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

[IronDM] Iron DM Returns! Winner announced!

Wulf Ratbane said:
Which means we should see Stormborn's entry by... oh, 7:45 or so. :p


Hey, it takes me at least 2-3 hours to write 5000 words :)

Que Shamless Self Promotion:

I am very good with deadlines. So, anyone out there needing some RPG writing done should contact me.
 

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Finals, Match 2: Stormborn vs. Wulf Ratbane

Ingredients
  • Ill Tempered Saint
  • Rainbow Pennant
  • Horse
  • Snow
  • Constitution
  • Crooked River

Special Tie-Breaking Ingredient: War Elephant

Remember, contestants:
  1. You have 24 hours from the timestamp on this post to submit your entries. If the boards are inaccessible when your entry is due, you can send a copy to garrettdm AT ameritech DOT net.
  2. Do not read your opponent's entry until you have submitted yours.
  3. Once your entry has been submitted, NO EDITING!
  4. You have a suggested limit of 5000 words.
  5. Please include a summary of ingredients at the end of your entry. See some of the recent competitions for examples.
  6. You must use the special tie-breaking ingredient in at least one of your entries.
  7. Above all, have fun.
 

carpedavid said:
Special Tie-Breaking Ingredient: War Elephant

[*]You must use the special tie-breaking ingredient in at least one of your entries.


Just so I'm aware of the rules, and don't do something stupid later on. I understand that the Tie-Breaker ingredient MUST be used at least once in the finals.
But is it acceptable to use it in BOTH finals matches?
I know my use of it in match one was mediocre, and kind of hope I can have a chance to redeem the ingredient in Match 3.
 

Tinner said:
Just so I'm aware of the rules, and don't do something stupid later on. I understand that the Tie-Breaker ingredient MUST be used at least once in the finals.
But is it acceptable to use it in BOTH finals matches?
I know my use of it in match one was mediocre, and kind of hope I can have a chance to redeem the ingredient in Match 3.

Well, in my instructions at the very beginning of the tournament, I specified that the tie-breaking ingredient be used in only one of the final matches, but I see that, in the instructions included with the ingredients, I've said "at least one."

So I understand your confusion. Traditionally (the two times we've run the tournament with 12 contestants), the tie-breaking ingredient has only been used in one match, so I'm going to rule that my initial set of instructions stands.

Although, if either of the other contestants has a strong opinion to the contrary, let me know.
 


Out of Crookdale

A scalable adventure for lower level characters.

Winter has fallen hard on the people of Crookdale, a tiny thorpe deep in the mountains. Snows and marauding orcs have made the mountain passes hazardous at best, and on many days completely impassible. The Meltwash has frozen solid, and wild beasts that would normally give a human settlement a wide berth have been seen at the edge of the wood. The entire populous has dug in and prepares to wait out the long nights ahead. No one would stir by choice, but now they may have no choice. The village priest has seen a vision and fears that if some one does not act the realms of men will be awash in blood.

Crookdale:

Crookdale can be located in any cold mountainous region. The village sits in a densely forested mountain valley where a trader’s road fords the river. Feed by a thousand tiny streams of run off in the spring, the river, the Meltwash, is wide but only a few feet deep near the village. This winter it has frozen solid. The trader’s road runs roughly north and south, connecting the hot and humid lands of the southern costal region with the kingdoms of the central temperate plains.

Crookdale itself is dominated by a central building. A long, low, heavy timbered building, it serves as the center of all life in the community. It is a storehouse, an assembly hall, a temple, and a refugee. Currently most of the population has gathered there to wait out the winter with shared heat and companion ship. Sharing a rear wall with this building are the stables, little more than a large lean-to open on two sides. Crookdale does not keep many animals, what the ones they do are here to share the heat of the main structure and add their own. Of particular note are four horses, both the means of trading with other villages and the towns further down the mountain and the only fast way to call for aid in times of crisis. The horses represent the wealth of Crookdale. Smaller animals, goats and dogs mostly, have been moved in side with the villagers.

The central building is surrounded by a scattering of nearly two dozen log homes, most housing several generations, and a few additional out buildings used for storing and tanning hides. A wooden palisade protects the village in a semicircle ending at the river, which is open. Beyond the walls there is a small expanse of land used for vegetable gardens in the mountains’ brief spring and summer.

Crookdale has a population of about 75 adults; some of the elderly and weak have already died from the cold this winter. There is no formal government, with most decisions being made by a gathering of all available adults when needed. Berg Valher, a tall burly man covered in thick red hair, is considered the “head man” and speaks for the village in dealing with outsiders. Chern Vog is Crookdale’s spiritual leader, an old man past his prime. Chern represents a wide pantheon of wilderness gods and exalted ancestors, interpreting the signs to determine where and when to hunt, marry, or procreate.


