Where sixteen once stood (and a handful more lurked to the side), now there are but two!
The battlefield has been reset, the floors bleached clean, and the fallen challengers mere memories. The Oblivious Challenger has waded through battles that took down others, and was even taken down himself, only to be raised up, born anew like the phoenix of legend. Will this flaming pachyderm continue its stampede ahead? Will hippo launch himself into victory?
Or will the solid, defensive moves of Ion2Atom prove too hard to break past? Will the Protective Challenger's embankment stand up to another attack? His fortifications have proven worthy so far, with many challenger's broken remains scattered around the buttressed stronghold. Will such a thing as a flaming hippopotamus tear down these stockades?
Only one thing is for sure: there will be but one challenger remaining after this match!
As has happened many times before, you will now face off against each other. Only by using the following ingredients, and crafting an encounter or adventure with your own talents can you hope to survive! One of you can finally rest, but for the other, you must spend the next year wearing the heavy burden of being titled: Iron DM 2014!!
The judges for this round are:
Everyone!!!
The ingredients for this round are:
a Busker!!
the Last to Lose!!
a Nymph Necromancer
Steam-Powered Scissors!!
a Tabernacle!!
and a Tyrannosaurus Rex!!
If you so dare, you can also pick from the following optional ingredients. Bonus marks are awarded for their use, but take care not to over-season your dish!
The protective challenger looks out from his ramparts at the obliviously flaming pachyderm with a calm and collected visage on his face. Now was not the time to doubt the bulwarks that protected him, despite the impressive array of ingredients laid out betwixt the two challengers.
He knew better than to ask for his opponent's surrender. The challenger had come back against too many odds to give up so easily now. Instead the protected on intones flatly, "I have been waiting for you oblivious one. No quarter shall be given and I expect none in return.
Now... let us see who has the most iron in their blood!"
With that, and a quick nod to the darkened booth with the onlooking judges, the protective challenger selects his first ingredient.
__________________
Yes, I do still exist. Sometimes.
The protective challenger wearily straightens up holding his dish in both hands. Stained from the flurry of many ingredients, he approaches the judging platform slowly, uncertain what reaction his creation will illicit from the ruthless judges. Doling out each slice, the protective challenger cautions, "This meal is, perhaps, best enjoyed cold."
Waiting in guarded silence, the protective challenger awaits the approach of his fellow chef and the final verdict from the handsome, intelligent, and highly regarded judges.
A Dish Best Served Dead A 3.5 Adventure for 5 level 10 characters
(2,998 Words)
Non-Core Materials:Libris Mortis (LM)
__________________
Yes, I do still exist. Sometimes.
Last edited by hvg3akaek; Nov 29th, 2014 at 06:28 AM.
Reason: revealing entry!
A Flickering Beacon
A Champion Tier 13th Age Adventure for 4 5th Level Characters
Overview
The undead are spawning from the Priestess’s enclave in Drakkenhall, increasing tensions and threatening the stability of the fragile alliance between Drakkenhall and the rest of the Empire.
Drakkenhall, the City of Monsters
By far the strangest and most deadly of the seven great cities in the Dragon Empire, Drakkenhall is the seat of the Blue Dragon, mother of sorcerers and part of the trinity of evil dragon icons: The Three. Built on the ruins of High Rock, the City of Monsters grants citizenship to all manner of creatures, under her strict rule.
Drakkenhall is divided into many manors – little fiefdoms of power only moderately subordinate to the Blue. Outside the civilization of the Blue’s Tower, only the manors truly rise above the rubble and ruins of the city.
Law and disorder haphazardly enforced by the local constables. The Glinting Legion, an elite force of kobolds answerable directly to the Blue, handles any more serious issues. The Lancers are the most fearsome of the Legion, and ride upon massive reptilian behemoths.
Beacon
Beacon is the diplomatic manor established by the Priestess in Drakkenhall, calling all creatures of good will to the glory and guidance of the gods of light. The Sanctuary is the heart of Beacon and serves as a refuge for those in danger or those wishing to escape the influence of the dark gods. In the holy tabernacle of the Sanctuary, those afflicted may ritually sever their connections to the dark gods with the dwarved forged and steam powered Soul Shears. Then they may seek redemption from the gods of light.
Recently this light has dimmed after a series of undead outbreaks have terrorized Beacon. Some have crossed over to nearby areas of Drakkenhall, causing much consternation.
Iconic Hooks
Appropriate reasons for the player characters to investigate the turmoil can be determined by their Icon relationships. Many Icons take a keen interest in Drakkenhall and the envoys each has sent to the Blue. Positive or negative relations with the Icon in question could lead the players to want to assist or thwart these goals.
