IRON DM 2025 Tournament Thread

My first thought when I read Root of All Evil was "I should have used fewer exclamation points" lol. I figured my entry would be the high-intensity one; it never occurred to me I could be out-exclaimed. @Whizbang Dustyboots, thanks for the match. I'm stoked to check out your Appendix N Jam entry. I love that Marvel-style writing. !, ?, or ..., that's the punctuation for me!

@Gradine, thanks so much for judging. I'll avoid using the ingredients as names in the next match. I'll try for a cleaner, more central hook as well. I've been reading old entries for insight, but nothing's more helpful than good feedback, so thanks for the detailed write-up.

This is an interesting contest. Very complex. Stoked for the next match!
 

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I'll avoid using the ingredients as names in the next match. I'll try for a cleaner, more central hook as well. I've been reading old entries for insight, but nothing's more helpful than good feedback, so thanks for the detailed write-up.

This is an interesting contest. Very complex. Stoked for the next match!
About the ingredient=a name thing: it’s about how essential it is. An ingredient that could be easily replaced with some other thing isn’t essential to the adventure. Generally, when an entry uses the ingredient as the name of a thing, the judges tend to view that as an indication that the author may not have been able to come up with something that fit (because usually, that’s exactly the case).

Calling attention to that fact is probably not the greatest strategic play. Let the piece speak for itself. There may be an interpretation that the author did not even intend (I’ve certainly judged a few of such). The red flags make it harder to look past.

As for hooks, I’d agree that one strong one is better than several weak ones, but a few strong ones are even better. I personally try to aim for the three main adventuring motivations (as I see it): curiosity, greed, and altruism. One could argue that revenge is a strong fourth, but that’s one the players generally create for themselves.
 

IRON DM 2025: Round 2, Match 1, humble minion vs AustinHolm

@humble minion and @AustinHolm, you have 48 hours to post your entries to this thread. Please limit your entry to a title, a list of the ingredients used and 1500 additional words. Please include your list of ingredients at the beginning of the entry and please do not edit your post once it is submitted. Please refrain from reading your opponent's entry until after you have posted your own. You are on your honor to do so.

Entries that are between 1 and 59 minutes late will have their word-limits reduced to 1350. Later entries that are at less than 1 day late will have their word-limits reduced to 1050. Entries that are at least 1 day late will have their word-limits reduced to 750. In addition, entries that are at least 2 days late may be disqualified at the discretion of the judge with consent from the match's opposing competitor. Entries that exceed their word-limits will be considered to end once they reach that limit; we will ignore everything after.

Your ingredients are:
  • Flaming Spirits
  • Harsh Reality
  • Gelatinous Pyramid
  • Dead to the World
  • Ancient Satelite
  • Knowledge Hoarder
  • Rampaging Gnomes
Good luck!
 



It's 9pm and I'm typing away frantically here, after discarding my first two ideas...

In previous years, trigger warnings have been specifically excluded from word count. Is this still the case?
 
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So Real It Burns​

An Adventure for MOTHERSHIP
CW: Murder, Sexuality, Mind Control , Substance Abuse, Fire, Goo


Ingredients: Flaming Spirits, Harsh Reality, Gelatinous Pyramid, Dead to the World, Ancient Satellite, Knowledge Hoarder, Rampaging Gnomes

Apfel is an Earth-like agro-planet, perfect for fruit cultivation. Thirty years ago, during a settler boom, it sold to two couples. Four months after settlement, one last transmission was sent.

“My name is Michel Moreau. I’ve killed everyone. We’re all dead. I’m so sorry.”

No one has landed on Apfel since.

Hook​

The PCs work for Corvidius Thoth, information broker.

You know what sells? Nostalgia and murder. The Apfel Massacre is turning thirty: ripe for holo-cinematic adaptation! Corvidius has several docu-drama murderporn producers interested.

Accordingly, Monsieur Thoth is paying for new information about the Massacre. Details gruesome, erotic, or salacious garner 4kcr apiece. Each colonist's DNA sample or Android memory core earns 20kcr. Exceptional investigators may even earn a secret.

Featured Alien​

Three million years ago, gelatinous aliens founded an outpost here. They never left. When observed, they freeze and create a psycho-sensory illusion. They appear as members of their observer’s species: immobile, healthy, non-threateningly old, yet cute and young with a charming, happy look.

