Fool's Errand Iron DM Competition #1

This judging business is more difficult than I thought it’d be. You’ve got to balance the adventure itself with the way the ingredients were used. Favor either element overmuch and you’re courting disaster in the next round.

If you overemphasize the ingredients you risk getting an unplayable list of six moderately interesting ingredients with no real cohesion. On the other hand, favoring the playability could net a great adventure, ingredients be damned. Between two ills, I believe that this is the lesser, so I chose to err on that side.

Of course, my hope is that I didn’t err at all. That is my hope, but I would love to hear from anyone who thinks my judgment was off for whatever reason. I would especially love to hear from the most eminent nemmerle.
 

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lightful said:
In the end, I have to give the win to MerakSpielman for sheer fun and inspiration.

Er, thanks I guess... I'm not sure if we're doing expositions (an IronDM tradition), but I'll do mine anyway.


Exposition for "The Trials of Princess Olloril"

hey, it was the only thing I could think of for a spade! And part of the fun of IronDM is coming up with interesting interpretations of the ingredients (though it was clearly my poorest usage). In one competition, the ingredient was "a simple lock." One person made it a canal lock to raise and lower water between two bodies of water, and the other made it a simple lock... of hair.

I was trying to think of something for the advanced wolves (advance has a good, long entry in my dictionary) but settled on "more intelligent." This was my third worst ingredient useage. I had worked out the basic story but there was no room in it for wolves... the only thing I could come up with was having the princess befriend a wolf puppy, so I stuck it in right in the middle of everything else. It didn't quite seem to fit, but it was kind of cute and touching, and I hoped that would outweigh the slapped-in aspect of it.

The Dwarven Waraxe Tunneler comes from my campaign, and once I got it into my head it wouldn't leave. It is indeed currently in the nasty hands of the Derro. It creates a permenant magical tunnel 20' wide and 500' long in any natural (unworked) rock, stone, or earth. This is mind-bogglingly useful for underground races, who could spend years digging such a tunnel through solid stone. It also ages the user 40 years (it's assuming you're a dwarf and can take it. Humans might be a bit more upset to find this out), using the life-drain to power its magic. It was probably one of my more solid ingredients.

The boots... well... I just threw them in. I had already written the rest of the story, and looked back at the list to see what ingredients I was missing. Boots of Winter could be an interesting item, but serve little purpose in my adventure. If I were ever to run this scenario, they would probably be replaced with some sort of magic compass that pointed the way to Tunneler, or a note with clues, or something. It is my second-worst ingredient useage. (I was trying for some time to come up with a way to use the "gotten rid of/fired" useage of boot - as in, "My boss boots the lazy employees" but couldn't find a way to get it in.)

Leomund's Trap: I had to look this up - I had completely forgotten what it was. The useage of it as the "safe" chest in a room full of "unsafe" chests just came to me. It seemed like a good, classic fairy-tale challange. As a matter of fact, it was this concept that got me started on the concept of a series of tests or trials to begin with. (Even if I don't use the rest of my scenario, I might use this element at some point) Then it was a simple matter to come up with the "Princess seeking suitors" classic plotline. I made her a dwarf just because of the Dwarven Waraxe, though it turned out not to matter much what her race was.

Solitude: Ummm... she's alone for a few centuries... that's solitude right? Ok, so she's in stasis and doesn't notice... but... all right, not so hot of an ingredient useage.

Other areas where I had troubles:
OK, so I made a story. How to get the characters involved? Well, instead of the handsome Prince coming to rescue her next week, like in the fairy tales, why not have her sitting around for a few centuries, forgotten, and have the characters involved in figuring out the trials? Either that, or the adventure had to be a solo adventure featuring a Dwarven Prince navigating the trials (probably the best way to end the story, but not much of an adventure).

How did she set up this elaborate system? Enter (and quickly exit) a "powerful wizard" to help her. I coulda tied him in better, but I didn't.

Where are Olloril's parents through all of this?


All in all I thought my story (for it was indeed more story than adventure. I'm a creative writing major dammit... It's hard to forsake my roots) was somewhat weak, and I was surprised I won. But these were hard ingredients, and it looks like my opponents had a bit more trouble than I did, and that's all I needed to grab the win.

I hope I make a better adventure next round.
 

