[IRON DM] Winter '04 Tournament (IRON DM ANNOUNCED!)

Paka said:
Judge,

I clearly had the edge in three of the six ingredients and yet the judgement went to Dave. And I don't mean that I thought I had the edge. I mean you said I had the edge.

I really don't get it.

Ah well.

Good luck, Dave.

Yeah, I thought it seemed clear he was going your way, too.

I wonder how much of that, though, is because he wanted the judging to have a "twist" on the end.

Every time I have lost, I have been shocked. I have had some matchups that I thought there was NO WAY it could go against me-- including misleading exposition in the judgement such as you just got.

Course, when I win, that usually shocks me, too.

I am looking forward more and more to judging one of these. I should have retired undefeated (after my one win!) ;)

Wulf
 

log in or register to remove this ad

BODY SNATCHERS

round 1: tleilaxu's entry

This is a quick little event that can be dropped into any human city that has a nearby population of demihumans (lizardmen can be changed to orcs, sahuagin, or whatever is appropriate for your campaign).

The PCs have come to a mid-sized city

Why?
1. the city has a famous wizard, Acheon, living nearby with whom the party wants to talk
2. the party has been hired to escort the lizardmen delegation
3. attractions of a city: looking for work, resting from adventure, utilizing shops, etc

The city is situated close to a swampy wooded area in which live several villages of lizardmen. The wizard, Acheon lives in a tower one day’s journey away from the town in a wooded area close to the lizardmen. Acheon is a renowned transmuter and alchemist. There are a variety of reasons the party may want to talk with Acheon. Perhaps one of them has been cursed or polymorphed? Perhaps the party wizard is interested in buying transmutation scrolls? Or the party needs potions of some kind. Acheon is ideal for all these purposes. Unfortunately for the PCs, he is also rather withdrawn, and doesn’t like visitors.

The relationship between the human city and the lizardmen villages has been adversarial. Humans make incursions into lizardmen territory and destroy the environment; lizardmen go on raids to outlying homesteads. Recent developments have changed this equation. A large deposit of coal has been discovered in a part of the marshes that lizardmen do not live in. Its location, however, makes it extremely vulnerable to lizardmen attacks. This spurs on the leaders of the human city to make peace with the lizardmen. In exchange for recognizing the lizardmen border, and trade rights, the humans will be allowed to lease the area with the coal deposits.

This is the situation the characters arrive to. Unfortunately for them, there is a conspiracy underneath the seemly innocuous developments.

A lizardman delegation has set off to the human city for the official recognition of the treaty. Every member of the delegation has been killed and replaced by a doppelganger (these don’t necessarily have to be the same as the MM doppelgangers. Adjust HD to party level). The doppelgangers are members of a secret cabal or illuminati which seeks to adjust the political face of the world to be more favorable to them. Various officials in the human city have also been replaced by face-dancers, err, doppelgangers.

The event that spurs on the adventure happens at the public signing ceremony. If the PCs are not present at this, they hear about it within minutes of its occurrence as the news spreads over the town. If the PCs are guarding the lizardmen contingent, it happens right in front of them.

First, an arrow is fired from the window of a nearby building, apparently killing the leader of the lizardmen. The lizardmen immediately start to slaughter the human courtiers. Simultaneously, Mass Suggestions are cast on the crowd, including “The lizardmen are killing everyone, run!”; “Someone assassinated the lizardmen leader, run!”, which incite panic in the crowd.

The PCs, if they are not convinced to run by the suggestions, are attacked by both the lizardmen and the guards for the human courtiers. If the party does not run they are quickly overwhelmed by shear numbers and are subdued and arrested. If any doppelgangers are killed by the party, they revert to their natural forms. The two groups of doppelgangers aren’t actually attacking each other to kill, but are staging the entire scene with the aid of illusion and enchantment spells.

The doppelganger conspiracy is run by two leaders, Waff and Scrytale. Waff is posing as one of the members of the human city council while Scrytale is the (apparently) dead lizardman leader. The doppelgangers desire to both weaken the human city and turn the lizardfolk away from the humans so that the doppelgangers can (in the future) use the lizardfolk as their surrogates in the area.

