• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

Championship Match: Pour vs. Waylander the Slayer

[MENTION=59411]Pour[/MENTION] and [MENTION=1830]Waylander the Slayer[/MENTION]. This is the final match for the tournament and will determine the Iron DM 2011.

You will have 6 manditory ingredients, which must be included in your entry. Any or all of the 9 optional ingredients may also be used, but be warned. Their inclusion will only count in your favor for purposes of breaking a tie. Poor usage of these ingredients will count against you, no matter what.

That said, here are your ingredients:

Manditory:

Devilish Smile
Illuminated History
Misplaced Vendetta
Elven Champion
Grave Robber
Paving Stones of Good Intentions

Optional:

Weary Feet
Flayer
Wax Poetic
Incredibly Sharp Axe
Burial Shroud
Ship at Sea
Mighty Wyvern
Over the Horizon
Restless Longing


You have until 6:45 Eastern Standard Time, Tuesday, August 16 to post your entries. Good luck.
 

log in or register to remove this ad




Ingredients:
Devilish Smile- Orion’s smile; indicator of silent spell casting and his devilish nature.

Illuminated History- the tiles each illuminate history of the fall of Elsinor; the PC interactions with each of these pieces are critical.

Misplaced Vendetta- The Elf/Orc vendetta; caused by misplaced anger and racial tensions due to the devil’s manipulation.

Elven Champion- Savarash; Champion of the ideals of Elsinor.

Grave Robber- Orion, who the PCs must stop from robbing Savarash’s grave.

Paving Stones of Good Intentions- “Fixing” each of the “history tiles” pave the way to restoring the good intentions behind Elsinor/ rescuing Alandra.

Incredibly Sharp Axe- Given to the Party; used to behead Asuron.

Burial Shroud- Used to make Savarash appear dead.

Poetic Wax- The Poem, used to heal the past wounds and to bind Asuron.


A Song of Love & Loss
10-12th level Pathfinder Adventure

In days before, when Gods were men,
Behold the beauty that was Elsinor;
Favored by all; a place of peace,
Where orcs and elves, walked hand in hand

Behold the tragedy that was Elsinor,
On the Long Day, of wedded bliss,
When the Noble Savarash did choose a kiss,
Over the fate of Elsinor

For a love more than love did I posessess,
My beautiful Alandra, my heart’s caress.
In a moment of weakness did I betray,
The honor of the dream of Elsinor.

As Orion sang the words of love,
Did the angered axe cast its redded mist.
Shattered, then oh, Elsinor,
Betrayed, hope forever dashed.

Witness the fall of Elsinor,
The streets running red, with the blood of all,
For all lay dead in Elsinor,
As the long day fell into night’s dark shadow.

I witnessed the Devil’s Smile beguiling men,
Taunting and teasing me, betrayal’s fool.
Helpless, it buried my heart’s caress.
Alive, her laments echoing forevermore.

Array the tiles of hope so lost,
One on one, built to last.
To affix the betrayer, with Poetic Wax,
To redo good intentions of the forgotten past.


Synopsis:
The PCs come upon a a pictorial history of the fall of Elsinor, where elves and orcs, once friends are now caught up in a blood feud. By interacting with the book, the PCs might be able to prevent the blood feud from happening all together, and save the lives of thousands.


Hook:
The PCs come of the Illuminated Histories, a long sought after work on the fabled city of Elsinor. The “book” is a set of images, that appear to float and move with a will of their own. The first “page” contains the poem above.

Knowledge/Bardic Lore checks:

Elsinor [DC 25]: was a city founded on the noble ideal of peace between elves and orcs. A few decades into it’s existence, the city fell into blood feud between the races that echo to this day. It was oft referred to as the City of Song. Song/dirgecraft was perfected by the citizenry, with a champion each from the elves and the orcs, embodying the ideals of the city; nobility, friendship, kindness. The city also had the ritual of marrying the champion to a member of the opposite race.

Savarash [DC 35]: The last elven champion , and reknowned for his nobility, he was one of the last known songsmiths able to craft powerful effects through music.

Alandra [DC 40]- Renowned for her beauty, she was to be married to Garrak, the last orcish champion. There is nothing on any of them after the fall of Elsinor.

Orion [DC30]- Also known as Orion the Seer, he is a legendary mystic of great ability- currently a key advisor to the PCs Kingdom.



