The Innumerated Rules of IRON DM
1) Eight Contestants are chosen. Usually among the first eight people to post that they want to play after sign-up begins. Three alternates are chosen from the next three people who post who are willing to be an alternate. In the case of this “Newbie Tournament” the 8 contestants will be chosen from among the first 12 to post, with preference going to those who have never competed before. Thos who have gotten past the second round of a previous tournament or who have competed more than once are disqualified from being eligible.
2) Alternates are only used if a contestant is not available at the agreed time of post the ingredients (see below) and no other arrangement has been made with the contestant in question ahead of time. The judge reserves the right to choose an alternate if a chosen contestant’s schedule becomes too inconvenient to work around. Note: Alternates should not get their hopes up. I have seen an alternate used perhaps 3 times in all the IRON DM tournaments I have run, participated in or observed.
3) The judge determines who gets paired with who based on availability of the contestants and based on whatever factors he deems appropriate to use.
4) The ingredients consist of six items. Typically (but not limited to), one or two monsters (like bugbear and bulette), one or two persons (a mayor or a blind bard), a place (a grain mill or a haunted marsh), one or two things (like a wand of magic missiles or a sharpened spoon), and an abstract concept or event (fear or a birthday party).
5) The ingredients are then used to design an overview of an adventure. You should try to either give the items equal importance in the adventure, or ingenious and pertinent ways to incorporate into the adventure. You are free to add and create any other elements of the adventure, but the use of too much filler to bring unrelated objects together will likely lead a judgment against you.
6) The length of an entry varies. Anything from a detailed sidetrek to longer outline for an adventure is allowed. However, being too long and too specific can work against you as if you bore the judge you are likely to lose. Try to keep it below 2500 words. Do not worry about stat blocks.
7) The judge reserves the right to disqualify any entry due to poor formatting or atrocious spelling and/or grammar, which makes reading the entry too difficult to be worth it. You have to be pretty bad for this to happen, but you stand warned.
8) Contestants have 24 hours (based on the posting time) from when the ingredients are posted to post their entry. To be safe, you should simultaneously email the entry to aquerra@hotmail.com.
9) Once your entry is posted you may not edit it. Any editing is grounds for an immediate disqualification. If something is so terrible that is has to be fixed PM the judge about it. Remember to list your ingredients and who you are competeing against at the top of your entry.
10) Obviously, one of the two contestants has to post first. We go by the honor system that the latter contestant will NOT read his competitor’s entry until AFTER he has posted his.
11) Comments and questions are welcome from the peanut gallery, however, PLEASE DO NOT COMMENT ON THE INGREDIENTS or give any kinds of suggestions until after both entries are posted and do not comment on the entries in any specific way until after judgment is posted.
12) An entry posted even one minute past the deadline is disqualified, unless the poster’s competitor is willing to let it slide, or the judge sees a reason for an extension to be called (boards going down, for example).
13) All judgments are final. Judgments are direct and honest and can often come off as harsh. Your scenario will be picked apart. Deal with it. It is part of the fun. If you do good you will also get gushing praise, but a poorly used ingredient will be pointed out like a gigantic glistening yellowed zit on your nose in home economics class.
14) Each round is single elimination. However, the two losing contestants from the semi-final round may compete against each other for the 3rd place position if they so wish.
15) In the final round, the judge may include up to 10 “bonus ingredients” in the ingredient list. The contestants may use as few or as many of these ingredients are they like. However, their use is only counted in the case of a needed tie-breaker (when the level of competition is very good or very bad ties are not all that uncommon). Please do note, that the use of a bonus ingredient can still be counted AGAINST you if you use it poorly even if there is not a tie-breaker situation, so choose carefully.
16) The winner of the third and final round is crowned “Holiday Iron DM Newbie Division” and both he (or she) and the winner of the last “Enworld Division” IRON DM (currently Wulf Ratbane) will be guaranteed seats in the next IRON DM tournament.
Example Entry (by Radiating Gnome):
1) Eight Contestants are chosen. Usually among the first eight people to post that they want to play after sign-up begins. Three alternates are chosen from the next three people who post who are willing to be an alternate. In the case of this “Newbie Tournament” the 8 contestants will be chosen from among the first 12 to post, with preference going to those who have never competed before. Thos who have gotten past the second round of a previous tournament or who have competed more than once are disqualified from being eligible.
2) Alternates are only used if a contestant is not available at the agreed time of post the ingredients (see below) and no other arrangement has been made with the contestant in question ahead of time. The judge reserves the right to choose an alternate if a chosen contestant’s schedule becomes too inconvenient to work around. Note: Alternates should not get their hopes up. I have seen an alternate used perhaps 3 times in all the IRON DM tournaments I have run, participated in or observed.
3) The judge determines who gets paired with who based on availability of the contestants and based on whatever factors he deems appropriate to use.
4) The ingredients consist of six items. Typically (but not limited to), one or two monsters (like bugbear and bulette), one or two persons (a mayor or a blind bard), a place (a grain mill or a haunted marsh), one or two things (like a wand of magic missiles or a sharpened spoon), and an abstract concept or event (fear or a birthday party).
