Looking back over the bloodied and scarred battlefields, it is a wonder that anyone survived this long. Limbs, weapons, pens, and paper lie scattered, discarded wherever they fell. Two teams have been entirely wiped out from the competition - the sly, dark power of those of the night, who flitter around the shadows, and drink the blood of their victims; and those who also enjoy to feast on others, the dead, or undead, shamblers of unlife, who fight against their constant and eternal hunger as much as against those who are to slow. All signs of these necrotic creatures has been removed from the stadium, and now only two challengers remain.
Inem has been here before, after defeating foe after foe last year. But this year, once departing from the monstrous starting field, and taking out the largest of the lycans, he found his battlefield empty. Has this pause in his battles weakened him, or caused him to lose momentum? Or was the last round merely a breather, a moment to gather his second wind, and the current Iron DM is now ready to defend his title with all his might?
For that is what he will need! The Pouncing Challenger has moved ahead with leaps and bounds! Breaking from the pack, Khelbiros proved her skill by taking down first a shambler, and then a tentacled horror from the deep. Now having moved further than she managed in last year's competition, with three impressively high scores under her belt, the Pouncing Challenger is finally in the position to fight for the title of Iron DM!
Can the reigning champion be dethroned? Or will this be the first time that the title will be able to be defended?
Of course, there can be only one Iron DM each year, and now is the time for that decisive battle to decide which of these fine athletes will be emerge as something truly wonderful to behold! For 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 to truly rival all others may you claim the heavy burden of the title of Iron DM 2017!
Khelbiros leaps into the arena, her fur matted with the blood, ichor and corn flakes of her fallen foes. Dust puffs up where she lands, and her huge claws scar the earth.
Finally, she scents the presence of her final foe. Her fangs gleam in the white moonlight and she lets out a terrifying roar of challenge at her adversary. Then, she turns and vanishes into the shadows, readying for her final pouncing attack...
And so the time has come. To do battle once more. One final time. Maybe then he will finally have peace. But this opponent...
Of course, no opponent in this arena can ever be underestimated. But this one has definitely proven she belongs here with her previous battles, both this year and last. Inem has seen her work. Somehow, he had a feeling he would eventually have to match up with this challenger. It is only fitting it is for the crown. After all, they each won an badge last year. So here they stand fighting each other for another.
In the blink of an eye his opponent is gone, vanished into the shadows in preparation of the attempt to bring him down. Well, he won't go easy. He won't go without fighting and clawing to the last breath. And he has learned a trick or two since he last stood here almost 13 months ago, refining his skills. Determined to make this contest close, no matter which way it plays out, Inem examines the ingredients. Gears turn in his head as he gets to work. "Well then, let's do this..."
A Pathfinder Adventure for Four 5th Level Characters
The journey starts with escorting Aso to Eldrin, the old elven instrument maker, to pick up the body of the fiddle. Although Aso was so far down the line of succession no one recognizes him in the streets, the group is accosted along the way. A group of disgruntled Ikedians are looking for someone to take their frustration out on. Aso's noble clothes make him an attractive target unless the PCs disguised him before leaving the palace (Disguise check, opposed by enemies' Perception checks). If Aso is not recognized as a noble, skip this encounter.
Combatants
What
Tactics
Disgruntled Half-Orcs
2 Traitorous Brigands (CR2, Pathfinder Roleplaying Game NPC Codex)
Attack toughest party member, flee at 50% HP. (Perception -1)
Disgruntled Humans
4 Brigands (CR1/2, Pathfinder Roleplaying Game NPC Codex)
Attack richest looking party member, flee at 50% HP. (Perception +0)
Aso
Heir Apparent (CR2, Pathfinder Roleplaying Game NPC Codex) with 'frightened child' special ability (see below)
Fight back if attacked, plead with PCs not to kill anyone
Aso is a 14-year old child that has only known court life. Upon being hit by any attack from an undead, he gains the cowering condition for one round.