Crusader – always looking for a weakness in the forces of the gods of light, the Crusader welcomes an opportunity to gain an advantage over the Priestess
Diabolist – the opportunity to corrupt or disrupt the Priestess’ operations is too good to pass up
Emperor, The Three (possibly the Archmage, Dwarf King, Elf Queen) – the relationship between Drakkenhall and the rest of the Empire is uneasy at best. Any further deterioration should be avoided at all costs. Uncovering the truth of the situation and defusing the growing tension is in everyone’s best interests.
Great Gold Wyrm – the Three are evil and must be stopped
Lich King – either a breakdown in relations between the city and the Empire, or further undead incursions and destabilization of Drakkenhall itself would suit the Lich King’s needs.
Priestess – something is clearly wrong with the delegation, someone must go and investigate.
Prince of Shadows – the Prince is interested in any and all secrets, especially those that might be used as leverage in his ongoing bouts with the more “heroic” icons.
The High Druid and Orc Lord are much less likely to take a keen interest than the other Icons.
Arriving in Drakkenhall
The adventurers most likely arrive in Drakkenhall by ship, either from one of the other major ports or on a ferry across the Koru Straits. From the waterfront district up to the city proper the companions will cross through all manner of neighborhoods – from kobold and goblin hovels built in the ruins, to mercantile enclaves, all the way up to the decadent manor houses of the elite in perfectly civilized city blocks. The citizenry run the gamut as well – with kobolds, dragonics, and gnolls making up large portions of the population, with more traditional races rounding out the population. Even a smattering of the intelligent undead can be found in the less savory districts.
Passing through the various districts the presence of the Glinting Legion is obvious, and picks up considerably the closer to Beacon the party gets.
Montage: Have the players describe their passage through the city toward Beacon, creating any particularly interesting or challenging aspects of the trip. This is an opportunity for their characters to be awesome and to help invent and describe cool aspects of the city.
A Musical Interview
On the outskirts of Beacon a kobold Bard busks for small donations, playing his cittern and singing draconian in an unexpectedly sonorous voice. As the party draws near, he finishes his song with a bow, collects the take from his outlandish hat, and quietly addresses the heroes. Introducing himself as Melkree, he explains his awareness of their investigation and offers his services.
As a musician, Melkree gains temporary access to many establishments and manors, even the Blue’s Tower itself. He serves as a spy, information broker, even a diplomat on occasion. He has not had the opportunity to play at Beacon Sanctuary yet, but has been welcomed throughout the rest of the fiefdom. Melkree offers his assistance in exchange for the party’s help granting him access to the Sanctuary proper for a performance.
Should the players take Melkree up on his offer, they can learn the information marked below as known by Melkree. They can also gain a +2 bonus to their investigation rolls related to Streetwise, Persuasion, and Intimidation.
Investigating in Beacon
The players will likely undertake an investigation of Beacon and the strange circumstances. This may precede their official arrival at the Sanctuary, and will undoubtedly continue afterwards.
General
Aldeth is Archpriestess due to winning the most recent theological competitions. (M)
Lephice is Underpriestess due to losing to Aldeth in the most recent theological competitions. (M)
All other members of the Sanctuary are acolytes (M)
Archpriestess Aldeth
Fears the undead outbreaks are deliberately provoked by Drakkenhall, or at least unofficially sanctioned. (M)
Is increasingly belligerent towards the local authorities and resentful of interference with her missionary work. (M)
Underpriestess Lephice
Lost her most recent lover to a plague
Took up Necromancy to attempt to revive her lover.
Corrupted from too much time in Drakkenhall.
More information needed here.
A Welcome of Sorts
When the companions present themselves at Beacon Sanctuary they are met by the Archpriestess Aldeth and her Underpriestess Lephice. Archipriestess Aldeth is a elderly halfling with a bright smile and imposing presence. Underpriestess Lephice is a stunningly beautiful nymph with a hint of sadness about her. Both are dressed in the traditional white robes befitting members of the Priestess’ spiritual and diplomatic delegations.
The degree of welcome the party receives depends greatly on how they introduce themselves. As the designated sanctuary in Drakkenhall, the party will be granted refuge for a single night, regardless of their intentions.
If the party presents itself officially as representatives of the Priestess, the Great Gold Wyrm, or the Empire (Emperor, Dwarf King, or Elf Queen) they will be welcomed graciously and offered full cooperation. Aldeth has waited and prayed for some deliverance. Investigation checks will be at an Easy (DC 15) or Normal (DC 20) difficulty.
