IRON DM 2011--Rules, Entries, Judgements, & Commentary

Rune

Once A Fool
First, of all, contestants should use this thread to post availability for matches.

Rules:

Contestants are to write a brief adventure using all of the 6 ingredients listed for the match-up.

Time-Limit:

Contestants will be given 48 hours from the time the ingredients are posted to post their entry into this thread.

Judges have leeway to enforce this rule as loosely as they want (in conjunction with agreement by the other contestant) if an entry is late, but some (if not all) judges feel strongly about the importance of the time limit--and may disqualify a late entry automatically. A better tactic, if you are not quite finished, would be to post what you have. Incomplete or unpolished entries have won in the past.

Entrants are expected not to read another contestant's entry in the same match until after their own entry is posted. You are on your honor to do so.

Format:

Please list the ingredients used at the top of your entry.

Please limit your entry to 2000 words, including those used for the ingredient list and the title! Judges have leeway to enforce this as strictly as they want--some may, some may not.

Please do not edit your post! Judges have leeway to enforce this as strictly as they want--but I warn you...for those judges who care about this, it is a big deal. Break this rule at your own peril!

Content:

Use whatever rules you want; or stay system-neutral. Extensive use of stat-blocks is both a waste of time and space and, even in the form of attachments, may be ignored by the judge(s). You are advised only to include important system-information. That said, assumptions of familiarity with a system may be detrimental, as well. Make sure that you include enough details to explain things that ought to be explained.

Use any genre you want. Just make sure you explain anything you need to.

Including links to outside information as a source of background for your own entry is a cheap trick. The links may be useful for the casual reader and will, therefore, not be forbidden, but the use of these links is not going to be considered part of the submission for purposes of judgement--and will not be followed during judgement.

Judges:

Each of the first-round matches will have a single judge (determined randomly). One judge will be assigned two matches; two judges will be assigned one each (again, randomly).

In subsequent rounds, matches will be judged by the full panel of judges. There will be a two third-round matches--one to determine a third-place contestant and one, of course, to determine the second place contestant and the IRON DM 2011.
 
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Rune

Once A Fool
Judges:

Radiating Gnome
Wicht
Rune

Contestants:

steeldragons
BriarMonkey
Waylander the Slayer
Iron Sky
Pour
anest1s
Pentius
howandwhy99

Matches:

Round 1, Match 1: Iron Sky vs. howandwhy99
Judge: Wicht
Status: Judged.
Judgement:
howandwhy99

Round 1, Match 2: Pour vs. steeldragons
Judge: Rune
Status: Judged.
Judgement:
Pour-------------

Round 1, Match 3: anest1s vs. BriarMonkey
Judge: Radiating Gnome
Status: Judged.
Judgement:
BriarMonkey

Round 1, Match 4: Waylander the Slayer vs. Pentius
Judge: Radiating Gnome
Status: Judged.
Judgement:
Waylander the Slayer

[sblock=Round 2 Matches]Round 2, Match 1: howandwhy99 vs. Waylander the Slayer
Judges: Radiating Gnome, Rune, Wicht
Status: Judged.
Summary:
Waylander the Slayer advances

Round 2, Match 2: BriarMonkey vs. Pour
Judges: Radiating Gnome, Rune, Wicht
Status: Judged.
Summary:
......................Pour advances
[/sblock]
[sblock=Round 3 Matches]Third Place Match:howandwhy99 vs. BriarMonkey
Judges: Radiating Gnome, Rune, Wicht
Status: Forfeited.

Championship Match: Waylander the Slayer vs. Pour
Judges: Radiating Gnome, Rune, Wicht
Status: Judged.
[/sblock]
The IRON DM 2011:
Waylander the Slayer!
 
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Rune

Once A Fool
For those who are not participating in a particular match, please refrain from making direct commentary on entries without sblocks or spoiler tags, and, even then, only after a match has been judged.
 