Upon arriving at Eldrin's house, the old elf invites the group inside. Despite the riots going on in town, the man seems very happy as he presents Aso with his masterfully crafted fiddle. Proud of his work, he rambles in detail about the instrument. Eldrin entertains the group for as long as they will stay. It takes a pointed reminder as to the urgency of things before Aso excuses himself.
Knowing what they are hunting, the PCs may want some information on vampires, available at local churches in return for a donation which they can pay or convince Aso to cover (Diplomacy check). PCs can also make Knowledge(Religion) checks themselves.
Knowledge(Religion) DC
Donation value(gp)
Diplomacy DC
Received information
16
40
17
Damage Reduction, Energy Resistance
20
70
21
Special Attacks&Qualities
25
130
26
Remaining abilities
The ship journey to the Durzon Isles takes one day. There, the PCs must search the various isles of the broken Archipelago for the hydra. The ship's crew refuses to set foot on any of the fog-covered islands known to be home to undead. Finding the hydra requires three successes on DC22 Perception or DC18 Survival checks. Retries are possible, but for every two failures, the characters waste half a day thoroughly searching the wrong island, and have a random encounter (1d6 on table below). After a maximum of 3 days, they stumble across the hydra regardless.
1-3
2 Bat Swarms (CR2, Pathfinder Roleplaying Game Bestiary)
4-5
2 Allips (CR3, Pathfinder Roleplaying Game Bestiary3)
6
3 Ghasts (Ghoul) (CR2, Pathfinder Roleplaying Game Bestiary)
Eventually the group encounters the hydra (at night). Blood red-eyes decorate all five heads and a small bushel of hair adorns the end of its otherwise reptilian tail. Due to its undead immunities, incapacitating the Hydra is most likely achieved by overfeeding it.
Combatants
What
Tactics
Vampiric Hydra
Hydra with Vampire template (CR6, both Pathfinder Roleplaying Game Bestiary)
Bite, unless damaged beyond what fast healing 5 regenerates each round, in which case try to grapple (CMB+13) to use Blood Drain and heal.
Aso
see above
Try to stay out of way but close for when Hydra is incapacitated
The hydra will only feed when sufficiently hurt, but each time it does, it becomes more sluggish. After using its blood drain ability six times, it lies down on the battlefield, as if to take a nap. It is not really sleeping (DC13 Perception), so if someone gets close to its heads, it will attack without getting up (-2 penalty on attack and damage rolls due to sluggishness), though it won't drain more blood. It remains in this stupor-like food coma for five minutes, sufficient for Aso to cut some hairs from the tail.
If the PCs come up with a shorter-lasting incapacitation method, Aso can rush this process, but it still takes him 1d4+2 rounds.
If the hydra is reduced to 0HP, it assumes gaseous form and escapes. Between nighttime and fog, it is nearly impossible to follow (DC28 Perception). Following its tracks (from coming here) back to its lair is likewise difficult, but two hours of successful tracking (DC18 Survival) can lead to a cave, where the hydra is encountered again (it has fully regenerated). If the PCs don't track down the cave, they must wait until the hydra reemerges the next night.
The return to Ikeda takes another day. If Aso is disguised as not noble-born, the group reaches the palace safely, otherwise repeat the encounter from the 'Bone Fiddle' section.
Aso uses any time remaining before his trial to prepare. Completing the fiddle doesn't take long, but getting the undead to dance the 'Thrilla' is tricky. For every two days he practices playing, add +1 to his performance score during the trial (see below). Any PC with ranks in perform can help Aso (DC20 Perform, 1/day of practice, +1 per success to performance score).
When the time comes, Aso and the PCs are led into the colloseum, filled with thousands of spectators. Several gates open, and a variety of undead pour forth into the arena. As Aso plays his fiddle, the undead feel its power and rush towards the source. PCs must hold them back from Aso until he reaches a performance score of 5 (see table below), at which point the undead cease attacking and begin to dance, clumsily at first. For the 'Thrilla' dance to be sufficiently impressive to let Aso pass the trial, the performance score must reach 10.