Should the party represent the Three as an unofficially official delegation, the welcome will be considerably more restrained. Cooperation will be grudging at best. Investigation checks will be at a Normal (DC 20) or Hard (DC 25) difficulty.
Should any hint of the companions’ positive relationship with the Crusader, Diabolist, or Lich King leak out the Archpriestess will be openly hostile. Investigation checks will be at a Hard (DC 25) or Ridiculously Hard (DC 30) difficulty.
Regardless of the degree of welcome, Lephice is instructed to house them in the guest quarters, see to their needs, and provide appropriate assistance to their investigation.
Undead Outbreak
The evening of the party’s arrival in Beacon another undead outbreak occurs. Screams come from all across the manor’s fiefdom. Most of the undead are very low-level zombies and skeletons; no match for the heroes, but of considerable concern to the population at large. A few of the undead are more potent and target the companions directly.
Montage: If the heroes attempt to deal with the outbreak (the default assumption) have each player describe in detail the challenges to the team and the rescues of the population they enable. This is a golden opportunity for role-playing and expressing the power of the characters. This may happen either before and/or after the direct combat.
After the combat and the montage the characters discover the outbreak was not fully contained. Some undead escaped Beacon and entered the other neighborhoods of Drakkenhall.
It is also quite clear the source of the undead is aware of the heroes and targeted them specifically.
Patrol
An hour or two after the undead outbreak a patrol of the Glinting Legion calls at the Sanctuary. The elite kobold lancers astride their behemoths responded to the outbreak, losing one of their members in the conflict, and tracked it to the source. They demand immediate access to the Sanctuary to investigate. They imply that Drakkenhall’s patience is wearing thin and that force and flame may be required to stop another outbreak.
Archpriestess Aldeth and Underpriestess Lephice push back mightily at the possibility for trespass at the Sanctuary. The players have only a few viable options:
Convince the Legion to let their investigation continue. This requires a skill challenge for each player against a Hard DC (25). If half the party makes the check the Legion will retire until the morning. If the party is officially representing the Three or has acquired Melkree’s assistance each player receives a +5 on the check.
Should the players fail (or choose not to try) to convince the Legion to depart they can attempt to persuade Aldeth to allow the Legion access to Sanctuary. This is another Hard DC (25) check based on diplomacy, religion or etiquette. If the party has uncovered information about Lephice’s involvement with the undead they may share this knowledge to gain a +5 on their rolls. Again half of the party must succeed to convince Aldeth of the need for the Legion’s presence.
The party can attack the Legion to prevent their report from reporting to HQ. Combat: 2 see belowGlinting Lancers
If the Legion departs the investigation continues, with additional support from Aldeth for their efforts. If the players convince Aldeth of the need for the Legion to remain, they are shown to the stables and rooms and promise to call upon the heroes shortly thereafter. If the heroes implicate Lephice, Aldeth places her under house arrest while the interrogation is prepared.
Confronting Lephice
Regardless of outcome, Lephice moves quickly to take charge of her situation. If left free she comes to the heroes that night and lures them to the Sanctuary tabernacle with promises of a breakthrough in their investigation.
If the Legionnaires are allowed to stay, Lephice slaughters them (escaping from house arrest first if she was exposed). When the party discovers their demise, they hear unholy arcane chanting coming from the tabernacle and likely move to investigate.
Upon reaching the most holy rooms of the Sanctuary the heroes discover Lephice incanting over the fresh bodies of a dozen of the female sanctuary acolytes. With a snarl she finishes her incantation and the bodies arise flush with necromantic energies and rush the party. A roar comes from the other direction as a torn and rotting behemoth crashes towards the party.
Combat:use the Swarm Prince stats 13B page 121Lephice, 12 13B page 121 flavored as undeadWoven, 1 Use Ogre Berserker stats 13B page 149Zombie T-Rex, 1 SRDWraith
Anyone in the party with the ritual casting ability, or a non-negative icon relationship with the Priestess, Great Gold Wyrm, Archmage or Dwarf King may attempt to use the Soul Shears to attack the undead. As a quick action once per round make the following attack:
Soul Shears +10 vs MD. 5d6 damage and the target is vulnerable to attacks from the party.
Should the party wish for Lephice to succeed they may be able to stop combat.
Judge EngrInAZ looks down at the offerings before him, two seemingly tasty treats but one’s eyes can be deceiving. It takes more than just a look to determine if these contestants have what it takes to be the Iron DM.