The PCs are either taken to jail or manage to escape from the city guards. If the PCs are in jail, they will be interrogated by city guards (a few of which are doppelgangers) and finally will meet with Councilor Aedon (who is actually Waff) offers the PCs their freedom in exchange for asking the wizard Acheon for his help against the lizardmen. He provides the PCs with suitable documents, etc. If the PCs get away from the guards, they have a few options. First, they can just hightail it out of town. This is the worst result from the party, as they will be wanted as accomplices to an assassination. Their other options are to head for the lizardmen village or to visit the wizard Acheon.

If traveling to the lizardman village, the PCs are met with suspicion. They have heard that the lizardmen delegation has been assassinated and are preparing for war. They will not accept the help of humans, but are interested in the details of what the PCs tell them. If told about any dead doppelganger bodies, the lizardmen will consult among themselves, but will still decide to march on the ciry.

If, previous to the assassination scene, the PCs try to visit Acheon, they will be rebuffed by his retainers. Acheon’s tower is guarded by strange dogs, including axiomatic hounds(others are dire, awakened, or other appropriate templates). The gate of Acheon’s tower will be answered by Isset, his enhanced familiar, who is an anthropomorphic, axiomatic dog. The PCs will be told that Acheon is out, or Acheon is very busy and to come back later.

After the assassination attempt, Acheon will (reluctantly) become available to the PCs. He explains his work. He seeks the quintessential substance that creatures are made out of. He distills the impure essence of normal creatures in an attempt to create superior beings. His dog guardians are the result of his breeding program, where canines from the material planes are mixed with otherworldy dogs to create strange hybrids. His main magical apparatus is a giant clear tank filled with a strange liquid. Acheon explains that it essentially transmutes the substance of a creature to add or change templates. Various potions and scrolls are available to the party for purchace.

When told of the situation, Acheon consults his crystal ball and announces that both the area has been infested with shapeshifters. He provides one of his dogs, an awakened hound with the ability to discern shapeshifter and a shapeshifter bane shortsword. The PCs now have the tools to root out the shapeshifter infestation that afflicts the town.

When the PCs start to destroy the shapeshifters in the city, Waff (the leader) makes preparations to leave. His is protected by an amulet that blocks revelations about his shapeshifter nature. When the PCs make a complete (as far as they can tell) sweep through the doppelgangers, Waff will present them with a reward for their services of emeralds and magical weapons. However, in 24 hours the emeralds are revealed as pieces of dung and the magical weapons are actually cursed, making Waff’s reward false.

In the meantime, Waff has stripped the city vaults of value and has disappeared into the web of the doppelganger illuminati. The PCs may chase him down for revenge and may learn more about the continental conspiracy this way.

Summary:

Conspiracy of doppelgangers: The face-dancer illuminati
Mass Suggestion: used on the people present at the fake assassination
Otherworldly dogs: Acheon’s guardians. Also the dog who can discern shapeshifter.
Panic: The reaction of the crowd from the suggestions.
Suspicious Lizardfolk: The general demenour of lizardfolk towards humans, more so after the assassination.
False Reward: The reward given the party by Waff, leader of the doppelgangers.
 

Technical Failure

Zenld lost his internet connection so he called me and asked me to post to let you know that his submission is all done and as soon as Comcast gets around to restoring his cable connection he'll post it.

Thanks!
 

Paka said:
Judge,

I clearly had the edge in three of the six ingredients and yet the judgement went to Dave. And I don't mean that I thought I had the edge. I mean you said I had the edge.

I really don't get it.

Ah well.

Good luck, Dave.

Paka,

I don't think I could explain it better than I did in the judgment. Sometimes how the ingredients work as a gestalt is more important than how the individual components were used.

Honestly, it was so close that when it came to this judgment I went back and forth and changed my conclusion at least 3 times - but in the end I had to go with a gut feeling and that is how the cards fell. It could have gone either way, and I think your entry could have beat many a winning entry I have had to judge over the years.

- Nemm
 

EOL said:
Zenld lost his internet connection so he called me and asked me to post to let you know that his submission is all done and as soon as Comcast gets around to restoring his cable connection he'll post it.

Thanks!

Thanks for letting us know. But it is up to Tleilaxu - no matter what the reason, technically he is entitled to a 'bye' if he wants it.
 

Aye, Dave and I both turned in solid adventures and it was cool to see 'em square off. I wish we culd have met later in the tournament.

My frustration lies in that during the last Iron DM I was dinged even though I had the better adventure but the inferior Iron DM entry. This time I was dinged having the superior entry but the inferior adventure. I'm just lookin' for a little consistency.

Dave, take this tourney, man. Take it.
 