Act 1- In days before, when Gods were men…
This encounter happens whenever the PCs open the Illuminated histories. The first tile is the view from a gleaming tower, overlooking a sprawling metropolis of white, with many gardens dotted throughout. As they watch, the image seems to float up from the tile, surrounding them. The first stanza of the poem echoes throughout, amplifying in volume…

The PCs find themselves in the gleaming tower, overlooking the sprawling metropolis; the whole place now in ruins. Strapped and manacled to a chair in the center of the room are husked remnants of a still-breathing elf, eyes toward a narrow bridge. There are no exits from the tower other than the bridge, the paving stones missing; on the far end of the bridge is an mausoleum with a vertical open grave- a beautiful elven woman chained within, worms eating away at her flesh; her screams of agony echoing throughout, her flesh seems to be healing itself as well.

Development
PCs attempting to teleport/fly etc. find themselves back in the tower, the same goes for trying to jump across. A spellcraft check, DC 35, reveals that they are in a temporary demi-plane crafted of words and song. An examination of the elf reveals that he is alive, though catatonic. The chains that bind him appear normal, but upon closer examination seem to be made of force. As the group examines the elf, a glowing paving stone appear where the first paving stone is missing. The image appears to be celebratory, and looks to be that of a wedding. Any PC stepping on the stone is transported into…


Act 2- the Long Day, of wedded bliss,
The party is in a large hall, beautifully constructed. There are hundreds of people here, all dressed up for the wedding gala. Music, wine, and mead flow freely; this is the Long Day- when the Orc Dirgesmith weds the noblest elf; in this case, Alandra. The party is also clad in fineries and a quick examination in a mirror or reflection reveals that they appear to be elves.

Development

The orcs and elves here interact with the PCs freely. The PCs can learn the following facts:
• The Long Day is famous for the performance contest, judged by the crowd, where the winner can ask of and is granted any boon.

•Garrak looks at Alandra longingly; sense motive checks reveal that he is deeply in love with her, to the point of obsession. Gather information about Garrak reveals that though a good orc, he is prone to act rashly and has a bad temper, and is insecure about his looks.

•Savarash is beloved of all; he has an ease about him. The crowd has nothing but good opinions. Preception checks reveal that Savarash is purposefully avoiding looking at Alandra. He is light hearted and jovial, but a sense motive check reveals that he is troubled.

•Orion the Seer- Interacts freely with everyone, and is quite charming and jovial. If he interacts with the PCs he suddenly becomes a bit apprehensive. He also gives considerable time and attention to Garrak. He occasionally flashes a smile at Garrak; sense motive check DC 35 reveals that Garrak seems to get a bit agitated whenever this happens.[he is casting silent spell- suggestion]

•Alandra- friendly, though occasionally staring at Savarash.

The singing/poetry contest starts a bit after the PCs arrive. Intuitive players might realize what happened in the past- Savarash won the contest, and as his boon, asked for a kiss from Alandra, inflaming their unrequited love. Unknown to any, other than Savarash later, they were both influenced by Orion into committing the treacherous act. Any of the Party can enter the contest; the competition is difficult, with the final round against Savarash. If the PC wins the contest, then the kiss does not happen publicly, though Orion still cajoles Savarash to betray- the resultant vendetta is not as severe and improves current race relations. The GM can allow the PCs to attempt other means of intervention if plausible.


Act 3- Did the angered Axe cast it’s redded mist..
A new paving stone appears as the party rematerializes on tile 1; the image varies depending on their success in Act 2. If successful, the image is that of a great hall, with elves and orcs angrily arguing, if they failed, the image is that of a great hall, where elves and orcs are slaughtering each other, when stepping on the tile, the PCs find themselves in the middle of either scene, their appearance same as before.

Debate: The PCs can attempt to persuade both the Orcs and elves to stand down through reason and logic, especially the winner of the contest in Act 2. The GM should use multiple diplomacy checks with generous bonuses for good role playing. Orion, Savarash, Garrak and Alandra are present with Garrak frothing with anger. Orion agrees with the party but suggest that both Alandra and Savarash be executed for their treachery. Spellcraft check DC 40 reveals that whenever he smiles, Orion appears to be casting a spell. Calling Orion out is not the best course of action since he has built up his reputation over years. The PCs can try to subtly counter his influence however they choose. If successful, the PCs prevent the elf/orc vendetta from happening all together; though the fate of both Alandra and Savarash are still up in the air.

Slaughter: The PCs are in the wedding hall with a beserk Garrak and his ilk killing, with elves responding in kind. The PCs have to fight to survive,;. Orion can be seen “rescuing” Alandra and Savarash; both devastated and numb at the sudden turn of events.