Expositions are always fun to read. By all means write one if you're up to it. It's kind of easier when you win :)

I'm glad that you agree that the waraxe and the trap were your strongest ingredients, while the others were...wanting.

I was wondering, for the second round, if you all agree, we could do a round-robin type tournament ?
 

lightful said:
I have yet to hear from Destil ? Perhaps the turbidness (or should that be turbidity) of his soul did him in ?
I like turbidity, myself. My university's internet connection crashed over easter break, with no system-adminstrators to bring it back online until around 10 AM today. And since I had assumed I'd forfit for a late entry I hadn't gotten the entire adventure into binary format. If you don't mind a delay I'll can my entry as soon as I'm done typing up my notes, it will be before my 4PM class today. If It's not up by 4 I'll just forfit, since I hate to delay the judging.
 


Ingredients:Shadow crocodiles
manacles
animate dead
Paladin
Judge
Joyful laughter
extra:::Owlbear

RIGHTEOUS INDIGNATION----------
Encounter levels:This is a short adventure for characters of 2nd to 4th lvl.It would be helpful if the party had characters with some skill at diplomacy,gather info and arcane/divine magic.A careful group can handle this adventure withjust one good fight at the end,byt a careless party is likely to becom overwhelmed by sheer numbers.

Adventure background:The town of Anias is a moderate sized thriving town with a firm base of operations for the clerics and paladins of Heironeous.The lesser mebers of this clergy divide their time between making items and going on short adventures.

The leader of said group is a male human paldin named Moisean Hawkeyes ,lv7 paladin (ad hoc stats and equipment),that tolerates no unlawful behavior within the town.He also works with the local leaders to keep the town and surrounding countryside safe.Moisean lends his "brothers in faith" to the local militia to aid in rousting small groups of monsters from the surrounding countryside.(Which gives these npcs the chance to gain xp so they can craft magic items,scrolls,and potions.)

One of the paladins under Moisean's leadership has fallen out of favor due to a dereliction of duty.The manacles of Heironeous have been stolen in the midst of the night right out from under the churchs vigilance(or shall we say lack of vigilance).

The manacles of Heironeous have the following abilities.....they are masterwork adamatine manacles,and they are enchancted with a antiamagic field targeted on the manacles.This is a potent set of handcuffs when dealing with magic users that need to be suppressed.

Adventure Synopsis: When in town the adventurers hear rumors about the trial of Alain Morgenis(male human paladin lv3 ad hoc stats and equip),the paladin who was on watch in area of the temple that the manacles were stolen from. A bit of gather info (dc 16) reveals that the trial takes place tomorrow at noon in the courtyard of the temple,with moisean to attend as judge.When the characters attend the trial ,they witness alain standing with his head bowed in shame.Moisean's judgement is that Alain shall retrieve the manacles and restore them to the church.He is to go without assistance of any kind from his order,and has but 72 hours in which to complete this task of penitance.

Character hooks:* Alain just so happens to be"coincidentally"an old friend/relative of the pc's.
*The pcs need assistance from the church,and what better way than to aid Alain in his task.
*The pcs are approached by Moisean or the mayor of this town and commisioned to destroy a source of monsters(in which case their paths will still converge with Alain's)for which they will be handsomely rewarded.(ad hoc reward)

Encounters:Each of the next 4 items can be treated as a n enconter with one or more people depending opon the effectiveness of the adventureers questions.
*Alain was found asleep at his post ,but he vehemently protests that he was under the influence of some enchantment,and a skull was left in place of the manacles.

*Strange reports of skeletons(unusual for these parts) plaguing caravans have depleted the trade of Anias over the past few months.

*Two weeks ago the church sent two paladins and a cleric to vanquish the undead force and they have not been heard from since.

*It appears that the undead come from the marsh to the southeast,at least that is where the bony tracks lead to after they attack the caravans.....