Well I am back. If I lost due to technological failure, oh well. Either way, I would still like a judgement on my submission. For my own benefit. And again, either way, thank you for allowing me to participate.
zen


nemmerle said:

Round One - Sixth (and Final) Match-Up:

"Now and" Zenld vs. "The Ever-Impronouncible" Tleilaxu


Ingredients
-----------------
Conspiracy of Dopplegangers
Mass Suggestion
Otherworldly Dogs
Panic
Suspicious Lizardfolk
False Reward



Who Are We Fooling?
A small adventure for a merry band of 3rd – 5th level adventurers.


*This adventure is unusual in that it entails no combat. There may be some, but none is necessary to get to the end. DMs are advised to offer experience on that basis.*

Fairvale
A small town in a natural bowl shaped valley. The entrances to the vale are to the west and the north-east. A small river also enter through the north-east cut and flows down the eastern side of the valley before feeding a swamp that fills the south end of the bowl. As the swamp doesn’t grow much, and there is no visible off run, it is assumed that the outlet is underground.
The town itself features a dozen or so homes on the inside of cultivated lands and then a market square, with blacksmith, a trader and a small inn, the Jolly Potboy.
The swamp is a mysterious growth of swamp trees and small islets throughout. The home of the Nichtma tribe of lizardfolk, it is fairly well settled. Even some trade has grown between the town and tribe.

However of late, there has been some tension. Feelings of hostility, once long buried, are growing once more. While there are still members of the tribe in town, their welcome is growing thinner by the day.

The PCs should be passing through the valley, preferably shortly before nightfall, such as they might consider spending the night at the Jolly Potboy.

The Jolly Potboy
A comfortable country inn, it has rooms for 10 or twenty if people double up, as well as another twenty can bunk in the common room. As this is a farming community, most of the locals don’t remain long after dark, instead seeking their beds for an early morning.
The Potboy is rarely full, except during the harvest time when other local towns send caravans to partake of the vale’s bountiful harvests. Those caravans don’t come empty though, for they contain the vital elements Fairvale counts on for its survival, metals for the smith, fine cloths and other items not readily available or manufacturable in the vale.
At this time of year, there are few travelers and little news to be heard around the taproom. The few locals here after dark keep to themselves and have few words for strangers.

The owner of the Potboy is Johannes Phillip, and upon meeting him, it becomes instantly obvious how the inn got its name. A large man with a ready smile and a good table, he is well liked even by those who don’t get along so well with others. His good humor and not inconsiderable girth have ended many a brawl before it had a chance to get going.
(male human exp2)

The Smithy
Blackbeard Hammerblow is the town’s blacksmith. A stout dwarf of heavy build, his beard so full of soot it has become black. He has been known as Blackbeard for so long, even he will tell you he can’t remember his real name.
Hammerblow also functions as the town’s constable; few are those who want to argue with him, and fewer those who have won said argument. There is a small stable between the smithy and the inn. Guests may stable their animals there for a small fee. It should also be noted that Hammerblow does not take well to mistreatment of animals. Should he find an animal in dire straits, the owner may find himself with an issue with an attitude.
(male dwarf exp5)

Trader Joe
A Halfling of much insight, Trader Joe has just recently moved to Fairvale. He believes that with its abundance of food production and the shelter of its valley, it has the potential to become a haven for travelers and merchants. The townsfolk just smile and nod when he says so, but he takes it all in stride. And to his credit, much of the trade with the tribe as well as the surrounding towns has grown though his guidance.
(male Halfling exp4rog2)

Ly’chta
Chief of the Nichtma tribe, he is a large imposing specimen, topping 7 ½ feet and breaking the scales at over 300 lbs. he typically has a greataxe slung over his shoulder, and a set of knifes in bandoliers.
(male lizardfolk brb5)

Sli’ctma
A slight female lizardfolk, she is always wearing a fancy headdress and carrying a feather and fur entwined staff. She is the tribal shaman of the Nichtma tribe. She has been the person responsible for working out the trade agreements with Trader Joe. However, members of her tribe have become unhappy with the arrangements. Another factor in the locals suspicion of the tribe is that recently Sli’ctma has been seen in the company of a large ghostly mastiff, one that she has been talking with and it has been talking back. The beast is the exact image of one of the farmer’s dog who headed into the swamp one day, and never returned. No one knows what purpose it has talking with the tribal shaman, or how it came to be speaking, but it has made people very nervous. (The tribes previous head shaman, who recently passed away, was a druid who awakened the dog after she found it lost in the swamp and nearly dead. Once awakened, he told her he had no desire to return to a mean and cruel master, so she took him in, of sorts. Following her death, he drowned himself in the swamp. No one knows why his ghost has returned, but he has been of help to the new shaman on several occasions.)
(female lizardfolk adpt4)(ghost awakened mastiff)

