Holiday Home Game of IRON DM

Hmmm...

I'll post a critique if anyone dares to post against seasong.

I was considering writing one up for the...

Dwarven Bandits
Women’s Clothing
Scroll of Miracle
Simulacrum
Naga
Ancient Monk

...list...

but it's a busy week...unless I hear some trash talk, then I'll have to defend my honor ;-)
 

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Quickbeam: Thank you! I really appreciate that! And feel free to post something of your own for me to critique. I'm currently working my way down the lists. I'm thinking a week and a half of 2 scenarios a day should cover all of the ingredient lists :D. If I can keep it up without imploding :o.

incognito said:
I'll post a critique if anyone dares to post against seasong.
Is this where I start the smack talk?
I was considering writing one up for the...

Dwarven Bandits
Women’s Clothing
Scroll of Miracle
Simulacrum
Naga
Ancient Monk

...list...

but it's a busy week...unless I hear some trash talk, then I'll have to defend my honor ;-)
Ah, my mistake. This is where I start the smack talk:

"Incognito! I have seen your Rat Bastard scenario. Your kung fu is strong, but that is but one scenario. Let us see how you handle dwarven bandits and ancient monks, hm?"
 

Ingredients
Paladin's holy mount
Gargantuan fire beetle
Crippled rogue
Flooded mine
Diary
Intelligent Greatsword


Another good chestnut from the original Home Game, this one is very difficult to be original with anymore, but I'll try. At 1,600 words, this one ran a bit long, too.

Hanged Man's Diary

Summary: A treacherous tower, trapped in several ways. The PCs get to kick in doors, smack down a few undead, and the DM has an opportunity to put a few riddles in.

Ancient History

Centuries ago, there was a necromancer named Gruenwick with a bad temper and a particularly morbid sense of humor. To provide himself with the solitude he needed to continue his studies into lichdom, he constructed a five story 'tower' deep beneath the earth, connected to the larger realm of underdark by a few byways (to allow minor trade and other acquisitions of need).

How unfortunate, then, that Tom Gallows, on the escape from the nearby drow, snuck into the tower to hide. Tom had never been particularly fortunate in life - he got his last name from a hanging rope that broke and rope-burned a permanent scar around his neck.

When Gruenwick caught Tom, he killed him, thought better of it, raised him, stapled him to a wall by his elbows and knees, and began enchanting. When he was done, the now-crippled rogue was a living diary. Whatever is said in his presence became a tattoo on his flesh, slowly overwriting past text when it ran out of room. Then the necromancer died, leaving Tom stapled to the wall.

Poor old Tom Gallows eventually went mad - the necromancer had made him effectively immortal during the enchanting - and kept himself occupied by repeating bits of the passages he could see on his flesh. Over time, Tom eventually memorized everything there, and as things were added, he memorized those too.

Death of a Hero

Flash forward to the present day. The tower is long forgotten, the cavern byways dusty and unused. Some of the undead that Gruenwick created still roam the halls, performing their chores as they always have. Tom is stuck in the darkness, gibbering short bits of the diary to himself.

And then dwarves, following the guidance of a wand of detection that sensed the presence of a few bits of adamantite in the necromancer's tower, broke through one of the walls and encountered the undead. A number of dwarves died, and they retreated to hire a hero to take care of the undead... so they could get back to work on the mine.

That hero was Janna Lightfinder, a dwarf paladin of great skill and reknown, who hunted undead mercilessly. Her companions, their names lost to time, went with her. Janna mopped up some of the undead handily, until she came across old Tom Gallows, gibbering on the wall. The party began discussing what to do about him, and the conversation ran long...

Tom Gallows snapped into awareness and began screaming, "No! I haven't memorized that part yet! You're ruining the text! Shut up! Shut up!"

When they asked him what he was talking about, it just made things worse, as his skin crawled with new words overwriting the earliest parts of the conversation. He began frothing at the mouth and screamed one of the only two command words he knew... the activation word for one of Gruenwick's gates. Out came a gargantuan fire beetle, filling the entire room, who promptly wiped out the paladin and her party. Janna's mount, a sturdy cave pony, managed to escape and work its way back up to the dwarves. The dwarves nodded grimly to each other when they saw the riderless pony, and began sending out requests for a new batch of heroes.

