Iron dm summer champion announced!

Greetings everyone!!

I am very excited to see the return of Iron DM, albeit in my absence. What with a new job, coaching little league, an upcoming wedding between my best friend and younger sister...well, you can imagine life is rather busy. Which is to say, I wouldn't have dared to compete this time around for fear of humiliating myself based on lack of time.

I wish all of the contestants -- veterans and rookies alike -- a great competition. The tournament is certainly is capable hands with Rune at the helm, and I'm anxious to see the tales unfold!!

**special note**
Please begin the call for contestants in the Iron DM Tournament of Champions early. I would be crushed to miss it...and a chance to match wits with Seasong (revenge shall be mine :D!), Wulf, and others.
 

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Quickbeam said:
**special note**
Please begin the call for contestants in the Iron DM Tournament of Champions early. I would be crushed to miss it...and a chance to match wits with Seasong (revenge shall be mine :D!), Wulf, and others.

I appreciate the sentiment, but I have never actually made it past the second round...


Wulf
 


Round 1 entry

Ingredients

ancient elf
albino elves
prayer beads
specimen collection
withered garden
phase spider


"Hear our prayers... "

This is intended as an adventure for high(er) level characters. What exactly that might be varies greatly from campaign to campaign. However, the capability for extra planar travel will be necessary.


PROLOGUE


The Bielaja are a strain of ALBINO ELVES living to the far north of the world, beneath the surface where almost nothing grows and fierce winds whip through the icy tunnels. Living as primitive hunters and gatherers, sheltering from the merciless elements in natural caverns they developed a simple yet unique religion based upon two figures: The Giver is the source of all light, warmth and life, while the Taker must be appeased lest he lay claim to even more still.

Prayers uttered by the Bielaja fluttered to the outer planes, beyond the knowledge of their originators. Thanks for bounty were heard by the Seldarine, while pleas for mercy were whispered in Lloths ears. Faith strengthens all divine beings and a faith divided benefits none, so both godly parties preffered to be the sole focus of the Bielaja’s devotions and both chose to employ the same methods.

They chose a mortal champion, one of their faithful, and infused them with the merest wisp of divine favor so that they might hear the prayers of the Bielaja and take steps to gather all of their piety for their respective causes. Lloth empowered an unusual drow, Noxilea Thyr’athagh, the youngest child of a powerful house, who chose to devote herself to the socerous talent roiling in her blood. The Seldarine retained the services of Asquilla, a devout elven druid living on the surface far to the south.
Newly ascended, yet not fully divine, these quasi-powers established their realms on demi-planes in the Deep Ethereal; a twisting cavernous hold and a brightly verdant garden. They contested for the Bielaja’s devotions, working from afar at first, emulating their patrons, then ever closer, bending to the task, sending their minions, PHASE SPIDERS and treants, working now less and less on bringing their chosen flock into their own fold and ever more on stopping the machinations of the other side. Finally, they took the step that no true diety takes lightly and engaged each other in direct confrontation.
This proved their undoing, in laying waste to each other they snuffed out their divine essences and destroyed their respective realms: Noxilea’s hold caved in upon itself while Asquilla’s GARDEN WITHERED. Their godly masters forgot about them and wrote off the effort spent converting the Bielaja as lost, resuming their endless struggles on a thousand other mortal worlds.

TODAY

Lloth was incensed by her chosens failure, and subjected her to the same horrid fate awaiting all failed drow; Noxilea was transformed into a drider. Homeless and wandering the ethereal with her retinue of phase spiders, driven mad by the divine power she had held and lost, she finally spun her home (literally) among the boughs of Asquilla’s withered garden. Asquilla herself returned to her world, as touched as her counterpart. Forsaking her lush southern homeland, she lives near the Bielaja, wandering the harsh landscape scraping lichens and moss for sustenance from the cavern walls, appearing as an ANCIENT ELF with wild white hair, festooned with PRAYER BEADS, forever counting them, mumbling, imagining she still hears the Bielaja’s pleas on the howling wind, hoping madly against hope that one day there will be enough of them for her to truly ascend back to her onetime position.

Noxilea, brooding madly in the dark, has given herself over to macabre experiments, twisting her phase spiders in various ways (apply templates as the fancy strikes you, chimeric, half-golem, fiendish, wood element and vile are all appealing possibilities). Having built up a sizeable COLLECTION of SPECIMENS, she hit at last upon an idea: Those miserable elves which percipetated her fall would suffer as she has – she’d turn every last one of them into driders (see the WOTC site).