The marsh: The marsh of Alkanessa seems to be the source of all of Anias' problems.It is 25 miles of dark,deep,damp,and oppressive bog.There is an ever present miasma of foul rot that lays heavily over the place like a brownish fog impeding movement,vision,and hearing.After a few hours of searching around the fringes of the marsh, the adventurers will notice broken planks of wood and trade goods leaving a trail into the marsh.Obviously the skeletons are not very intelligent and have not been covering up their mess on their way back to their home.They also notice heavier tracks,almost as if the person that made them is wearing plate armor(It seems they are about to meet Alain once more).About an hour after they begin to follow the trail they hear muffled claniking coming from ahead.It is Alain and he does not seem very well suited to be trudging through the swamp.He says"Who is there?Face me you foul minions of evil(well he is a freakin paladin after all)! When the pcs announce themselves and explain that they too look for the undead force.He takes it all in stride and welcomes them(after sensing motive of course).If they choose to camp instead of heading on,it is about dusk now,Alain will argue that they must not delay.If they still decide to make camp he will strike out on his own warning them that it is not safe to rest in this marsh.If they still rest shadow crocodiles begin to form a ring around them(dc 20 to spot).When they are encircled the 20 or so crocs will attack.Ad hoc stats.

The House of bone:If the pcs choose not to rest or by an act of god escape or defeat the crocs then they will soon reach(about 3 or 4 hours later) a palace made from the bones of the marsh animals.It is about 50 by 40 feet in dimensions and 2 stories high.All along the well trodden path to the house of bone are skeletons strewn along the ground.They don't move at all and don't respond if touched,jostled,hit by a thrown object from beyond the path.However once the party advances one fourth of the way down the path the skeletons begin to stand up to perform their duties.The 11 skeletons(ad hoc stats and size) are powered by the animate dead spell and are ordered to remain at rest until any living creature advances more than a fourth of the way towards the house.This is so the victim may be encircled and trapped from leaving.:::NOTE:::The fighting will alert any foes in the actual bone house::::Alain is likely to notice as well as the heroes that 3 of the skeletons are wearing holy symbols of Heironeous.

The Necromancer Iliesein: The house of bone is the personal domain of Iliesein a 6th lvl necromancer(ad hoc stats and spells and equip).Tactics:If iliesein hears the fighting(meaning if the pcs do not look for another route and advance down the path)he casts invisibilty on himself and buffs himself with a couple of spells,readies his wand of magic missile(see later in entry) and lies in wait inside the farthest room from the front on the top floor(His laboratory).The manacles are in this room also.If the heroes succeed in defeating him,Alain will insist that they take him prisoner (if he still lives) with the manacles and present him to Moisean.Either way they will find a spellbook containing all o level spells,8 1st lvl,5 2nd lvl,and 5 3rd lvl spells.A wand of magic missile heightened to 7th lvl with 8 charges left(if the necromancer did not use any which is unlikely).Ad hoc the rest.

Righteous indignation:As you make your way back to the town Alain is beaming with satisfaction for he will restore his dignity and pride.When you get back to town Moisean is full of righteous indignation over the circumstances of this deadly plot of the necromancers,and abashed that he did not even know the lengths of trouble in his own region.He then apologizes to Alain and asks his forgiveness and seeks to promote Alain to his lieutenant,Alain's response is a burst of joyous laughter as he heartily accepts.He then thanks you brave adventurers for your help and pledges to always treat you as dear friends and allies if ever you are in Anias again.Moisean then keeps his word and rewards the adventurers handsomely.If nothing else at least you have a sept of divine might allied to you!
 

Sorry about the poor quality,but my other adventure was quite alot better than this one,I had little time to put this one together.Dang computer going on the fritz......Dang me for forgetting to backup before I reformatted.:o

Oh well I will do alot better next time.:)
 

Ingredients:
1. shadow crocodiles
2. manacles
3. animate dead
4. judge
5. joyful laughter – Replaced with the optional ingredient owlbear
6. paladin

Shadows of Justice

An adventure for 4 PCs of 5th to 7th level.