With blessed silence at last, Tom Gallows began the work of memorizing the new lines that were left to him.

The two command words, incidentally, are "Burning Truth" and "Watery Grave". Burning Truth opens a portal to a fire demiplane, from which a gargantuan fire beetle will come out; Water Grave opens a portal to a water demiplane, from which a large lake's worth of water will pour.

Gruenwick's Greatsword

There is only one other defender of the tower left: Gruenwick's other cruel joke, a greatsword possessed by Mud, a Blackguard who was extremely useful to Gruenwick in life, but failed to make certain he continued to be useful past the first few years of service. Mud's not his real name, of course, but it's the only one he remembers anymore. Bound to float through the halls and defend them against all intruders, Mud is not particularly happy with his lot, and would welcome someone breaking his curse (he will even talk in battle, explaining how they can break it - should they do so, the blackguard will reappear, sword in hand, and attempt to escape).

Meeting Tom Gallows

When new people show up, Tom's not in the mood. He hasn't even memorized what he's got, for crying out loud. He summons the gargantuan fire beetle immediately. Then he starts apologizing, "Well, perhaps that was the wrong thing to do, I mean, they might be quiet types. Sorry 'bout that, are you okay? Oh, I'm sorry about the burning there, that looked like it hurt, oh nice shot to its eye! etc."

(it should be noted here that the skin does not record anything TOM says)

Unfortunately, the adventurers will likely say something after the beetle is dead, and if it's not clever, Tom will respond by calling upon the water portal to flood everything, washing them away. Or rather, that's what he hopes will happen.

In truth, the water will tend to flow into the slightly lower dwarven mines instead, flooding them and putting the PCs back on solid ground.

One possible clever response, which might elicit his cooperation:
"What's that on your skin?" "Here, let us write that down for you"

If the party manages to get Tom Gallows to be friendly (by recording his skin onto a proper diary, so he can read it later), he can be very useful. He knows Mud's story, and how to destroy him; he knows how to use two of the portals, and knows a few riddles that might indicate the commands for the other two; he knows where Gruenwick kept the keys to his treasure chests.

Hooks

Hook #1: Simple. The heroes are hired to finish the job of killing the undead. The dwarves will pass on what they know, and send them in. The cave pony is still around, hoping for some way to recover its master, and someone with the ability to speak with animals will get most of the story (along with plenty of "bloody stupid beetles" mixed in).

Hook #2: The drow know Mud's story. They think it's funny as heck. So they told a few duergar buddies over a few drinks, modifying it a bit for audience, who passed it on to a few others. Somewhere down the line, some duergar told some dwarf, and it spread from there. Of course, the tale has changed in the telling, and now it's 'known' that there is an intelligent Dancing Sword floating the halls of an underground tower, and any who knows its name (Mud or Muck or something) can free it, or perhaps it was command it. The bard PC hears the story, hears about the dwarves uncovering some underground tower, and puts the two together.

Hook #3: There are four portals in Gruenwick's lair, and the tower's pretty nice to boot. A party wizard or necromancer could easily find a reference somewhere to them, and decide that the place would make a good second home and teleport haven for those overwhelming combats. Sure, it's a fixer-upper, but you just can't beat a place so off the beaten path, eh?

Hook #4: Janna's church commands it. Pick an appropriately heavy handed God of Good, and crack the whip a bit.

Hook #5: If it's good enough for ole Tom Gallows, it's good enough for me. The next time you run the PCs through a drow module, and they're fleeing the drow, have them stumble down some dead caves that look like a good hiding spot. And heck, even when a few undead show up, they're not as nasty as the drow. Explore the tower a bit, rest up a bit... and meet Tom Gallows, the last person to stumble on these halls.

Loose Ends

Because there's a lot of them.

Tom Gallows: He regenerates, ignores 15 points of elemental damage, breathes water, etc. He can't attack, but he can be very annoying. If someone unstaples him, he will say "Thank you" and die. If he's left there, well, that's a DM's job, making horrible over-arching villains from threads the PCs leave behind.

