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

Well, kudos to you, Waylander. I really liked your adventure, it's one I can feel good about losing to. I think what hurt my adventure the most was that while I had some good ideas for the aboleth's lair portion, when I sat down to write it I realized I wasn't going to be able to describe it very well. I wasn't sure if we were allowed to use maps, and didn't even end up checking because I'm not good at making maps on computers anyway(and I don't have a scanner). So, I ended up redoing a lot of the lair into a simpler form I could easily express, but it ended up feeling really artificial and forced. Worst of all, it took up time that I could have been using to flesh out that portion of the adventure.

I'm also a little miffed because at one point I was hoping to use the crystal axeblade as part of a puzzle to reveal the location of the watchtower, as an homage to Indiana Jones and the Raiders of the Lost Ark, but I ended up swapping it out for the Magic Map ritual that, while having a similar effect, wasn't as cool.
 

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Round 2, Match 1: howandwhy99 vs. Waylander the Slayer

In my haste to post ingredients yesterday (during a very small window of time I had access to the internet), I posted the ingredients for this match in the wrong thread. This is a repost of those ingredients. The deadline for this match remains the same!

Your ingredients are:

Breeding Ground
Disreputable Dragon
Lost
Wounded Pet
Witchlord
Institutionalization

You have until 6:45 Eastern Standard Time Thursday, July 21 to submit your entries. Please follow the rules established in the first post.

Good luck
 
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Breeding Ground- Dragonspire, the plague
Disreputable Dragon-Cryaxx, purported breaker of dragon pact
Lost- Dragon’s Nest, Livingstone’s expedition, possibly the Party
Wounded Pet- Wulfang- faithful guide and pet of Livingstone
Witchlord- Lorathin
Institutionalization- Aaya, institutionalized in the Asylum

Days of the Dragon
9-10th level Pathfinder Adventure

Dragonsport clutches to the Far Coast like a drowning man to drift wood; the city the only vestige of civilization. The antediluvian Darkreach Jungle looms over the city like a predatory beast. Yet life thrives; natural bounty of the land, the ancient ruins of the Empire of Thringala, and the wealth of the sea a clarion call to many. When Cryaxx, the Crystal Dragon, breaks the dragon pact and besets those venturing from the city, and the Devouring Plague festers and kills the beloved Drakehounds and humanoids alike, will Dragonsport be consumed from within and without? Or will brave heroes save the city?

Synopsis
The PCs race against time to save Dragonsport from the dual threats of a plague and the disreputable dragon. Their quest takes them deep within the heart of Darkreach Jungle, to the Lost Ruins of Dragons Nest- once capital of the Empire of Thringala, where they confront the true threat facing Dragonsport; the reawakened Witchlords of Thringala.

Background
The crumbling ruins and shattered remnants of the Empire of Thringala bespeak little of its former glory. Yet hundreds of years ago, the Empire covered the entirety of the Morose Peninsula; its grand roads, edifices, and most of all, Dragon spires the envy of many. The First Coven (5 in all, then and ever since), the founders of the Empire, drew their power from the creatures of true magic; dragons. Their bond with dragons were strong, formalized through Pact Magic- a Pact Stone given to each. The creatures were provided with care and breeding grounds, the largest of which was Dragon’s Nest. Here the ancient beasts would come to lay their eggs, in the floating Dragon Spires, prepared especially for the mating that occurred but rarely, their eggs and young tended to during that critical time. In return, the dragons provided the Witchlords access to draconic magic through blood bond.

Yet the greed of men can erode that which is sacred, and the 13th Dragon Lord- Lorathin El, and his Coven craved greater power. They crafted the Crystalline Heart; the petrified heart of an ancient dragon, embedded with the 5 pact stones, thus twisting the power of the ancient pact to now control the Dragons.

They used the enslaved dragons to expand their empire, subjugate tribes and nations. They perverted the eggs of Dragons in Dragonspires to create fell servitors like Wyverns and dragonmen. Such wanton power makes one blind; the dragons conspired with those sympathetic to their cause and dedicated to the Old Ways. Secretly they bred DrakeHounds- immune to witchcraft, and other magical weapons. The rebellion overthrew the Witchlords, shattering their Empire, and presumably killing them. Yet the Witchlords had planned well; their essence absorbed into the Crystalline Heart, stowed deep within DragonSpire.

Thringala is now but a whisper in the wind, though to this day, a dragon guards the ancient ruins- Cryaxx is the current guardian. When new settlers arrived, Cryaxx came to an agreement where the two would leave each other alone.

Marius Livingstone was a renowned explorer who set off with his expedition party in search of Dragon’s Nest a year ago. After braving the dangers of the Jungle, he and his party came upon the remnants of the city, and the floating Dragonspire, where they came upon the hidden Crystalline Heart, releasing the Witchlords who possessed their bodies. Only Marius’s faithful Drakehound, Wulfang, and the Cleric Aaya escaped. The beast resisted the Witchlord’s magic, but was wounded. The cleric escaped with a Pact Stone , her sanity shattered, guided back to Dragonsport by Wulfang.