Wicht

Hero
HowandWhy99 and Iron Sky, you have until 2:47 p.m. EST on Monday to write a 2000 word adventure scenario using the following Ingredients:

Suspicious Rabbit
Breathtaking View
Righteous Wizard
Widowed Daughter
Clueless Mermaid
Hidden Book

Have at it!
 

Rune

Once A Fool
Round 1, Match 2: Pour vs. steeldragons

Ingredients

Ideal Location
Witch's Garden
Our Lady in Waiting
Skeletal Construct
Misfortune
Riddle

Good fortune to both contestants. You have until 8:30 AM Eastern Time TUESDAY, July 12, to post your entries to this thread. Remember to follow the rules outlined in the first post.
 

Iron Sky

Procedurally Generated
The Little Wizard Through the Looking Glass

This is a 3.x adventure for a party of 5-7th level characters.

Hook

The party is traveling in a sea-side kingdom when they are approached by a figure in the shadows, a hint of dark skin and white hair just barely visible through the shadows while lightning bugs flicker around him. He speaks with a rich, deep, sonorous voice.

"I've been watching you for some time and I believe you may just be the ones to help my employer with a certain difficulty. I cannot tell you the precise circumstances, but if you head east from here to the sea shore and use these" – he tosses a two Scrolls of Water Breathing to the party's feet – "you will be met by a large blue-and-yellow fish that will lead you to my employer's castle. There is some urgency in this matter and a significant reward. I'm sure that's enough to get your attention, but, if you'd prefer a lecture, I've a few very catchy ones prepared."

He then slips away. Presumably the party will do as asked, if not, they are attacked soon after by a strange mix of wolves, swarms of bees, and flying monkeys that keep shrieking "they with fish people, kill!" Similar attacks occur until the PCs get the hint.

Exposition

When the party heads into the water, they are met by a huge blue-and-yellow striped fish that immediately leads them off at high speed to a shimmering gold underwater castle with dozens of towers, bridges, and balconies rising from the seabed. They are taken straight to a merfolk-packed audience chamber just as a seahorse announces "King Treton" and a massive merman with an immense, flowing white beard, a five-pronged golden crown, gold bracers, and a golden trident enters in a dolphin-pulled chariot. As he arrives, he ignites a chandelier high above with a blast from his trident and gestures for the merfolk court to disperse.

"It used to be that contact with the human world was strictly forbidden and now I find myself calling upon humans to aid me. How times change. To the point, my daughter Arele married a human – an 83 minute-long story in itself. Arele was transformed into a human so she could live with him, they were married, and all was well for a while. Unfortunately, their neighboring Wizard-King of Oss claimed that during their last diplomatic visit to him Arele stole something from him!"

King Treton sighs.

"My daughter doesn't understand property law, especially human property law. Despite mine and Eric's best intentions and attempts to explain it, she still doesn't get it. Watery-hells, before she married Eric I destroyed a whole grotto full of contraband that she'd taken from who-knows-where!

"While there may have been something to the Wizard's claim, he became increasingly indignant, demanding the return of what was taken though he wouldn't even tell us what it was!"

A troubled expression comes over his face.

"Nothing we could do would appease him and soon he invaded with his vicious packs of wolves, swarms of harrying bees, units of conscripted Oss halflings and gnomes, and an army of flying apes – all the while using his illusions and sorcery to confuse and destroy resistance.

"They brought ruin upon Eric's kingdom and Arele would have died too if it weren't for the quick thinking of a certain operative of mine – you must have met him, used to be an assassin or something for that human alliance before he began helping me. Anyway, he got her here but she's still in shock over the death of Eric. Now the Wizard is sanctimoniously claiming legal right to declare war on me if I don't return it and I don't even know what it is!

He pauses.

"Here's what I want you to do. Talk to Arele, see if you can get anything out of her, and see if you can find whatever this thing is that he wants in her new contraband grotto. I don't even know what most of the things in there do, but the Wizard will probably attack if we can't figure out what it is that she stole. If you succeed at helping me resolve this mess, you may each take something from her grotto – it's all human stuff anyway."

