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[IronDM] Iron DM Returns! Winner announced!


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Sorry I didn't manage to squeeze into this tournament, but I did want to wish everyone good luck! I will be watching and cheering (and/or jeering) from the sidelines. :p
 





Round 1, Match 1: El-remmen vs. Tinner

I think it's a good omen that we begin this iteration of Iron DM with a match that's tough to judge. On one hand, Tinner, a newcomer to Iron DM (from what I can tell), provides us with a surprisingly flavorful, though fairly straightforward, site-based adventure. On the other hand, el-remmen, the founder of Iron DM, has generated a more mundane, but open-ended, situational adventure. So which is better? Hell if I know – let's work through this together.

We'll begin, as is traditional, with a comparison of the ingredients. There are two questions we need to ask. One, how well is the ingredient integrated into the adventure? In other words, is interacting with it necessary for the progress of the story, or is its existence superfluous?

Two, how well does the use of the ingredient emphasize its essential qualities? In other words, why is the adamantine keyring made from adamantine, and not from darkwood, or mithril, or ectoplasm, or silver, or cold iron? Memo to the other contestants: if you're not nervous yet, you should be.

Both contestants use the keyring in a concrete way. Each contains keys, and the characters need to use the keys in order to progress through the adventure. In each case, the keys have specific and obvious markings that indicate which door each should open. So far, nothing special.

In el-remmen's case, the keyring acts as a subtle clue that something nefarious is afoot, for who keeps bringing it back when the previous party disappears? Additionally, the PCs acquire it either by volunteering to escort the refuse or presumably by sneaking it off the townspeople once they get to the Mountain of Black Glass. Beyond opening doors, the keyring has no additional use in the adventure.

In Tinner's case, the keyring is acquired after the party enters the alchemist's lab, but they must first defeat his spellstitched skeleton. Once they acquire it, its utility is pretty obvious, although it does have some uses other than opening doors, such as "disarming" the otyugh under the outhouse.

So far, the use is about equal, but what about that pesky super-indestructible substance the keyrings are made out of? Here, Tinner clearly takes the advantage, for his keys need to be strong enough to withstand the daily abuses of an alchemist's workshop. El-remmen's could really have been made from any substance that can withstand the test of time, from stone to mithril.

Next is lavender. Here, the advantage shifts back to el-remmen. Tinner uses this ingredient in multiple locations, but none is particularly integral to the adventure. He does attempt to make the ecology of the otyugh make sense, by suggesting that the lavender blooms attract birds on which the otyugh can feed, but this use isn't particularly interactive. Conversely, the lavender-colored key and potion are interactive, but neither really needs to be lavender. Either could be indigo, or green, or purple, or yellow, and it wouldn't make a bit of difference.

El-remmen's use of the lavender oil, however, actually has an in-game effect. The bonus to the Fortitude save is a restrained and appropriate use of the effect, and lavender is one of the few oils that would actually be strong enough to mask the scent of an otyugh's pit. I should point out that Tinner uses the lavender to mask the scent of the otyugh, too, but his doesn't have an in-game effect.

Let's discuss the otyugh next, since I just mentioned it. Here, both contestants left me wanting. Tinner's otyugh is almost completely superfluous. It's not essential to the advancement of the plot at all, which is unfortunate, since it's one of the cleverest uses of the creature that I've seen. He provides a reason for its existence in the "ecology" of the site, a reason for it to stay put, and a reason for it to play nice and not eat the people that regularly have to travel through the area.

El-remmen's use, on the other hand, is almost the polar opposite. It's completely integrated into the adventure, and will, without a doubt, have to be dealt with in some manner in order to proceed, but its place in the ecology of the Mountain of Black Glass mystifies me. It's a guardian, yes, but who would place a guardian that can only be pacified by regular infusions of refuse on the order of that generated by a town full of people? I'm going to call this one a draw.

Let's move to the glass mountain. El-remmen provides us with an obsidian volcano, which is cooler than a stone volcano, and I'm assuming that the highly-polished obsidian is what is used for the mirrors in his scenario's two mysterious chambers. It's a solid use of an ingredient, but not an especially inspired one.

Tinner's metaphoric glass mountain creates challenges and obstacles for the PCs as they navigate the alchemist's lab, from the glass caltrops, to the nauseating odor, to Glassmountain's spellstitched skeleton. It's also likely that the PCs will search through the remains for the potion that the mayor wants, exposing them to more dangerous effects. I think the advantage here goes to Tinner.