Now, The Witchlords turn their attention on Dragonsport- for the Pact Stone and for conquest. Cryaxx is their biggest threat, now kept at bay by the limited use of the Crystalline Heart. To sow discord and to ensure that the City does not seek the Dragon’s help, Lorathin takes on the dragon form [via Form of the Dragon III- Transformation Patron] and attacks any easy prey. The Witchlords unleash the Devouring Plague, [brainworms disease] through his centipede familiar that commands other infected vermin of its ilk.

Hooks
- The Council hires the adventurers to help find a cure for the disease and the dragon attacks.

- One of the PCs /friends get infected or attacked by the Dragon.

- The Wounded Pet [recommended that the PCs knew Livingstone beforehand]:

Part 1- The Faithful Friend
The Party is approached by Wulfang. The drakehound is wounded and in bad shape. A spellcraft/heal check [15] reveals that the wounds are caused by nail rakes. The legible parts of a note tied to the collar reads:
“Aaya, help.. loosing mind…witch…plagueborn…”
A gather information check [DC 20] reveals that Aaya was the member of Livingstone’s lost party that set off in search of Dragon’s Nest. Gather information [DC 30] points towards a “mad ravening woman” of Aya’s descriptor institutionalized in the sanatorium. Other alternatives include divination and scry.

Part 2- The Sanatorium
Many of the criminally insane are shipped off to the Sanatorium in Dragonsport; Aaya is in a holding cell here. The Sanatorium and the city guard are overwhelmed by the sudden outburst in violent attacks caused by the onset of Brainworms; especially true of the Drakehounds.

The party will be beset by sudden random attacks by the hounds, strangers and loved ones. Some of the guards at the Sanatorium are infected; the place threatening to be overrun by inmates and others.

When located, Aaya is raving mad. A spellcraft check reveals her under the effects of an Insanity spell.

Developments:
Aaya: is likely beyond the Party’s ability to heal; however she will provide information during moments of lucidity, enough to point the party towards Dragon’s Nest and provide some information on the Witchlords, as well as give them the last Pact Stone. She mentions “thousand legs” erupting and “crawling death,” reference to the Centipedes.

Witchlords: The Party can research the Witchlords via spell or book [DC 25]; they learn of some of the basic abilities of the Witchlords. Dragon’s Nest is not scryable due to the magics still protecting the city. The Witchlords take an active role in trying to locate the last Pact Stone and neutralizing any threats. They’ll direct the infected centipede swarms at the PCs once the PCs have the Pact Stone. They attack the PCs whenever possible [see below]

The Disease: Treating a patient/ casting diagnose disease reveals the Brainworms. There is also a possibility of a party member contracting the disease [the GM should secretly roll]. Preventing the spread of disease is a difficult task; a common cure is not known, though the City Council mentions that Cryaxx helped with curing diseases.

The Dragon: Gather Information [DC 20] reveals that the Dragon’s disreputable behavior is not in keeping with its nature. The town council sent out another party to confront and slay the Dragon for its misdeeds. The PCs can convince the council [diplomacy DC 30] that the Dragon’s not responsible. They’ll have to stop the other party from trying to slay the dragon through diplomacy or strength of arms.

The PCs can investigate further and locate Cryaxx; the Dragon cannot approach either Dragon’s Nest or Dragonsport due to the possibility of falling under the sway of the Crystalline Heart. If the last Pact Stone is placed in the Heart, the Dragon becomes the Witchlord’s thrall. If contacted [likely through magical means] the Dragon will explain the background and urge the PCs to go to Dragon’s Nest and disable the Heart; he can use a Dragon Portal to enter Dragonspire immediately and assist the Party. The Dragon reveals that it was distracted by the recent eggs laid, and begs the party to save its hatch.

Part 3- Into the Woods
Journey to Dragons Nest is not without peril. It is full of prehistoric beasts; raptors, pterodactyls and other such beasts are common. The thick jungle is hard to negotiate and easy to get lost in; the jungles were originally hunting ground for Dragons. If the Party brings Wulfang, the Drakehound leads the party without much of a problem. Developments:
Further complicating matters, the witchlords send their servitors to attack the party:

•Wyverns [3]- The Wyverns, twisted dragons, track and attack the party when they are most vulnerable.

•Allosaurus Attack- A mated pair of Allosaurus claim vast swaths of the jungle as their own and attacks anything on sight since they have recently laid eggs.


•Disconcerting Dreams: The Witchlord contracts the PCs via dream, trying to persuade them.

•Control Weather: While passing through the Switch Back Hills, labyrinthine rock formations or while near any river, the Witchlords use the weather to flood the PCs, make it difficult for them to cross, or to separate them/ get them lost.

Part 4- Mr. Livingstone I presume?
The ruins of Dragon’s Nest stand apart from the surrounding jungle, deep within a vale; as if an invisible hand holds the wilderness at bay. Walls of crystal rise up, with great towers spaced intermittently;. Once, these towers were clear as water, but ever since the betrayal of the Dragons, they are tinged blood red, sweating blood. Gigantic statues of Dragons and Witchlords dominate; many destroyed and defaced. Enormous healing pools dot the ruins, now corrupted and fetid.