Lysandra
Johannes Phillip’s daughter, she is quite the wild one. She has always wanted to know what is out there. Questioning the travelers and caravan masters and dreaming of faraway places. Since she is now of age, Johannes is finding it harder and harder to keep her at his side. He is afraid she has been sneaking around, prying into matters that aren’t her business and is afraid she will either find herself in trouble with the law, or will run away and he will never see her again. For her part, she feels her father is too conservative and paranoid. And what he doesn’t know is she has been training with Trader Joe in some of the finer points of sneaking around. In fact he has used her services to see what else certain caravan masters may have been carting. So far, she has not been caught.
(female human rog1)

The Enemy
The Patrinus Sodality is a small group of doppelgangers who are seeking an artifact of great power, one that many do not believe exists. They are ridiculed and persecuted by other doppelgangers to the point that they went into hiding. They would love to prove themselves vindicated. They believe a clue to its whereabouts is contained within the shrine of the lizardfolk. The sodality has already lost two members in this pursuit and are loathe to lose more. It seems the shaman has within her possession something that allows her to see through the disguises and shape-changes of the doppelgangers. (It is a ring of true-seeing.)
While they try to figure out a plan, they have begun fomenting trouble between the town and the tribe. Their hope is that if they can keep the shaman out of the cave, they may get in and recover the iten before she returns. So far, this has not worked, but they are patient and willing to ride it out.
Primary factors of the group are as follows.
Patrinus (Rog5Sor3), the leader of the society that bears his name, he is a cunning individual who desperately wants to retrieve the artifact, the Star of Emulus. He is currently disguised as an old man who is traveling home. He claims to have gotten sick and is staying at the Potboy until he can figure out how to infiltrate the tribal shrine. He also has recognized the talents and yearnings in Lysandra and is furthering her ambitions by continuing her training.
Reginus (Ftr4Rog3), Patrinus’ right hand man, he is responsible for the security of the group. He feels the failure most in the loss of their two brethren. However, he believes in their objective and that the sacrifice, while dear, was necessary.
There are 6 others left in the Sodality. They are a mix of low level rogues and low level fighters.

The Encounters
There may or may not be violence between the tribe and the townsfolk. If there is, please encourage the PCs to interfene, preferably before anyone dies.

First
During dinner that night, they can see an old man reading a scroll off to one side. (This is Patrinus. He is using a scroll of mass suggestion on the party. Make his comments reflect whether or not they saved.)
At some point in the evening, Patrinus should make himself known to the party. He was the old man they noticed earlier. He will tell them his cover story and then add that while he has been here he has also tried to trade with the Nichtma. They have a religious icon that he believes will help him to heal, so that he may be on his way. However, the Shaman has refused to even speak with him. He would like the party to bargain with her for him, asking that they be allowed to bring the icon to him, so that he may be healed. They will then return it. He says he will pay the tribe quite well for this service. Also, he offers the PCs a handsome reward if they can somehow make this happen.
If the party attempts any sense motives, etc, remember Patrinus is a doppelganger who is using his detect thoughts to help him allay suspicions, as well as his formidable skills.

Second
The party can arrange to meet with Sli’ctma at the inn. She is in town and will meet them after her business is concluded. She is less than trustful of the party and her suspicions are quite obvious.
She will listen to the party’s story and whatever arrangements they have made ahead of time but ultimately will still refuse to deal with them. No holy item may be removed from the shrine and no outsider is to be allowed inside the shrine. However, she will finally agree to see the old man and perhaps attempt to heal him herself.

The party may of course attempt to steal the icon for themselves, and get there reward from Patrinus. If so, skip to third-B and go from there.

Third-A
The party cannot locate Patrinus that day/evening. Finally, long after the Nichtma adept has returned home, they will see him in the taproom. He will be very pleased with their results and promises to meet them in the morning to see the shaman. He will also have the PCs reward at that time. With that, he goes to his room.