Background – The following may be known to any of the PCs in order to facilitate getting them involved in the adventure. It’s all fairly common knowledge, though the wizard Rith is more of a folktale unless you’re into obscure bits of historical lore:

Weldsfell is a small walled town that lies just outside a local mountain range, around five miles south of the nearest foothills. The town has only a small population, around 50-60 people live within it’s walls, with most of the local population living on farms in the surrounding 3 miles or so north, east and west the farms continue farther to the south in the open grassy planes, perhaps 6-10 miles total. The town could also adjoin other local farming villages in the area to the south.
Twenty-four years ago the town was invaded by a bugbear clan based in the northern mountain range. While the walls had been built to protect such an invasion (in case of such an emergency the local farmers could withdraw within the town’s walls), subterfuge and betrayal by the local lord doomed the community, and for nearly three months the bugbears held the town in virtual slavery. A group of adventurers, the Liberators of Sol, finally drive the bugbears back into the mountains. With two of the six original adventurers killed in the battle (the Dwarf fighter Glaren & the Half Elf Cleric of Palor Teria), two of the remaining brothers settled down at Weldsfell. These were the elf Paladin/Rogue Lethyaes and the Human shadow-illusionist Rith the Dark. And, for the better part of a quarter century, there was little of interest in Weldsfell. Rith, an expert on demi-shadow magics and illusions, built himself a secluded laboratory in a shadowy cave in the foothills and slowly became more and more reclusive and eccentric, dedicated entirely to his arcane studies. Lethyeas took over the place of local lordship offered to him by the townspeople. He studied local law quite exclusively and ruled not as a lord, but rather as the local judge or magistrate, concerning himself on the well-being of everyone within the area.
Two years ago Rith hadn’t been heard from for nearly two years. A worried Lethyaes decided to investigate himself. Since by this point the old wizard was almost folklore within the village, a shadow elders would conjure up in stories to scare small children into behaving (“Be good, little ones, or the shadow warlock will steal your soul and lock you in a dark cave.”), he didn’t tell anyone where he was going. He simply told his deputy, Irina, that he needed to take care of something related to his ‘crusading days’ and that he would should be back in a few days at most. he retunred just half a week ago.

The following will be revealed over the course of the adventure:

Two and a half years ago, Rith’s experiments tore a hole in the fabric of the miltiverse, leaving a hole between the prime and the plane of shadow in the back of his lab. He hadn’t left the lab in months beforehand, long learning to subsist on his small unseen servant attended garden, and being quite a recluse at this point. Lethyaes arrived and wandered into the portal. He wandered the plane of shadow for nearly a week, becoming lost in this dark, twisted alternate world. Finally he found Rith’s cave within the shadow plane. Only nothing was the same. Returning to Weldsfell he found it dominated by bugbears and undead. He had wandered into an alternate prime material plane, one where he was a necromancer and the harsh overlord of Weldsfell. He was subdued by his double, his mind read by his double, who learned of the other prime. The alternate Lethyaes went through the hole torn in his own prime, to the shadow plane alternate to this world. He left Lethyaes there and emerged, ready to extend his control to two world.

Hooks: The PCs could have various reasons for going to Weldsfell. Wizard types may have heard of Rith and be seeking someone to learn of shadow spells under. Likewise any of the remaining members of The liberators of Sol (druid Alenna Shadowbright & fighter Akelnis Ingnar, the rogue Quellin Shortbobbin has been missing for years) may be related to the PCs, or be friends who recommend they head there for some reason.

Entering Weldsfell - The party should arrive in Weldsfell through whatever means the DM feels is appropriate. When they get there encounter a pair of guards, conscripted recently (just three days ago) who require they peace-bound their weapons, holy symbols and spell-component pouches, and inform them (after searching a scroll for the exact rule, they haven’t done this yet before) “Uhm… Oh, here, Number 5: All visitors to Weldsfell shall at no time, without direct approval of Judge Lethyaes, remove the peace-bounding of any weapons, spell components, holy symbols or similar deadly items.”
Weldsfell is calm, but clearly most of the people here are nervous about the changes over the past half week. Lethyaes has enacted a curfew and some other changes since his return. Most of the townspeople have done as he asked. One or two may mention that they saw… ‘something’ outdoors at night but they fear to think what...