Combatants
What
Tactics
Zombies
7 human zombies (CR1/2, Pathfinder Roleplaying Game Bestiary)
Attack Aso
Bestial Undead
4 Ape, Gorillas (Pathfinder Roleplaying Game Bestiary) with Plagued Beast template (CR3, Pathfinder Roleplaying Game Bestiary5)
Attack Aso
Aso
see above
Play fiddle
Aso's performance score starts at 0, plus any bonuses accumulated by practice (see above). The following actions change his score:
PC action
Necessary check
Performance score change
Reduce number of performers by destroying an undead
-
-1 (maximum -3)
Encourage Aso
Diplomacy DC18
+1 (maximum +3)
Gauge crowd reaction and give Aso feedback
Sense Motive DC19
+1 (maximum +3)
Improve performance by dancing along with undead
Perform(Dance) DC12
+1 (only works if score above 5, bonus persists while PC dances)
Other action improving performance
-
+1 (maximum +1 per different action)
Additionally, Aso's performance score increases by +1 every round after he starts playing (representing him finding his rhythm), up to a maximum of +3. However, on the fourth round, he makes mistakes, reducing his performance score by 3 (negating the +3 from the previous three rounds). The undead can act normally that round. This also holds true if Aso interrupts his performance due to cowering after being hit. Repeat the cycle of Aso's score increasing by 1 per round to a maximum of +3, before dropping down to 0 until the score reaches 10, or less than six undead remain for the performance.
If Aso's performance score reaches 10, the undead performance of the 'Thrilla' is amazing and he is crowned the new emperor. The PCs are given their promised reward and Aso promises the frequent feasts will stop in favor of the well-being of the common citizens. A long road awaits before the empire flourishes again, but Aso inspires enough hope among the population that the riots die down.
Should Aso's performance fail, no new emperor is crowned and the riots escalate into a full blown war between the lower classes and the nobles.
Aso hires the PCs to find out who poisoned his family
If he failed, Aso needs to flee the city before an angry mob kills him
Ingredients
Usage
Vampiric Hydra
Source of fiddle strings
Emperor's Second Cousin
Aso
Broken Home
Aso's father walked out on him, so he needs PCs' help; Rest of his family poisoned; Hydra lives on broken Archipelago
Stringless Fiddle
Aso's fiddle, in need of strings
Civil Unrest
Riots among Ikeda's population
Overindulgence of Food
The population's overindulgence of Kuno; Kuno and family only die from the dilute poison due to overindulging at the feast; Hydra's tail hairs are best acquired after it overindulges on blood
Unusual Healing Potion
Potion of Blood Replenishment
Jolly Old Elf
Eldrin, jolly instrument maker
Stuffed Animal
Stuffed lion used to remove fear from Aso
Last edited by hvg3akaek; Dec 14th, 2017 at 12:24 AM.
Reason: revealing entry!
Runability (aka DM perspective)
For this category, I'm interested in how easy it would be for a GM to run. I don’t expect you to give me full statblocks for every creature or trap, but I expect it to be clear what things are, their power levels, strengths, weaknesses and so on. I don’t expect breakdowns in every encounter, but I expect it to be clear what is a combat encounter, what is a skill challenge, what is description and so on. A lot of this boils down to clarity and consistency in your presentation.
Playability
For this category, I'll be looking at the entry 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? Basically, what makes the player care about this adventure, and what do they get out of it? And of course, does it sound like it would be fun to play?
Ingredients
Each ingredient will be judged as its own individual category. In general I'll consider if it was important to the adventure, if it was creatively used, and if was it recognizable as it was supposed to be.
Special -1
- I’m not entirely sure what happened, but it looks like you didn’t spoilerbutton or secret your entry this round.
Runability 1.5/15
- I didn’t notice this immediately, but there’s no system or level listed. Nor an estimated number of PCs. Since you do include ‘skill’ checks, you’re better off picking a target system and working from that. (I eventually did figure out that this was 13th age, but you didn’t state it, so I’m leaving my earlier negative marks in because this shouldn’t have been something I figure out halfway through.
- related: since all you say throughout is Skill Check, arguably a group could get through every encounter with Handle Animal or something.
- Also related: if you’re not going to link to a system or even level, why include specific DCs? Why not just say ‘easy’, ‘hard’ and leave it freeform?
