Magic; 1st - Animate Wood, Charm Animal, Cure Light Wounds, Entangle, Faerie Fire, Goodberry; 2nd - Barkskin, Earthbind, Fog Cloud x2, Heat Metal; 3rd - Call Lightning, Cure Moderate Wounds, Diminish Plants, Magic Fang, Greater, Spike Growth; 4th – Freedom of Movement, Cure Serious Wounds, Dispel Magic; 5th - Animal Growth, Tree Stride; 6th -- Liveoak.

Vellen , Male Dire Animal, Lion : CR 5; Large Animal ; HD 8d8+24 ( Animal) ; hp 60; Init + 2; Spd 40; AC 15; Atk + 12 base melee, + 7 base ranged; +13/+7 ( 1d6+7, 2 Claw; 1d8+3, Bite ); SA: Pounce (Ex) , Improved Grab (Ex) , Rake (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort + 5, Ref + 4, Will + 3; STR 25, DEX 15, CON 17, INT 2, WIS 12, CHA 10.
Skills: Hide +2, Jump +11, Listen +7, Move Silently +7, Spot +7.
Feats: Alertness, Run, Weapon Focus: Claw.


WRAPPING IT UP
If a peaceful settlement can be reached with Siofra, the PC’s and Progress will have gained a valuable ally. With her divine magic, a druid could easily assist in growing crops, and keeping dangerous beasts away from the colony. If the PC’s are clever enough to find a cure for Siofra’s condition she will be grateful. Even suggesting that they would search for a cure may be enough to negotiate a cease fire between the forces of nature and the colony.
If the PC’s are forced to slay Siofra, then the adventure is just beginning. With the death of this powerful druid, a power vacuum has been created. Other creatures can more readily enter the jungle and wreak havoc with the environment. Possible new residents taking up Siofra’s place could be green or black dragons, evil humanoids, or even a rival colony.
Don’t forget that the colony still has a long way to go I they want to prove that they are an economical settlement that can be an asset to whoever holds their founding charter! Grain shipments, furs and spar production can all lead to further adventures set in the colony of Progress.

INGREDIENT SUMMARY

Tiny Evil Overlord – Siofra, the NE 11Th level druid miraculously transformed into a Tiny monkey by the cleric Amedo. Somehow managing to retain her druidic magic, Siofra continues to rule the jungle as overlord. She uses the native creatures as her minions in a battle to halt the spread of civilization.

Tumbling Golden Mane – The golden mane of hair surrounding the druid’s evil dire lion animal companion. Additionally, the new “super-grain” being grown by the Progress colony is dubbed “Golden Mane”. Also, as an elf, Siofra was known for her mane of golden hair. Her monkey form as has a tufed mane of golden fur.

Cow – The strange behavior of local livestock gives clues to the evil druid’s whereabouts. The monkey druid can also use summoned cows as roadblocks/weapons/allies.

Fog – The druid summons fog to mask her movements, and to herald an attack on the village, causing panic in the colonists.

Dexterity – What the PC’s will need to exhibit to access the druid’s hidden lair. Secreted away in an area only a monkey could easily reach.

Unmarked Grave – The final resting place of Amedo, the cleric who changed Siofra into a monkey. Finding the unmarked grave at the burned tree can answer many questions the PC’s may have during this adventure.

Special Tie-Breaking Ingredient: War Elephant – The druid uses SNA 6 to summon a female elephant to aid her in her fights. The elephant in question is female, and would thus be considered a “cow” which would also fulfill the cow ingredient above.
 

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carpedavid

First Post
Finals, Match 1: Tinner vs. Stormborn

As has happened more than once while judging this competition, the entry that stood out after my initial read-through was not the one that I thought strongest after subsequent readings. Was it Tinner or Stormborn's entry that stood out at first but faded upon contemplation? Well, letting you know that know would be giving things away, wouldn't it? You're just going to have to read on to find out.

This time, let's begin with a hybrid examination of both ingredients and playability. We'll go in the reverse order that the ingredients were listed in, because the biggest difference in usage lies at the very top of the list. First (or last, as the case may be) is the Unmarked Grave. Stormborn creates an environment littered with random holes - the result of the halfling tribe searching for the dismembered bits of some random dude. The digging, in this case, is what triggers the Tumbling of the Golden Mane, but other than that, it's not very interactive. Stormborn also claims that the halflings' Cave of Souls is unmarked, but it's the epicenter of this halfling tribe's funerary rites. That just doesn't feel very "unmarked" to me.

Tinner, on the other hand, creates a backstory in which the priest that guards the colony dies while trying to defend it. In his entry the Unmarked Grave hides the remains of said priest. Here, Tinner does a great thing, and embraces the powers that high-level characters have available to them. If the PCs want to find out about why the old colony disappeared, and who the antagonist is, they'll have to cast Speak With Dead. With this first ingredient, Tinner launches himself into the lead.

Next is Dexterity. I knew this one was going to be difficult to use well, and neither contestant proved me wrong. Stormborn tosses a number of traps that require reflex saves, and equips his antagonist with centipede-venom-tipped arrows. Tinner doesn't directly make use of the ingredient either, as he sets in the PCs path a number of challenges that will require tumble, balance, and other dex-based checks. Stormborn has a Tumbling inn as a big set piece, but Tinner creates a lair easily accessible only by a monkey. Neither use propels either contestant past the other.

Fog is next on our list, and here, both contestants use the ingredient equally. Stormborn's use is extremely atmospheric, while Tinner's is more active. Stormborn's fog hides a myriad of pitfalls, while Tinner's is used to cloak advancing enemies. Neither contestant gains any ground on the other with this one.