Glaren’s Rest – This is the local inn in Weldsfell. When the PCs stay here overnight, they hear loud scratching and the sounds of something being half drug across the ground outside around midnight. Should they investigate (to the objection of the innkeeper, who wants them to abide by the curfew) they discover a pair of skeletons (2 skeletons, medium, EL 1) dragging a corpse from the grave yard in the direction of the keep. If they attack they easily overpower the skeletons, and are simply left with a dead body on the street. Investigation of the graveyard reveals six skeletons (EL 3) digging up various graves. Investigation of the keep shows only that it’s gate is closed. People in other buildings refuse to open their doors for the PCs, telling them to go back to the inn before the start any trouble. At the inn the innkeeper is terrified and will let them do as they please for the night.
If the PCs destroy the skeletons, the next morning a pair of armed guards arrive at the inn and read a proclamation: “For the crime of removing the peace bonding of their weapons, the visitors of Weldsfell are hereby placed under house arrest, to remain at the inn until at such time as a proper trial can be held tomorrow at noon.”
If the skeletons are allowed to do their work Shadow Lethyaes has 12 skeletons in addition to his normal forces later in the adventure, plus 2 for every subsequent night this goes on. (His plan is to wrap an iron fist around the town after he gets a total of 20).
Irina will arrive at the inn to speak to the PCs that afternoon, or if they were successful at speaking with her earlier she arrives about a half hour before sundown the previous night (and leaves just as the sun is beginning to set, regardless of the PCs actions). She’s quite concerned with things that have been happening in the town, and the recent changes she’s seen in (shadow) Lethyaes. She mentions his recent trip, and speaks of the “old crazy conjurer” who supposedly lives in the caves to the north of the village (she only half believes this, though).

Trials – Shadow Lethyaes will attempt to find any excuse to bring the PCs to trial. If the group simply remains he’ll look for something minor, anything, he can use against them. Irina will notice this and, should the PCs simply sit in their rooms and do nothing for three days she’ll try to meet with them on her own.

Rith’s cave - Rith’s cave can be tracked down in the north area of the town, as it’s actually fairly easy to find. There’s a fairly clear path that leads up into the forested area of the mountains (it can be found with a wilderness lore check DC 10, or by speaking to any of the local farmers). Before the cave is a ruined garden: a permanent unseen servant is going through the actions of tending to the garden, oblivious to it’s ragged state. A small, pleasant mountain stream flows before from the mountains down a small waterfall about twenty feet to the side of the cave, and disappears back into the forest. The cave itself is fairly large and furnished, but is now the lair of an owlbear. Much of the furniture has been rended and settled into a bit of a nest by the beast. It attacks the PCs nearly as soon as the enter the cave. (Owlbear EL 4). All arcane apparatuses and spell books have been pulled into the gate to the plane of shadow, which occupies the entire back half of the cave. The PCs can find a of a low level illusion spell and some low level potions with an extensive search (this is a main source of magical treasure for the adventure). The portal is simply a shadowy area, but stepping through it easily leads one into the plane of shadow.

Plane of Shadow – The plane of shadow is like the prime material plane, shrouded in eternal dusk. Everything appears dark and twisted, slightly sinister. Vision is black and white only, and spells that access the ethereal plane do not function.
The portal leads into a decrepit, eroded cave that overlooks a large swamp of ichorus water that replaces the stream that flows before the cave in the normal world. The mountains are even more rugged here, allowing one only one way down into the lower area. Within the shadow swamp, shadow crocodiles lurk, and once the PCs enter (it’s only 2-4 feet deep in most places, reducing speed by ½ in combat) and head any more than 100 feet from shore two attack (two shadow crocodiles, [template in MotP] EL 5). If one is killed the second retreats. It the PCs flee the crocodiles peruse them to the shore line, but no further. They’ll attack again if the group enters the swamp again.
Investigating Wellsville in the plane of shadow reveals it to be fully empty aside from the wall and a shadow representation of the keep. In here lies an unconscious and half dead Lethyaes, sounded by two festering corpses and a small dish of water. He’s shackled with a pair of adamant bracelets bound with a chain of force magic, his force manacles. Shadow Lethyaes had hopped that to avoid starvation Lethyaes would be reduced to eating the flesh of the bodies, so that he could animate his corpse as a powerful ghast. Lethyaes is weak (he lost two levels because of the enervation spell three days ago). He’s tells the party what he knows, and offers to come with them and help defeat his shadow self. If his Manacles of force can not be removed, however, he will be ineffective in combat. Lethyaes is determined to return to Wellsville and remove the imposter, regardless of any help he may or may not receive.
Upon the return through the swamp the party is again attacked by 2 shadow crocs.