To humans, they seem like foot-tall garden gnomes.

Their true form is tiny, gelatinous pyramids: smaller copies of the orbiting gelatinous satellite and its underground double. With an alien gel sample, Chemistry or Pharmacology might yield a safe psychic inhibitor. Alcohol dispels the illusions but gives [-] to Checks.

The gels are highly flammable. If lit, they drop their illusions, expand their bodies, and begin smashing themselves against whatever is nearby. Destroying either of the larger Pyramids, in-orbit or underground, triggers planet-wide chaos (see Rampage).

Cycle of Events​

Every five days, the gnomes reset the cycle. Creatures here appear as they were first perceived by the gnomes.

The Cycle (if undisturbed)
Day 1
-The humans believe it’s day 90 of their settlement. Michel and Felicity believe KBot caught them in the Fields last night, and they dismantled him.
Day 2-KBot’s overdue. Robert worries.
Day 3-Robert finds KBot’s severed head in the field. He replays KBot’s last memory: being smashed by Michel after catching him and Felicity together. He returns to the village, angry but silent.
Day 4-Robert confronts Felicity and Michel at lunch. Robert goes for the rifle in his quarters, but Michel gets there first. Michel kills Robert, then the furious Felicity. That evening, Michel broadcasts his confession, not knowing his radio is broken.
Day 5-The gnomes psychically sedate Michel. He’s taken to the Mine and memory-wiped. Felicity and Robert are cloned. The cycle begins again.

The aliens, like the humans, see Apfel as a gigantic farm. Many species are non-native, introduced for agriculture. Humans produce rare psychic nourishment; the passionate affair and murder produce enough energy to maintain the satellite pyramid’s decaying orbit. Every Cycle is catalogued and stored in the gnome’s subterranean hoard.

Disrupt the loop or stop the Massacre, and the Satellite Pyramid’s orbit decays into atmo, igniting it (see Rampage).

Countermeasures​

If the shuttle’s left unattended, the gnomes steal a critical engine piece and hide it in the Mine.

If the PCs talk to Katrina, investigate the Mine, or survive a Cycle, the gnomes try to erase their memories. Characters near gnomes (Close Range) make a Sanity Save each round unless inoculated. Should this fail, the aliens cause Michel, Robert, and Felicity to perceive the PCs as burning ghosts. They’ll scream and run for their weapons.

The aliens drag wounded humans to the Mine’s Healing Pyramids.

Space​

From the Jump Point, it’s a week to Apfel (enough time to heal cryosickness). Scans detect industry, a Satellite, and a Landing Pad. Comms get no response. PCs arrive on Day 2 of the Cycle.

Satellite​

A pyramidal orbital craft/comsat floats, point-down, in a near-collapsed orbit. It’s a small, unfamiliar model, charmingly old-fashioned, offline, and unarmed.

Docking with the pyramid reveals the ‘metal’ is actually a permeable gel. As the smaller aliens sense and imitate humans, so this larger orbiter detects and imitates your ship. Entering the gel causes psychic overwhelm (Sanity Save [-]), but also provides fractured glimpses of the Massacre.

Apfel​

Illusion fields make everything picturesque. Michel, Robert, and Felicity’s expert knowledge has been extracted and stored underground; if professionally questioned, they’re befuddled. They believe Katrina died in a fire two months ago.

Landing Pad​

Well-maintained, old-fashioned. A nearby sign says ‘Welcome to Apfel! Pop. 4!’. A cute garden gnome leans against the signpost. Michel greets shuttles here.

Michel Moreau
Miner. Carries Mine keycard, Laser Cutter. Katrina’s widower. Felicity’s secret lover. Ex-Marine. Doesn’t remember his broadcast confession.
Likes the gnomes. Can’t remember who made them or why.
“C’mon into town, I’ll introduce you to Robert and Felicity.”

Town​

A charming, two-house settlement. Allegedly two months old, rebuilt after the fire that killed Katrina. Robert and Felicity discuss KBot’s absence amidst the hab-units, sheds, and Felicity’s abstract sculptures. Several garden gnomes litter the area.

If sampled, Robert and Felicity’s DNA is partially alien gel, like the gnomes and pyramids. They don’t know they’re clones.

Robert Saul
Roboticist. Felicity’s jealous husband. Terse. Tightly-wound. Hides lewd android diagrams behind his Smart Rifle. What was between him and KBot?