Floating at the center of the ruins is the vast Dragonspire, shaped like a diamond, with the top levels once being aeries for dragons, and the bottom levels being for the Witchlords and others. Four crystalline archways, not fully intact, connect to the Spire. The returned Witchlords have summoned Wyverns and other fell drakes who patrol the ruins.

Developments:
The Coven Members are powerful; Lorathin is 16th Level with the remaining 4 members all 10-12th level Witches[up to the GM to adjust as needed]. Rather than attack the party, Lorathin will offer the party wealth, power and any other enticements. If party refuses, the Coven attacks the PCs before they can reach Dragonspire, riding Wyverns, though they will retreat deep into the Aerie if hurt.

Key Encounters within Dragonspire are:
•The aerie is now a breeding ground for fell drakes; the cavernous and natural feel within is ideal for breeding. The mid levels are infested by mating pairs who attack PCs if the approach via air or otherwise.

•The highest level is where Cryaxx nested; the Witchlords use ritual magic and the power of the crystalline heart to pervert these eggs; if not stopped, the eggs will hatch within a few days as Barbtongued Wyverns.

•The Witchlords use the “Hidden Home” ability to hide the main Aerie.

•Wulfang leads the party unerringly to the Witchlords since his bond with his former master was strong. The Drakehound knows that his master is no more, and will attack Lorathin with ferocity.


•If the party disables the Crystalline Heart, Cryaxx accesses Dragonspire via a Dragon Portal and assist the PCs. If Lorathin succeeds in getting the last Pact Stone; he summons Cryaxx to attack the party. The Dragon is reluctant to use its breath weapon and area attacks due to its eggs.

•Lorathin uses the Dragon Form ability to use the vastness of the aerie to its advantage.

Conclusion
If the party defeats the Witchlords, they possess the Crystalline Heart- useable only by a Coven. Many witches covet the item and target the group. The safest idea might be to leave it with Cryaxx; the group will also have to repair relations between Dragonsport and Cryaxx; Cryaxx providing the cure for the plague might be the best solution in restoring the Dragon’s reputation. The Devouring Plague impacts Dragonsport, and perhaps other parts of the campaign world significantly, spreading if not contained . Wulfang serves the party faithfully.
 

Time's up!

[MENTION=3192]howandwhy99[/MENTION], I'm afraid you've missed the deadline.

You will not be automatically disqualified.

Instead, [MENTION=1830]Waylander the Slayer[/MENTION] may choose to automatically advance, or to let your entry (should you still post it) be judged (as not everyone is satisfied to win by default).

After that, if your opponent has chosen to allow your entry for consideration, the judges will likely take your tardiness into account while judging, according to their own priorities.
 

DragonChess

A long, regional-based adventure for 1st Edition AD&D characters levels 7th-8th.

Breeding Ground – The Cracked Lands where the basilisk is bred to lizardwomen.
Disreputable Dragon – Teraxus, unpopular overlord of Teraxopolis who uses the PCs as pawns.
Lost – Long search for the lost basilisk, finally in the disorienting Cracked Lands.
Wounded Pet ¬– Stonetooth, Teraxus’s blinded basilisk held captive by the witchlord.
Witchlord – Sslaritha, head witch and lord of Foeter Barony.
Institutionalization – PCs forming laws and agencies within Teraxopolis.

One month ago a ten lizardmen led by the witchlord Sslaritha infiltrated the city-state Teraxopolis. Aided by agents of the Empire they entered into Teraxus’s lair. Upon seeing the sleeping blue dragon, Sslaritha changed her mind about attacking and chose to steal Teraxus’s sleeping pet basilisk instead. She slipped on its paw a Non-Detection Ring and an allied spy M-U teleported everyone to the nearby swampland headquarters. When the basilisk awoke, however, it petrified dozens of lizardmen before being subdued. When Teraxus awoke to feed Stonetooth he was angered and ordered his steward to close the city, while he scryed for his pet without success. Over the following weeks he learned of the long, systematic attacks upon his reputation over the years he had slept. The citizens were angry, his followers disloyal, and all blamed him for their strife. In a fit of rage he incinerated the two-faced steward and advisors, and left the city to its own chaos.

Hooks
Teraxus has a plan: to clear his reputation, gain time to find his pet, and enact revenge on those who wronged him. To begin he requires patsies to “win” control of his city and herein enter the PCs. Ultimately, he plans to shift Teraxopolis’s anger to them, smote them, and “rescue” the city back. His trump card is the Ring of Stewardship, which allows Teraxus to scry upon and know the condition of the wearer.

Three hooks for the PCs to begin the adventure:
1. Accepting Teraxus’s summons and bartering for rulership of Teraxopolis. His only stipulations being not to join the empire and to keep an eye out for his pet Stonetooth.
2. Finding the ring of Stewardship cunningly planted, afterwards learning the wearer holds executive authority.
3. Engaging in Teraxopolian politics and taking power themselves.

Teraxopolis
Level 8 City and regional zone of control; Layout: zonal, cavernous dragon lair beneath; Climate: arid; Terrain: rocky; AL: LE currently a Stewardship with draconic taxation and byzantine legality; Level 8 city and region population size; No alliances; Hostilities: Empire, Foeter Barony; Significant Magic Items: Ring of Stewardship, (possible Treasure Type: “very old” blue dragon lair); Ruler: N/A; Encounters, Exports/Imports by campaign.