Examination

With that, King Treton bids them good luck and leaves, the fish that has been guiding the PCs leading them to a large cave that looks to have been partially destroyed in the past and is in the process of being cleared and rebuilt. The place is a junkyard of random detritus, mostly salvage from shipwrecks, but with a scattering of other objects from land. There they meet a red-haired mermaid, swimming around touching things and singing annoyingly catchy songs that the PCs will still be able to sing scraps of decades later.

Strangely, she's also carrying around a fluffy white bunny rabbit encased in a bubble of air.

When the party asks questions, she'll answer with nonsensical stuff like "want thingamabobs, I've got twenty!" or "who cares, no big deal, I want more!"

When asked about what she stole, she gets a confused look on her face and says "what does steal mean" and can't seem to wrap her head around the concept.

If asked about the rabbit, she just says "it's so cute!"

The PCs then can search the grotto for clues (there aren't any, but they might find magical items the party can claim as a reward later) and/or try to get something useful out of Arele. If they work hard enough at getting through to her, she finally remembers, "the paper thingamabob! I buried it to keep the water from hurting it!"

If they did well at getting her to remember, she tells them it's buried near the rock that looks like a crab on the shore. If not, she's confused and tells them it's near the crab that looks like a rock. During this time, she lets go of the bunny and it slips away surreptitiously.

With their clues, their guide-fish leads them back to the shore.

Chase

If the party is looking for a crab that looks like a rock, they find a crustacean the size of a small house covered with lichen and moss so that it looks like a moving boulder scuttling slowly along the beach. When they approach it, it attacks.

If they were looking for a rock that looks like a crab or if they've already killed or fled from the rock-crab, they spot the crab-rock just in time to see the little fluffy rabbit dig up a book out of the sand. If they approach, it sits there quivering and sniffing until they get close, then explosively transforms into a massive rabbit-monster, part metal with glowing red eyes, obscenely massive teeth, and the remains of what looks to be a straight jacket strapped onto its massive bulk.

It leaps fifty feet away then dashes off at massive speed, wheezing out "late... LATE... important... DATE... no time... late Late LATE..." over and over at it disappears into the distance.

The party them must track it. Whenever they close, they spot the rabbit laying gasping on its back with a tortoise crawling past it, only to have it spot them and take off again as soon as they approach; "late... LATE...". Its trail leads them through poisoned briars, monster lairs, quicksand, and/or bogs that they must make their way through before picking up its trail again.

Eventually, they catch up to it in the midst of a hilly area dotted with hundreds of burrows of all sizes. When it sees them closing, it dives into one.

When they follow it, the party ends up falling into a strange nightmare land full of bizarre creatures and landscapes, a strange phasing and disappearing pink cat with a huge grin that poses them riddles and gets them into trouble with the locals, an insane rabbit in a jacket consorting with a crazy old man in a giant hat that demands they have tea to celebrate their "Unbirthdays", a hookah-smoking caterpillar that demands precisely phrased stories or riddles, and a mad queen and her paper-golems that demands a game of croquet using flamingos and who sicks her golems on them at the slightest perceived insult.

After each encounter, they spot the rabbit laying ahead of them gasping, then leaping up and bounding off. Each time they are a little closer and it seems to be a bit more tired. Finally, they spot a doorknob floating in the air that the Rabbit opens revealing an inky-black portal that it dives through.

When they go through, they find themselves nearly plummeting off the edge of a pinnacle of rock rising in the middle of a mile-wide canyon that drops spectacularly thousands of feet to a misty forest. A city made of green stone rises on the far side with a yellow paved road leading from it off into the distance. The doorway they came through is gone.

A howling wind tears at the PCs and literally steals their breath away. While looking at the canyon, PCs cannot breathe and begin to suffocate. Suspiciously the rabbit has disappeared even though the rocky pinnacle is barely large enough for the PCs to stand on and it would still be falling if it had jumped.

If the PCs figure this out, challenge the canyon as an illusion, and make their Will saves(bonuses if their eyes are closed), they can see that there is no canyon, just an open field with a small wizard tower rising from its center.