5) The ingredients are then used to design an overview of an adventure. You should try to either give the items equal importance in the adventure, or ingenious and pertinent ways to incorporate into the adventure. You are free to add and create any other elements of the adventure, but the use of too much filler to bring unrelated objects together will likely lead a judgment against you.
6) The length of an entry varies. Anything from a detailed sidetrek to longer outline for an adventure is allowed. However, being too long and too specific can work against you as if you bore the judge you are likely to lose. Try to keep it below 2500 words. Do not worry about stat blocks.
7) The judge reserves the right to disqualify any entry due to poor formatting or atrocious spelling and/or grammar, which makes reading the entry too difficult to be worth it. You have to be pretty bad for this to happen, but you stand warned.
8) Contestants have 24 hours (based on the posting time) from when the ingredients are posted to post their entry. To be safe, you should simultaneously email the entry to aquerra@hotmail.com.
9) Once your entry is posted you may not edit it. Any editing is grounds for an immediate disqualification. If something is so terrible that is has to be fixed PM the judge about it. Remember to list your ingredients and who you are competeing against at the top of your entry.
10) Obviously, one of the two contestants has to post first. We go by the honor system that the latter contestant will NOT read his competitor’s entry until AFTER he has posted his.
11) Comments and questions are welcome from the peanut gallery, however, PLEASE DO NOT COMMENT ON THE INGREDIENTS or give any kinds of suggestions until after both entries are posted and do not comment on the entries in any specific way until after judgment is posted.
12) An entry posted even one minute past the deadline is disqualified, unless the poster’s competitor is willing to let it slide, or the judge sees a reason for an extension to be called (boards going down, for example).
13) All judgments are final. Judgments are direct and honest and can often come off as harsh. Your scenario will be picked apart. Deal with it. It is part of the fun. If you do good you will also get gushing praise, but a poorly used ingredient will be pointed out like a gigantic glistening yellowed zit on your nose in home economics class.
14) Each round is single elimination. However, the two losing contestants from the semi-final round may compete against each other for the 3rd place position if they so wish.
15) In the final round, the judge may include up to 10 “bonus ingredients” in the ingredient list. The contestants may use as few or as many of these ingredients are they like. However, their use is only counted in the case of a needed tie-breaker (when the level of competition is very good or very bad ties are not all that uncommon). Please do note, that the use of a bonus ingredient can still be counted AGAINST you if you use it poorly even if there is not a tie-breaker situation, so choose carefully.
16) The winner of the third and final round is crowned “Holiday Iron DM Newbie Division” and both he (or she) and the winner of the last “Enworld Division” IRON DM (currently Wulf Ratbane) will be guaranteed seats in the next IRON DM tournament.
Example Entry (by Radiating Gnome):
“Not your little brother’s Shamu”
For a four characters of roughly 5th - 6th level.
Ingredients
---------------------
Bones
Earth Elemental
Ghouls
Magic Key
Kuo-toa
Holy Ground
The characters are sent to investigate the apparent disappearance of a cleric of Pelor named Azure Primavoir. More specifically, they have been asked to recover an ancient tome from Azure and return it to the cleric who has hired the party. Azure was the caretaker of an important holy site, where many of Pelor’s faithful make pilgrimages, on a coastal island called Damure Key. The area has a reputation for being dangerous, but the holy site and its attendant temple are important in the faith of Pelor.
To reach the island the PCs travel over by ship, a short sail of less than an hour most days, depending upon the winds. On board the ship they hear a few rumors about the town and the local waters – for the most part, the captain and crew dismiss concerns about the reputed dangers of the local area, but some of the other passengers have heard stories about all sorts of sea monsters breaking ships apart and sending all aboard to the deep. Of priestess Azure, the one thing everyone who has met her can agree on is her great beauty. Some seem to resent her sermons, others are more accepting, but most would concede that most of the people in the primarily male fishing village of Damure attend her services to watch her, and if they get a little religion in the process, so what?
In town they find much the same as they did on the boat. Those who make their living on the waves dismiss the dangers of the deep, while those who live and work ashore are a bit more leery about it, having heard terrible tales. The sailors all claim that ships that are lost – fairly frequently – in the area, are lost because the captains are too cheap to pay for a local pilot to guide them through the rocks and reefs. A few landlubbers may reveal to perceptive or persistent characters that there are a group of “fishermen” in town who are actually wreckers, luring unsuspecting ships onto the reef, where they sink, then they kill the crew and steal the cargo.
The Temple and shrine of Pelor in town is behind a great wall and a locked gate. There is a warning inscribed on the gate – The gates will only open for Azure or the bearer of her key, and all those who step on the grounds in absence will be killed. Naturally enough some roguish types have tried in the past, but were killed quickly when the holy ground itself seemed to rise up and crush them (Greater Earth Elementals). Should the party choose to try to invade the temple grounds without the key they will be driven off by the Elementals (elementals destroyed are replaced by new Greater Earth Elementals in 1-4 rounds).
Further investigations in town will reveal several bits of information:
1. The Shrine is believed to be the location of a great battle, where the bones and relics of a group of Saints are kept. The local thieves would very much like to get in there and see what goodies are in the Shrine, but no one has survived entry.