History
150 years ago, Teraxus conquered this city and declared it as his domain. He set up a stewardship to rule in his absence as he took long dragon naps and attended to other affairs. It is culturally diverse and has become an oasis for exiles from the empire and other civilized territories. Recent history is in the introduction.

Teraxus’s Lair- Is a typical trapped and warded blue dragon cavern below the city proper. A few secret entrances allow access to those Teraxus trusts with their whereabouts and some citizens randomly discovering them. The interior includes statues of intruders due to Stonetooth, Teraxus’s basilisk pet. Teraxus is 50% in lair, 50% exploring.

Major NPCs/ Factions

Average Citizenry: know the history of Teraxopolis with varyingly true and false rumors of other events and factions within.

Traxopolis Government: Multiple factions exist once cowed by the dragon. Each seeks as much autonomous authority within their sphere as possible. A handful seek stewardship directly or outright rulership. Roll Morale with Loyalty modifiers for each new PC policy instituted with failure resulting in joining opposition factions (reversed for opposition faction members). Knowledge: Citizen Knowledge and varying information about current government activities (true/false rumor table). Most begin believing Teraxus destroyed the previous steward for losing his pet. Timeline: Government personal change according to how PCs run the city and Morale checks. Use stronghold resource management, morale, and loyalty rules for establishing a territory of appropriate size.

DragonTrue: Faction of Teraxopolitans loyal to the dragon. Their orders are to seek for news of any basilisk near or far. They are also to break and protest any new laws and spread false rumors about the PCs (or nominal leader) of the city. They have regular contact with Teraxus to learn of new missions. Knowledge: As territorial citizens, some maintain power positions within the government and community organizations (other factions). Starting members know Stonetooth is a basilisk. Timeline: Actions as above with new from Teraxus as communiqués arrive.

Empire’s Spies: Faction of Empire’s spy network. A diverse ensemble, it is led by hireling assassins orchestrated by Sslaritha via lizardmen couriers. However, a watchdog spy also reports activities directly to the emperor. Their goal is to topple the city from within by inciting rebellion and promoting Empirical rule. Knowledge: Cell-based organization allows only slow communication within. A leader cell retains the orders by Sslaritha, the group’s origins, funders, and connections to other cells. Timeline: At start, they go publicize with an “Empire League” of citizens to join. Rumors are spread opposing Teraxus. Agents in governmental advisory positions press for an Empirical alliance.

Teraxus: aims to hang his city’s ills upon the PCs by setting them up to fail. This buys him time to search for Stonetooth, while manipulating events behind the scenes with the DragonTrue. Also the Ring of Stewardship he created enables Teraxus to know the location of the ruling PC. Direct attempts for contact from the PCs are handled surreptitiously and with innuendo. Intrusions upon his lair may lead to violent confrontation, but always later removal of the used entrance. Attacks are dealt with in brutally. Knowledge: Teraxus is bonded to his pet and knows of its injury and health, but cannot currently locate it because of the Non-Detection Ring. He had slept for many years, but over the course of the adventure he will seek to learn citizen and DragonTrue knowledge and scry the PCs and their associates. His travels throughout adjacent regions earn him more information for each excursion. Timeline: Teraxus’s time in lair declines, if the citizen unrest rises, but increase as the city flourishes. His strategies are covert manipulations via the DragonTrue to vilify the PCs and empire, incite lawlessness, investigate other factions and pry loyalists away, hamstring instituted policies, collect more loyal servants to himself, and ultimately restore his position and reputation.

RING OF STEWARDSHIP Governmental authority over Teraxopolis, Spell-like 1/day: Fear, Hold Person, Detect Alignment; Teraxus knows whereabouts and condition of wearer.

Foeter Barony
Level 7 Zone of Control - regional collective of urban centers Levels 1-3; Layout: multiple nuclei; Climate: rainy; Terrain: freshwater swamp; AL: N currently a protectorate nominal barony of the Empire with primitive religious tithing and mores; Level 7 rural population size; Alliances: Empire and varied territories within; Hostilities: Teraxopolis; Significant Magic Items: Gating Rings; Ruler: Witchlord Sslaritha; Encounters, Exports/Imports by campaign.

History
Fifteen years ago Sslaritha, a powerful witch (CLR 7/ M-U 2) united the lizardmen tribes of the Mired Swamplands and ever since has sought to expand her power to neighboring regions. Throughout that time she has courted the Empire, instigated attacks, initially feeble, against the nearby city-state of Teraxopolis. With her recent successful theft within Teraxopolis, the “Mired Swamplands” have been nominally entered into the empire as the Foeter Barony, a protectorate on its outskirts, and Sslaritha given the title of Lord.

Sslaritha’s Palace
Mud huts center around a newer, stone edifice Sslaritha is building to “cement” her authority over the scrabbling tribes. It is constructed of stone statues of creatures petrified by the basilisk’s gaze. Protections are mainly creatures loyal to Sslaritha and hidden areas for her treasures. The majority lies in water-filled caves below ground. One of the Gating Rings is hidden within.