Finale

Once the PCs can see clearly, a giant floating flame-shrouded green head can be seen drifting from the tower towards the rabbit, surrounded by winged monkey bodyguards and trailed by a pack of wolves.

The head spots the PCs, stops, and booms out:

"It is finally returned and you would keep it from me? You pursue my agent, so hard taken from that nightmarish Wonderland and infiltrated so cleverly to the conniving, thieving Arele's side? You must work for those usurpers who tried to bring me to my knees while pleading ignorance the whole time! They left me no choice but to attack them! She somehow stole it despite my deadly illusion hiding its secret place in my tower. War was the only option left!"

With that, he orders his minions to attack. The PCs face a tough battle, the vicious rabbit leaping about with its rending teeth, the wolves harrying the party's flanks, and the head launching low-level spells as a 13th level caster. The head also seems to be invulnerable, but if the PCs make Will saves against it, they can see it is an illusion. The actual wizard is casting from nearby via Improved Invisibility.

When they finally defeat Oss (or talk him down in the midst of combat) they find that the book is his spellbook.

Conclusion

When they return, King Treton shakes his head as the PCs claim their rewards. "His rivals could have attacked instantly if they know he didn't have his spellbook, no wonder he kept what he lost missing hidden from us. In his stead I might have done the same. Oh Arele, what am I going to do with you?"

Ingredients
Suspicious Rabbit – agent of the Righteous Wizard that stole the Hidden Book from the Clueless Mermaid. Also a clue to determining the illusion of the Breathtaking View.
Breathtaking View – illusionary canyon that protects and hides the Righteous Wizard's Hidden Book.
Righteous Wizard – Wizard of Oss, owner of the Hidden Book taken by the Clueless Mermaid.
Widowed DaughterClueless Mermaid, daughter of Treton who hires the PCs and once wife of Prince Eric.
Clueless Mermaid – Arele, Widowed Daughter of Treton, who stole the Righteous Wizard's Hidden Book.
Hidden BookRighteous Wizard's spellbook, taken by the Clueless Mermaid. Also Firefly.
 

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Radiating Gnome

Adventurer
Match 3: anest1s and BriarMonkey
Judge: Radiating Gnome

Ingredients:

Remedial Enchanting
Puzzlebox
Slave Auction Block
Grasping Horrors
Reluctant Champion
Bag of Holding
 

howandwhy99

Adventurer
Catoblepas Stew
A short, site-based adventure for 1st Edition AD&D characters levels 5th-7th.


Suspicious Rabbit – a wizard disguised as a cigar smoking, invisible turning white rabbit.
Breathtaking View – an attack of the catoblepas and sort of the medusa’s head.
Righteous Wizard – the good and honest prince charmed by true love and a wizard’s spell.
Widowed Daughter – a mermaid of the sea king thought widowed and perhaps made so by the PCs.
Clueless Mermaid – the prince’s bride, so in love she does not recognize his strange, charmed behavior.
Hidden Book – the “Libram of Loathsome Nightmare” hidden within a child Trapper.

It was a fairy tale beginning, a mermaid of the sea bargained with a powerful wizard to meet a human prince on land. Love blossomed and prince and mermaid were wed in truth. They saw only beauty and naught else, forsooth. But then the wizard returned to claim his reward, one life to pay for a mermaid to live ashore. How could she know it would be the life of her prince? The wizard had not spoken fairly of his recompense. In grief she returned to the water’s flow, bringing her sorrows deep below. Or so it all seemed - for the prince was not truly dead, at least not yet. The wizard’s scheme runs deep as well and the prince is but one piece in his evil spell.


Hooks
An embassy of the Merman may be met in a waterborne random encounter or petitioning in the homeland of the PCs. They seek overland adventurers for a noble quest. Any volunteers who are deemed honorable are escorted to an underwater kingdom where the “king of the sea” relates the story of his widowed daughter’s engagement. He reveals she has run away to avenge her dead husband and asks the PCs to bring her home. Travel to the coast where the wizard’s tower stands is offered with further escort. Alternately, the PCs may come upon the tower traveling along the coast and decide to enter without having heard any rumors.