Return to Weldsfell – Lethyaes wishes to march into town, disband the guard and confront his shadow self. However he understands the limits of the groups power, and would be willing to rest for one day if they need to recover spells or rest (though this will take a fair amount of convincing on the party’s part). As they enter town he has everyone he sees on the streets go home, has the word spread that a group of the stoutest folks and the guards to gather in the inn in case something happens. Then he marches off to the keep with the party.

Lethyaes’ Keep
1)Investigation - Any attempt to speak with Lethyaes at first will be blocked by his deputy Irina. She, however, seams quite worried about him and may, if loosened up a little (Diplomacy check, DC 15 or Intimidate DC 20) ask the PCs to meet her later that evening at the local inn.

2)Early Assault on the Keep – The PCs may attempt to force their way into the keep at the beginning of the adventure, of after they are placed under house arrest. It’s guarded on the outside by three standard guards, and on the inside it’s unguarded except for 8 skeletons. Shadow Lethyaes waits in the last room as discussed in #4

3)Appeal after being placed under house arrest – The PC’s may try to plead their case after being placed under house arrest. In this case Shadow Lethyaes allows them to enter and have an audience with him. He then ambushes the PC’s. The battle is just as described in #4, with the following exceptions: The ghast is made invisible (time permitting, Shadow Lethyaes needs to delay for 15 minuets to prepare the spells) along with two zombies and told to hide about the room (the ghast so the party is between it and Shadow Lethyaes, two zombies in front of him as a meat shield) so that when he attacks the PCs are surrounded. He starts by luring the group into the middle of the room with his best Lethyaes impression before attacking. Make a bluff for S.L. vs. the party’s sense motive checks, anyone who succeeds is allowed to act in the surprise around along with Shadow Lethyaes and the three undead in the room. The other two zombies attack from adjacent rooms during the first normal round of combat. Increase the EL by 1.

4)Assault after the plane of Shadow – If the Manacles of Force still bind Lethyaes he does not participate in combat, but he will get the PCs peacefully past all the guards within the keep (ordering them to leave now and run to the inn). If they have been removes he leads the assault. The PCs find Shadow Lethyaes in the main court room of the keep. It is 30 feet wide, 50 feet long and has vaulted ceilings 20 feet high. There are 4 rows of benches for observers in the back where the party enters between them and Shadow Lethyaes. He has 4 zombies in the room, and one ghast guarding him. He fights to the death, using his enervation wand to both harm the party and bolster his undead.

5)Stealth – At any time the a stealthy PC may attempt to sneak into the keep. They will discover the undead in the basement (unless Shadow Lethyaes is just about to ambush the party, in which case they may catch his preparation of the undead). But aside from this everything looks farirly normal during the day. Irina works on paperwork in her small office, unseasoned guards aimlessly wander the halls, not disciplined yet in their patrols, Shadow Lethyaes also spends a fair amount of time on paperwork, planning his domination of this Weldsfell. An ambush on S.L. could be very effective, but as soon as he hears of Lethyaes entering town (2d10 minuets after the PCs enter town openly – word travels fast in Weldsfell) he assembles his undead for combat. If the PCs can stealthy enter town or hurry to the keep before word reaches S.L. he retreats to the basement, which is more cramped (20’x20’) but otherwise similar to the combat described in #4.

6)Trial – It’s unlikely any group would simply allow their trial to proceed. S.L. Will summarily find the PCs guilty of any charges and banish them from town. He will have the party watched as they leave and try and ambush them later that night if possible with undead. If they head towards the portal to the shadow plane he will immediately leave (not waiting until night) and ambush them when they encounter the Owlbear.

Conclusion – The party receives the gratitude of the town for their actions. They are rewarded with 400 GP and any minor magical item the DM feels is appropriate from Lethyaes. Lethyaes may also have other propositions for the party. (see follow ups) Some hooks (like finding Rast) may not reach conclusion in this single adventure, however.