The Tower & Portals: If the PCs don't use these, but they do clear out the defenders, the dwarves or the drow will end up with them. This could influence politics in the underdark.

The Drow: If the PCs were running from the drow, and then leave into the dwarven caves, this is an excellent opportunity to warn the dwarves about the nearby drow. Or not.

Mud: If he's freed, there is now a blackguard loose. If he's not freed, there's still a really malevolent sword out there.
 

Whew. Brain tired after that last one, and I don't feel like I did as good a job on that one as on, say, Dark Feast.

I'll be looking at the next list (the amnesiac fortress list) later today. And despite my words, I think I really like the magazine-article size (1-2 thousand words) for the scenarios. If I was competing in nemmerle's Iron DM game, I'd cut those down chop-chop, but since I'm not, I'll go ahead and stick with what's comfortable.
 

(mouth moves)

"very well, seasong-san!"

(mouth moves)

"you, have thrown down the gauntlet! And I...

(mouth moves)

"...Incognito-san, will write up a IRONDM post tonight, while the moon is full and my ki is at it's peak!"

(mouth finishes moving)

...errr, seasong: of course you realize that you're a far (far far far)superior writer than I am, and without quesiton more prolific! That's why those that can't write, edit!

I shall try though...

:)
 
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There's a huge difference between writing and scenario design, however, and the winning points here generally go to the designer, not the writer.

After all, we want to be able to run these later, yes?
 

Gah, I'd hoped to have half an hour, at least, to write a second scenario for today, but it doesn't look like it is going to happen.

Hey, Quickbeam, "Where's mah cruh-teek?"
 

Ask, and ye shall receive. As it happens, I was just stopping back in to post my critical commentary. Sorry for being a bit late, but a 24 hour time limit wasn't imposed :).

Here we go...

Overall, this scenario is one of the best I've read for any of the Iron DM games. It's true that seasong has had a virtually limitless amount of time (six months) to kick around the theme ingredients, but that doesn't insure a good product in the final analysis.

Strengths:
The use of the stirges as the main story element immediately earns points. It's all too easy to include these pests as a throw-in encounter, and that road was avoided nicely. I like the treatment of our carnival as a well-timed distraction from the townsfolk's problems. Meanwhile, the carnie troupe is perpetuating an entirely different (and potentially deadly) problem through the sale of their faux oil. Very much akin to Leap of Faith with Steve Martin. Having the manticore positioned as the carnival's headmistress was fantastic, and your description of the various performers and acts painted a very clear picture for the reader. Perhaps best of all, was the use of the Crystal Hypnosis Ball to keep the PC's involved in the action around town -- and specifically at the carnival, instead of treating it as a convenient vehicle for leading them elsewhere. A very tempting concept to be sure. Finally, seasong has provided numerous realistic plot hooks by which the characters can become involved, and a useful story prod in Shawn Colin.

Weaknesses:
While the stirges were used in a clever manner, we're never told what contributes to their occasional population explosion, and IMO that's a BIG weakness here. Once the PC's get involved, I'd imagine they'll want to help solve the problem going forward, and not just today. Since we don't know what causes the stirge boom, our heroes can't prevent this scenario from recurring. The awakened constrictors were a little over-the-top for my taste, and quite frankly reminded me of the Siamese cats in Disney's Lady and the Tramp. I understand that they're a big carnival attraction, but I was underwhelmed with their presentation aside from its comedic effect. This adventure provides no guaranteed combat encounters, except perhaps with the stirges themselves, and if that's a weakness in my Grace Under Pressure story (it was), then the same holds true here ;).

The Story Hooks:
Hook #1 is problematic, in that it's all too possible for the PC's to complain about their ordinary oil; receive a proper replacement; and leave town after a stern conversation with Muhamara...unless she attacks them, which didn't seem to fit her personna.
Hooks #3 and #5 need some permanent resolution, which is unavailable since we don't know what causes the stirge population to explode every few years. Besides, why would Muhamara care about helping the PC's kill the beasts at all?
Hook #2 is pretty good (especially if the PC's know people in town) since it offers two trails for the party to follow. Namely, the stirge/lamp oil issues, and the brutally murdered and munched upon peasants.
Hook #4 is very unique and by far the best of the lot. If I DM'ed this adventure, it's likely that I'd go in this direction at some point during the story.