The Tower…
…stands on a rocky shore designed in the usual fair. Multiple levels with windows are guarded by wards suitable for a magic-user of 8th level. However, the ground level door is simply locked. Rooms include standard storage supply, guest bedrooms, dining hall, etc., but no occupants for a stronghold of its size excepting those listed below.

Wandering Monsters: A white rabbit may be encountered during evening and night hours hopping down corridors. If threatened, it will turn invisible and flee.


The Laboratory…
…is the tower’s entire top level. It contains tables, accoutrements for magic item creation, book-filled shelves, a massive cauldron, a white rabbit in a cage, and skull & crossbones hanging on a wall. The last hides a secret door to a cache behind. Within which is a jar containing both fluid and the preserved head of a medusa (turn to stone trap). Next to it lays an odd grocery list (see handwritten handout).

Searching should be a detailed affair. The books are primarily arcane research texts, but include Librams on Owlbear and Trapper creation. Laboratory equipment is unusual to any not a high level M-U (higher than the appropriate PC level). However, searching the bedding of the rabbit cage will find cigar butts.

Handwritten Handout:
• buffalo
• scaly tail
• smell of death
• stork
• warthog
• sea horse legs
• rabbit ears
• a look that could kill
• a broken heart
Scrawled at the bottom is “Where is my book!

Encounter
(daytime) – A man in wizard robes is reading from the books. PCs may overhear a whispered message “Intruders! Kill them” The man will attack if provoked, but will not take the first move. If engaged, he has high morale and will fight honorably, both weapon and spell, to the death if need be. If the PCs attempt to parley, the man will preferably. (What he knows): The wizard is actually the prince. He awoke in this tower next to the remains of what he believes was the evil wizard. His mermaid bride recently returned to him and resides in a pool in the dungeons below. They have decided to remain here for he truly is a wizard and seeks to study all the work within - something he does during the day, then visiting his wife during the night. He radiates magic, which is to be expected. However, he is currently charmed by the evil wizard who is not dead, but polymorphed into the rabbit. If questioned, the prince believes the rabbit to be his first familiar. Further questioning may lead this communication being in whispers.

If discovered, the wizard flees by polymorphing to another form, turning invisible or both. Typically, he uses a magic hand or knock spell to open his cage.

(nighttime) – None, neither the prince nor the rabbit will be here.

Wandering Monsters: None, unless the two inhabitants listed are leaving or arriving.


The Dungeons…
…may contain a secret entrance/exit to the surrounding land, but the standard entrance is from within the tower’s ground level. There are two primary dungeon levels, but designers may map for more based upon the difficulty levels assigned to the challenges therein. The first level’s rooms number as follows. The second level is “The Pool”.
1. Kitchen and larder. A side room includes live animals like hens, rabbits, and a goat.
2. Kennels for livestock. In one lives a buffalo, in another a warthog. There is also a cage with a stork.
3. The den of an owlbear raised by the evil wizard after he created it.
4. Spare room with a massive carcass nearly unrecognizable. They are the remains of a hippopotamus with its legs cut off. The legs stand in more preservation jars in a rear corner. TRAPS: two lie within. The rotting odor from the carcass is so foul any creatures requiring breath must save vs. poison or suffer nausea when within (make checks 1/round, effects last continuously near the source, but for 1 Turn, if escaped from. The other trap is literally a young Trapper monster that has hidden itself along the back wall. Needing no air to survive, it has chosen this room to avoid the wizard who created it. Having come of age, it decided to steal a favored book of the wizard in hopes to trade for its freedom. Currently the book is bulged out within the trapper to appear as a fifth jar.