Act 4- I witnessed the Devil’s Smile beguiling men …
The Party appears back on the 2nd tile, with a new tile in front of them; the images vary only slightly, in one case it’s a large mausoleum, in another it’s a graveyard. When the party steps on the tile, they find themselves within the mausoleum.

Development An examination of the gravestone/casket reveals that it is that of Savarash. If opened, Savarsh’s shrouded body appears to be in pristine shape. If the shroud is removed, Svarash starts breathing. The shroud is magical and makes a living person appear dead. As the PCs examine the body Orion appears (diviner-14), along with a spine covered monstrosity (barbed devil). If killed, Orion’s body slumps to the ground and a slug like monstrosity named Asuron with three human heads on one end and a sluglike mouth on the other [Devil-Belier] appear. The creature, if wounded, quickly teleports out.

Once rescued, Savarash comes to and thanks the party. He explains the details of the events, though now altered of how Orion was not who he appeared and had spent years in court building up good will. Such Devils take great pleasure in subverting events in the material plane through their patient, calculating plots. The devil, after destroying Elsinor by rekindling the Elf/Orc Vendetta, had made it appear as if Savarash was dead, and then robbed his body from the grave, shackling him in the tower, across from Alandra’s grave, where he could watch her suffer for eternity (alive and sustained through rings of regeneration and sustenance).

Savarash explains that he used the power of song to illuminate the past history through which he created doorways so that the good intentions behind Elsinor could be restored, along with the rescue of his love. The power of his magic has also forced the Devil back to the gleaming tower, where he can be slain; he asks the PCs to save Alandra, and sings the poem, the words coalescing into a Sharp Bladed Axe- [vorpal blade].


Final Act- To affix the betrayer with Poetic Wax
The Party now find themselves in Alandra’s mosoleum. Confronting them is Asuron. Each hit with the axe echo the words from the poem dripping of the blade binding the creature and constraining it’s movement and magical abilities, after the 7th hit (one for each stanza) the creature is encased in poetic wax, and the axe can now be used to lop off its heads.


Development

The party's actions have far reaching consequences, including restoring Elsinor, the rescue of Alandra, and the restoration of the Orc/Elf relationship.
 

Blood for Blood
a D&D adventure for characters levels 11 - 13


History of Kypra
Centuries ago, the humans of the city-state Kypra shed the yolk of their elven masters and won freedom. The Kyprians in turn enslaved the elves, forcing them into roles as house slaves, laborers and prostitutes. For such a long-lived race this became living Hell, doomed to serve lifetime after human lifetime, inherited down generations like prized property. Many elves initially killed themselves rather than serve man, only increasing the others’ value, but a sorry majority simply gave up, broken completely by the terrifying art of the Sisters of the Lash and trained to accept the doldrum of their new lot. Thus have new generations of elf been born without any notion of freedom at all.

Not all of those ancient elves could be trained, however, and the few that held onto their elvenity were thrown into ludi as gladiators, their outrage serving for the amusement of all Kypra. They did not fare long against the increasingly deadly and sadistic challenges of the sands, save one, Arsanthor the Slayer, who has endured for nearly four hundred years as champion of the Kyprian Arena. He is the prized bull of the Maxas ludus, one of the most formidable fighters in the world, and depending on the actions of the party the exacter of a terrible revenge...

Adventure Background
A compassionate, naive and foolhardy elven prince Nilanthus sailed to the edges of Kypra with the intentions of liberating the famed Arsanthor, whose suffering he regarded an affront to all elvendom. The Maxas ludus refused his initial monetary offers, and so the prince, unbeknownst to his lord father and against all the ship’s counsel, stole into the city in disguise, with only his loyal bodyguard Tarem beside him, and eventually snuck and bribed his way into Arsanthor’s cell. The gladiator did not desire freedom, for all joy had been stolen from him forever, even with promises of peace and titles in Gwend. All that was left in Arsanthor was hatred... and the beginnings of a plan. The young Nilanthus left Arsanthor with a healthy sum of gold, enough to fund his escape, and promised to wait three days in the city quarry incase he changed his mind.

Instead of using the coin to escape, Arsanthor bribed his human doctore Baa- whose dark secret he’d discovered years ago: Baa used a magical substance known as Wax Poetic to overcome his lisp with a famed verbosity and intimidating voice. It was an expensive material, but without it he’d never be taken seriously. Through Baa, Arsanthor initiated the grave robbery of Magar Maxas (including the gold rewards) and the capture of prince Nilanthus (via bribed house guard), intending to weaken Kypra through an ongoing blood feud between its two most powerful houses, and eventually kill the elven prince and incite war with Gwend.