Speaking of the mayor, we've got two distinctly different characters. Once is a good-hearted man who has to get passed-out drunk in order to save the innocent townspeople from his wrath and who is desperately seeking a cure for his affliction. The other is a cold-blooded, duplicitous agent of chaos who likes killing off townspeople. Tinner's use of the ingredient imposes a time-limit of sorts on the characters, while el-remmen's use establishes more of an open-ended threat to the PCs. I'm going to say that el-remmen's edges Tinner's out slightly, if only because he's potentially more interactive. After all, I can easily see the PCs squaring off against him once they figure out what's going on.

This leaves us with temperance, and I think here, Tinner's use is superior. While the temperance (or intemperance) of Van Cleef isn't something the PCs are likely to interact with directly, it is something that can provide clues to what's going on. El-remmen's on the other hand, definitely feels tacked on at the end: "Oh crap, I didn't use temperance! I'll just put it here."

So, is it obvious from that examination who won? I didn't think so. Let's examine the playability of each scenario.

El-remmen provides us with some serviceable hooks. I like the hook involving the merchant the best, since it could set up some nice investigative work on the part of the PCs prior to embarking on the meat of the adventure.

Tinner provides us with a couple of standard hooks, but also with some fairly inventive ones. The chase involving the transformed mayor through the forest is remarkably cinematic, and would certainly pique my interest as a player. The included option for a power-hungry, evil party is a nice touch, though the mayor would certainly need an escape plan after double-crossing the characters.

The NPCs in both entries are detailed well enough for a creative DM to run them, though I think Tinner develops his mayor's personality better then el-remmen does. Van Cleef is a man in trouble who's trying to do the right thing. Lont, on the other hand, is someone who simply seeks to spread chaos. It might be my bias, but I find the humanizing element of Van Cleef easier to relate to, and therefore, more playable.

With regard to the actual adventure, both entries rely heavily on the tendency of PCs to snoop around. This is truer of el-remmen's entry than Tinner's though. The main conflict of el-remmen's adventure is the Chamber of Opposition. I could see a group getting to the cave, narrowly defeating the molten otyugh, and then calling it a night. I couldn't see my group doing that, but nevertheless, if a party were to go that route, they'd miss out on the most interesting part of scenario.

Tinner, on the other hand, has designed his adventure so that the PCs have to snoop in order to be successful. If they take the direct route, they miss out on the side encounter involving the otyugh, but that's really all. He gives the potential DM room to expand and scale the adventure (just add more keys), but keeps the thrust of the adventure squarely within sight.

This leads to the issue of scope. Tinner's adventure is tightly focused, more so than I'm used to seeing in this contest. He focuses on the alchemist's lab, and everything outside of that is ultimately either part of the hook or part of the resolution. It's a site-based adventure; a vividly realized site, but still simply a site.

El-remmen's on the other hand, is wide open, with plenty of room for a creative DM to improvise. He's delivered an immersive situation, with a chaotic antagonist, political strife, and evil clones running around. But yet, what has been detailed simply doesn't grab me the way Tinner's adventure does. It's too purposeless; there's no good reason for me to care about the inhabitants of the town other than the generic "adventurer's duty;" there's no pathos.

I guess that's what tips my decision in favor of
the newcomer - his adventure gives me a reason to care, and promises an entertaining journey. El-remmen promises a deep and sophisticated journey, but just can't quite convince me to take it. Tinner
advances to Round 2.
 
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carpedavid said:
Match 5: Nonamazing vs. howandwhy99

Ingredients
  • Mithril Spear
  • Rosemary
  • Undead General
  • Krenshar
  • Killing Fields
  • Indecision
THE MITHRAL LEGION
A side-quest for midlevel characters or
A paladin quest for a holy weapon

“What plain is not enriched with Latin blood, to bear witness with its graves to our unholy strife.... What pool or stream has failed to taste dismal war! What sea has Italian slaughter not discolored! What coast knows not our blood!”
Horace - The odes and epodes of Horace

Discovery

The PCs find a beautiful mithral spear amongst a long, hidden treasure horde. There are engravings of some plant (rosemary) entwined around the spear. It registers as magical (+1), holy (but tainted, so nonfunctional), and cursed (The spear provides any target with an additional 50% miss chance). At some point after testing it, the PCs will discover a reluctant ghost also haunts the spear. While not malicious the ghost is rather prideful and will critique the characters’ performances when they are both practicing and in battle. If attacked, the ghost vacillates between attacking in self-defense and remaining ethereal and out of sight. If destroyed, the ghost will “rejuvenate” per the standard rules. The spear itself is what it haunts, so the ghost will return until it is discarded or ultimately destroyed.