NPCs
Lethyaes: Elf Rogue 1 / Paladin 1 / Expert 1 (1 level of each has been lost due to enervation). Fights in chain mail with a rapier and buckler. Lethyaes is a reformed con man and petty thief, these days he’s honest and believes in the right of law above all. He adventured as the leader of the Liberators of Sol for years, but in the battle with the bug bears he lost his beloved Teria. Lacking the drive to go on adventuring he instead helped re-build Weldsfell and found his place there as both a leader and looking after several of the orphans of the Bugbear. Lethyaes is most concerned after all these years with the well being of the people of his sleepy town, and the proper education of Irina.
Lethyaes fights with honor, but also with cunning. He’s quite willing to flank or feint in combat for sneak attacks, but he does not attack during surprise rounds. He will take a first attack in a normal combat round, though, should he win imitative.
Major Skills: Sense Motive, Knowledge (law & local), Spot, Search, Listen, Heal, Decipher Script, Hide, Move Silent

'Shadow' Lethyaes: Elf necromancer 5 (barred school evocation) / Sorcerer 1. Carries a wand of Enervation (10 charges). Relies heavily on necromancy in combat. Shadow Lethyaes is everything Lethyaes is not: duplicities, cruel and calculating. He’s quite charismatic and ruled the alternate Weldsfell for years after slaying the bugbear leader and assuming command. After reading Lethyaes’ thoughts he saw his chance to extend his tyranny and control into two planes.

Irina: Human expert 2. Irina is in her 20s, an orphan of the Bugbear occupation. She’s soft spoken but has an intense conviction of her beliefs. She was raised half in the local parish of Palor and half by Lethyaes, and he took her on as a deputy.

Guards: Shadow Lethyaes has recruited more locals as guards, bringing the number to 12. The guards in this adventure are either 1st level warriors (with longswords, small shields and chain shirts) or commoners (with clubs and leather armor). They are not seasoned combatants, and while they’re loyal most will back out of any fight with the PCs. If pressed into combat they flee once the first guard in the group is injured. They have good resolve about not letting the PCs walk around as they please, but will yield to the threat of violence.

Innkeeper Tomel: Tomels a friendly sort in his late 40s who’s lived in the town his whole life. He runs Glaren’s rest, the local inn. He’s jovial and quick witted, and hears most everything that goes on in town.

Custom magic items:
Manacles of Force - This magic item is a pair of large adamant bracelets, which shrink to skin-tight bindings when placed around wrists or ankles of someone and are then joined by a chain of force. A targeted dispel magic can suppress the chain for 1d4 round, and a disintegrate can destroy it. Aside from that only a command word spoken by the person who placed them on the wrists can remove them (they also freely fall off it that person dies). They’re a relic of Lethyaes’ adventuring days, and he still carries them at all times.

Custom Spell:
Lethyaes’ Gohul Tolerance (abj) – This 1st level abjuration lasts for one hour per level and makes the caster immune to the effects of ghoul stentch. If the caster is 5th level or higher this effect also applies to ghast stentch.

Follow-ups: Lethyaes needs a scroll or potion of restoration badly in order to prevent un avoidable level loss. Where did Rast go? What are the other liberators of Sol up to these days (the rogue Quellin Shortbobbin hasn’t been seen in years. Perhaps he finally struck it big?). What threat is the open hole to the shadow plane to the residents of prime, and how can it be closed? What else resides beyond it? What ever happened to the remnants of the bugbear tribe that invaded Weldsfell? There are many threads the PCs may follow up on after this adventurer.

Scaling the adventure:
For a larger party – Increase the number of skeletons and add some zombies to the graveyard encounter. Use a mated pair of owl bears in Rast’s cave (2-4 owlbear young also can be a good added reward, see the MM entry for their value). Have 2-4 shadow crocodiles in the plane of shadow. Increase the number of zombies in the show down with shadow Lethyaes.

For a higher level party – Use some ghouls in place of some of the skeletons (perhaps the PCs interrupt their snack in the graveyard?). Include the mated pair of owl bears and perhaps increase their hit die as needed. Increase Shadow Lethyaes’s level and replaces some of his zombies with ghouls.

For a smaller Party – Reduce the number of skeletons in the graveyard encounter. Irina offers to accompany the party and she’s an cleric of Palor 2 / Expert 1. Only one shadow crocodile attacks each time through the swamp. Shadow Lethyaes only has half as many zombies at his side.

For a lower level party – Have only 2-4 skeletons in the graveyard. The owl bear is only a fledgling cub: reduce it’s HD by half. Only one crocodile attacks the party. Lethyaes has only lost one level to enervation (and he’s one level lower) while Shadow Lethyaes is likewise one level lower and his wand has only 3 charges left, and doesn’t have a ghast with him.