Event 1: The Corpse Robbery
Hook: The party is approached by a muscular, lisping man in tattered robes and drawn hood, a hint of desperation about him, looking for a party to infiltrate the Maxas catacombs and steal the corpse of the ancient sire Magar Maxas. He’s willing to pay handsomely up front, and double upon delivery.

Decline
The lisping man departs worriedly, and if followed (a Complexity 1 skill challenge) removes his tatters, puts on a set of horrid, red wax lips, and enters the Karzes estates.

Never fear, the adventure does not end here. Instead, the party has their first lead (the lisping man, and potentially the wax lips and the Karzes), and the real adventure does not begin until the end of Event 2, when they hear of what became of the corpse and shroud of Magar Maxus at the Karzes gala.

The party may seek to warn the Maxas ludus beforehand, but the master of the house would laugh at their claims, and even if they did reach Lanista Maxas, he would dismiss them as fools until the end of Event 2, where he or the master would seek to question the party, and either arrest them or hire them.

> An Easy Streetwise check offers a short list of people willing to offend the powerful Maxas ludus. In fact, there is only one, the rival Karzes ludus, though it’s a mystery what exactly might be gained.

Accept
The party is informed a cart will be waiting just outside the Maxas villa to transport the shrouded corpse to a remote dockside chandlery. He also assures them the catacomb gates will be unlocked, and that they should be mindful of the traps. However the party manages the robbery, Magar must be delivered that very night or the deal is off.

> A Moderate Streetwise check regarding the urgency and learn Lanista Karzes, chief rival of the Maxas ludus, is having a birthday gala tomorrow night...

The catacombs are located beneath the Maxas compound, a sprawling villa and accompanying ludus atop a hill in the east of the city. There are high walls, ample guard, and certain sections are crawling with gladiators, making for a tricky entry, but once inside the yards, the entry point is in an isolated corner, under cover of lemon trees. Beyond the unlocked gate, there are a few poison-based traps before the crypts of the ancient sires, Easy DCs to disarm, but each dealing triple recommended level-appropriate poison damage, enough to drop the careless or unskilled below 0 hp.

The lisping man waits in the chandlery with the gold as promised. However, just as soon as the lisping man is out of sight with the cart and corpse, Karzes house guard attack. After a Normal encounter, the party is refused legal recompense given the power and prestige behind the Karzes name. There is the birthday gala the following night should the party want to make a scene...


Event 2: The Birthday Party
The following night the party is held at the Karzes estate, populated by strange carnival acts and gladiatorial displays of prowess in Lanista Karzes honor, as well as much of Kypra’s well-to-do.

If the party is present, they’d be shocked to see the lisping man in the armor of a doctore, speaking in a clear and frankly imposing voice, announcing the Lanista.

The Lanista is eager to give out favors, as is customary before he receives his own gifts and the feasting can official commence. However, he cluelessly hands Lanista Maxas, his rival but also esteemed contemporary (thus an automatic invite) the worst thing imaginable: the wrapped up death shroud of Magar Maxas, which the man immediately recognizes. The uproar is met by yelling and even sword drawing. The party, and certainly others, can make their accusations, and a further inspection of the grounds will find the corpse itself propped on a stick, used as a training dummy and utterly ravaged.

If attention is turned to the doctore, he’s begin to choke and gag, then fall over. Suddenly his lips warp, becoming red, grotesque and waxy. He spits them out, proving false lips, and in the familiar lisp utters his final word and the next clue... “Flayer”

> Anyone there could tell the party the ‘flayers’ are the Sisters of the Lash, the sisterhood charged with breaking elven slaves. See Event B.

With Baa dead, the Maxas leave with the corpse promising retribution, and Julius eventually emerges...

Hook: The party is hired by an even-tempered Maxas or Karzes family member to get to the bottom of the suspicious grave robbery, and thus end the feud. Alternatively, they are hired by a concerned senator foreseeing city-wide turmoil if this is not resolved soon.

> Companion: Julius was Baa’s gay lover, once a gladiator whom Baa helped buy freedom. He’s angry and distraught over Baa’s apparent poisoning, and reveals Baa’s secret lisp and dependency on the Wax Poetic. He’s willing to take the party to the chandlery (Event A) where he buys the stuff, and join their efforts.


Event A: The Chandlery


Event B: The Desecrarium
At the bleak temple of the Sisters of the Lash, haunted by screams, the ruling Matron of Pain denies all accusations. It is largely a dead end, save for Marizar...

> Companion: Sister Marizar is tasked by the Matron of Pain to prove the sisterhoods innocence, a task she’ll join with the party to complete, or else go about on her own. She, like all her sisters, are leather-clad dominatrix/torturers with an affinity for the whip, but possess certain enchantments and harming spells as well.