- considering how much stuff the PCs don’t know that’s in the background, starting with “the emissary outlines the situation” does more harm than good, because there’s no direct thing for the GM to work from.
- also, when does the second emissary arrive? Immediately? At the same time? Days later? This could have been interesting, but instead it feels tacked on, and the PCs are almost entirely sure to help the governor.
- You say “if the PCs accept Shearwing’s offer”, but he didn’t offer anything. He cartwheels up, spouts nonsense that people only know is important because it wouldn’t have been included if it wasn’t… and then you assume the PCs follow this guy for some reason?
Playability 3.5/15
- how do you know how the PCs will get to the island? Or that they will dock in Spearhead? (I mean, they probably will, because we don’t know if there are other port cities, but… presumably the elves have a port too)
- why the heck does cutting down a mob with violence need a Skill check?
- wait, wait – why does Shearwing know exactly where the hydra is?
- I don’t think anyone will know what’s going on by the time section 7 rolls around. You handwave “shearwing will explain everything”, and assume this mad riddling bard can get information across without driving players and GM totally mad.
Ingredients Vampiric Hydra 2.5/5
+ The island’s protector spirit.
- however… I get that you’re trying to explain that the serpent’s form is linked to the state of the island, but the things happening to this creature are weird and random without considering it to be a reflection of the state of the island. It feels like it became undead and a hydra to fit this ingredient. Emperor’s Second Cousin 3/5
+ Current governor of the isle of Skagos Broken Home 1/5
- - - I guess the island? Maybe Childeric’s family? Not really clear. Stringless Fiddle 3/5
+ Symbol of the empire’s victory over the sea elves. Solid. Civil Unrest 2/5
+ Pervasive through the adventure. Unclear, but pervasive. Overindulgence of Food 2.5/5
+ Interesting curse. Note however, that you explain the curse’s effects before saying that there is a curse.
- And then… why the heck does this curse manifest like this? And all of a sudden? And… it’s unclear. Unusual Healing Potion +1
Oh, that magic cup that heals the hydra in the last fight. Yes, that counts. Jolly Old Elf -1
Shearwing isn’t jolly so much as weird. I did not enjoy his character. Wager Among Gods -1
This doesn’t seem to have any bearing on the adventure. You spoke of it in the background, but the only ways this manifests is to confuse people. Stuffed Animal +1
Solid use. I like that the governor has a stress toy. overall 19/60
I hate bashing adventures, and I can see the gem that this adventure could become. But it just doesn’t come together. There’s a lot of chaos in it, and some is by design but it results in not being clear what is happening or why. There are important characters and facts that don’t show up until the finale or conclusion. I just wish the whole thing was smoothed out and explained better.
Perhaps it would go something like this…
The island of Skagos is in trouble. Civil unrest that has been brewing since the Dragon Empire conquered it over two centuries ago, has come to a head with the installation of a new Governor, the second cousin to the emperor. Unknown to the new governor Chieldric IV or the leader of the rebellion Sirella Stormsea, this chaos is by design: the god of order Qa and the god of chaos, Sehwa are manipulating events and betting on the outcome.
The PCs are the final pawns in this game of gods – against all odds, messengers from both the governor and the rebellion arrive at the same moment to the PCs to support their cause. The PCs must succeed a hard skill check or be forced to agree to serve one side or the other (gaining positive favor with that side, and negative with the other). Which ever side the PCs vouch for books them passage on a ship to Spearhead, the only large city on the island of Skagos, seat of the governor and heart of the conflict.
Once the party arrives, they are mobbed by hungry citizens and must make a moderate skill check to pass through the crowd safely. Otherwise, they must use violence against the hostile crowd (reducing favor with both factions) or lose a recovery as they are mobbed and delayed.
The party meets with the leader of the faction they aligned with. Chieldric tells them that this revolt is being made worse by a sudden famine, and the party must go North to investigate. Sirella tells the party that she has arranged that the empire’s markets can’t get food and people must come to her and the rebellion instead. Except that suddenly, her food supply has stopped and the PCs must go North to find out what happened.
