|
|||||||||||||||||||||||
|
![]()
MIND THE MACHINE “How I, then a young girl, came to think of, and to dilate upon, so very hideous an idea?” -Mary Shelly Presented Monsters: Complexity Golem (CR 15)
Dungeon Core (CR 8)
Dream Distilled Creature Template (CR +1)
Thematic Link:
COMPLEXITY GOLEM (Complexity Golems are usually invisible. See the “Incomprehensible” ability for details.)
A complexity golem is a cosmic equation designed to come to life. Created by the incredibly intelligent minds of accomplished wizards or psions, these creatures undertake every action their masters command in a logical and systematic way. While able to follow even most difficult commands, a complexity golem is alien to this world and its basic laws. Unable to grasp the meaning of emotion, life and linear time they seem to be mindless and disembodied automatons to us. Complexity Golem CR 15
Defense
Offense
Tactics
Statistics
Special Abilities Disprove Existence (Su) The attacks of a complexity golem disprove the fundamental laws that allow their opponents to exist. A creature hit by a complexity golem’s touch is affected by a disintegrate spell (CL 15, DC 19). The save DC is Charisma based. This ability has no effect when used against a complexity golem. Immunity to Magic (Ex) A complexity golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Immunity to Psionics (Ex) Complexity golems are immune to effects that are subject to power resistance. In addition, certain powers function differently against the creature, as noted below.
Incomprehensible (Ex) A complexity golem’s structure is ungraspable by all but the most extraordinary minds. As a result the creature is invisible. This ability is constant, allowing a complexity golem to remain invisible even when attacking. It is inherent and not subject to the invisibility purge spell.
Ecology
ECOLOGY
ADVANCED COMPLEXITY GOLEM
USE IT TONIGHT
Spoiler:
DUNGEON CORE A massive pillar of rusty steel, cogs and moving iron chains dominates the room. Oil seeps from several cracks like black blood pouring out of a wound. Its stench fills the air and mingles with the smell of raw meat. At the centre of the pillar, greyish coils of flesh form a bloated, pulsating brain and its twitching spine. As it witnesses your presence, the movement of cogs and chains accelerates while angry sparks rain down like orange waterfalls.
A dungeon core is the heart of a gigantic creature that controls a whole building. It is rooted to a structure, bound to its creator, and to a degree it is part of both. Charged with the protection and defence of a dungeon or other stationary building, it commands a deadly assortment of spells as well as the ability to control doors, traps and all other mechanical features of its home.
Dungeon Core CR 8
Defense
Offense
Spell-Like Abilities (CL 10th):
Tactics
Statistics
Special Abilities Bound to Creator (Ex) A dungeon core is permanently bound to its creator. They can communicate telepathically at any distance as long as they are on the same plane and while he is within the dungeon core’s area of control, he can’t be flanked or flat-footed.
Control Area (Ex) The area within 300 ft. of the dungeon core’s position is treated as its controlled area and the dungeon core has several abilities within it. It can see and hear (make Spot and Listen checks) from any manufactured wall within the area. As a move action, it can open, close, lock or unlock any door, activate or deactivate any trap or any other similar mechanical feature in the area. In addition, any spell-like ability it activates may origin from any wall in the area instead of originating from the core itself (touch spells can affect anything that touches a wall).
Foil Teleport (Su) A dungeon core can counter any spell with the teleportation descriptor, if the spell teleports anything into a space within the core’s area of control. The spell has no effect and the dungeon core takes 1d6 points of damage per level of the countered spell. This ability activates automatically without requiring an action. Ecology
ECOLOGY
CONSTRUCTION
ADVANCED DUNGEON CORE
USE IT TONIGHT
Spoiler:
DREAM DISTILLED CREATURE A dream distilled creature is the mercury-extracted essence of an entity from the dreams of a sleeping person. Through the hands of a gifted alchemist, dragons, devils, deceased friends or even the dreamer itself can be plucked from the hazy dream world and sculpted into a creature of near lifelike resemblance.