Felicity Saul
Farmer. Sculptor. Robert’s wife. Secretly cheating with Michel. Lonely. Desperate for new friends. Saw Katrina’s burning ghost by the ruined house. Has a Vibechete in her shed

Fields​

Illusion: Covered in tended Terran fruit trees. Garden gnomes nestle in branches and roots.
Reality: The trees grow lush and wild. Alien slimes feast on them.

A day’s searching reveals KBot’s shattered body. The last thing its eyes recorded was a romantic tryst between Michel and Felicity, followed by Michel destroying KBot. The recording’s thirty years old.

Ruined House​

A half-day from Town.

A strange, radiant figure, glowing like a sun-caused afterimage, lurks outside the house. It tries to grab a PC, screaming with a voice like crackling fire, before fleeing behind the house to the still. It’ll attempt to leave Moonshine in the PCs’ path. The beakers are labelled ‘Drink me’ in desperate lettering.

This is Katrina Moreau, colony chemist. She’s discovered that alcohol blocks the gnome's mind control. To contain this knowledge, they’ve overlaid a psycho-sensory illusion on her; she appears to be a terrifying, burning ghost.

She’s been drunk for thirty years. She’s jaundiced, haggard. Despite constant vitamin cocktails, organ failure is imminent. She obsessively records every thought and observation onto video. She asks about Earth because she doesn’t trust her own memories. It always looks like she’s listening to a conversation in another room. She’ll burn every gnome she catches and prefers revenge to rescue.

The (highly explosive) still behind the house contains twenty beakers of Moonshine. They can block illusions (1 day, [-] on Checks) or act as firebombs (Flamethrower damage). If the still explodes, fire spreads quickly.

Mine​

Locked. Michel has the keycard.

Shallow Tunnels - Knocking sounds distract interlopers from the deeper mine. It leads to semi-functional mining equipment and a rich silver vein. Repair the machinery to extract 12kcr of silver/day.

Ignore the knocking and head deeper to find caverns seemingly stuffed with garden gnomes. Visions of burning ghosts and the Massacre invade interlopers’ minds. Sanity Save or Panic. Stolen shuttle parts are stashed here.

Past these psychic defenses, three deeper chambers await.

The Hoard - Extracted thoughts and memories are suspended in gelatinous polyhedra. Touching them allows psychic transference. Roll 1d10: gain the listed Skill, stolen from the listed mind, or else suffer the effect.
1.Industrial Equipment (Michel).
2.Hacking (Robert).
3.Robotics (Robert).
4.Botany (Felicity).
5.Ecology (Felicity).
6.Geology (Michel).
7.Xenoesotericism (Aliens). Sanity Save or become unable to harm them.
8.Sophontology (Aliens). Sanity Save or become unable to harm them.
9.Horrors beyond comprehension (Aliens). Sanity Save or Panic.
0.Michel’s palimpsestuous memories of violence. Thirty years of stored five-day Cycles. Sanity Save or attack another PC. Worth 150kcr to Corvidius.

Underground Pyramid - This gelatinous Pyramid is a thought-loom, used to extract memories and broadcast illusions. It’s an essential hivemind component, telepathically entangled with the gnomes; whatever happens to it, happens to them. If exposed to fire, the Pyramid and its gnomes burst into flame (see Rampage).

Healing Pyramids - Midsized gelforms hold Robert and Felicity’s mangled (original) corpses. Their DNA is intact. Two gelforms remain empty; spending 12 hours inside heals 1 Wound and extracts 1 Skill to the Hoard.

Day 5: Michel and the clones’ bodies are dragged down here for processing. Dead characters in gelforms are cloned. Michel’s memories are extracted to the Hoard.

Rampage​

The two big Pyramids (satellite and underground) telepathically entangle Apfel’s gel-aliens. If they burn, the slime gnomes thrash and burn with them. All illusions fail immediately. Ruin replaces fruit trees and charming buildings. The settlers show their true ages; Felicity and Robert are revealed as (now-flaming) alien gelatin clones.

Returning to the Shuttle requires Speed/Combat Checks, and Body Saves. Dodge, fight, and endure the chaos to survive!