EDIT: Cleaned up formating, removed an unnessessery NPC.
 
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Group 1 judgment

The Pyramid of Judgment

It would be an easier read if it was mentioned that the entire pyramid has the Hall of Speech effect and is lit by Everburning torches. Repeating it in the description for every chamber is tedious.

The Good:
I found the whole Test of Integrity very interesting, especially the way it deals with the ethical aspect of animating the dead. The judge in the Test of Perseverance is also an intriguing bit of reverse psychology.

The Bad:
The owlbears are included only because they’re an ingredient. The laughter seems to be slightly forced as well, but not to badly. I can see some point to the manacles, but a stout rope would serve just as well; in fact the entire Test of Self-Control sequence seems artificial.

The Ugly:
I actually like the adventure (despite the authors misgivings). It could work nicely as either a side trek or the destination and the award at the very end is proper as well.

Righteous Indignation

You know, I was actually considering using that as an ingredient !

The Good:
The manacles aren’t terribly original, but they’re a well-used ingredient. What’s missing is the necromancers motive to steal them. I like the use of joyful laughter at the end (a kind of reward in it’s own right if it is portrayed correctly).

The Bad:
Why are the crocodiles attacking the PC’s, in pack formation no less ?

The Ugly:
I can’t help but feel that an over-reaching element that ties everything together is missing. All of the parts are there, but you ask yourself “why” to often. Something like…

Five and twenty years ago an irredeemably evil witch was captured by the order in Anias. While the case against her was being put forth she used her foul powers to seduce one of her guards, Sovein Morgenis. In shame, Sovein left the order, the town and his own pregnant wife behind, disappearing for all time. Soon it was revealed that the witch had conceived and the order of Hieronieous was loth to execute the expecting mother. They commissioned the manacles to be created so they could safely bind her until she bore her child. The witch was executed, the child given to a foster family from which he ran off (this is obviously Iliesein- back for revenge against the order, more specifically his half-brother Alain and the manacles which bound his mother are an objective focus for him). This expains the theft, why the guard wasn’t killed, it gives Alain even more motive (to prove that there is no taint upon his family) and much more besides.

Shadows of Justice

The title is probably the weakest part of this adventure !

The Good:
Combining the judge and the paladin into one character is self-evident, but I really like Lethyeas. I like the Force manacles, confining him with rotting corpses so that he’d eat them and set himself up for ghast-hood is eeeeevil ! I love it !

The Bad:
The owlbear is, again, an encounter designed only so that the ingredient would be used. An ogre or (several bugbears !) would work just as well or better. The wizards name changes halfway, but that’s a minor point (more of a nitpick, not even a full quibble).

The Ugly:
This is, by far, the best entry in the competition to this point. The whole shadow plane double is ingenious, uses the ingredients well, and provides motive for all of the NPC’s.
Ex-adventuring parties are always fun to mention, and they bring a great sense of realism to the PC’s (admit it – they do live strange lives, hearing that someone else did so as well helps).


It’s interesting (to me anyways) that both of the entries to use optional ingredient did so very badly. However, that’s the only poor usage in Shadows of Justice (besides the title). So, the winner, by a landslide, is Destil. ajanders, with a solid entry is second, with mystraschosen (acknowledging his troubles) a distant third.
 

Destil, MerakSpielman, ajanders and dave_o advance to the next round. We can now do several things:

1)We can set up two straight semi finals: Destil vs. dave_o and MerakSpielman vs. ajanders.

2)We can hold a full 3 round round-robin tournament, either declaring the winner as the champion or holding a final “champions round” between the first and second placed competitors.

3)We can hold 2 rounds of the round-robin, carrying the results of this round over so that Destil and MerakSpielman would start with wins over ajanders and dave_o. If we go this way, holding a final “champions round” between the first and second placed competitors becomes a necessity.

Personally, I’m partial to the third option, because it allows for more competition while respecting the work done thus far. I’d like you all to sound off as to your preferences. If, for whatever reason you can’t agree we’ll go with the first option as the default.

DocSer and mystraschosen, would you like a chance to regain some honor ? I’ll gladly hold a match between the 2 of you ?

Whatever you all decide, I’ll post the ingredients for the next round in about 12 hours.

All the Best !
 

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