However, destroying the spirit should be difficult for midlevel adventurers (see statistics below) and it is far easier to simply talk to instead. However, getting answers out of the ghost is difficult. But it is also the crux of the first half of the adventure. The ghost appears as an ancient warrior dressed in Romanesque, silvery, glistening armor. An ancient tongue accents his voice. (Its known languages may not even be one the PCs’ can recognize, so a spell might be in order). He speaks in commands more often than not and is hesitant to provide information about itself. Also, he will attempt to hide when around strangers or crowds, so any questioning will need to be done in private. To solve the puzzle of the spear the PCs need to uncover the truth of why the ghost haunts it. The great challenge comes in convincing this ancient general, who has been doomed to a state of perpetual indecision by his God, to talk and even act.

Investigation

Getting news from the ghost is a slow and halting experience, but as he divulges more and more clues to his origin the players should be able to follow the leads through other means. Out of frustration they are likely to hire an expert. So having a local sage on hand would be wise. The best-informed sages will be Elven given the ghost’s actual background. As the PCs search around word will spread. And those knowledgeable about the spear will seek out its wielder. While characters may learn more answers as the center of attention of both treasure seekers and lore masters, they will also be under greater threat. That reason being, the ghost is none other than Cordis Fidelis, the Mithral Warrior, General of the Mithral Legion, and hero of ancient times. If and when it is discovered he still lives, those who seek the Treasure of the City of Messalina will go to nearly any length to speak to him.

This portion of the adventure rests mainly on the decisions and resources of the PCs in society as well as the make up of the world the DM is running. The consequences of the characters’ actions can lead to aid, interference, or even bloody conflict. It depends upon how difficult your game world is and the level challenge you wish to present the players. A good way to manage this is in the order and degree by which you dispense the legend of Cordis Fidelis and the City of Messalina. Learning of the desirability of the spear early could save the PCs some time and trouble. It is also possible that the full legend will not be known until the end of the adventure. It depends on what they can learn, whom they can trust, and how much they can cajole the ghost.

Legend

One secret, unknown to many historians is Cordis is actually a ½ Elf of noble lineage. Being raised in human lands he gave up his Elven heritage, but was gifted with a suit of armor and a spear (both of mithral) in return for his permanent abdication. Fashioned in the human manner of the day, (lorica segmentata armor and a pilum spear) they were both stronger and lighter than the typical bronze worn in during his Age hundreds of years ago. With this added advantage, Cordis quickly became known as a fearless warrior in battle and devoted his life to his homeland’s army. Rising through the ranks with great success, he was given the command of an army of legionnaires. Victories followed as his men were inspired by Cordis’s courage, pride, and fearlessness in battle. Recognizing his troop’s loyalty, Cordis entitled himself “the Constant”, took the Rosemary sprig (for fidelity) as his sigil, and made sure to fight every battle at its front. The army he led came to be known as The Mithral Legion, as the glistening, silvered general rallied the troops to his side. By age forty, Cordis Fidelis had become the most powerful commander of his time.

On the fields surrounding the city of Messalina, he seeded the ground with rosemary as his troops besieged the citizens inside. It was rumored Messalina had discovered a vast, ancient treasure in the ruins beneath it. Cordis had come to claim the fortune on behalf his homeland. But as he stood before the city gates its leader called out a challenge to him. Messalina had an old tradition that any who wished to lead it must face a trial known only as “The Horror”. The current leader offered Cordis a chance to take the city without resistance, if only he would face the trial alone. With his men looking on, Cordis wavered. He knew of the rumors of the trial. Many strong men had failed, while those of weak, but learned had passed. He believed his mithral armor and weapon could not protect him. Yet neither would he show his fear to his soldiers. Time passed as he paused, undecided on what to do. The grumblings of his men grew. Some turned away in disgust, as Cordis stared on more unsure of himself minute after minute. In response, the city’s leader placed a crown of rosemary upon his head as Cordis often did and mocked the general in front of the city and its besiegers.

The will of the Mithral Legion broke and the city’s defenders took initiative. Cordis’s troops were also now unsure of themselves. The legionnaires were beaten back from the walls as none would work together in formation. A bloody brawl took place before Cordis’s eyes. No order he gave was followed. And no combatant would face him. His army was on its heels and both city and surrounding fields were destroyed in the ensuing violence. Unharmed, Cordis surveyed the field of the dead left after the long battle. Seeing only ruin Cordis had a vision of his patron God, Mars. It was then he was cursed to live out the rest of his life in debilitating indecision. Envisioning total defeat, Cordis fell upon his own spear stabbing himself through the heart. But Mars did not forgive so easily. Now the once great leader haunts his weapon until he can make amends for his failure.