Cow is another ingredient that I figured would be difficult to make essential, and I was right, once again. Stormborn's herds of undead cows amuse me to no end, but they're not really presented as being that dangerous. Tinner's cows function as subtle clues, but they're also summoned by the druid for use in battle. Unfortunately, I can't take the idea of a druid dropping cows on her opponents from the air seriously. If he'd left the cows as the subtle clues, I'd say he gained ground. As is used, though, Stormborn manages to make up some of his lost distance.

Now we're up to the last (or first, depending on how you're counting) two ingredients, and here is where the two entries really diverge. Tinner uses the Tumbling Golden Mane in several places. First, it's a distinctive mark on the monkey-elf, which allows the PCs to distinguish her from the dozens of other monkeys roaming around. Second, it's a brand of wheat that the colonists have been dependant upon for food, and which has been the subject of attack by the druid. It ties in to the adventure directly and thematically in a nice and solid manner.

Stormborn, on the other hand, gives us an inn named the Golden Mane without any justification for it. The Lion Tribe of halflings sounds like it should tie in thematically, but their mascots are mountain lions, which certainly don't have the tumbling manes that African lions do. Now, it is true that the Golden Mane goes tumbling, in this case literally, but I've got some problems with that too.

Stormborn gives us the following mechanics: three reflex saves of increasing difficulty, with each failed save doing 2d6 points of damage. Worst-case, that's 36 points of damage. The average (for three failed saves) is 21 points, but that's still a big chunk of change. In fact, if I were to compare that with my current 6th-level group, that'd drop almost all of the PCs to half hit points. At this point, they should be stuck in the middle of the rubble. If one were to play this adventure logically, the halflings should come in and just kill all the PCs, since some are likely to be trapped and helpless, while others are going to be away from their swords, armor, and other gear that they can't sleep in without becoming fatigued.

But that's not what really bothers me. What bothers me is the assumption that the inn would even get to the point where it would tumble. Sleeping PCs do take a significant penalty on their listen checks, but a group of halflings doing enough digging (perhaps we should really call it excavation) to destabilize the inn should be making a bit of noise, which should rouse the PCs, which should lead to a dramatic encounter as the enemies duck and weave around the pylons holding up the building. The tumbling of the inn should really only occur as a last resort, if the PCs either fail every single listen check, or decide not to investigate the very suspicious activities going on outside. As written, though, this encounter subjects them to something they really should be able to prevent, and then wimps out when it comes to the consequences.

Last, we have the Tiny Evil Overlord. Here, Tinner gives us an evil-ish druid who has been polymorphed into a monkey. Is she Tiny? Yep. Is she Evil? Enough to kill off a bunch of colonists. Is she an Overlord? Well - she's got control over a bunch of animals. It doesn't really fit the grandiose connotations of the word.

Her usage, otherwise, seems fairly solid. She's interesting as a character, has an interesting lair, and has a solid motivation. She's definitely powerful enough to challenge the party, and her tactics are clearly outlined. Though communication could prove difficult, she's not completely irrational, and therefore could be reasoned with if the party chose to go that route. All in all, she seems like a credible and interesting threat. The only mechanical difficultly that I see is the vermin under her control. SNA doesn't normally allow for vermin, and the effects he described aren't replicated by Summon Swarm. It's not a game-breaking discrepancy, since the vermin could easily be switched to an equivalent animal or beast, but I'd still like to know where they came from.

Unfortunately, Stormborn's grig necromancer doesn't get off as easily. While he is Tiny, Evil, and an Overlord, his abilities as a necromancer seem to be vastly overstated. Animate Dead, the spell, allows the caster to have under his control, 4HD per level. However, humanoid zombies are 2HD creatures, which means that, if he's of the same level as the PCs (6-8) he could only have 12 to 16 zombies animated at any given time. As Stormborn describes things, though, one gets the impression that he's got far more. Additionally, if he's at his limit of controlled undead, every cow he animates sets one or two useful zombies free. Once they're out of his control, then they're threats not only to him, but to the living halflings as well.

Unlike Tinner's summoned vermin, this is a game-breaking misuse of the antagonist's powers. Reducing the number of undead under his control changes the character of the adventure and makes him less credible as a villain. Heck, if he keeps losing control of undead, the halfling tribe might realize that he's not as big of a threat as he claims, and take him down themselves. Does the necromancer have a nice epic feel with all those undead under his control? Yes. Can it work, mechanically? No.

It's worth looking at Tinner's use of the tie-breaking ingredient. There's not much to say, other than, he'd better hope it doesn't come down to a tie. Its use is almost completely irrelevant, as simply one of the creatures that his evil druid summons. It's a cursory use, and I'd wager that nearly any other use could potentially beat it.

That aside, at this point, it's fairly clear who has won. <spoiler: highlight to read>
Tinner's hooks are stronger, his mechanics more sound, his ingredient use better, and his adventure more interesting. Stormborn gave it a good try, but some of his other entries have been stronger. Stormborn will take Wulf on in the next match, while Tinner will wait until the third match.
</spoiler>
 


Wulf Ratbane

Adventurer
Tomorrow evening is fine for me.

But, wouldn't it be faster to match me up with the winner? If I lose to the winner there's no need for a third round.

Or are we drawing it out for suspense (and maximum entries)? ;)
 





carpedavid

First Post
Stormborn said:
As long as we are sticking with the 24 hour posting time then having them up tonight around 7 is not a problem.

Excellent. The ingredients for Match 2: Stormborn vs. Wulf Ratbane will be posted at 7:00 EDT tonight.
 


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