ENTER THE PC’S

If the PC’s are traveling the northern Underdark they could be staying with the Bielaja. They could meet a group of them and be invited to share their meager hearths. They could be pointed to them by divinations concerning Asquilla (who was a figure of some stature prior to her disappearance). If one of the PC’s is a follower of the Seldarine, they could even be sent directly to them in order to attempt to bring them into the flock again.

Among the Bielaja they here tell of an ancient ghostly figure roaming the surrounding halls, mumbling with the wind. Others may mention that recently several hunting expeditions have failed to return (this is Noxilea starting to send her spiders to abduct the Bielaja, carrying them off to the ethereal – I realize that the mechanics of ethereal jaunt don’t allow for it but it’s conceivable that Noxilea bred it into them). On the PC’s second night with the tribe several spiders attack the main village, encampment or hollowed out cliff face (depending on how primitive you’ve decided to portray the Bielaja). This should be enough to stir the heroes into action.

Depending on the PC’s capabilities they may be able to follow the spiders into the ethereal, or they may consider the ancient ghost to be a clue. Gather Information checks among the tribe might reveal that there was a far distant time when dreams, omens and portents were rampant, but nothing more. Asquilla will be incoherent if approached, interspersing refences to her “tall, bright trees” with counting “three thousand from the hunters of the fish and two hundred more from the women at their skins” counting off from the numerous prayer beads looped about her body. Spending enough time with her (a week, ten days or anything you think is right) will enable attentive listeners to piece together her story, although by then it might be too late for the Bielaja ! If she is attacked she will defend herself as powerful druid. Bardic Lore checks or divinations will give quicker answers.

Whatever the case, the Bielaja will need the PC’s to protect them, and ultimately discover and unearth the power behind the attacks. If successful this will invariably lead them to the Ethereal Plane.

INTO THE ETHER

Once the PC’s are on to Noxilea’s dastardly scheme, stopping her is a comparatively simple matter of shifting into the ethereal plane and tracking her spiders across it to her hideout. This can be as easy or as difficult as you choose. Ether cyclones, secretive mages and fiends or celestials on unexplained errands are all good encounters. Tracking phase spiders across the Deep Ethereal should be a feather in any adventurers cap ! Ultimately they should succseed and enter the Withered Garden.

This place is truly a mockery of what it once was. Tangled undergrowth cracks with every step, trees creak ominously and the stench of death is everpresent. Spiderwebs are everywhere. Skeletal (WOTC site) tendriculi and assassin vines, along with some of Noxilea’s more hideous creations will assail the characters as they make their way towards her lair spun from living webs among the boughs of the dead trees. A final guardian will await them before they may enter: a fully advanced, corrupted (vile template) treant will hide, stock still, until the characters are in melee range before attacking, animating other drywood (treants with the zombie template (Dragon or WOTC site)) as he does so.

Breaching this final barrier the characters may enter and battle Noxilea and as many assorted phase spiders as you see fit in her own lair (Balance, Tumble and Jump checks galore !). This ought to be a challenge unto itself, but adding insult to injury might be including a few more driders, newly transformed Bielaja into the mix ! The characters may want to avoid slaying these unfortunates in the hope of being able to reverse the transformation.

DENOUMENT

Once the characters are triumphant, any number of possibilities open up. Curing any transformed Bielaja is a priority, but any druids, rangers or elves will consider that restoring the withered garden almost as important (if they’ve figured out that it once was glorious). All this mortal activity could spark a renewal of interest in the Bielaja from both the Seldarine and Lloth in which case Asquilla’s role is most assuredly not over. Plenty of opportunities for the enterprising DM.
 

Ask and you shall recieve...

And to think that I humbly requsted a halfling paladin for my match with Wulf...instead I got not one, but two nancy boy ingredients. Christmas came early:)

(Now watch as Wulf wipes the floor with me)

Kudos to anyone who spots what appears to be a shameless suck-up to Rune, but actually wasn't intended as one !

Wulf, all the best.

Seasong, I thought your entry was a thing of pure wonder !

Do these ingredients that Wulf and I are working with seem familiar to anyone ? I could swear that there was a previous Iron DM with something along the same lines. It involved a tower where time stood still or something of that sort.

(Smart move there, question the judges originality, really bright)
 

Exposition! So, here's where I reveal what a poser I am...

My first step was to check out Rune's older work. I was somewhat familiar with it already, having been in some of the same IronDMs in the past, but a review never hurt. Two things I like in his work are the grey areas and open-ended "endings". Normally in IronDMs, I try to narrow things down to Good and Evil, because that makes it easy for the Judge to follow, but I decided that with Rune at the helm, a good "there are no good guys" city was exactly what the doctor ordered.

So that was kind of cool.