CREATING A DREAM DISTILLED CREATURE “Dream Distilled” is an inherited template that can be added to any creature (referred to hereafter as the base creature).
Size and Type: A dream distilled creature’s type changes to construct and it gains the augmented subtype paired with the creature’s original type if appropriate. Do not recalculate base attack bonus, HD, saves or skill points. Size is unchanged. Abilities: Str -2, Dex -2, Int -2, Wis -2, Cha -2. Abilities are not reduced below 3. Ignore the adjustment if it would lower the base creature’s ability further. A dream distilled creature has no Constitution score, adjust its hit points accordingly and add bonus hit points based on the creature’s size. Special Qualities: A dream distilled creature gains the damage reduction and living dream special qualities as well as additional special qualities as listed below. Damage reduction (Su)
Living Dream (Ex)
Dream Distilled: A dream distilled creature gains one of the special qualities listed below if it has 9 HD or less or two special abilities if it has 10 HD or more. Despite their names, the choice of special abilities is not restricted by the exact dream the creature is created from, since every dream contains traces of the abilities presented. Dream Haze(Su) Surrounded by a hazy dream shroud, any creature ending its turn in a space adjacent to the creature, is dealt 1d4 points of nonlethal damage per 2 HD of the dream distilled creature (at least 1d4). If more than one creature with this ability is adjacent, only the creature with the most HD deals damage. A dream distilled creature may activate or deactivate this ability as a free action. Fever Dream (Su) Distorted and smouldering, this creature warps the ground it threads upon. If it uses a move action to move, the spaces the creature occupied the end of the last round is treated as impassable terrain that doesn’t block lines of effect for 1 round. A dream distilled creature is never hindered by this ability and may activate or deactivate it as a free action. Nightmare Born (Su)
Recurring Dream (Su) Instead of being destroyed, these creatures can recreate themselves from the minds of their friends. Once per day, instead of being reduced to 0 HP or below by a damage dealing effect, the creature can make a Will save (DC = damage dealt). If successful, the dream distilled creature instantly teleports to a space adjacent to an ally within 30ft. (as the dimension door spell) and remains at 1 HP, leaving only a silver cloud of mercury behind.
Wishful Dream (Su)
CR: +1
SAMPLE DREAM DISTILLED CREATURE
Spoiler:
The small humanoid has the nose of a bat, chipped and pointed ears and almost glowing yellow eyes. The odour of faeces and untreated furs surrounds it, forming a visible cloud of vapour that dulls your senses. There seems to be more to these fumes than a disgusting reek and your skin grows numb as you prepare to defend yourself against the blows of the beast’s rusty morningstar. Dream Distilled Goblin CR 1
Defense
Offense
Tactics
Statistics
Dream Haze (Su) Surrounded by a hazy dream shroud, any creature ending its turn in a space adjacent to the goblin, is dealt 1d4 points of nonlethal damage. If more than one creature with this ability is adjacent, only the creature with the most HD deals damage. A dream distilled creature may activate or deactivate this ability as a free action. Living Dream (Su) Formed out of a dream, certain spells affect a dream distilled goblin differently. A sleep spell repairs 1d12 points of damage, a deep slumber spell repairs 3d12 points of damage, a dream spell repairs 5d12 points of damage and a nightmare spell deals 5d12 points of damage. Additionally, a dream distilled goblin regains 1 hit point, if it remains motionless and in contact with an intelligent sleeping creature for 8 hours. Ecology
ECOLOGY
CONSTRUCTION
USE IT TONIGHT
Spoiler:
Your design style reminds me of David "Zeb" Cook in the Planescape days: willing to entertain wild ideas and try to make them concrete. That's a great way to make a superstar impression. It's risky, in a good way. Complexity Golem
Almost immediately, though, I see problems in the presentation. It's cludgy to say "Presented Monsters": Why not just list them? Ok, that's nitpicking. But it's even cludgier to present a physical description of a monster that's usually invisible. So I'm not exactly hooked to start. Then we get to the abilities. Incorporeal is fine, but a touch disintegrate attack? Even at CR 15, that's pretty harsh. Or is it not a touch attack? It's actually hard for me to tell for sure from the text, and that's a problem. Immune to magic and psionics makes two further party members likely to be useless against this creature. Flavorwise I'm 100% with you, and mechanically I hate it. So far, I'm the only design choice I like in the Construction section, which is inspiring. But it's a little late. Maybe the next one is better. Dungeon Core