Major NPCs/ Factions

Average Tribefolk: know the history of the Barony, including the theft of a basilisk, with varyingly true and false rumors of other events and factions within.

Sslaritha: is playing a long game. She aims to conquer Teraxopolis, remove Teraxus, and eventually break from the empire to begin her own sovereignty. She coordinates the Empire’s hired spy ring via loyal associates, but will seek more clandestine meetings, if her couriers are discovered. She seeks temporary alliance with the steward PCs, if they ally against Teraxus. As her endgame, Sslaritha openly engages in mass battle and siege against the city with all willing allies and her shock troop basi-lizards. Knowledge: Average tribesfolk knowledge and communications with the Empire’s spies. At start she seeks information on basilisk breeding practices. Timeline: For one month Sslaritha attempts to breed the basilisk without success before it escapes for home and dry land, eventually reaching the “Cracked Lands”. Otherwise, to hide her guilt role in the theft, Sslaritha takes no overt actions against the city and seeks only to maintain normalcy in the barony. Once she finds the basilisk again she sets up her Gate Rings secretly and enlists only here most loyal followers to enact her long term plan. More under the “Cracked Lands”

GATING RINGS Paired set of golden rings enabling gated travel from one to the other for 1 Turn, 1/Week each.

Cracked Lands
Level 6 Wilderness Territory; Layout: fractured dry lake; Climate: arid; Terrain: rocky; AL: N; Level 6 animal population size; No alliances/hostilities or imports/exports; Ruler: local druid; Significant Magic Items and Encounters by campaign.

History
This is a desolate region formed at the dried edge of the mired swamplands. Fractured dried mud crevasses make travel dangerous and labyrinthine. At start, the basilisk has escaped to this dry land, but has lost itself in the maze of cracks. It will die in a few days without water, but unless hindered Sslaritha’s hunters will eventually track, discover, and recapture the creature.

Breeding Ground
A protected outpost constructed hidden within the cracks to protect the basilisk after it is found. Defense is mainly cover, but these grow over time to include warrior trainers and patrolling basi-lizards. A walled off portion contains the caged Stonetooth with Non-Detection Ring and a guarded entrance for a Gating Ring.

Major NPCs/ Factions

Sslaritha: When Sslaritha spellcasts to speak with Stonetooth, it finally answers revealing it hates being submersed in water. For six months she trains the basilisk learning how to breed it with lizardwomen to create Basi-Lizards. These are then trained from birth as shock troops. Eight years after birthing they reach warrior age. When fifty are ready Sslaritha begins marshaling all her forces and drawing in allies to attack Teraxopolis regardless of its current ruler. Throughout she routinely gains teleportation offers from envoys to various regions within the empire. She brings Stonetooth along and slips off his ring to lead Teraxus on a wild goose chase.

BASI-LIZARD AC:4, MV 9”, HD5+1, #AT:6, Dmg 1d6, petrifying gaze, semi-intelligent, astral/ethereal sight, AL:N, 8’, 400#, 6-armed reptilian humanoid.

Ongoing Scenarios

Traxopolis Government: Agencies and citizenry will slowly become more or less loyal and friendly according to the PCs institutionalization of delegated power.

DragonTrue: If Teraxus is destroyed, morale checks split the faction. Those who remain organize reprisals upon his killer.

Empire’s Spies: If an alliance is made with the empire, orders begin to come from the emperor to stand down, ensure loyalty, and continue reporting.

Sslaritha: Further orders by Sslaritha include learning about and advising against going to the Cracked Lands. Shorter strategies are all aimed to retain her long term goal of a conspicuous army victory.

Teraxus: If he loses his lair, he will instigate an internecine uprising to overthrow the PCs. He aims to win the chess match for the people’s obedience, but is unafraid to act quickly or overtly when necessary. His final play is to cheat the PCs out of their promised of stewardship, when the citizenry desire him back.
 

Round 2, Match 2: BriarMonkey vs. Pour

[MENTION=95387]BriarMonkey[/MENTION] & [MENTION=59411]Pour[/MENTION]:

Your match begins!

Your ingredients:

Swingset
Four and Twenty Blackbirds
Rakshasa Prince
Field of Stars
Consequences
Strand of Prayer Beads

You have until 9:00 AM Eastern Standard Time, Tuesday, July 26 to submit your entries.

Good luck.
 
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Round 2 Match 1:Waylander the Slayer vs HowAndWhy99

I'm late, as usual, so no farting around....
Days of the Dragon (DD) by Waylander the Slayer vs. DragonChess (DC) by Howandwhy99

NOTE: All three judges chime in on this round; my opinion is just one vote of the three, so just ignore my grouchiness......

[sblock]
Ingredients

Breeding Ground In DD, according to the ingredient guide, the "breeding ground" is the plague and the dragonspire. Because it happens a lot, I'll say this once and be done with it -- when I see reports ingredients being used in a couple of different ways in an entry, that practically never means something good is going on -- usually it telegraphs that the ingredients are weak and the entry is claiming multiple ones to make up for that weakness. In this case, the hatchery in the spire works, although it's not really very important to the adventure that there are drakes breeding there. I wish the plague hadn't been mentioned, it just feels off center.