The Mountains

The valley where Crookdale is in the Cold range, 40 to 0 degrees F. Unprotected creatures, those without cold weather gear, magical protection, or an appropriate feat, must make a Fortitude save each hour (DC 15, +1 per previous check) or suffer 1d6 points of nonlethal damage. Winds are calm and broken by evergreen forest that covers the valley, which also keeps the temperature from dropping a full category at night. It is snowing, and has reached a depth of about 6 inches, with deeper drifts. Small creatures move at half speed. Deeper drifts are over a foot deep, small creatures move and ¼ speed and medium creatures at ½ speed.

For all weather related conditions note the use of the Survival skill on Fortitude saves and other weather hazards.

Preparing to run the adventure:

Players and Dungeon Masters will want to have access to Frostburn or another source dealing with cold weather hazards. At the very least the PCs will want to have cold weather gear and other preparations before the adventure begins. If they are natives of Crookdale or the region they may already possess these items, if they are sent to the region they a patron or other advisor will have encouraged them to take the necessary precautions.

Involving the Players:

- Players may be natives of Crookdale. If this is the case the adventure may be used as a 1st level adventure with the changes noted below, or the PCs may have already faced some small adventures in the region and be of 2nd or 3rd level.

- Players traveling through the mountains late in the year may have met an unexpected snowstorm that drove them to Crookdale to seek shelter. Now they have little choice but to wait until a thaw to resume their journey. If this is the case challenges below can be increased for a higher-level party, up to 6th level.

- The party may have been sent into the mountains to check on the inhabitants of Crookdale or retrieve spell ingredients gathered in the valley for a patron. In this case they may only be waiting for a break in the weather to return to their normal lives.

DMs will also wish to have access to the Monster Manual II for the Warbeast template.

Guarding the Horses in the Hour of the Wolf

Regardless of how they got there, the PCs will be required to take their turn guarding the thorpe’s horses. The villagers know from past experience that the weather will drive wild animals and worse out of the mountains, and with the river frozen over beast may enter the compound seeking an easy meal. The horses, if unprotected, are that easy meal. There have already been three attacks in the last few weeks, including one that resulted in the death of a villager. Someone has to stay with the horses, and one night it will be the PCs.

The stable is little more than a sloping roof shelter leaning against the main building. Normally open on both ends, wood has been piled on one side as a make shift wall while the other end is covered with a curtain of skins. A hole protected by a flap of leather serves as a chimney for the low fire, burning horse dung, kept in a bronze brazier in the middle of the stable.

The PCs job is simple: keep the fire lit, keep the horses safe, and drive off or kill any beasts that enter the compound.

After midnight the PCs get a visitor. The beast or beasts has crossed the frozen river and entered the compound. Moving silently and sticking to the shadows the creature(s) stalk any one out in the open, such as a PC who is on patrol or has gone to relieve himself, eventually converging on the stable.

The number and nature of the threat depends on the level of the PCs. A number of wolves or dire wolves whose EL is roughly equal to the party’s level is appropriate. If it is an individual animal the creature is likely to be driven by hunger and will fight to the death. A pack of animals is equally desperate, but will flee if more than half their number or killed or severely injured.

Meanwhile the horses have caught the scent of the wolves and are beginning to panic. They are only tethered with a thin rope and can easily break free of the stables, possible knocking over the brazier in the process. At least one PC will be needed to keep the animals calm until the predators have been driven away, other wise the PCs will face the additional challenge of rounding up the frightened horses in the dead of night.

The Morning of Vision

Whether the PCs killed or drove off the intruders of the night before, as long as the horses are safe, they will be hailed as heroes. Just in time too, for while the PCs were fighting for their lives and those of the horses, Chern has had what he believes to be a prophetic dream. One that calls for heroes.

In the dream Chern saw all the lands of men as if from a great distance. A rainbow arched over all of them and everything was warm and bright. He then saw each of the various lands, and the rainbow had grown smaller and moved through the skies of each in turn. He then saw the rainbow settle on a great gray hill and this hill seemed to move with other hills and came to these very mountains. Then there was thunder and smoke and a jumble of images like a great battle, but one he could not clearly make out though the smoke. He saw the rainbow curl up and be swallowed by one of the hills. The hill began to bleed, and the flow of its blood became a stream. The stream became a river and the river a flood. He then again saw the lands of men spread out before him but now they were washed in the blood and the skies were dark.

A long debate ensues over the details of the dream, its meaning and legitimacy, and what should be done about it. All the adults of the village take part, and the PCs are welcome to do so as well. Eventually some one will suggest that the dream be told to the Old Man of the Mountain, who is known for his wisdom but also his temper. This seems like a good idea to most of the people.

Shortly thereafter the heroes of the night, the PCs, are nominated for the task.

PCs may initially be reluctant to go, but there are several ways to deal with this.