Event 3: Temple of the Illuminators
The chandlers of Kyra are also an order of historians and scribes, keeping secret histories of man and elf since the time of human slavery via thousands of lanterns. Each tells a story cast upon one of the circular walls of the subterranean temple known as the Chambers of Remembering. Their agents are many and very little escapes their notice, though all they can do is offer possibilities, and help players work through theories until they realize ‘flayer’ was ‘slayer’ and Arsanthor is to blame.

Additionally, the observant illuminators, only allowed to speak in historical quotes, and out of fear for their very order’s existence, break their vows of silence and divulge that foreign elves are being kept prisoner at the quarry. This should click with the notion an elven warship was sighted off the coast.

Event 4: The Quarry

Thugs are keeping Tarme hostage, but Arsanthor has already taken the prince to the arena, where the elven warship might see his execution.

> Companion: Tarem Tar’ell failed in his role as protector and is desperate to save the prince. He’ll join the party or follow them and fight on his own, a skilled but reckless warrior, perhaps the only reason Arsanthor had his men spare him.


Event 5: The Karzes Ludus
Returning to the ludus to confront the Slayer would find the place in shambles, most of the house massacred, including the Lanista and loyal gladiators. Enough searching reveals an underground tunnel connecting the ludus to the arena proper, and obvious signs its been taken by a sizable number.


Event 6: The Kyprian Arena
In the place Arsanthor feels most powerful, the Kyprian Arena, he awaits the party, with a number of disloyal Maxas gladiators and thugs hired with Nilanthus’ leftover gems. He knows the sands well, and has planned for various starved beasts to join the fight at various points and, if the battle is going badly, release the valves and flood the arena with seawater.

The arena is along the rocky sea cliffs, soon to be in plain view of the Gwendian ship. Arsanthor has Nilanthus, noose about his neck, positioned on the edge of the highest heights, with two human thugs waiting to push him over, providing another layer of complexity to the involved encounter. While Arsanthor wants to bide his time until the ship is close as possible, he will signal

Depending how the party went about the adventure, they might have allies in the doctore’s vengeful lover, a bloodthirsty Sister of the Lash and a failed elven bodyguard. These will undoubtedly help, as the encounter should be Very Hard.


Conclusion: War or Peace?
Depending on the success, failure and decisions of the party, Kypra could be finished, suddenly responsible for the murder of an elven prince and involved in a war whilst in a divided and weakened state due to the unresolved blood fued. Conversely, Arsanthor’s plot may have been foiled, or at least exposed, and the blood feud ended. If Nilanthus was killed, Gwend will seek retribution, though Kypra may have time to ready itself. If Nilanthus was saved, he’ll undoubtedly lament the loss of his elven kin and depths they might sink, but seek no further action in Kypra.


Ingredients
Devilish Smile
Illuminated History
Misplaced Vendetta
Elven Champion
Grave Robber
Paving Stones of Good Intentions
Flayer
Wax Poetic
Burial Shroud
Ship at Sea
 

All right. Two cool adventures, just to read through. A lot of very cool stuff here. We're judging Song of Love and Loss (SLL) and Blood for Blood (BB). And away we go….

[sblock]
Ingredients

I hate that I've become so dependent, as a judge, on the list of ingredients and how they were used by the entry. I mean, it's really easy mode for the judges, but it's a good way to make sure the judge understands your subtle brilliance, and doesn't just assume you missed an ingredient. Sooo, anyway . . . .


The Required Ingredients:
Devilish Smile. SLL has the devil-in-Orion form casting silent spells, and he has a tell that is his smile -- it works, it's solid. But BB has left me hunting…and after going through the entry several times I'm just not finding something that fits this ingredient. So, advantage SLL.

Illuminated History. Both entries have them, they're both magical and handle exposition for the party. No advantages here.

Misplaced Vendetta. I wasn't super happy with the "misplaced" part of the vendetta between the elves and the orcs in SLL -- I mean, it's there, but IMO it's not really misplaced…. that just felt a little thin to me. It's more mistaken than misplaced -- misplaced implies that there's a place it should be (sure, Orion, maybe, but that's still rings a little off to me.) I know I'm being overly pedantic on that point, so it's only a minor ding. At the same time, in BB, Arsanthor engineers a vendetta between two noble houses to weaken the city -- the same sort of misplaced (manipulated) vendetta that SSL had. So, pedantry aside, the two are about the same here as well. I'm apparently just some grouchy old man waving his arms at passing traffic. Ho hum.