In DC, there's a breeding ground -- and much like the one in DD, it's there, but I didn't get a lot of razzle dazzle out of it being there. It's there, the adventure passes through. There's some breeding going on, but it doesn't feel like an important part of the plot. No advantage here.

Disreputable Dragon - Yeah, there are dragons. Yeah, they've been labeled disreputable, but once again, I'm not sold on that detail in either entry. Slapping the label on is not good enough. Cryazxx (DD) is a treaty-breaker, which is one of the catalysts for the adventure, but the flavor of that isn't really disreputable, and I'd been hoping for more. Much the same, Teraxus (DC) is unpopular, and in most ways is a sort of absentee landlord of the city, but I was disappointed here, too. No advantage here.

Lost - Hey, here's a fun one, in DD we don't just have two reported applications of the ingredient, there are three! DC has one. But Livingstone and the Stolen Basilisk are both decent uses. No advantages there.

Wounded Pet - I've been riding pretty hard so far, but in this case we have an ingredient that's used pretty well in both. In DD, Wulfang is one of the two survivors of the lost expedition, and in DC Stonetooth is the object of the quest, blinded and stolen from his Dragon master. Actually, though, I'm not seeing any mention that Stonetooth is blinded -- or the effect of that blindness -- except in the ingredient summary. I'm sure that's just a product of time problems related to this entry, but still, I need to give an advantage to Wulfang and DD.

Witchlord - I found myself confused in DD. Lorathin is labeled "witchlord" in the ingredient summary. And he seems to be served by a coven of folks called witchlords, but he himself is some sort of dragonlord too? instead? And the other witch lords are just powerful spellcasters. I was hoping for something that made them specifically witchlords and not just the Lorathin's Mage Posse. SSlaritha, the witchlord of the lizardmen in DC is not especially "witchy" either, but she at least seems to have a little more witch flavor to her. Slight advantage to DC.

Institutionalization - in DD, aaya's confinment because she's been driven mad is a sort of institutionalization, and although that use of the term is a bit of an anachronism, it sort of works. Aaya, though, isn't especially important to the play of the adventure -- she's part of the backstory more than anything else, and I'm not sure that the adventure would miss her if she were not there. In DC, the term is applied to the PCs becoming the lords of Teraxus -- again, a bit of a stretch, but at least it's part of the play of the adventure. So, another slight advantage to DC.

Overall, I was not real excited with the way either batch of ingredients were used. Nothing terrible, nothing left out, but a lot of opportunities feel like they were missed, and a lot of the ones that are there feel sort of blah. Some felt like they were sprinkled on as garnish, rather than being the meat of the meal.

Playability and Creativity

DC has some obvious problems caused by the timeframe stuff -- it's a laundry list of ideas and nuggets, not necessarily presented in a way that makes it easy to unravel. That, in the end, hurts -- it's hard to appreciate brilliance when you're just trying to fathom.

Also, the big plot arc used by DC feels like a bit of a problem to me, too -- it's more small campaign than big adventure, and that means covering details and stuff less carefully in the writeup.

DD is a smaller, more manageable entry, and it would be a bit easier to drop into an ongoing campaign. It has some strengths, too -- adventure elements that are more than just hack and slash, etc.

Conclusion -

In the end, I think DD squeaks past DC on the clarity of the presentation of his entry and the more manageable scale. Ingredients didn't make much difference for me in judgement -- I found both entries left a lot of potential on the table there.

So, one vote for Waylander the Slayer.
[/sblock]
 

Round 2, Match 2 Judgment (Sorry for the delay)

Reading both entries, I find myself thinking similar thoughts concerning both. They are both very ambitious, with a great deal of potential, but both also have some significant flaws that are holding them back from achieving their potential. Likewise, both of them use the ingredients in what I find to be a less than stellar manner.

Reading through “Days of the Dragon,” the following were some of my initial thoughts:. 1) Why not call Dragonsport, “Dragon's Port.” The other makes me keep reading Dragon Sport. 2) Very ambitious, almost too much so – the setting could almost be used for a mini-campaign. 3) At 9th-10th level a 16th level opponent on a Wyvern is a ridiculously tough encounter. 4) I find the use of Livingstone too cliché. 5) The backstory is very detailed and does succeed in making me want to know more.

“Dragonchess” was an interesting read in that it forced me to recall the old AD&D mannerisms, some of which it captures well. Initial thoughts were as follows: 1) The fact that Teraxus is a Blue Dragon could be spelled out a little clearer at the beginning. 2) Why is this single Basilisk so important? So its a pet, but couldn't both sides find another such creature? Why is stealing it from the dragon enough to warrant the empire's respect? 3) Eight years for the lizard-basilisk hybrids to mature? How long is this adventure expected to go on? The ambitious scope of this adventure makes me again think campaign, not adventure.

I am again going to grade on a point system. The first score, “Follows the Rules,” is worth 6 points. “Days of the Dragon,” being on time and under wordcount, earns the full 6. “Dragonchess,” being late, but under wordcount earns only 3.