- PCs native to the village will have familial obligations to follow the wishes of the meeting. This is an awkward year for the village; many of the men of fighting age were lost a few years ago in a skirmish with snow goblins. Many of those who remain are either too old, too young, infirm, or burdened with providing for families, their own and those of dead kin. The PCs are young and strong and likely have no truly pressing obligations beyond duty to their extended family.

- PCs from the village or from elsewhere may have heard the legend of the Old Man (see below) and wish to meet him. This can appeal to any PC of a martial nature, or any with strong religious ties.

- Villagers will play to the PCs sense of obligation and duty for the aid they have been provided already, as well as their obligation to the larger kingdom or kingdoms. If the PCs are not human Chern and Berg can point out that the destruction the dream suggests might not be limited to the human empires seen in the vision.

- Villagers may include attractive members of the preferred sex who, already enamored with one of the PCs for being an outsider and the heroics of the previous night, asks a PC to do it as a “special favor” for him or her.

- Chern can add that he feels that there is a chance for great reward or great burden depending on the actions of the PCs.

Traveling the Crooked River

Traveling to the Cave of the Old Man will take about a day of walking. The easiest and recommend path is simply to follow the Meltwash and then cutting through the forest to the cliffs.

While frozen over, the river still has some thin patches of ice. PCs using the river as a means of travel can encounter these thin patches if they are not careful, Medium creatures have a 50% chance of breaking thin ice. Creatures who fall through the ice risk hypothermia. Moving on ice reduces speed by ½, a DC 10 balance check is needed to run or charge on a sheet of ice.

A small band of snow goblins, driven from their hunting grounds by the rocs, are now roaming the woods. They have been watching the river in hopes of catching some game that might come down to drink from the ice, but when they see the PCs they will attempt to lay a trap for them. The frequent bends of the river, and the forest that grows close to its banks, makes the river an ideal place for an ambush.

Falling snow reduces visibility by half, imposing a –4 penalty on Spot and Search checks as well as ranged attacks.

The wilderness is filled with dangers. DMs should either plan additional encounters or use random encounter tables for Cold Forest, Hills, and Mountains. There are no individual creatures in the valley with a CR greater than 8.

The Cave of the Old Man

The Mountain Cave of the Old Man is about 5000 feet above the valley floor. The thick ever green forest gives ends at a step cliff, a narrow rock ledge curves up the side of the cliff, at times obviously widened by intelligent effort, until it reaches a small crack in the rock.

The weather on the cliff face is in the Severe Cold range, 0 to –20 degrees F. Characters must be wearing a cold weather outfit and have an addition form of protection (fur clothing, a feat, or magical resistance) or must make a Fortitude save every 10 minutes (DC 15, +1 per previous save) or take 1d6 points of nonlethal damage on each failed save. Characters who are only partially protected take half damage on a failed save. Winds outside the cave are Strong, resulting in a –2 penalty to ranged attacks. Occasionally the winds gust to Severe (roll d% once every 6 rounds of combat, on a result of 15 or less the wind has gusted), resulting in a –4 penalty to ranged attacks and requiring a DC 15 Fort save. On a failed save tiny creatures are blown away, small creatures are knocked down, possibly falling off the cliff, and medium creatures cannot move forward against the wind (which typically blows from the east, the direction the PCs must go to reach the cave.) Spell casters must make a DC 10 Concentration check when facing the effects of Severe wind gusts. Visibility is reduced during wind gusts to 5 feet, as if in fog. The winds keep any significantly large quantities of snow from building up on path to the cave.

The Old Man is an Exalted Aesthetic Monk from the southlands. A great adventurer in his day, he dedicated his life to destroying an evil cult that had taken over his city. He faced many trials, including public torture, but was eventually successful. For a time the people honored him, and his supporters petitioned the representatives of the local pantheon to declare him a saint, a request that was granted gladly.

He, however, only wanted to return to his life of contemplation. He moved over the years to more and more remote locations. In spite of his best efforts a small group of acolytes followed him. They attempt to keep the unworthy from bothering their august master, who wants little to do with them much less anyone else.

All of this information is available with a bardic knowledge check. A Knowledge(local) will reveal that the Old Man came from the south, followers came after him, and that while he is said to be very wise he also does not see visitors. Any one of his acolytes is more than happy to go into great details about the man’s life as well, elaborating on his saintly qualities in detail.

When the PCs reach the Cave of the Old Man they are met by a monk or monks, depending on the party level. These all sit in the mouth of the cave meditating around a small fire. They immediately snap to the alert at the PCs approach and ask what business they have here.

The monks are fanatical. While outwardly friendly they are hostile to anyone who wishes to disturb the Old Man. They consider it their duty to prevent, by any means necessary, such an occurrence. It is possible that an exceptionally charismatic PC might persuade them that their cause warrants such a disturbance, and PCs who desire to do so should be allowed to attempt change their Hostile attitude to Helpful. Such a change however, is unlikely. If the PCs insist on entering combat will result.