Journey

As the PCs learn the legend of the ghost, they may wish to either aid him or use him to find the City of Messalina. Cordis’s fall in battle was the last mention of its place in history. Its location is now lost to the ages. But many scholars still believe the treasure lies within. And many have long sought for it. The ghost of Cordis can and will take the PCs to the city, but must be convinced of the necessity of such a journey. Just as the curse on his spear, Cordis stuck between acting and not acting. One way the PCs might convince him is to appeal to his sense of duty. He is still loyal to the memory of his soldiers. Also, if a paladin is in the group, he may see some value in returning to cleanse the spear. Finding a cleric to Mars should be unusual, but if one is located (or is actually a PC) any attempt to remove the curse outside Messalina will not work.

The route Cordis leads the PCs on can be one of your own choosing. The destination will need to be placed in a remote section of your campaign world. Messalina is now no longer recognizable as a city. It has become a mist enshrouded plain of broken swords and bones. Travel into it is thought impossible by locals as many undead roam the land freely day and night. On the field where the cityfolk and the Mithral Legion perished, both now haunt its barren earth. Nothing but dust and wind grows upon it with the city’s tumbled stones at its center. If the PCs enter, they will undoubtedly be set upon by various forms of undead. This crossing of the fields should be difficult, but you may wish to make it possible. The one sure-fire method is (again) convincing Cordis to lead the way (by manifesting). The undead of the field will recognize him and turn their backs to him as they did in battle. None will face the ghost or engage the PCs, if he leads them through.

Decision

The city of Messalina is now toppled, but there might yet be a treasure inside. Let the PCs search for the treasure, but don’t allow Cordis to help them (by manifesting) unless somehow duped. The one area easily found in the city is the entrance to the cavern of “the Horror”. A ray of light will shine upon it during the day and the mist will back away whenever the mithral spear is brought near. Cordis is still fearful of the place even now and evidence of this will crack through the paladin’s normally stoic exterior. If the PC’s enter the cave, they find only the remains of a few animal bones scattered in the plant growth within. Beyond are broken down kennels for the creatures and a hole above open to the sky for sunlight. Knowledge (Nature) or similar checks will reveal the skeletons are of Krenshars, a beast which has the ability to scare those weak of will, but not formidable foes in their own right.

If Cordis has been convinced to face his fears, (or the PCs move the skeletal remains), ghosts of the creatures will arise and attack. The challenge should be appropriate to the party’s level. Two or three advanced ghost-krenshars should suffice. The real challenge is convincing the frightened Cordis Fidelis to face his fears and attack undead beasts. As he is also an ethereal being, Cordis should be able to help enormously. But it should be PCs words, if not also their actions that help win the day.

Redemption

If Cordis makes a decision and destroys the (at least one) krenshar, the beasts will not return. However, the Cordis still needs to prove himself to Mars. If the PCs have not discovered it already, the fragrant plants on the cavern floor are rosemary; the only patch which took seed after the battle so long ago. Cordis will manifest and braid a crown from them, if the PCs do not do so for him. He won’t crown himself however. (Again, he will ask the PCs, if they do not volunteer). Then proudly walking out of the cave to the surrounding fields, Cordis will look out as the shrouded mist lifts. The undead armies will greet him and both he and they will fade away forever released from their bonds to spear and land. An unusually red sun (or moon) with the visage of Mars can be seen for those who are observant.

The feeling should be one of redemption and ancient passings as the PCs get to watch a solemn ceremony they were able to bring about. The Spear of Cordis Fidelis will no longer be cursed and gain an additional ability to True Strike 1/day. It now counts as a holy weapon for paladins as well.

The fields surrounding the ruined city will sprout grass and rosemary when the next Spring comes. What the PCs have really gained, however, is a head start on searching ruined Messalina for its rumored treasure. If word has gotten out, a horde of explorers should be showing up in their wake. J




Cordis Fidelis (ex)Paladin of Mars 3, Fighter 6 (ghost); CR: 14(13)Krenshars w/ ghost template; CR: 6+ (can be advanced)
1000’s of undead, skeletons, ghouls, wraiths, etc. CR: per individual creature


Mithril Spear – The haunted spear of Cordis Fidelis which was crafted by the Elves and rediscovered by the PCs. Its mithril nature during the Bronze age made it a powerful weapon.
Rosemary – The sigil of Cordis as well as both his crowning and shaming.
Undead General – Cordis Fidelis, leader of the Mithral Legion; now a ghost who now haunts his old weapon.
Krenshar – Ghosts, these were the old protectors in “the Horror” of Messalina
Killing Fields – The fields surrounding Messalina. They are both the graves from the mass killing upon them and the tie for the undead which kill anything upon them.
Indecision – Cordis Fidelis’s great flaw and punishment. And what the players must attempt to overcome.
 


hmm that judgement gave me a lot to think about - would any one mind if I made a few edits to my entry ? ;)
Sigh.

well 2 more judgements to go before mine.

Has anyone ever run a Iron DM adventure?
why not? (this may need a seperate thread.)
 

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