AC 8 and just 85 hit points strikes me as quite vulnerable for CR 8. DR 10/adamantine helps, but I'm not sure playtest would show this is quite right. It depends utterly on allies, but the write-up doesn't say much about those allies, other than that they are dungeon denizens. Again, the construction section is top notch. The second spine is ick-tastic stuff. For the adventure seed, WHY would anyone create two cores with their areas of control touching? Given that I love the flavor and inventiveness of the first two, I really want to tinker with the mechanical issues. Something to watch out for, I think. Monsters need to work as foes for a CR, as well as work in story terms. I'm not 100% convinced of the design choices here. Dream Distilled Template
Rating: 2/3
Initial Comments (name, title, thematic link, design choices, playability, quality of writing, hook, theme, organization): A- I loved your upfront quote. In a contest that has seen an escalation of out of control upfront quotes, you hit the right note with yours. It was beautiful, actually. I read it and said, “oh man, I can’t wait to see what she is going to do with this.” And you didn’t disappoint. You continue doing the things you do well—good writing and big ideas. You have an incredible amount of talent. I’m not sure the thematic link is tight enough, though. I also have to agree with Wolfgang about the clunky presentation headings. But those are nit-picky items compared to the quality of your submission. The only knock on your entry, perhaps, is that the monsters are not the most playable. Monsters (proper format, good build, abilities and tactics, quality of mechanics, interesting new mechanics): A
Golem: A
Dungeon: A
Template: A+
Tilt (did it grab me, is it unique and cool, do I like it, flavor): A
Overall: A
Christine, you are quickly developing yourself as a major talent. You are working very hard on the language issue and you are doing an amazing job. You could well win this thing. Keep it up! Strongly RECOMMENDED FOR TOP 6
Your English is clearly improving, and as the judge who has harped on this the most since the very first round I thank you for your dedication to this aspect of the craft. It is very much appreciated (and necessary to your continued advancement). I don't think most readers would know that English is a second language for you based on this submission, so whatever you've been doing, it's working (although the language does get a little rough again in the dream distilled creature template near the end). That said, I think you could have set up your entry in a much more compelling way. The Mary Shelly quote is ok, but the generic list of the monsters followed by the very matter-of-fact description of the thematic link left me cold. You're also putting quotation marks around a lot of things that don't need them, such as "Construct" and "Craft Construct" and "Distilled Dream Template". Also, the latter does not need to be capitalized. So while the English is coming along, there is still some distance to tread on matters of style. Pay very close attention to how rules concepts are delivered in existing product and try to emulate that as closely as possible. This part of the job isn't any fun, but the ability to turn over material that is publishable with very light editing is the silver bullet in every true RPG Superstar's pistol. I am not overly impressed by the complexity golem. The flavor is interesting, but basically it's an invisible pile of hit points with two disintegrate touches per round. I honestly see this creature as more a source of frustration in the encounter than fun, and I can't imagine including it in one of my campaigns. That said, the first hook in the "Use it Tonight" section was quite interesting. I don't strongly dislike the monster, but I think it could have used a little more oomph. It's ok, but all of the emphasis is on atmospherics and there aren't enough interesting mechanics. The tactics section gives this away, since all you basically say is "the monster attacks." The dungeon core gets off to a much better start, with one of the most compelling physical descriptions thus far in the round. Like the complexity golem, though, you're under-delivering in the combat tactics and