The monks fight to incapacitate, not kill. They want to drive the PCs away, not truly harm them. However, once engaged they do not give up, and will fight to the last man if need be.

Should the monks be defeated or befriended the way is open to the inner caves where the Old Man resides.

“Old Man” seems to be a misnomer. The figure sitting in a cave, which is open to the sky, naked and covered in snow could be but a few years older than the PCs. He sits cross-legged with his eyes open and staring straight ahead. He refuses to react to the PCs unless one of them attempts to touch him. If they are foolish enough to engage him in combat (he is a 20th level Monk with a high Dex, Improved Initiative, and a large number of Aesthetic and Exalted feats) he will grapple one of them quickly and demand that the others surrender, but he will not permanently harm any of them. Hurting them, as a means to teach them a lesson, on the other hand, he will gladly do if need be.

The Old Man does not like being disturbed. He has grown tired of the world and simply wants to fade away. To this end, when forced into conversation, he adopts a very belligerent attitude. He points out the PCs obvious weaknesses, as well as making fun of the village.

He is, however, deserving of his reputation as a saint and will aid them in their quest, if for no other reason than to get them out of his cave.

He explains that the rainbow is the fabled Rainbow Pennant of the Alliance, a symbol of the unity of seven human kingdoms. The Pennant was made over 50 years ago in celebration of the defeat of a common enemy, using one color to represent each kingdom. For seven years it is flown from the capitol of one of the nations at the end of which time it is removed and transported by an honor guard to the next capitol in rotation. The treaty that prevents war from breaking out between the very different cultures of the alliance is tied to the symbol of the Pennant. The gray hills of the dream sound like the War Elephants of his homeland in the south. If it is time to move the Pennant, and if the honor guard tried to cross the mountains in winter, they probably ran into trouble in the Mountain Pass to the south of the valley. If the pennant does not reach the next capitol by spring, one nation will accuse the other of having broken the treaty. This will likely lead to war, which in turn would cover the kingdoms of men with blood and darkness.

“Now,” he adds, “get out and take those worthless hangers on at my doorstep with you!”

At this point the PCs may head directly to the pass or back to the village for guidance. If they do reach the village, Chern will send them to the pass as soon as possible.

The Mountain Pass

The Mountain Pass suffers much the same weather conditions as the Cave of the Old Man, noted above. Within the pass the winds have deposited thick drifts of snow reaching three feet deep or more. In these drifts (which usually are no more than 15 feet across) Small creatures must succeed at a DC5 Strength or Balance check to move, and may only move at ¼ speed. Medium and larger creatures may move at ¼ speed. Although large creatures have moved through here recently, the wind and other hazards have renewed the drifts.

This winter the pass has become the hunting ground of a tribe of orcs lead by a snow shaman. They have trapped the pass, including setting up avalanche triggers and other hazards.

Just this morning they ambushed the honor guard carrying the Rainbow Pennant and some of their number are still there slaughtering the elephants and looting the bodies.

The ambush occurred in a wide place in the pass, with steep cliffs on either side, but several false paths leading to dead end branching off from it. The honor guard fought well, but surprised, suffering from the elements, and in terrain that limited the advantage of their mounts, they were eventually slaughtered. The path is now littered with the bodies of six massive war elephants, a dozen bronze skin men in exotic armors and bright colored robes, as well as a considerable number of orcs. In fact, the orcs did not do very well in the encounter, and as a tribe are unlikely to survive. That does not mean, however, that they are willing to give up their prey to the PCs.

The number and class of the orcs are variable, but the total EL should be roughly equal to the party’s level +1. These orcs have had time to rest and recover some since the battle, or were not actually part of it, and so are at their fighting best.

During the fight with the orcs, and there after, the PCs hear a loud trumpeting noise coming from one of the side paths.

If the PCs investigate the noise they discover a massive War Elephant still on its feet, but confused and lost in a dead end. This is an elephant, nearly insane with pain and cold, with the Warbeast template applied. Normally this would put the CR of the elephant at 8, however the beast has been injured by the battle with the orcs. It has been blinded, reducing its effectiveness in combat. Calculate the party’s level +2 subtract from 7. Remove a Hit Dies worth of hp from the creature for the difference. If the party is particularly effective in melee combat against such a foe less hp can be removed at the DMs discretion. If the party is 6th level or higher, remove no hp.

Even if the party does not investigate the trumpeting, the noise of battle will likely cause the creature to charge toward the sound.

Combat is not the only way to deal with the maddened War Elephant, but it is the most expedient. Nature oriented PCs may attempt magic or handle animal checks to calm the creature. Depending on their level this may indeed work, but unless they also plan on healing the animal it would be best to put it out of its misery.