The book the trapper defends is the “Libram of Loathsome Nightmare” containing instructions for the creation of a vile creature known as a catoblepas. Characters capable of using Read Magic can peruse the contents and find the ingredients needed for its formation.
“Beast of Burden, Furred Preferred”
“The Smell of Death”
“Long, Thin Neck, Not Too Late”
“A Large Pig’s Face, With Warts in Place”
“Four Legs of a Sea Horse”
“Long Ears to Hear the Hop of Fear”
“A Tail of Scales, Not too Stale”
“A Look that Kills, Not Could, but Would”
“A Heart Failed By True Love”


Wandering Monsters: Same as in “The Tower”.


The Pool…
…is a new creation taking up most of the level. It is blue and perfectly suited for the enjoyment of a mermaid (see Encounter). Next to it lies a bed and food stuffs with an opened bottle of wine from racks lining the wall near the stairs.

Encounter
(daytime) – The King’s mermaid daughter swims in the pool here bored, awaiting her prince’s return. If attacked, she has nowhere to retreat and will surrender. If the PCs can convince her of honest intentions, she is willing to converse. (What she knows) She swam here to await the wizard and somehow attack him, but instead saw her true love alive. She sang to him and he carried her to this pool. She is oblivious to his odd behavior (as he is charmed), but accepts his newfound work as a wizard during the day. She also knows what the Prince believes and of their night time encounters (below). The mermaid will not go home willingly, but invites guests to stay, if they are friendly. She also suggests they meet her prince up in the laboratory, if they have not already.

(nighttime) – If the PCs arrive in the early evening, they will find a man appearing as a wizard in a compromising position with a mermaid. He will fight to the death for her honor, if attacked. Initial attitudes are unfriendly for both and the prince will demand the intruders leave as he attempts to escort them out.

If the PCs arrive late at night, the prince is sleeping in the nearby bed, while mermaid does so in her pool.

Wandering Monsters: None, unless the two inhabitants listed are leaving or arriving.


The Turning of Events
The Wizard
As a rabbit he searches the complex (AD&D creatures can open dungeon doors easily) at night to find the Libram. He also feeds his animals as he knows he will need them later.

If he knows of the PCs are in his tower, he will: 1. Hide the rabbits in the larder from view. 2. Release the owlbear during the night. 3. Attempt to convince this prince the PCs are his enemy and need to be removed.
If encountered while wandering, he will turn invisible to flee. If chased anyways, he will polymorph into a hawk to flee. He will not overtly confront the party, if he can help it, even if the PCs find the grocery list. However, he will attempt covert attacks from hiding, if he learns they have the libram. These are according to his spell ability.

If the prince is killed before he finds the libram, the wizard’s plan is set into motion before he is ready. He will redouble his efforts to find his missing book, even if it causes lack sleep to do so.

If he finds the libram, after a timeline of 3 days from when the PCs enter, he will attempt to force the prince into killing himself in front of the mermaid If this fails, he will simply destroy him via spell. Whichever end, the prince’s death makes her the last few ingredients in his stew – the scaly tail and heart failed. Avoiding interference as he can he will begin the day long ritual to create the catoblepas.

The Mermaid
If the prince is killed and she learns the PCs did it, she will be inconsolable and avoid them, if possible. She attacks, if confronted however feebly.
If the prince is killed and she learns the Wizard did it, she will plead for help, if she meets the PCs again.

The Prince
The prince largely remains a pawn of the wizard unless his charmed state is dispelled. He will then fight ferociously seeking first to save his wife. Once he is sure she is safe, he will seek justice upon the wizard and will ask the PCs for their help to do so.

When not under charmed supervision, the prince seeks to convince the mermaid to become a land walker again and renew their vows as man and wife.

Possible PC Divination answers: “Follow the white rabbit” “Behind the wall of bone, lie the eyes of stone


A Nightmarish Result…
…will occur, if the evil wizard manages to succeed in his plan of killing the prince, mermaid, and thereby furnishing all the ingredients for his monster creation ritual. The catoblepas will resist any kind of control by the wizard and attacks the PCs with his gaze first. Those who fail the save have their lungs fill with water like a mermaid’s. Its goal is only to eat all it encounters and then find a nice, fetid swamp to make home. If trapped within the tower, it will seek the pool this habitat instead.
 

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