Elven Champion Arsanthor is the 400 year champion of champions. Savarash is there, and is a champion, but his status as champion doesn't really enter into the story as well as Arsanthor's, so I'm going to give an advantage to BB on this one.

Grave Robber - Yup. Both got em.

Paving Stones of Good Intentions. SLL has them, a bit forced in there as the markers for stages in the adventure -- they don't really pay much role in the story, they're just chapter headers. But I don't see this ingredient turning up in BB -- if it's there, I've missed it. Advantage SLL.

Bonus Ingredients:

SLL used the Incredibly Sharp Axe, the Burial Shroud, and the Poetic Wax. I'm not going to give credit for the axe, though -- the incredible sharpness of the axe is not really used or important to the story here -- it's just attached there to claim credit. No dice. And the poetic wax didn't really work for me very well at all. The wax imprisons Asuron, but it wasn't the wax that was singing the song at the end, it was the axe, right? So, really that's not quite on the mark, either. (although "poetic wax axe" is fun to say, especially if you've stayed up to late.....)

BB used Wax Poetic, Flayer, Burial Shroud, and Ship at sea. I have to say that I was very amused by the wax lips as a detail in the adventure. I wish they had been something the PCs would need to use later -- that would have actually made them much more interesting, maybe made them worth something special.

So, in the final accounting, I see SLL has a one ingredient advantage in the required ingredients, and BB has a two ingredient advantage in the bonus ingredients. Of course, the bonus ingredients are there to break ties, so after the ingredients SLL is clinging to a tenuous advantage.

Creativity and Playabilty

I really liked both adventures. In both there's some interesting things for the players to do. They both have some of the same disadvantages, too -- a lot of story that doesn't involve the PCs directly, and so on. Both require a flexible enough campaign that some of the history of the nations involved could be used.

I like the historical gladiatorial details and terms in BB -- that was a nice touch. I also liked seeing a storyline that had some slight branches -- not so much full branches as ways to bring players back to the railroad where they belong, but still, it's rare in an Iron DM entry to see an entry that presents more than a single strand of story.

The final set pieces make an interesting point of comparison. In SLL, the PCs fight a demon with the magical axe, and rely on the special magic of the axe to defeat him.

In BB, on the other hand, the PCs face a dynamic piece -- a princeling to rescue from execution, and between them a near demigod of a champion, his allies and some starved monsters to boot. I like both of them -- I'm interested in the idea of the blows of the special magic of the axe gradually imprisoning the target creature (but there are all kinds of ways to game the system -- can the PCs pass the axe from hand to hand on their turns, getting several hits per round that way? ). The arena finale of BB, on the other hand, throws up a nigh-impossible challenge for the PCs to overcome -- a challenge that they'll overcome or they won't based on their own skill as players and the abilities of their characters, not some special single use story-based magic item.

So, in some ways, the finale of SLL is story that the players play through -- story resolution granted by the special magic of the axe. And BB presents a finale that gives the players a tough tactical challenge of gamesmanship.

The difference there -- and the way I feel about it -- probably says a lot about me as a DM and judge -- I'm much more interested and excited by challenges that the PCs have to meet and overcome on their own, without relying on the deus ex machina of a magical axe and it's waxy residue (poetic wax axe, poetic wax axe, poetic wax axe.....).

Conclusion

I find this is a really tough call. BB has some real strengths, but I also think time hurt it as an entry -- there are some loose ends that could have been tied up better -- SLL is more polished, feels like a more finished entry. And it did a marginally better job with the required ingredients.

I was also tempted to deduct points from BB for "elvinity", which made me giggle, I mean, that could be either pointed ears and lembas bread, or huge sideburns and peanut-butter-banana-and-bacon-sandwiches*.

But on most other counts I preferred Blood for Blood, so that's the entry that gets my vote in the finals. Great work, both of you. I'm really pleased by both entries (and will be stealing elements for my home game). Thanks for all your hard work, and for putting on an excellent final round.

[/sblock]


-john


*that's an Elvis reference for you kids who were born after Star Wars was released
 

I must apologize to both contestants for the delay in posting this judgment. There was something of an emergency which kept me from home for three days, and while I had internet access for part of that time, it was not convenient to typing up a lengthy judgment.

Using the same scoring I have used throughout, I begin with following the rules. Both entries get full marks for being on time and under the word count.