Once its all over the PCs can search the carnage. While here are many valuable goods on the elephants, including fine weapons and armor and some potions, the Pennant itself is nowhere to be found. That is because as the battle was being lost, the holder of the Pennant found himself wounded next to his dead mount. To prevent the Pennant from being taken by the orcs, he widened a wound the elephant’s belly, moved some of the internal organs, and placed the Pennant, wrapped and sealed in a leather pouch, in side.

Clues at the battle sight can lead a careful PC to the correct beast, it being the one that has the most elaborate barding, and there they can find the dead guard, his arms covered in blood and his back against the belly of the war elephant. Getting it out will not be a problem.

The Rainbow Pennant of the Alliance is a Magic Item that grants the effects of Heroism as cast by a 6th level Wizard to all allied forces within 30 feet, or line of sight, of the bearer 3 times per day. The effect ends if the bearer takes any other action besides moving.

Follow Up

The PCs can return to the village with the Pennant. Most likely the PCs will then be charged to take it out of the valley, either to the nearest city, where it can be sent on to the proper authorities, or all the way to the capitol. They may even be granted use of the precious horses to do so. This can take as much or little time as the DM wishes. It can serve as the springboard for other adventures en route or can become the basis for a larger campaign if the PCs learn that the orcs were hired to stop the Pennant from reaching its destination.

Ingredients
· Ill Tempered Saint: The Old Man of the Mountain, hailed as a saint in his homeland who now wishes to be left alone. There are several ways the PCs can become aware of his status as a saint, the ill tempered part should be obvious.
· Rainbow Pennant: A magical banner representing an alliance of seven human kingdoms and the symbol of the treaty that prevents war. Its loss would greatly damage the relationship of the various kingdoms.
· Horse: The attraction of the wolves to the village, the total of Crookdale’s wealth. If the PCs are not careful they will have to chase them down after fighting the wolves.
· Snow: prevalent throughout the adventure, representative of the cold and extreme conditions.
· Constitution: Fort checks made against cold; occasional Concentration checks needed to cast spells in wind, Fort saves for smaller creatures needed in strong winds.
· Crooked River: Frozen solid, allows the wolves to cross into the village, also the seen of the snow goblin ambush.

Special Tie-Breaking Ingredient: War Elephant: Elephant with the Warbeast template, blinded and reduced in hit points by the orc raiders, also the hiding place of the Rainbow Pennant.
 

Chasing the Rainbow
An adventure for 8th-10th level PCs.

Background
From above, the region known as the Drakeskills looks as if the land itself were seized in an enormous talon, crumpled, and dropped carelessly back to the earth. The Drake river runs crookedly through this hilly country, fed by countless smaller creeks that wind through the hills, joining in the raucous rumble of the Drake until it is finally free of the hills to tumble into the sea.

It is fertile land, and numerous small villages have sprouted haphazardly along the banks of the Drake’s many tributaries. But the hills and creeks make travel from village to village difficult, and defense of the area more difficult still. Now, the villages have banded together under a single Constitution to provide for their common defense. From Warden’s Kill in the north to Draketon in the south, the territory is united under a single Lord Protector, who rides under the Rainbow Pennant, representing the many villages and diverse peoples of the Drakeskills.

But it was not always so.

The Lord Protector is chosen by an archaic ritual, now enshrined in their Constitution, that dates back to the very first Lord Protector, Bellux of Heironeous. When the Drakeskills faced a fleet of invaders from the sea, and the call went out for help, it was Bellux who rode from the northernmost village to the southernmost village—in record time—rallying and inspiring the people along the way. Bellux’ small warband boasted dozens of colorful banners from all the villages, but it was as a single united army that they pushed the invaders back into the sea. The people urged Bellux to stay on as their protector, and the ritual by which the people choose their new leader is an homage to Bellux’ inspiring ride.

To prove their worth, the contenders for the position must race from the northernmost village to the southernmost village, stopping in each to gather a token of goodwill from the villagers. Magic is forbidden, though each contestant is permitted to call upon his special mount as needed. (If the paladin has no mount, a horse is provided.) It is a difficult race, lasting several days, and requiring the entrants to cross the crooked river dozens of times in order to visit every village. The villagers may offer the token only to the first contender to arrive; some offer a token to each contender to arrive; and their Constitution stipulates that any village is free to devise such noble tests as they see fit before awarding the token. In many villages, the tests are performed on the bridge into town, and the contestants will find the bridges closed until they can pass the test—making the completion of certain tests doubly important: not only to collect the token, but also to cross the bridge and continue the race. The first contender to arrive in the southernmost village of Draketon with more than half of the village tokens wins the protectorship and the Prize.

The “Prize” is the blade Bellux Sanctorum, an intelligent weapon forged from the sainted soul of Bellux himself. Over the intervening years, the weapon has been forged and reforged countless times, as a sword, spear, axe, polearm, lance, etc.—its blade, hilt, or haft marked with a shining lightning bolt in honor of Heironeous. The blade has been reforged so many times, it has become almost unsuitable for war, but it remains an invaluable source of counsel for the Lord Protector. The weapon grants its wielder the ability to discern lies and detect thoughts, and its special purpose is to slay deceivers. It is said that the weapon can communicate telepathically, not only with its wielder, but also with those in its presence.