And when I saw the bag of tricks and city and maze, I had a flash of inspiration: caffeinated ferret, crumbly walls, PCs that have to follow the ferret. (The idea of a leash has been pointed out to me - the people pointing this out have obviously not tried to leash a ferret, it doesn't stick; and that's why I mentioned how sickly and slow the animal looked, anyway).

After that, it kind of went downhill in the creativity department.

In order to get the crumbly walls I wanted, I knew right off that there was going to be a city maze. My first time, I had a maze built within the city just like any other building, by a mad inventor from ages past, which was long since abandoned. I came up with a bunch of ways to make sure that you had to go through the maze rather than simply teleport, dimension door, etc.

Yeah, it was a poor choice. I fixed it later.

The harpy was an instant fit - she was calling the bag of tricks animal. This also gave me TWO action scenes: chasing the trick, and fighting a harpy.

Then I came back to the paranoid city. This is an evocative, beautiful ingredient. It's the sort of thing I normally just eat up. Couldn't think of a damned thing, other than a brief toying with the idea of making the city that drow city Drizz't is from. Ugh.

Waterlogged totem? Feh. I couldn't think of anything immediately, so I left it alone.

The sphinx was next (I usually go through the ingredients in reverse order except for the ones that inspire me immediately), so I went and looked her up in the monster manual. Most D&Ders don't examine the relationships of the sphinxes much, but there are three species of male and one girl sphinx... and two of the three guys are essentially described as stupid jerks who "constantly seek" gynosphinxes. Now, given that the gynosphinx's primary love in life is intellectual challenge, does that seem like a good match up?

So I decided on a gynosphinx, and began delving through what she was. The gynosphinx is INT 18 base, loves riddles and puzzles (which mazes fit), are Neutral (neither good nor evil; they can do great good and still eat prey sentients, for example). That's when the REAL maze hit me, and although a Maze City is about as cliché as they come, I knew I had to do it to be true to Evaneskos.

So I wrote up a persuasive history for how what I wanted came to pass, made it obscure enough and small enough to fit into some pocket of anyone's D&D setting, threw in gnomes because gnomes are cool, and I had some good beginnings..

Except that the damned harpy couldn't fit into the new maze very easily. Nor was there a compelling reason for the party to be in an obscure, obviously messed up city... nor, for that matter, was the sphinx involved in the scenario - she was just back dressing, there to explain why the city was cool like it was.

In making grey areas, I'd written myself into a corner with no one to fight.

So I slept on it, woke up, moped early yesterday morning, and considered posting what I had as an "incomplete seasong is a loser" entry. Ugh.

Didn't want to do that, still had a few hours, boss was away from work... so I worked on it. I decided that the sphinx would be the employer. Rune thankfully didn't notice that there was no reason she needed to be a sphinx, specifically - you could have put in a doppleganger or rakshasa and it would have fit as well (better, for the rakshasa). I fooled him, of course, by making Evaneskos a compelling character - SHE had to be a sphinx to be who she was, even if her sphinxness wasn't germane to the plot.

Then I made up some stuff about Yau being too gluttonous for her harpy sisters and finding her way to the city. I made a feat so she could function in a city, ignored some issues on how her power worked, and then "inspiration" struck - I'd put her in the waterlogged totem! Yeah! Brilliant! Rune rightfully called me on it ;).

The rest was just going back and fixing up some hooks; all employment hooks, for which I am sad (I would have liked two or three seemingly heroic hooks), but I ran out of time and didn't have much choice.

I threw in some Rune hooks - Yau joins Evaneskos, and they can become a problem later; the party is working for their eventual enemy; the city provides lots of future scenarios to the creative GM; etc. But otherwise, the scenario was done.

I would have liked to have fleshed out some of the Rune hooks, to make them less outline-y; and I would have loved to have made the sphinx more integral to the plot (maybe another 300 words for her were burbling in my brain). But there it was - a collection of clichés with some comedic Action and a short fight, and lots of open-ended goodness.
 


Wulf Ratbane said:


I appreciate the sentiment, but I have never actually made it past the second round...


Wulf

That may be true, but I like your work nonetheless. Same goes for Wicht (who has amazingly never won), nemmerle, Pielorinho and several others.

Once again, good luck everyone! I'll be following along as a not-so-silent spectator for the remainder of this tourney. Already there have been some incredibly creative stories and truly unique ingredient combos :).
 
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seasong said:
The idea of a leash has been pointed out to me - the people pointing this out have obviously not tried to leash a ferret, it doesn't stick; and that's why I mentioned how sickly and slow the animal looked, anyway.

Good point, and with that in mind, trying to leash the ferret doesn't ruin the chase sequence and instead adds to its fun, and characters fall over one another trying and failing to slip the rope securely around the critters' neck. Thanks for the exposition!

Daniel
 

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