EngrInAZ pulls the first concoction over, looking over the constancy and texture. "Interesting, solid and well formed." He lets the gentle aroma from the creation waft up through his nostrils, allowing the scent to prep his palette, "Yes, the Nymph Necromancer, Steam-Powered Scissors, Busker and Last to Lose are all nice and powerful.". Cutting into the offering, EngrInAZ picks through the submission, looking closely at the ingredients incorporation. He then takes a bite, allowing the morsel to linger as his taste buds explore the mixture. He shakes his head, "Could have used some more of the Tabernacle and the T-Rex, but still is nice. Oh, and the addition of the 12 Angry Women, Gnomish Army and Whole Stuffed Camel just take this to another level."
EngrInAZ takes a few more moments to savor the dish, "All in all, nice consistency and fairly balanced. Good usage of most of the ingredients, though a little light in a couple of areas. All in all, this is an excellent submission, worthy of Iron DM."
The judge pulls over the second entry, examining the dish closely. "Good substance to this one, something to bite into." He takes a deep breath, pulling in the aroma from the offering, "Well, Busker, Nymph Necromancer and Tabernacle come through strongly, nicely done." He shakes his head, "I’m just not getting Last to Lose or Steam-Powered Scissors."
He pulls apart the dish, digging through the creation before taking a bite, "As I got from the aroma, Busker, Nymph Necromancer and Tabernacle are integral and well done." He continues to chew, "The T-Rex could use a little more punch, but there is only a hint of Last to Lose and Steam-Powered Scissors. I like the 12 Angry Women addition as well." EngrInAZ stops, " Overall it is a nice dish, well thought out and put together. Interesting and flavorful." He shrugs his shoulders, "It’s disappointing that not all the ingredients were incorporated and that you didn’t try to utilize the bonus ingredients more."
Judge EngrInAZ pushes the two plates away, "Well, my decision comes down to the usage of the ingredients. As I stated at the start of the competition, the ingredients and how they integrate with the story is crucial. So, my judgment is for Ion2Atom and his tying of the ingredients to his story makes him the Iron DM!"
I am using a 1-10(Ingredients) 1-5(Game Play & Writing) point scale with 1-2 Bonus Points for Bonus Ingredients.
A Dish Best Served Dead – Ion2Atom
Category
Score
Comments
Ingredients
Busker
9
Cool idea of the street performer and is central to the story.
Last to Lose
8
Being the last of her cohort is motivation for Nina’s actions.
Nymph Necromancer
10
One of the main characters is a nymph that becomes a necromancer, nice little twist and explanation.
Steam-Powered Scissors
10
I like the creation of the steam-powered logging machine. It’s great that the PCs have an opportunity to fight with it.
Tabernacle
6
Nina has a shrine to Nerull and it is a source of her power, but just seems to be lacking in the story.
Tyrannosaurus Rex
5
Like how it was tied into the necromantic aspects of the adventure, rather than being a live T-Rex out of place. It’s just not important to the story.
Bonus Ingredients
12 Angry Women
2
Like the use of the dryads.
Embarrassing Secret
0
It’s a secret, just not sure how it is embarrassing.
Gnomish Army
2
The gnome citizens that are under necrotic mind control, nice.
Whole Stuffed Camel
2
Very inventive and adds to the story.
Game Play
Story Concept
5
I like the concept and would be an interesting adventure
Technical Details
5
There are a lot of details about the mechanics for the game.
Writing
Grammar/Spelling
5
No issues.
Cohesion/Structure
5
The adventure is well laid out and easy to retrieve information.
Total Points
74/80
93%
A Flickering Beacon – hippo
Category
Score
Comments
Ingredients
Busker
10
I like that the street performer is the PC’s contact and information source.
Last to Lose
3
The loss of a loved one doesn’t fit here, and the competition loss is only a mention. Seems just added on, not important to the story.
Nymph Necromancer
8
Lephice is a Nymph Necromancer and is the antagonist. Not particularly original usage though.
Steam-Powered Scissors
3
No reason why the Soul Shears are steam-powered, no explanation of what they are.
Tabernacle
10
The sanctuary is the center of the story.
Tyrannosaurus Rex
5
Not sure where the zombie T-Rex came from.
Bonus Ingredients
12 Angry Women
2
Like the Woven idea.
Embarrassing Secret
0
N/A
Gnomish Army
0
N/A
Whole Stuffed Camel
0
N/A
Game Play
Story Concept
5
Cool adventure that would be a lot of fun to play.
Technical Details
5
A lot of technical information.
Writing
Grammar/Spelling
5
No issues.
Cohesion/Structure
5
The adventure flows nicely and it is easy to find information.
Total Points
61/80
76%
Last edited by hvg3akaek; Dec 6th, 2014 at 06:13 AM.