Moving on to Ingredients, worth a total of 12 points, 2 for each ingredient:
Witchlord: Both adventures do contain a witchlord and I'll give both the full 2 points for the use thereof.

Breeding Ground: I was not too keen on either use of Breeding Ground. The location is there, in each adventure, but both feel a bit like filler to me. I awarded 1 point each for this ingredient.

Disreputable Dragon: Again both adventures have a dragon, though I was not too sure either was truly disreputable. Misunderstood in the first maybe, and feared possibly in the second, but I was just not sold on the use. Again 1 point each.

Lost: “Days of the Dragon” has the possibility of the characters becoming lost, though the use was weak, I thought. The lost expedition was a nice try, but as the adventure more or less begins by letting the PCs know where to go to find them, they don't stay lost for long. Only 1 point there. The lost pet of Dragonchess is a little better use and I'll give the full 2 points to the adventure for this.

Wounded Pet: The wounded pet of “Days” was cliched but I don't mind cliché if done well. And as a hook, it works fairly well. A full 2 points there. The wounded pet of “Dragonchess I thought was weaker. Especially if the adventure is truly supposed to last over eight years. Its likely when the basilisk is found, it is no longer wounded. 1 point for the pet, but just not sold on the centrality of the wounds to the story-line as regards the PCs.

Institutionalization: The crazed cleric in the insane asylum is a nice try, but the institution itself seems less than important. 1 point to “Days.” I initially balked at Dragonchess's use of the ingredient. What if the players decide to tackle events in a way other than ruling the city? But the incorporation of the PCs into the institute that is the city is, once I wrap my brain around it, integral to what the adventure tries to do. So 1 point there too.

Both adventure end up with 8 out of a possible 12 points for ingredient use.

We now move on to useability. Here, to be blunt, I think that “Days of the Dragon” has an advantage. There are some problems, like an overpowered boss but overall the ideas are sound and would make for a memorable set of gaming sessions. I give “Days” 4/6 for useability. The problems with “Dragonchess” is that the events of the adventure are not clearly mapped out. In fact, the “adventure” reads more like a campaign setting description than a true adventure. I think I understand where the adventure is meant to go, but it needs some work to get there. I give it 3/6 for useability and am tempted to only give it 2. I like the theme but not necessarily the execution.

Moving on to my last criteria, “Style,” once more “Days” has an advantage. Firstly it is written as an adventure, though a slightly ambitious one. I'm not sold on the length of Part 2, and think the adventure would be better served by more time spent presenting parts 3 and 4. I also think that the background should have been condensed more to allow for more adventure description. Still, overall I give 4/6 for style to Days. “Dragonchess” again suffers from the fact it is not presented so much as an adventure, but seems more like a sandbox setting. I also don't buy into some of the ingredients. Why is the Basilisks so special? Why would the Blue dragon just hand his city over to the PCs (I understand the reason given, just not completely buying it)? Finally, the length of the adventure is just a little too ambitious for my tastes. The assumption that over eight years will naturally pass before the PCs get control of the situation seems too presumptious. I give “Dragonchess” 3/6 for style.

In the final analysis, “Days of the Dragon,” is the clear winner in my estimation.

“Day's of the Dragon”
Followed Rules: 6/6
Ingredient Use: 8/12
Useability: 4/6
Style 4/6
Total: 22/30

“Dragonchess”
Followed Rules: 3/6
Ingredient Use: 8/12
Useability: 3/6
Style: 3/6
Total: 17/30
 
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Round 2, Match 1: howandwhy99 vs. Waylander the Slayer

Well, once again, we have an entry that breaks a rule, and this time, it's a cardinal one—the time-limit! This is a big deal, because twenty-five extra minutes can make a world of difference in an entry and there really is no way to know just what the entry might have looked like if it had been submitted on time. But, there is a tradition in such cases of giving the opponent the option of advancing automatically and, should that opponent opt not to do so, to judge the entries on their merits, as we would in any other match.

Thus, this match comes to judgment.

First, the ingredients. To be honest, I was a bit underwhelmed in the overall usage of ingredients during the first round of this tournament. Sure, there were some good uses, but many more that were passable, but uninspired. This was particularly disappointing in the cases of the thematic ingredients—ingredients that have the potential to be woven through an entire entry were often included in passing—given minimal consideration, if not exactly tacked-on.

At last! In this match, we have an entry that actually builds everything upon one of these thematic ingredients! Which one? Read on...

Breeding Ground

Not this one. Both entries feature the breeding ground solidly; and it serves two uses in Waylander's entry; both as the aerie and as the plague-victims, themselves. Now, some judges may not like to see multiple uses of an ingredient, but I actually do—provided that they are woven well as thematic iterations (feeding each other, in essence). That's not really the case, here, though. They are distinct uses and neither is superb (although, I do like the plague, itself). howandwhy99's breeding ground is...well, it's a place. Not an insignificant place, particularly in a game that puts extra importance on places, as his does. But, ultimately, a place.

Disreputable Dragon

Not this one, either. howandwhy99's dragon is a great character, with wicked motivations and great potential to drive the adventure, but I don't get how his being disreputable affects the PCs. It could, potentially, particularly if he is trying to trick the PCs into governing the city-state (as described in the hooks), but that's not really mentioned, or even insinuated.