The PCs find the cursed farms North of town, with everyone gorged to unconsciousness. Perhaps there are some signs of duality here, like every vegetable grows two fruits from the same flower, one perfect the other weird. Something in the near distance (maybe a storm or light) draws the PCs onwards.
The center of the curse is Vormyr, who is currently a two-headed hydra. The hydra talks to the PCs using traditional ‘one head always tells the truth, one always lies’, and claims (truly, although unbelievably) that it was resurrected by the gods to sow chaos, after being slain when the empire took over. The party fights it, and the zombie-like villagers.
When the PCs beat it, Shearwing shows up. He’s the true descendant of the last bard king, and explains that only the Fiddle of Skagos can pacify the serpent who will resurrect at midnight every night. The party must go and get the fiddle from the governor. The check they must make depends on the side they allied with (social if allied with Chieldric, subterfuge is allied with Sirella). Then Shearwing explains it must be strung and played by the next ruler of the island, who cannot leave the island again – any of the three major NPCs can qualify.
As the next bard king starts to play, Vormyr appears, now with three heads, and tries to kill the next king. The PCs must save them until the fiddle’s magic finishes.
Then, the island will either be free and at war, or firmly under the empire’s iron grip, and the appropriate leader and god will reward them.
Runability 9.5/15
+ system and power level clearly defined.
- at least in the intro, the writing is a bit choppy and doesn’t flow as well as it could.
+ the adventure flows very nicely.
- I’d have liked to have seen a bit piece, at least, early in the encounter suggesting who killed the whole royal line, and maybe even why. It’s not directly relevant to what the PCs are doing, but I guarantee they’ll want to find out. You only even mention it again in conclusion.
+ Excellent statblocks and I love the frightened child special ability.
+ as always, your knowledge/information tables are fantastic.
+ great tension building with the random encounter table and timeframe.
- I’m not totally sold on the numbers in the final encounter. I assume you did some math, but I strongly suspect that as written it will end up needing to be fudged by the GM.
Playability 8.5/15
- It would have been nice to give players a little more control over the possibility of detecting poison early. More than just ‘people look like they’re starting to be ill’.
+ While I think the ceremonial “thrila” dance is kinda silly, it’s a solid joke.
- So, you do know hydras are traditionally lizards, right? Not creatures with hair? Okay. Nice of you to explain that the party has to get hair from a hairless creature without explaining how that works. Are you thinking some other animal, like a chimera?
+ I like that you include a “the party is probably accosted in the streets, unless they took sensible precautions” thing.
+ I like that any time the PCs have left over becomes bonuses at the end.
Ingredients Vampiric Hydra 3/5
+ It’s straightforward, but clearly there, Emperor’s Second Cousin 5/5
+ the young Aso
+ important NPC driving the plot, and participating in the adventure.
++ I love how you set him up as a character before introducing him as the key player in the adventure. Masterful. Broken Home 3/5
+ an entire royal bloodline slaughtered is a pretty broken home. Stringless Fiddle 3/5
+ the PCs main goal is to get… hair from a hydra for the fiddle. Civil Unrest 3/5
+ how the people have begun to resent the emperor Overindulgence of Food 4.5/5
+ the emperor’s regular feasts
+ I like how the party gets to experience a feast as a hook to the adventure.
++ death of a thousand cuts… or undetectable doses of poison. It would have been cool if you mentioned the poisoning had been going on for some time, but it’s still a great setup. Also, I’m a huge fan of the idiom “there is no such thing as poison, only a poisonous dose”, of which this is a perfect example. Unusual Healing Potion +1
+ Awesome use – a blood restoration potion that cures only damage from blood loss is a really clever idea, and a neat item to boot. Jolly Old Elf +1
+ There’s a jolly old elf who the party needs to interact with. He’s a bit piece, but he’s interesting and feels authentic. Wager Among Gods =
Not included Stuffed Anmimal +1
+ It’s a solid enough use, but it feels tacked on. I’ll give it to you, but only barely. overall 44.5/55
This was a great adventure, and I really enjoyed it. It was well structured, interesting and put together cleanly. Great job.