Bellux Sanctorum is an ill-tempered advisor—he does not abide fools, flatterers, nor deceivers; nor in fact does the weapon seem to abide any Lord Protector who does not rule to the letter of the paladin’s code. When a Lord Protector’s time has come, the blade shatters; a race is held to determine who will wield it next, and the blade is reforged according to the winner’s needs.

The Conflict
The blade has been broken and the time has come to choose a new Lord Protector.

This time, however, there is an odd wrinkle: Among the contestants is a half-orc paladin named Half-heart (ex-Bbn 2/Pal10), and there are powerful forces who want to ensure that Half-heart does not win.

The Witch: A powerful druid—in fact, the human mother of the half-orc paladin—is determined to see her scion fail. If she cannot turn Half-heart away from the light and back to “his own people,” she will just as happily see him dead. In addition to a few villagers she has paid off to spread rumors and malcontent, she has a small tribe of orcs and beasts at her command to frustrate Half-heart’s attempt to win the race.

Involving the PCs

1) The Unlikely Approach: It’s possible, though unlikely, that one of the PCs may be a paladin vying for the Rainbow Pennant himself. In this setup, the DM can create an interesting dilemma for the PC: If the PC comes across the half-orc at a crucial moment, he may be forced to choose between helping a fellow paladin or continuing on to win the race.

2) Neutral (or Bad) PCs: The PCs may be hired by the druid herself to intercept Half-heart and frustrate his bid for the Prize. In this case, perhaps, the PCs may be “successful” only in enraging the half-orc and turning him back to his chaotic roots; his paladinhood thus stripped, he becomes a dangerous recurring adversary.

3) Good PCs: Most likely, the PCs will be hired by the retiring Lord Protector with ensuring that the race is fair. The current Lord Protector does not have the benefit of Bellux Sanctorum to sift through the rumors and lies, but he is not completely without wits; he knows that something is amiss and suspects that the race is crooked or, worse, that some of the contestants may be in real danger. He has heard rumors that a half-orc named Half-heart is entering the race, but he suspects that the half-orc may not be a real paladin, and that the race is awash in magic and deception. He fears that he alone cannot keep abreast of the situation through his own devices. In this vulnerable period until the blade is tempered and reforged, the Lord Protector is reluctantly forced to rely on outside forces for additional counsel and support.

Unlike the contestants, the PCs are under no restriction from using teleportation magic or flight to hurry themselves from one area of the race to another. The Lord Protector will ask them to try to find out what’s going on, to witness the start of the race, and to ensure that the race is subsequently run as fairly as possible. They should not interfere with the contestants in any way that would jeopardize their eligibility, but they are free to “interact” with anyone who might unlawfully interact with the race itself.

Sidebars
The nature of the competition provides ample opportunity for the DM to introduce additional “side quests” while the competition plays out. The PCs should have an opportunity to talk with the villagers as well as the half-dozen or so other competitors, to ‘pace’ the competitors, and to observe or even play a role in some of the “tests” required along the way. For example, one or two of the PCs might be “randomly” selected from the crowd to do mock battle with the competitors as they attempt to cross the bridge into the village. (In some cases these tests are as much a test of mercy as they are a test of might.)

The Race Begins
The PCs will surely note Half-heart when the race begins. Not only is he the only half-orc, he is the only contestant without a horse. He begins the race on foot! With the legacy of his barbaric fast movement and his Endurance feat, he keeps up surprisingly well against the heavy warhorses of the other competitors.

Half-Heart’s Edge
The mysterious competitor Half-heart starts the race on foot to hide his “edge” as long as possible: His special mount is not the typical horse, but a war elephant named Gnesh. Where other competitors must cross the bridges and subject themselves to the tests of the villagers, Half-heart plans to take his Gnesh right across the water, easily fording currents that are too swift or too deep for the horses. The elephant is an excellent, powerful, and nearly untiring swimmer. In addition, Gnesh has a decided edge when it comes to the frequent Constitution checks necessary to keep up a running pace. It is an almost perfect, classic “slow and steady wins the race” edge for Half-Heart.

The Witch’s First Treachery
In the form of a raven that shadows the race’s progress, the witch keeps an eye on Half-heart. Unfortunately, she knows almost as little about her son as do the other competitors in the race. She will watch, patiently, as he falls further and further behind the other competitors, preparing an ambush of orc berserkers to intercept Half-heart on the second day. (It is her hope that a show of “rageful” force will remind Half-heart of what he has given up in pursuit of his paladinhood.)

If the PCs are swept up in this ambush, they will not only have to contend with the orcs themselves, but also with Half-heart, who will stubbornly shoo them away and refuse any help, lest the PCs spoil his bid at the Prize.