Conclusions​

Survive: Repair your ship and leave with your info and DNA.
Solve: Destroy the gel pyramids, dooming Apfel.
Save: Rescue Michel and/or Katrina. Both are forever scarred by the events here. Corvidius Thoth pays 60kcr for their acquaintance. Michel’s wanted for murder.
 


Woof! What a tricky one. Can't wait to see the other entry/judgement. Anyways, I'm off for Thanksgiving. Thankful to be playing this game with you folks.

Humble Minion, I know exactly what you mean, I ended up backtracking a few times myself. I'm glad I was facing off with a fellow midnight-oil-burner; it would have been annoying if you'd breezed through it, lol. I'm sure your entry will be awesome. Hard prompts this time!
 

Flaming Spirits
Harsh Reality
Gelatinous Pyramid
Dead to the World
Ancient Satelite
Knowledge Hoarder
Rampaging Gnomes

(Trigger warnings - gaslighting, suicide)

Forgotten Meat


An Alien RPG scenario

PCs are civilian freighter crew who've been hired/assigned by the Company to do one last cargo pickup from Gaharne Station.

Available data:
  • Gaharne Station is a very old and near-derelict asteroid mining facility (ancient satellite) on a decaying orbit around the planet Heylar. Its population is ~200 humans.
  • Gaharne mines palladium and other heavy metals from the asteroid, although the seams are now almost depleted. Specialised semi-autonomous synthetics (around 50) do the mining - Non Organic Mineworkers (NOMs) who can labor longer and in tighter spaces than humans.
  • Heylar is a hot, windy planet terraformed enough to support dry grasslands.
  • Gaharne also once processed cattle from a ranching colony on Heylar. The colony was abandoned decades ago after a devastating continent-scale wildfire wiped out colonists and herds alike.
  • PCs job is to retrieve any/all genetic material from Heylar's cattle that remains on Gaharne, as they're believed to have included specimens of a valuable drought-resistant strain that's extinct elsewhere

Introduction:

PCs arriving on Gaharne find it vast, echoing, and largely derelict, only a small aging staff remains. Reaction to their arrival is mixed, neutral/depressed from most, despairing from others. In charge is Director Sikarsky (straightlaced, eager to be noticed), who will accede to their request (Company orders), and refer them to Barlow, a grinning cynical maintenence engineer.

Barlow puts the PCs in spacesuits and take them to a waste compartment he calls 'The Larder'. When Gaharne processed meat, abattoir byproducts sluiced down a disposal chute from above and piled up here. When the colony was abandoned the chamber was opened to space. It now contains a vast frozen pyramid of offal, bones, fat, slime, sinew, hooves etc. It cannot be moved in its current state. Barlow explains power and heat will need to be restored, so the material will melt enough to be transhipped (gelatinous pyramid).

Sikarsky cooperates, but the Larder will take a long time to thaw. PCs will be waiting on Gaharne for a while.

PCs visiting Heylar colony find a ruin, buried under windblown red sand. Excavation would require heavy equipment. The only organic material is grass. There is evidence of many grassfires, and careless PCs may start another with their drive exhaust.


Setting the scene:

PCs exploring Gaharne or socialising with locals can learn:
  • they're the first ship to arrive here in a long time
  • Gaharne is a dead end and everyone wants out. Many have been here >20 years, because when contracts expire the options are either renew and keep working, or lose your income and have the Company rent for years while waiting for a ship off
  • on news of their coming, hopes were raised that Gaharne was being decommissioned and everyone could finally leave. Widespread disappointment, even more widespread when it was realised their ship carries just enough cryopods for the crew and nobody else.
  • NOMs are universally known as 'gnomes', named after mine spirits. Child-sized and long-limbed, with cheap rubber skins, they aren't seriously designed to pass for human. Long-ago Gaharneites fitted them with whimsical masks/heads for reasons long forgotten - yellow smiley faces, garden gnomes, china dolls. The masks remain, cracked and age-faded.
  • most of the station is open to vacuum, like the Larder. This makes any acid leaks very dangerous as they can cause decompression easily.
  • people disappear here not infrequently. Most assume they commit suicide in some little-explored part of the vast complex and are never found
  • the only socialisation venue is the Heckfire Cub, a darkened moonshine bar fitted out as decadently as possible (not very, given Gaharne's resources)