On the other hand, Waylander's dragon isn't even really disreputable, at all. Okay, so it broke a pact. There is no mention of how this affects his reputation, or how such a reputation affects the adventurers. And, if we are to view this dragon as disreputable, what's the deal with having it heal the plague? Just doesn't seem to work. I've got to go with howandwhy with this one.

Lost

This is a thematic ingredient, but not a particularly well-implemented one. In Waylander's adventure, I never even got the sense of being lost, at all. The romp through the jungle looks fun, but it's no bewildering maze. Oh, that's right. The aerie is hidden away. Lost. Right. But, it didn't really need to be, for the adventure to work, so no good on this ingredient.

Okay. I take it back. howandwhy does use this ingredient well. Here's why: Lost basilisk—major plot point? Check. “Cracked Lands” for PCs to possibly get lost in? Check. Layers of political intrigue and schemes for the PCs to get lost in? Hell, yes! This ingredient serves as an underpinning for the entire adventure and is so subtle, I didn't even really notice it when I started typing. Now, that could mean that I'm inferring something that the author didn't even intend. Really, I don't care. What matters is that it's there! And this isn't even the ingredient I was talking about, earlier!

Wounded Pet

I like howandwhy's basilisk, and, if I accept that a dragon would have a basilisk pet (why not?), it all makes sense, but I'm not sure how it got blinded. I assume the lizardfolk did it, because they were tired of being turned to stone and didn't need it to be able to see to breed. That makes sense to me, but I don't remember reading it, anywhere.

Waylander's wounded pet is potentially important to the adventure, as well—and serves as a fun hook, if the DM opts to use it. But, the pet, itself, does not actually play as significant a role to the whole of this adventure, so, again, howandwhy takes the edge.

Witchlord

Waylander's witchlords have the feel of an impersonal, faceless organization. Not exactly, nameless, they lack something of a personality, but this works in their favor, when you get down to it. It only serves to make them more ominous.

How about howandwhy? Well, his Witchlord is not only a major player, it is one of the primary factions driving the real meat of the adventure—the intrigue. Add to that some real character development (particularly in the way of motivations), and I've got to side with howandwhy, again.

Institutionalization

Waylander's use of this ingredient is a disappointment. He gives us an institutionalized individual, but no detail on institutionalization, itself—nor any mention how it should affect the PCs.

In contrast, this ingredient is the adventure, for howandwhy. Deftly woven with the Lost theme, this second theme becomes an amazing foundation for the entire scenario. Ignoring the traditional definition, howandwhy gives us a literal interpretation that not only involves the PCs, it adapts them—hell, the whole game—to its way of playing. Clever, right?

It makes me giddy.

I don't think there's any question that howandwhy uses the ingredients better in this match—and not just better, but, in two cases, brilliantly.

So, what about the hooks? The adventure? The style?

Waylander's entry had good hooks, particularly the wounded pet hooks. It would be hard not to follow up on that note. howandwhy had some very meaty hooks, as well—intriguing (literally) and, frankly, fresh.

Waylander's adventure is fairly strait-forward, but combines several elements—investigation, exploration, and good imagery—in what looks to be a fun adventure. howandwhy steps out of the box, giving us an adventure that takes years of game-time to play out! This is a risky approach. It would require a lot of work to fit it into most campaigns, but, man, what a blast if you pull it off! This is the kind of solid creative-thinking that one hopes to see in an Iron DM Tournament.

Waylander's entry is good. I've certainly seen worse win in the second round in past tournaments. I like it. I want to run it. But, I can't ignore the fundamental awesomeness of howandwhy's entry. It's not perfect—some might view it as overly ambitious. It definitely won't work for most campaigns. But, there is a lot of really good stuff in there.

Yet, I can't ignore the extra twenty-five minutes, either. Once Waylander agreed forgo automatic advancement and have the entries judged on merit, it is not fair to howandwhy to hold the time-limit against him. But, it is also not fair to Waylander to judge an oponent's entry on merits that it might not possess if it followed the same rules that Waylander's did.

Just what is fair, then? The only thing I can do is guess—guess what howandwhy's entry would have looked like with twenty-five less minutes of polish—of work. Do I think that, if submitted by 6:45, this entry would still have been superior to the other? It certainly would be harder to read. It may have had some ideas that were somewhat hard to follow. There might have been some painfully tacked-on ingredients. But, overall?

I think that the good things that this entry does are so fundamental that they would have had to have been present from the very beginning. It might not have been as polished, but the underpinnings of (ingredient-based) themes that run through the entry would still shine through. It might take even more work to make it work, but the game could still be run—and would still be loads of fun.

I would bounce most entries—even the very good ones—at this point. I would bounce, for example, howandwhy's first round entry without hesitation. It was good, but not good enough that it would outweigh being twenty-five minutes past deadline. Very few entries pull off what this one has and I don't think I could see most entries—even the very good ones—being so fundamentally solid that that extra twenty-five minutes wouldn't matter so much. But this is a very special entry.

I have to go with howandwhy99's DragonChess in this match.
 


Into the Woods

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