Well, seasong. I wasn't brutal, yet I don't believe I was too soft either. I really enjoyed the story, and think you did a fine job portraying the key elements in a succinct and easy to follow fashion. This would have been hard to beat in a contest IMO.
 


Regarding the six month time: If I had written out the adventure, and then started editting it for that time period, it would likely give me an unfair advantage. But I put together all elements, wrote it, and did a final quick edit in the space of about an hour. I also tried to avoid any previous tropes that I knew about.

With that said, I'm generally pretty happy about Dark Feast as well :D.

The Stirges: AGH, how did I miss that!? One paragraph would have expanded that out so the PCs could fix the problem entirely. Okay, it's after the fact, but if anyone wants to run this:
There is a warm weather cycle of the same time period as the stirge boom cycle, but with a few years' offset. During the warm months, a particular breed of swamp grass thrives, covering practically everything. Swamp rabbits, verminous little beasts to hear farmers tell it, eat the grass and suffer a population explosion. Farmers are aware of this because when the grass starts to die off, they attack crops in a plague for about a year, then mysteriously disappear. The reason they disappear is because the stirge population booms in response to the rabbits. And when the rabbits run out, they attack the towns, before starving and dying off themselves. The connection hasn't been made, because the swamp dwellers (who see the swamp grass covering everything), the farmers (who see the rabbits swarming everything) and the townsfolk (who have to deal with the stirges) never got together and discussed these seemingly separate events. A good solution, moving forward, is to manage the rabbit population... swamp rabbit stew may become a local delicacy, in fact.
The Twin Snakes: Ach, I love 'em, myself. And no, they don't 'fit', other than helping fill out the carnival's feel. But I dearly do like them, yes I do.

Hook #1: Actually, I may not have been clear... "making everything right" involves making the PCs disappear. As an alternative #1, you could have the carnival refuse to sell them the oil, and have the PCs try to steal it... and then get caught.

Hook's #3 and #5: She would care because they are ignoring the lamps. That affects even a manticore. And in #5, it's the townsfolk who are asking the PCs for help - Shawn just passed the word that they were heroes, to set them up and get them out of Muhamara's hair.

Lack of Combat: Yeah, that's my influence :). I don't see it as a weakness, personally. I ran the Up There scenario (from my first IronDM experience) with hardly any combat, and only one of them was even vaguely related to the core of the scenario. I prefer allowing the option to avoid combat entirely, while still providing plenty of things that the players could fight, if they wanted to.

Creation Process:

I wrote this on a caffeine buzz. The manticore running the circus was the very second thought I had - the first was to have the manticore be bound by the hypnosis ball, but I figured that was too obvious.

Once I had the manticore as the ring leader, I had only to fill out the carnival. I came up with a few acts, from which Shawn and the Serpent Sisters came about... and then my muse suggested that perhaps they were latecomers, and the history of the carnival wrote itself. With a firm idea of how and why the carnival troupe was what it was, Muhamara filled out, and I decided that she was the reason for the 'better act' latecomers.

I left off the stirges for practically the whole writing process. I just couldn't figure out how to fit them into the carnival acts, so I ignored them, focusing on ways to make the carnival a cool place for the PCs to get conned, gipped and robbed, and any fights challenging.

When I did finally get around to the stirges, I simply couldn't come up with a good way to involve them in the carnival. So I switched tracks, and decided on an intersection scenario - one where there were two things that needed the players' attention at the same time. On the one hand, a thieving carnival; on the other, a swarm of blood-sucking little swamp monsters. The town grew out of the need to isolate the PCs (so they would stick around for the stirges), and I re-organized the scenario to make the focus seem to be on the stirges first, with the carnival (my best developed part) as the 'side show'.

Of course, I promptly forgot to give the PCs a way to finish off the stirges ;).
 

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