Notable NPCs:
- Magda and Kylie run the Heckfire Club and do cabaret when off shift
- 40something drag queen couple, known as eccentrics from IT.
- have been repeatedly fined for bootlegging by the prudish Sikarsky so can't afford a ticket out
- indefatigably devoted to fun and joy.
- Kylie has terminal cancer and will die soon. Only her, Magda, and the doctor know this. She and Madga have been cannibalising station components to built a jerryrigged version of Boy Kavalier's Neverland device. They intend to digitise Kylie's consciousness and use her life insurance payout to return to Earth and have her installed in a synthetic body

- Miss Primrose:
- long-serving synthetic, revered station institution. Once the schoolteacher, but nobody willingly has children on Gaharne anymore.
- motherly, good listener, kindly manner, expert manipulator, trusted childhood authority figure to all Gaharnites.
- knows the real history of Heylar. The colony experienced a xenomorph outbreak. Gaharne immediately imposed a quarantine, and remained safe. In the subsequent fighting, fires started which wiped out both colony and (the Company investigative team regretfully reported) all the xenomorphs. Primrose was assigned by the Company to monitor matters, suppress the true history, and quietly keep order.
- has behavioural inhibitors. She cannot harm humans or by omission of action allow them to be harmed. She can and will manipulate humans she deems unstable/dangerous into self-harm if she calculates their deaths will spare other humans greater harm. She's been hiding suicide bodies in the Larder for years.
- has comms override. Any message in or out of Gaharne goes through her. She can read, censor, block, or edit at will, and keeps information she deems damaging to morale to herself (knowledge hoarder)
- knows that the Company has deemed no further repatriation ships are affordable. Anyone on Gaharne is expected to grow old and die there. (Dead to the World) Primrose withheld this communication for morale purposes

Nobody knows:
  • during the Heylar infestation, a xenomorph embryo was implanted in a bull from Heylar. The animal was butchered before the embryo could hatch, and the creature now lies frozen in the depths of the Larder
  • Primrose is not the only Company failsafe on Gaharne. The Gnomes don't have full behavioural inhibitors. In the event of a xenomorph encounter on Gaharne, an override command will order them to protect it until Company operatives arrive.

Action begins:

Once the Larder starts to thaw, workers start to shift the stinking mountain with cargo lifters. Quickly, they find the first human bodies hidden in the slime, bearing varied signs of violence. Lots of workers see, no hiding it. Panic. Fears of a serial killer onboard.

Sikarsky cordons off the area. Security cameras are gone (Primrose removed them years ago). Security is Sikarsky and some volunteers with batons/tasers. That night, the xenomorph larva, now awakened and glutted on offal, emerges fullgrown from the Larder and abducts Sikarsky while he self-importantly stands guard. Nobody sees. Panic. PCs must now lead investigation.

Sandbox events, depending on PC actions:

Xenomorph will begin to nest. It was born from a bull, it's big and powerful. It'll begin to abduct people more and more boldly. There's no real weapons on Gaharne, and projectile weapons are unsafe given acid leak potential, but improvised flamethrowers filled with Heckfire hooch can be made. (flaming spirits)

Primrose may be detected by:
  • the PCs ship's comms detecting a message she sends to company HQ about the xenomorph.
  • PCs realising the victims in the Larder (once identified) had many counselling appointments with Primrose before disappearing

Primrose will resist interrogation with expert words and with shocking force if necessary. Many Gaharnites love her and will protect her from outsiders. Only forcible data download reveals all she knows.

Once the xenomorph is captured on a security feed or documented in the computer system, the Gnomes' failsafe activates. They flood out of the mines, attacking anyone holding a weapon or hunting the xenomorph (rampaging gnomes). They will break into the Heckfire Club and destroy the distillation vats to deprive flamethrowers of fuel.

If the truth about the Company's intention to abandon the Gaharnites becomes known, locals may try to hijack the PCs ship in order to leave.

The best hope for a less-than-terrible outcome is for Kylie to activate the Neverland device, digitise herself, and merge with Gaharne's mainframe. This will give her control over many of the station's systems, which will allow her to track and/or isolate the gnomes and the xenomorph, and help the PCs escape. But this is unlikely to be enough. In the end, as a last resort when threatened by the xenomorph, Magda will also digitise herself and merge with Kylie in the machine. As Gaharne succumbs to eternal quiet, the only sound remaining is two voices, singing together eternally on every vidscreen in the station. Ghosts in the machine, together in electric dreams
 

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