For ingredients, I shall focus on the main ingredients first, not scoring the optional ingredients unless the score is close enough to warrant it. If the ingredient is used at all 1 point, if it is used very well indeed, I will give 2.
Devilish Smile: “A Song...” has a true devilish smile, full of magical prowess. I give a full 2 points here. I am assuming the wax-poetic is meant to be a devilish smile, and so will give 1 point, though its is not entirely clear this is the case and I may be being generous here.
Illuminated History: “A Song...” uses a book which conveys the adventurers from place to place. While I am not too keen on the linearity of this method, it is an ingredient used well, so 2 points. The illuminated histories of “Blood,” seem more like a piece of window-dressing, and I think they could have been worked better into being integral to the adventure. 1 point here for “Blood...”
Misplaced Vendetta: I'm not too sure about the vendetta in “A Song.” It is not so much misplaced as misdirected. 1 point for “A Song...” The vendetta in “Blood...” suffers from the same problem, so 1 point there as well.
Elven Champion: The champion of “A Song...” is elvish, and he is a champion of song. As he is also the one to get the adventure moving, so to speak, I'll give 2 points. The elven champion in “Blood...” is also used well, this time as an antagonist, so 2 points there as well.
Grave Robber: The Grave Robber is present in “A Song...” but I find the use a bit weak, as it is background information and not so much a part of the PCs adventure. 1 point for “A Song...” The grave robber in Blood is a stronger use, as it forms the beginning of the adventure, and it is likewise good that the party might, if they make the wrong choices themsevles be the grave robber. 2 points for “Blood...”
Paving Stones of Good Intentions: This was a tricky ingredient and I think “A Song...” used it about as well as it could be used, so 2 points there. I really do not see paving stones of good intentions as an actual ingredient, in “Blood...” though I suppose the actions of the naïve prince may count as what is meant. However, as I already granted the Devilish Smile, and as this is an even weaker use, I'm going to give 0 points for this ingredient in “Blood...”

Judging both ingredients for Useability, I find it a bit of a wash. “A Song...” suffers from one primary problem, as far as I can see, when it comes to being useable as is: the use of orcs as a race to be at peace with elves. In most worlds I have run games in, orcs are irredeemably evil and ultra violent. I would have preferred another race be used here, like dwarves. Other than that, it could easily be plopped down in a campaign. “Blood...” has the same sort of problem, requiring a specific historical situation and a specific culture. Still, assuming the assumptions, the adventure is pretty useable. Both adventures get 5 out of 6 for useability.

So what about Style? On the one hand, I like the poetical, time-traveling style of “A Song...” However, I dislike the rigidity of the mechanism used to convey the PCs through the adventure as I suspect some players will chaff at being thrown into such a situation. I'm still going to give “A Song...” 5 points for style, deducting 1 for being a bit railroady. “Blood...” is also pretty good stylewise, containing adventure and intrigue. If I have one complaint it is that the adventure uses a lot of terms, without adequately explaining them. It makes for some thick reading and I had to reread parts of it several times to make sure I understood whether an office or a name was being intended. Its not much, but its enough to deduct a point for style, meaning again, both adventures get 5 out of 6.

In the end, both adventures are solid entries, but the ingredient use in “A Song...” was superior and thus “A Song..” is my vote for winner. I did not, in the end, have to look at the optional ingredients, though if I had, “Blood...” may have had a sleight edge there. Still, I liked both entries and thought they were among the best of the whole contest.


Waylander
Followed Rules 6/6
Ingredient Use 10/12
Useability 5/6
Style 5/6
Total: 26/30


Pour
Followed Rules 6/6
Ingredient Use 7/12
Useability 5/6
Style 5/6
Total 23/30
 

Championship Match: Pour vs. Waylander the Slayer

Once in a while, an Iron DM match produces two entries that, if combined, could make an even cooler entry. This seems to me to be one such match. These two entries are both thematically similar (yes, the ingredients do have something to do with that) to such a degree that the two could probably dovetail pretty easily with minimal work (switch the humans to orcs or vice versa, tweak a little here, a little there...). So that's cool.

That's a nifty side-effect that sometimes happens with two adventures written using the same ingredients, but the synergy is not what Iron DM is about, so...let's get on with the contrasting.

First, the ingredients:

Devilish Smile: I must say, I was a little disappointed with the use of this ingredient in both entries. With an ingredient as versatile as this one, I would hope to see it used more centrally, or at least more significantly than either entry did. In fact, I didn't find it anywhere in Pour's entry, unless the wax lips were supposed to double as this ingredient, as well. Disappointed as I was, I must admit that Waylander's Devilish Smile was a good use of the ingredient; it provides a way for the PCs to interact (although minor) and it helps move the adventure along.