My vote goes to Inem’s The Child Emperor!
I’d like to say this match was close for me, but I found Inem’s adventure to be in a class of its own above the competiton – possibly above any other entry this year. Great job – you have my vote for Iron DM 2017
Runability (15 pts)
For this category, I'm interested in how easy it would be for a GM to run. I don’t expect you to give me full statblocks for every creature or trap, but I expect it to be clear what things are, their power levels, strengths, weaknesses and so on. I don’t expect breakdowns in every encounter, but I expect it to be clear what is a combat encounter, what is a skill challenge, what is description and so on. A lot of this boils down to clarity and consistency in your presentation.
Playability (15 pts)
For this category, I'll be looking at the entry 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? Basically, what makes the player care about this adventure, and what do they get out of it? And of course, does it sound like it would be fun to play?
Ingredients (30 pts) (5 pts max per ingredient, +1 bonus per bonus item used properly)
Each ingredient will be judged as its own individual category. In general I'll consider if it was important to the adventure, if it was creatively used, and if was it recognizable as it was supposed to be.
Inem, the child emperor
Runability 12/15
Playability 12/15
Ingredient 26/30
TOTAL = 50/60
Amazing, really liked it overall, not many things bored me and I didn't saw an obvious mistake. As always, a masterpiece. Most of the ingredients were pretty well introduced, in particular, the emperor's second cousin that is part of the major plot. I also likely a lot how you dealt with the food problem with poison, that was well detailed and involved the party directly that attended one of the feasts.
Khelbiros, The Curse of Skagos
Runability 5/15
Playability 9/15
Ingredient 20/30
TOTAL = 34/60
The Vormyr idea is pretty cool to bring that ingredient, that he's some kind of epic serpent that became an undead Hydra, a lot of potential and fun for sure. I wished I could have know more about it as a DM and learn more about him as a player.
Not sure of the value of Qa and Sehwa in the story, it's an underdeveloped to my opinion, it could have been removed completely from the intro with little impact from the actual adventure. I also find that another chaos vs law duality had been overdone over the years in books and rpg. Not very original content.
I got a bit disappointed by the broken home and the civil unrest component. It showed a lot they were imposed on you and were not fitting that well the context and the encounter. I think you could have done much better. The Stringless Fiddle was good how you introduced it and the second emperor cousin was okay.
It's really on the Runability side that things went south, if I were to consider DMing this, I would have a lot of work to do. There's very little done to help the DM running this adventure.
Anyway, this story had a lot of potential around Vormyr, just not that well delivered I think. Sorry for my humble opinion.
Last edited by hvg3akaek; Dec 19th, 2017 at 08:21 PM.
Reason: revealing judgement!
This looks like an excellent final: well done both! Apologies for the poor formatting - it's late and I'm tired.
Technical:
Ease of running
- You don't say what system or level this is for.
- I'd have to fill in quite a lot of gaps in this; it feels like the outline or skeleton of an excellent adventure.
Presentation
+ Very clear, step-by-step flow.
Quality of writing
- "Acculturated" isn't a word.
+ Overall very clear and enjoyable.
Overall: 8/15
Story:
Player experience
- A 5-headed hydra doesn't feel very mythical. You set this up for a really epic adventure and then the encounters all felt a bit... low-level.
Interesting story
- Yes, but the PCs feel more like spectators than actors, and that's not typically why I play RPGs.
Creative scenario
+ A great setup
+ A range of ways to end the adventure, depending on player choices.
Overall: 9/15
Ingredients
Main
a Vampiric Hydra
+ You did well with this - a guardian serpent being factured by a half-successful invasion.
the Emperor's Second Cousin!
+ He's essential to the plot, but...
- He could have been a minor noble of any description.
a Broken Home!
+ A creative interpretation, and essential to the adventure.
a Stringless Fiddle!
I'm not sure whether I like this one or not. It's good, but not excellent; I can't quite put my finger on why I don't love it.
Civil Unrest!
- This felt like a token background feature.
and an Overindulgence of Food!