2. Azure has been in Damure for five years, and the faith of Pelor has gained a lot of ground in the town in those five years as she has worked hard, through sermons and deeds to shift the community’s alignment from Neutral with evil tendencies to Neutral with good tendencies.
3. Azure locked up the shrine about a month ago to go on a mission with some of her more faithful followers to investigate reports of a skeletal whale that was attacking ships in the area. Some of the fishermen claim to have actually seen it, flapping it’s great flukes and even breaching like a live whale, but slipping much more easily into the sea (with only bone, no flesh, it makes eerily small splashes despite it’s great size). Some locals have even gone missing, a detail that many seem reluctant to reveal.
4. There is indeed a thieves guild in the village that primarily operates as wreckers. Those who go out and raid and loot are told by their guild master, a one-eyed veteran named Narit, where they will find the ship to raid. No one but Narit seems to know how he knows, although some of the rogues will have caught a glimpse of the great skeletal whale, with the same details as the fishermen. Although the rogues will talk tough at first about great battles with the crews of the ships, if pressed or interrogated by an authority they will claim that there are never crews of passengers on the wrecks by the time they get there. Most have no idea where the bodies end up, and don’t really care. They’ve been making an easy living on the wrecks. Narit has grown resentful of Azure’s efforts to clean up the town, and has a very strong desire to get the key himself and use it to raid the Shrine.
What’s really been going on is that Narit has a secret partner in the raids, a Kuo-Toa Necromancer named G’parl. G’Parl leads a small tribe of Kuo-Toa that make their home in the reefs in the area. The tribe is caught between the humans on the island and a tribe of Locathah further out, and were being squeezed out before G’Parl came to power. He contacted and brokered a deal with Narit, summoned up his great Skeleton Whale Bone-mu, and began sinking ships.
When when Bone-mu sinks a ship, the crew and passengers are cast into the sea, where they are attacked by G’Parl’s other necromantic creation, Ghouls and Lacedons. Of each crew, about half are eaten and half become more spawn. This growing undead army has helped G’Parl and the Kuo-Toa push back the Sahuagin, but they also need more and more bodies to feed on, which means more and more ships. Lately the passing shipping has not been enough, and G’Parl has taken to sending Bone-mu after some of the local fishermen.
Azure went out in a small fishing boat to try to do something about Bone-mu. She never returned. Bone-mu and G’Parl killed her and her companions, and G’Parl is now in possession of her equipment, including the Key. To retrieve the key the party will have to kill G’Parl.
Should the party travel by ship to look for G’Parl, they will encounter a few eerie bits of wreckage, with no signs of survivors. Then, eventually, their ship will be attacked by Bone-mu and a big group of Lacedons and Ghouls. Bone-mu will ram the ship repeatedly from below until there are several hull breaches, and the ship begins to take on water. Then Lacedons will appear in the water surrounding the ship, scrabbling up the sides of the sinking ship to attack the crew and party members.
There is some help for the party, if they can arrange it – Narit has a stash of potions of water breathing – potions that he uses when he makes his secret meeting with G’Parl. Narit also knows the way to a secret cove, where there is a small cave with a tunnel that leads underwater to spot in the reef quite near G’Parl’s underwater fortress.
The party negotiates or forces the aid of Narit, or under their own steam, makes their way to the underwater fortress, fights the ghouls and lacedons and Kuo-Toa that try to protect G’Parl, then have their final battle with G’Parl, who rides Bone-mu into battle. G’Parl’s underwater home is a fortress made from the accumulated bones of decades of people lost at sea Bone-mu, a Gargantuan Skeleton, is especially tough for the PCs: it takes only half damage from piercing and slashing weapons, and bludgeoning weapons are very difficult to use underwater.
Enterprising parties might get some help from the tribe of Locathah, or recruit a little extra help in town.
Once G’Parl and Bone-mu are defeated, the party can recover the key and return to the Shrine and use the key to enter and make their way past the Earth Elementals, recover the tome they were searching for, and complete their mission.
Just to double check:
Bones (A skeleton whale named bone-mu, the walls of G’Parl’s underwater fortress)
Earth elemental (Guardians of the Shrine)
Ghouls (G’Parl’s army of Ghouls and Lacedons)
Magic Key (Azure’s key to enter the shrine)
Kuo-Toa (G’Parl and his followers)
Holy ground (the Shrine to Pelor)
Major Encounters:
Narit (Human Rog7)
Rogues (Human mostly, Rog1-3)
Greater Earth Elementals (CR 9)
Bone-mu (Gargantuan Skeleton-whale, CR 7)
Other Aquatic Skeletons (Sharks, swordfish, Dolphins, a mix of medium and large size Skeletons – the Sharks, of course, will be simply great big nasty animated jaws, as that’s just about all the bones there are in a Shark’s body)
G’Parl (Kuo-Toa Necromancer, CR 10)
Basic Kuo-Toa Warriors and Rogues (CR 2 or 3)
Ghouls and Lacedons (CR 1)
Just the bare bones, but there you have it.
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