The Witch’s Second Treachery
The Witch is likely to be equally aware of the PCs involvement soon after the race begins. Rather than focus her attention on Half-heart, her next gambit is to try to lure the PCs away (and kill them, if possible). The PCs should get word by friendly sending that an insect plague, creeping doom, or rampage of giant animals is underway at a village farther along the race.

The Witch’s Final Treachery
Her final, desperate trick is as unsubtle as the rest: As the competitors near the final village, the Witch will cast control weather to cause the spring (or autumn) weather to turn unseasonably cold. It is an obviously magical effect, and within 10 minutes the temperature will begin to drop and snow will begin to fall on Half-heart, Gnesh, and everyone else within a 3-mile radius. (Throughout the adventure, you should allow the Witch the use of a feat to allow her to cast spells subtly, while in wildshape form.)

The snow will be difficult on all competitors in the area (reducing speed by at least ½) but it is especially harsh on Gnesh (particularly if he was wet when the temperature began to fall). Half-heart will be forced to dismiss Gnesh until the snow stops or he leaves the area. If the race is tight at this point, so close to the finish, Half-heart will surely lose.

Nevertheless, Half-heart will refuse any attempts by the PCs to directly aid him or his mount using magic, but the PCs may help by driving off the druid-raven (before the spell is cast) or countering or dispelling the effect afterwards.

The unseasonable snowfall will tell Half-heart everything he needs to know about who is interfering in the race, and why. He will obviously be concerned that his involvement is endangering the other competitors, the villagers, and even the PCs. Unless the PCs can convince him that they can take care of the Witch so that he can finish the race, Half-heart will be forced to withdraw from the race to settle the matter with his mother himself.

On the other hand, if the PCs volunteer to tackle the Witch once and for all, Half-heart will provide such assistance as he can, including directions to her cave redoubt (if the raven flees) or offering to use himself as bait to draw her out.

If the PCs fight the Witch now, it will be a vicious battle—she will use the weather and altitude to her advantage, summoning air elementals to blind flying PCs with snow, and attacking them with swarms of flying insects, vultures, or ravens (with animal growth). PCs on the ground (including her son, who may still be trying to finish the race!) will be harassed in a ‘running battle’ with bugs, beasts, plants, and a horde of horse-mounted orc barbarians who will arrive in short order.

The Lord Protector
Regardless of the results of the race, both the new and the retiring Lord Protector will express their gratitude to the PCs for what help they were able to provide in making certain that a fair race was run. The PCs should have an opportunity to meet with the new Lord Protector as well as to interact with Bellux Sanctorum (which could be an interesting encounter indeed if Half-heart has won the Prize and the blade is reforged into an orc double-axe with a split personality…)

Ingredients
· Ill Tempered Saint – the sword, Bellux Sanctorum; broken and reforged into a new weapon as a badge of office (and advisor) for the Lord Protector.
· Rainbow Pennant – the race for the Rainbow Pennant, the banner of the Lord Protector and symbol of the unified Villages
· Horse – Paladins' warhorses, typically used to run the race
· Snow – the Witch's final desperate attempt to stop Half-heart
· Constitution – needed to win the race, of course; but more literally the unifying document of the Villages
· Crooked River – the river that runs between and separates the many Villages

· Special Tie-Breaking Ingredient: War Elephant– Half-heart's special mount
 

Finals, Match 2: Stormborn vs. Wulf Ratbane

Wulf Ratbane is a damn good writer - there's just no two ways about it. His prose is always polished, he exhibits great skill at self-editing (a skill that some others in this tournament need to practice), and the man can set a scene like few others. Here, he graces us with a tale that has a cinematic quality; upon reading it, I was immediately drawn in, eager to see how the tale of Half-heart, the underdog paladin, would unfold.

Stormborn, while not quite as polished a writer as Wulf, has shown consistent improvement throughout the tournament. This entry is, quite frankly, his best yet. He starts off strong, with an isolated town where the few horses (the only method of transportation) are more valuable than the people, gets a bit muddled in the middle when the PCs are sent to investigate the meaning of a vision, and then finishes strong with a desperate battle amongst a scene of terrible carnage.

Let's begin this judgment with an examination of the ingredients. Wulf begins his entry with an elaborate background where he ties various elements of his adventure together. The heroic paladin makes a mad dash from the northernmost village to the southernmost village, uniting the people of the land in a common defense. Said heroic paladin ends up becoming the Ill Tempered Saint in the form of a magical weapon; the uniting aspect of his ride is represented in both the Constitution of the collected villages, and the Rainbow Pennant; and the Horse ingredient is represented by the horses used by the contestants in the race.