Illuminated History: This was a fun ingredient; also easily interpreted in multiple ways. As far as flavor goes, both entries use this ingredient equally well. This (combined with the Paving Stones) is the central ingredient in Waylander's entry and, consequently, end up being more significant to the PCs.

Misplaced Vendetta: Here, again, I was a little let down by the use of this ingredient. Neither entry really presented a Misplaced Vendetta, but, at least, Waylander's entry has the potential to develop it with the manipulations of the devil.

Elven Champion: Both entries use the Elven Champion as a major mover in the plot and each takes a different approach on just what a champion is. Wayfarer's is a champion of ideals and Pour's is an actual arena champion. Both are adequate. One seems more interesting in play than the other; the one that will actually fight. Pour's got this one.

Grave Robber: I'm not sure why Waylander's entry has a grave-robbing scene in it, except for flavor. It's cool imagery, but, ultimately, seems just a little forced. At any rate, Pour's use of the PCs as (potential) Grave Robbers appeals to me and I'll give him the edge on this ingredient.

Paving Stones of Good Intentions: Well, Pour doesn't even have them (that makes two manditory ingredients completely left out of his entry!), so Waylander automatically wins this category. That said, I am disappointed somewhat with his entry. It's good. It's innovative. Flavorful. But, this was an ingredient with some significant connotations attached to it (connotations that meld very well with some of the other ingredients, in my opinion). Specifically, the adage that this ingredient is derived from is “The road to Hell is paved with good intentions.” Inherent in this adage is the concept that the inclination do good furthers the cause of evil (although, whether this refers to good works never gotten around to or good works actually accomplished is not clear). Nowhere is this even hinted at in the entry.

Optional Ingredients: The first thing I notice is yet more overlap. That said, these ingredients are not going to be contrasted with each other; rather I'll just point out where they hurt their respective entries. I'll point out what's good, too, but only for purposes of critique; there is no tie to be broken.

Waylander's Incredibly Sharp Axe and Burial Shroud are not really that great. They don't add much to the adventure and really aren't that significant. They could have been pretty much anything. The Poetic Wax was even worse...but! The ingredient was Wax Poetic, and that is something that the entire adventure does (I mean, it feels like playing in an epic!). That's cool!

Pour's Flayers are great (I mean, really, great villains—they are villains, right?), the Ship at Sea is minor, the Burial Shroud is...nowhere to be found? And Wax Poetic is...what the hell? But I'll get to this one in a minute.

I expressed some disappointment for Waylander's use of the Paving Stones ingredient as an ingredient, But, I do like the style that they give to the adventure. It feels disjointed and disorienting, but that furthers the poetic nature of the adventure. I really like the concept of rearranging the past by reliving its epics. Very cool.

Now, Pour's adventure has a great gritty, dark, sinister feel, right up to the moment that the guy with the lisp puts on the big red wax lips. The minute that happens at any table I've ever run (or played at), any attempt at a serious game is killed. And not just for that session, either. It's a shame, too, because I really liked where that adventure was going. Still do.

But, as far as Iron DM entries go, these two are not even close, in my opinion. If Pour had put forth an entry as good as his last one, it would have won, hands down. This entry, though...

My vote is for Waylander the Slayer's A Song of Love & Loss.
 

Championship Match: Pour vs. Waylander the Slayer

[sblock=Summary of Judgment]It all comes down to this. By a 2 to 1 decision, the Iron DM 2011 is [MENTION=1830]Waylander the Slayer[/MENTION]!

[MENTION=59411]Pour[/MENTION], you've been outstanding in this tournament and I definitely think you've got the chops to be a champion. Your second entry shows us that. It really seems as if you ran out of time with this one and just posted what you had--which is the right thing to do, because what you have is good; but it's not complete. Sometimes an incomplete entry will win, but such is not the case, this time.

In future tournaments (and I'll address this advice to all potential contestants), set aside more time to develop your ingredients. You've got to have them in there! Oh, and please pay some attention to your organization. When a judge reads an entry over and over because that judge cannot find an ingredient, that judge becomes annoyed.

I do very much hope to see you compete in the next tournament; you've brought creativity and style to this one.[/sblock]

All that said, I want to thank all of our contestants this go around. It's been a blast participating in another Iron DM Tournament after a personal 7 (or 8?) year hiatus. There have been some very flavorful and well-crafted entries, and certainly some that I'll want to run. And more that I'll borrow parts from.

And that, Ladies and Gentlemen, is one of the best side-effects of these tournaments.

See y'all next time!

PS- Now would be a good time for discussion on your favorite entry. And some exposition from the final contestants would be good, too!
 

Into the Woods

Remove ads

Top