Third-B
If the party attempts to steal the icon for themselves, remember it is in a underwater air filled cave somewhere in the depths of the swamp. If they manage to find it, if they can get in, if they can get out, and if they can survive the guards and wandering patrols in the swamps, and in the halls of the underwater complex the tribe calls home and where the shrine is, feel free to let them. Then skip to and modify encounter four as necessary.

Fourth
The next morning the inn is awoken by the pounding of mighty fists upon the door. The door is opened to panic in the streets. The townsfolk are running mad, most still in their nightclothes. There is a large force of Nichtma warriors, headed by the chief and shaman. At her side is a large, almost transparent, mastiff. The ghostly figure stares at the party with a deep intelligence. They demand to see the party. They claim their icon has been stolen and since these are the only people to have inquired about it, they must have taken it.
When the party explains about the old man, his room is checked but it is empty. He cannot be found anywhere. Neither can several others who had been in town of late. The only sign of his presence is a single scroll case sitting on the center of the bed, labeled to the PCs. Any character with spellcraft can attempt to identify the markings on the case. (DC20, scroll of mass suggestion.)

What will happen now?
• The party is apprehended by the blacksmith and sent to jail for theft of the item, although their accomplice got away.
• The party is allowed to leave and told never to come back again. Meanwhile the tribe prepares for a hunt to capture the thief.
• The tribe does not believe the party’s story and decides to attack the town.
• The tribe decides that the only way for the party to redeem themselves in this situation is to track down the old man and return him to justice and the icon to the tribe.
• Any other options you feel will fit your campaign.

Inventory
Conspiracy of doppelgangers: the Patrinus Sodality.
Mass suggestion: used on the party by Patrinus.
Otherworldly dog: the tribal shaman's companion.
Panic: in the streets when the tribal army shows up.
Suspicious lizardmen: both are suspicious and others suspect them.
False reward: promised rewards vanish in the night with their beefactor.
 

Round One – Sixth Match-Up: Tleilaxu vs. Zenld

So I’ve managed to piss someone off with my last two judgments, let’s see if we can make it a hat trick, shall we?

First of all, Zenld posted his entry something like five hours late (!), but Tleilaxu (from now on referred to as 'Laxu') was gracious enough to let it slide. I wonder if he’ll regret it?

We’re about to find out…

Laxu’s entry seems rushed and incomplete to me, though on closer examination I guess it is not so incomplete, but does seem rough around the edges and as many poor entries do, it fills me with questions, and not the good kind that lead to further adventures or that are moral dilemmas for PCs to deal with, but questions about the adventure itself.

On the other hand, Zenld’s entry seems over-developed in some places. I found it disconcerting that he spent so much time at the beginning detailing NPCs some of which make no real appearance to the centrality of the adventure, and while they serve to enliven the town the adventure takes place in (which is always good), it seemed too peripheral for me, and not only peripheral, but as if Zenld were pandering, knowing my love of developed NPCs and giving me a heavy dose to try to stack the deck in his favor. Sorry, didn’t quite work – It was a bit of an overdose for me as while I was reading about the smith and the trader and the daughter, etc… I found myself anxious to get to what was going on. Maybe it was just a problem of formatting, maybe a summary of the ‘action’ of the adventure would have been better followed by the more detailed stuff… but all in all it is a fairly minor complaint, but something to look out for in future IRON DM competitions.

Just as a contrast of an area where Zen’s entry was under-developed: the Star of Emulus – Zenld never lets us know if the lizardfolk icon is the artifact, is a key to finding the artifact, if it is magical or cursed or has powers, etc… which might be very important if the PCs decide to hunt down the doppelgangers themselves (which is very likely, knowing how little PCs like to be double-crossed) or if they have it in their possession if they somehow manage to steal it themselves.

But let’s take it from the top:

Hooks: Both contestants get a low rating in this department. Zen’s requires that the party simply take pity on a strange old man, and while it is possible that the party do it for him out of the kindness of their hearts, knowing PCs they would be suspicious of a double-cross from the get-go. Adventurers are paranoid from birth it seems, in my experience. I expected Zenld to use the scroll of mass suggestion on the party then to help get them decide to go seek out the lizardfolk for him, but that did not happen – though the ingredient summary hints that perhaps he meant to.