Reason: revealing judgement!!
hippo - A Flickering Beacon
VS
Ion2Atom - A Dish Best Served Dead
Busker - Hippo used the ingredient, but the Kobold didn't have to be busking. Ion2Atom had it a core part of his story blended with the camel. The Last to Lose = Both used well a Nymph Necromancer Both used, but Ion2Atom's blended well with the story Steam-Powered Scissors hippo's artifact could have been anything. Ion's blended with the gnome army, and was the hitch to get the players in. a Tabernacle - Ion's entry built to it. You could see how the dryads came back and their unholy screaming from 12 angry women.. Come on. Great use. I had trouble seeing it in hippo's entry. A Tyrannosaurus Rex First I must say Ion's use was predictable. That is the first thing I thought of when I read the ingredients, but having the birds sneak attack from it.. Fire eyes.. Coolest encounter ever... hippo's entry. The Kobold could be riding anything. The t-rex seems out of place with all the talks of dragons. 12 Angry Women Both used, but I didn't see hippo's use as well as Ion's an Embarrassing Secret - Great idea to have Gerold infatuated with Nina, and give the PC's a chance to use against him. a Gnomish Army - Great use by Ion. It powered the whole story. and a Whole Stuffed Camel - I do not have LM, so I assume all that mechanical stuff is valid. I must say it was a great job.
In Embrodak's eyes, the winner is Ion2Atom, hands down one of the best entries I have ever read.First, all the ingredients including the bonus ones were used. Not that using everything is needed, but it was a masterfully done job of blending each and every ingredient. Not one thing didn't work well.
hippo's entry was good, but some things were not organic. Why a Kobold busker, why a Kobold riding a t-rex. Why the soul sheers. Ion2Atom blended everything and they all belonged there, not just because they were in a list of ingredients.
Writing The most subjective ingredient, I often find it hard to describe why I like or dislike someone's writing. Generally, I prefer lots of action and effective use of wordcount. Wordcount, by the way, is a much more telling metric of a writer's quality than you might think, and I'll be looking at it carefully this year. Runability Looking at the adventure from a GM's perspective, I'm interested in how easy it would be for a GM to run. I understand there's not space for full statblocks, but that's what references are for. You don't have to explain what a wraith is, if you can tell me to look it up in the bestiary, for instance. But if you neither explain what a Caecilian is or describe it, that's when there's trouble. (a Caecilian, by the way, is a wormlike creature that is biologically an amphibian. The more you know!) Playability Here I'll be looking at this from a player's perspective. Would I like to play in this adventure? Is there anything that I don't think I'd enjoy? Do I think I'd be hooked? Here, largely, I'm looking at player agency and their hook. That is, what makes the player care about this adventure, and what do they get out of it? Ingredients Each ingredient will be judged as it's own individual category, but in general I'll be checking to see if it was relevant or important to the adventure, was it creatively used, and was it understandable or recognizable as it was supposed to be. Those last two are a bit of a trade off, I know, but they can both be hit at once. Bonus Ingredients Much like judging ingredients, each bonus will be their own separate category. However, unlike regular ingredients, bonus ingredients will be beginning at 0 – which means if I don’t like your use, it’ll push you into negative points, and if you omit it, you’ll stay at a flat 0.
I wish I could say I was enthralled and amazed by the finalists this year. But I was not. I was entertained, but both were sloppy and unpolished – one was even unfinished! I know the competition has been going on for some time, but you knew the timeline going in.
That said, I have to choose one of these adventures to be the winner. So, begrudgingly, I’m giving my vote to Hippo. Despite being unfinished, what you did provide was more fluid and polished. 80% of a good adventure rates higher in my books than 100% of a sloppy one.
As the dust settles, as the crowds take a collective breath of anticipation, all eyes are on the judges. Which of these two great DMs will be crowned the Iron DM for 2014?
The battlefield has been reset, the floors bleached clean, and the fallen challengers mere memories. The Oblivious Challenger has waded through battles that took down others, and was even taken down himself, only to be raised up, born anew like the phoenix of legend.
But the Protective Challenger's fortifications have proven worthy so far, with many challenger's broken remains scattered around the buttressed stronghold. The battle proved to be a sturdy one, but as always, only one victor can survive.
With a hard-fought victory of 3-1, Ion2Atom has claimed the title of Iron DM for 2014!! Congratulations!
Well done to hippo, too, as well as each and every participant in each of the other rounds. Thanks to the judges who took the time out, without reward, to carefully read each match, and present such levels of judgement and feedback! And thanks to the crowds who watched and read each entry! Do continue to train and use those skills, and come back next year to challenge Ion2Atom for your own chance of becoming....the Iron DM!!