+ This one, though only briefly visible, was well done.
Overall: 20/30
Bonus Ingredients
an Unusual Healing Potion!
0 - I didn't notice this.
a Jolly Old Elf!
Presumably this was the bard. However, he was more "mad" than "jolly and old".
a Wager Among Gods!
+ The details of the wager, including the mad bard and the ineffectual governor, are great.
and a Stuffed Animal!
+ You used this one subtly and essentially. Well done.
+2 bonus points!
Total: 39/64
Technical:
Ease of running
+ I love the way you start with multiple possible hooks, suggesting ways for the DM to lead in from previous adventures.
Presentation
+ Nice and clear and logical.
Quality of writing
+ As always at this stage in the competition, this is great.
Overall: 12/15
Story:
Player experience
+ The PCs get to be right at the centre of the action, and essential to the plot.
+ The PCs don't have to sacrifice their status as adventurers and retire after the scenario.
Interesting story
+ The practice section and the performance at the end are great.
Creative scenario
+ Help the boy become king - while avoiding revolution. An excellent combination of two classic ideas.
- I tried to forgive it, but the Michael Jackson reference really didn't work for me.
Overall: 12/15
Ingredients
Main
a Vampiric Hydra
- Hydras don't have hair, they have scales.
the Emperor's Second Cousin!
- Nice try, but a second cousin really isn't that distant in most imperial families.
+ On the other hand, he's the centre of the adventure, and an interesting character.
a Broken Home!
+ I can see Otagi and Aso becoming important
a Stringless Fiddle!
+ The "traditionally the boy's father would have helped" gives a great lead-in.
Civil Unrest!
+ Right there in the background, and could be played up to be an unforgettable part of the game.
and an Overindulgence of Food!
+ An imperial feast, with the background of starvation? Love it.
+ The throwaway line "the pheasant course" is brilliant.
Also well done for using this on the vampire.
Overall: 22/30
Bonus Ingredients
an Unusual Healing Potion!
+ There's a reason to have it, and it makes the adventure survivable.
a Jolly Old Elf!
+ The delay he causes can actually be important.
a Wager Among Gods!
Not used.
and a Stuffed Animal!
+ This is the best item I've seen here, and I wish I could give you more than one bonus point for it.
Total: 49/64
Though Khelbiros wrote a good adventure, Inem wrote an excellent one - and the Child Emperor gets my vote.
__________________
New job is eating all my time. On hiatus.
Pronouns: he/him/his, etc.
Last edited by hvg3akaek; Dec 19th, 2017 at 08:21 PM.
Reason: revealing judgement!
a. How easy would it be to run this scenario/adventure?*(5 points)
2
3
b. How well is the scenario/adventure presented?*(5 points)
3
4
c. How well is the scenario/adventure written?*(5 points)
3
4
Player Perspective / The Story*(15 points)
10
12
a. What would this scenario/adventure be like to play?*(5 points)
4
4
b. Is the story interesting to read?*(5 points)
3
4
c. How creative is the scenario/adventure?*(5 points)
3
4
Audience Perspective / The Ingredients*(15+ points)
19
23
a. How well was the ingredient used?*(5 points each)
17
20
b. Bonus Ingredent?
2
3
Total Points
37
46
Feedback
Khelbiros – First thing I note is there is no system called out, or appropriate level for the party. This would make me think it is a system-agnostic adventure, which is fine, but that falls apart when we get skill checks with DCs and page numbers called out in rules books. I know it seems like a simple oversight that shouldn’t matter much, but it really sets the adventure off on a confusing tone. I like the story itself a lot, and I think it would be something memorable to the players. There is a lot a GM would need to fill in to complete this, but given the ingredients, I see how such a large-scale adventure needed to be pieced together. I think the amount of word count used on the intro probably hurt you in the long run here (about 22% of your allowed words went here), and left less room for fleshing out the rest of the adventure.