Laxu on the other hand has a extremely weak hook requiring the party to be somewhere at the right time and the grand melee and subsequent arrest is too thick a hook for such delicate fish as PCs. The idea that the town guards, doppelgangers or anyone else would ask the PCs to help gain the local powerful wizard’s help seems a strained one. I mean, I guess if the relationship between the PCs and the wizard is previously set up by the DM campaign-wise I could see that working, but I can also see the PCs paranoid minds at work. The options for what happens if the PCs escape is even weirder. The one labeled the “worst” possibility is actually my favorite as it could have campaign affecting consequences and actually seems fun. While the others, ”to head for the lizardmen village or to visit the wizard Acheon”, make me shake my head in wonder. Why are those their only choices? Why would they even think or care to go there? Perhaps if the afore-mentioned relationship with the wizard existed they might go to him for aid, but if such a relationship exists they might just as easily not go to him because they don’t want to draw the law to him (always a bad move in business relationships – watch a mob movie sometime ;)).


The Conspiracy: I can’t even say that I really understand what the doppelgangers in Laxu’s entry are even conspiring to do, aside from cause some chaos. Ultimately, they don’t seem to have a goal and that severely weakens the ingredient as it is pretty much assumed that a conspiracies existed to accomplish or maintain something. I just didn’t see it. On the other hand, while Zenld’s conspiracy had a distinct goal in mind (the retrieval of the icon – was that the artifact or not – the question still nags me. It is not good when something nags the IRON DM Judge – bad things could happen) it did not seem as much conspiratorial to me as just “a scheme”. There was no conspiring between people on different sides or involved in the government or politics of the town or of the lizardfolk tribe. Really, this is the central ingredient, the one you really have to build an entry around when you get an over-powering ingredient like this, and both contestants saw that and attempted that, but without giving it the attention it deserves detail-wise. I will give the edge to Zenld on this though, as at least it sought to actually do something concrete as opposed to some unnamed abstraction.

The Best Part: The best part of Laxu’s entry is the weird dog hybrids used to sniff out the doppelgangers While I figured someone might do that when I reviewed the ingredients and I always hope people will surprise and me and do something different than what ingredient suggest but that still works, it was still better than Zenld’s superfluous ghost dog. If Zen had made his dog the means by which the lizardfolk detected the doppelgangers (and left out the too convenient ring of true-seeing) it would have been expected, but still better. As the dog’s little story lent it more character, and that amount of detail given to it would have been serving to link ingredients.

The best part of Zenld’s entry was just the misdirection in order to put the blame on the PCs, as mentioned before this is something that gave the doppelgangers reason and direction, something that Laxu’s sorely lacked.

The Weakest Part:
I have already said Laxu’s, the (repeated) hooks which are either too weak to bring the party along or that are too railroady, though the conspiracy itself is almost as bad.

For Zenld, the use of Mass Suggestion is an afterthought that means nothing. At least Laxu linked it with ‘panic’ opening scene. Speaking of which, Zen's use of ‘panic’ wasn’t so hot either.

In the end, I give this match to
Zenld, even though he was five hours late his entry certainly doesn’t show five extra hours of work’s worth of quality, so I can’t disqualify him there, but it is still better. Better detailed, better thought out and has a lot more potential for further adventures and even using the Patrinus Sodality as a recurring antagonist for the group. Tlielaxu’s enty seemed hurried and as if he were straining for ideas – so in this case his sportsmanship robbed him of a second chance at going further and putting something better together, but there is something to be said for that because if he was a cheeseball he might have quickly read Zen’s entry and then said he wanted the ‘bye’ when he saw its relative strength.
 
Last edited:

Paka said:
Aye, Dave and I both turned in solid adventures and it was cool to see 'em square off. I wish we culd have met later in the tournament.

My frustration lies in that during the last Iron DM I was dinged even though I had the better adventure but the inferior Iron DM entry. This time I was dinged having the superior entry but the inferior adventure. I'm just lookin' for a little consistency.

Dave, take this tourney, man. Take it.
I'd be lying if I said I wasn't sweating the outcome, Paka. As nemmerle has suggested, your entry was one of the strongest in the round.

I really thought you did a great job with the celestial kobold, an ingredient that I struggled with. Your idea to "decorate" the Instant Fortress in a necromantic theme had me kicking myself over my plain Fortress. Your adventure was tightly-focused thanks to the 4-hour timeline, which really added to the cohesion of your entry.

I'm pleased to be moving on to Round 2 and doubly-pleased to have done so in the face of excellent competition. Cheers to you, Paka, and woe to my Round 2 opponent! :)
 

Remove ads

Top