All of these ingredients expertly combine to form a compelling background and setting. Unfortunately, that's all they combine to form. While they serve to set up the competition, the PCs don't interact with them at all. The Horses are mounts for NPCs, the Pennant is a prize that the PCs aren't competing for, the Constitution is something the PCs aren't likely to have ever read, and the Ill Tempered Saint is broken until the dénouement. Even the Crooked River is mostly window dressing. The contestants have to interact with it, but the PCs aren't contestants (unless they seize on the hook that Wulf considers the least likely).

Snow is the one ingredient that the PCs are likely to actually interact with, when the Witch casts control weather. There's a slight problem, though. You can't actually make it snow with that spell (at least as it's described in the 3.5 rules) unless it's already winter, but Wulf has set the adventure in spring or autumn. You can make it sleet, or make the weather cold, but you can't make it snow. Let's assume you can make it snow, though. Wulf doesn't describe a raging blizzard – just normal snow, which is something that I'm sure these people have seen before. It doesn't really seem like it's terribly threatening, though I suppose that if one of the paladins were riding around in his skivvies, he might get a bit cold.

Remember how I said at the beginning of the judgment that I was eager to see how the tale of Half-heart played out? Well, that's the problem with Wulf's entry. He's created an adventure for Half-heart, and not the PCs. Let me say that I love simulation-type scenarios, where the scene is set, the plot is put in motion, and the PCs are encouraged to come in and muck things up in the way that only PCs can do. At first glance, this seems like it fits these criteria. The key, though, to those types of adventures, is that the actions of the PCs have to have a discernable (if not dramatic) effect.

Here, the half-orc seems pretty capable of looking out for himself: he shoos the PCs away from the barbarian ambush, and he seems confident that he can "settle" the matter with his mother on his own. Let's assume, though, that he does get distracted by his mother. Who cares? There is nothing to guarantee that he'd win in the first place. There's no indication that any particular contestant's victory would either benefit or harm the Drakeskills. Would outside interference directed against one contestant somehow cast the victor as illegitimate? If so, shouldn't the newly reforged holy blade just shatter again, forcing everyone to re-run the race? Other than injuring the PCs sense of fair-play, we're given no consequences for inaction.

Let's turn to Wulf's opponent. Stormborn endeavors to make every single one of his ingredients interactive, but does so at the cost of tight integration. His snow ingredient sets the scene, but unlike Wulf's scenery, this one has a direct effect: the winter environment saps the energy of those who wander around in it. Constitution manifests in Fortitude saves and Concentration checks brought on by the cold weather, and Fortitude saves to avoid the effects of gusts of wind. Horses are a commodity so valuable that they need to be guarded (and perhaps chased and calmed) by the PCs. Even the Crooked River is described as the ideal place for an ambush by goblins.

The first act of Stormborn's entry is great – the isolation, the suspense of waiting for the inevitable wolf attack, the dangerous weather – all make for a memorable encounter. Starting with the second act, though, things get a bit muddled. All of a sudden, we've got a mysterious vision that can only be interpreted by an NPC who seems to be alternately regarded as a font of wisdom, and someone who nobody ever gets to see. The trek to his cave is straightforward, but then we're greeted with a bunch of monks whose only purpose seems to be to fight the PCs. Huh?

At any rate, the Saint is Ill Tempered, though he seems to be so in a more childish way than I would have expected. He interprets the vision, understands that if the Rainbow Pennant isn't returned, then war will come to the world, and then, because he deserves his status as saint, does nothing. Huh? He sends the PCs on the way and goes back to contemplation, but he deserves to be a saint. Huh? I know that it's a challenge to keep NPCs, especially high-level ones, from stealing the spotlight from the PCs – in fact I just criticized Wulf's entry for that very reason – but this just falls flat. He's not old and decrepit, he's not busy with some more important challenge, he's not bound by some sort of blood oath not to interfere in the world of men – he's sitting in a cave, and it's not like the cave is going anywhere.

At any rate, things pick back up when the PCs go to find out the fate of honor guard. Didn't they learn anything from Hannibal? Elephants and mountains just don't mix. In this case, the guard was ambushed in a terrain that they were woefully unprepared for, and the PCs have to go clean up the mess. This third act works fairly well, except for the inclusion of the rampaging war elephant that's plopped in there just for the PCs to kill. At the end, the PCs find the MacGuffin of this particular adventure, the Rainbow Pennant.

Stormborn's ingredient use isn't as tightly integrated as Wulf's, but he gives us far more to work with. Wulf's adventure hums along nicely, but it does so pretty much with or without the PCs. Stormborn's adventure nearly tanks in the middle, but starts and finishes strongly. <spoiler: highlight to read>
While I value tight integration of the ingredients above creative use, the playability factor tips this contest definitively in the favor of Stormborn. This means that Tinner has the advantage going into the thrid match. If he wins, he takes it all. If he loses, then the final round is a tie, and I'll break the tie using the War Elephant ingredient. At the very least, it should be an interesting round.
</spoiler>
 


Into the Woods

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