Inem – This was an interesting story with some fun adventure in it. My biggest catchup is this… All of the Royal family gets poisoned and killed except the last heir in line. You would think that most people would immediately blame him as the murderer, seeing he had the motive to do it. Perhaps this could be addressed in the ‘continuation’ section, where the PCs learn that they have spent all this time and effort helping a very bad man take the throne, and then have to deal with the consequences. There is a fair amount of pre-adventure setup required to pull this off as well, given the hooks involved. Beyond those two gripes, this was really well done.
Decision – I feel like this was closer than my score probably shows. A few tweaks and thinks overlooked in Khelbiros’ adventure, and my vote may have very easily gone the other way. As is though, my vote goes to Inem, and I give both of you a heartfelt congratulations on making it to the finals this year in Iron DM! Congratulations!
Khelbiros
DM Perspective: 11/15
(3/5)(4/5)(4/5)
Player Perspective: 12/15
(3/5)(5/5)(4/5)
Ingredients:
Vampiric Hydra: 4/5
Emperor's Second Cousin: 5/5
Broken Home: 5/5
Stringless Fiddle: 5/5
Civil Unrest: 4/5
Overindulgence of Food: 5/5
Bonus Ingredients:
Unusual Healing Potion: Y
Jolly Old Elf: Y
Wager Among Gods: Y
Stuffed Animal: Y
Feedback: I loved reading your story and I loved that with your entry you kept coming back to the ingredients. Like with the feast and famine parts of the island. One part of the island has an overindulgence of food and then you revisit this ingredient with vampiric hydra giving the right hint of words to give the impression that it has also had an overindulgence of food. I also liked the stringless fiddle first it is the representation of who has conqured who and then it is needed to lift curse. I did enjoy reading your entry and I did see mentions of mechnics but I double checked and I didn't know what game system this was for nor what level adventuring party this was built for. Then finally the formatting of the entry. Everything is broken down into sections and of course named for easier finding so no matter where one leaves off it would not take that long to find their spot again. Great work on your entry and awesome job making it to the finals.
Inem
DM Perspective: 14/15
(5/5)(5/5)(4/5)
Player Perspective: 13/15
(4/5)(5/5)(4/5)
Ingredients:
Vampiric Hydra: 4/5
Emperor's Second Cousin: 5/5
Broken Home: 5/5
Stringless Fiddle: 5/5
Civil Unrest: 5/5
Overindulgence of Food: 5/5
Bonus Ingredients:
Unusual Healing Potion: Y
Jolly Old Elf: Y
Wager Among Gods: N
Stuffed Animal: Y
Feedback: Welcome again to the finals of Iron DM. As with your previous entries great work very entertaining read and as with previous entries and rounds, something you are probably used to now, its time to pick it apart. I enjoyed all of your uses of the ingredients and I even enjoyed where you came back to the same ingredient more than once and even in different ways. I also really enjoyed your use of the civil unrest in putting the pressure on and making it a time trial to get everything needed to have Aso pass the trial to become emporer. I also really liked how you put into bold all things mechanics related then in a different color you put in everything that takes time so everyone can keep track of what time they have left. Very good work sir and thank you for a great entry. You two made a good match and made it hard to figure out which one was better.
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Last edited by hvg3akaek; Dec 19th, 2017 at 08:20 PM.
Reason: revealing judgement!
With a crash of thunder, the clash of blades faded, the heavy breaths of exhausted combatants could be heard where the mutters of pain and fear once lingered. The battle was over, their energy spent, and now, finally, the time for the ultimate judgement was to be had.
The Pouncing Challenger had performed well throughout the competition, biting and clawing through her foes, knocking over those who would stand before her. There was a moment when the former Iron DM looked ready to be taken down - but that was not to be Khelbiros' path. For Inem rose up stronger than before, and gathering a score of 51.3, claims the title of Iron DM 2017 - for the first time in history, defending the title successfully against the arena of challengers! Congratulations!
And well done to each and every other participant this year - all the challengers and hopefuls, all the judges, and all the audience! Continue to write, run, and participate in great adventures over the next year, and stay tuned for next year's competition, where a thoroughly exhausted Inem will have to battle his way through yet another arena of hopefuls and challengers, each intent on claiming the crown, and becoming the Iron DM!