abilities. I think opening and locking doors throughout a dungeon, leading the PCs toward traps, and stuff is going to be cool throughout an adventure, but by the time the PCs finally fight their way to the dungeon core I think they're going to be awfully disappointed by a fight that doesn't provide much interest in the way of tactics and abilities. Sure, the core can use message to call other monsters to defend it, but that doesn't really speak well for its own value as a monster. So, weirdly, we have a monster here who is more fun in play before you meet it and fairly underwhelming when it comes to the final battle. I'm unconvinced that that is good game design, and I'm fairly confident it does not rise to the level we're looking for in an RPG Superstar. On its face I really like the dream distilled creature template. The idea is great, and the use of alchemy and mercury gives it a nice flavor edge that makes it more interesting than other dream creatures I've seen (or published). The fever dream power is quite evocative, and would make for interesting escapes. Construct traits are a nice, beefy bonus, but the various dream powers (while evocative) are all rather insignificant in game terms. Given that you lose TEN stat points when you take this template I am unconvinced that you get enough bang for your buck to account for the +1 CR bump. The DR is nice but rather small. I need to think on this a bit, but my sense is that the monster would have been cooler with a +2 or +3 CR bump, more than one dream power, and slightly beefier dream powers, at that. The monster is almost too subtle, in my estimation. Overall, I think your real strength as a writer is in the concepts, but you need to work a bit more on the mechanical side of things to create really memorable monsters that have a real impact on the encounters that feature them. Of these three, I think only the dream distilled creature template does that effectively, and even there I have some mechanical concerns. I have really enjoyed all of your submissions thus far, and feel that this one is a bit of a step backward for me. However, you have a strong body of submissions behind you and I have every confidence that you will be moving on to the next round. MY RATING: 1 of 3.
I like the ideas here, and they are pretty inspirational. The BBEG in my campaign is an insane derro artificer/spellthief, and his lair for the final confrontation is based roughly on the 7 deadly sins, and I've been looking for something for Sloth, and your dream stuff might fit the bill.
Would I use this in a game - No. Is it well written - Adequate. Does the theme hold up - Yes. 2/3 Comments - Your writing has improved and it is on the level of the other contestants now (the other entries were noticeably halting). This is an interesting theme and it is well presented, but this is something I would likely find in Warhammer 40k RPG game rather than D&D. Of course this may be a matter of personal taste but it does not ring fantasy with me, which is the D&D core market. The template was interesting and I think it was a good idea to mix it up in there. 'Immunity to Magic' is never a good idea, period. Immunity to Psionics seems a bit odd, but then again I rarely use them. I think it is one of the better entries here however so I am guessing it will be enough to move on.
Hmmm. I wonder of Wolfgang was reminded of the Moigno from the AD & D Planes of Law boxed set, with regard to the Complexity Golem? (Though the Moigno was *very easily* disrupted by psionics, and obsessed with pi.)
Christine Schneider wrote: Dream Haze(Su) Surrounded by a hazy dream shroud, any creature ending its turn in a space adjacent to the creature, is dealt 1d4 points of nonlethal damage per 2 HD of the dream distilled creature (at least 1d4). If more than one creature with this ability is adjacent, only the creature with the most HD deals damage. A dream distilled creature may activate or deactivate this ability as a free action. That part I bolded? This is exactly the sort of thing that gets totally overlooked, and not just by fans on message boards, but by professionals who should know better, and then we end up with fans on message boards kvetching about how Hive Minds work or how they can create an infinite damage loop using some low CR demons with an ill-conceived ability. Being a huge fan of the simulacrum spell, the Dream Distilled template is a very cool alternate version. The evocative test describing the Dungeon Core critter was awesome and a bit creepy, although I'm not 100% sold on the creature itself. I could see a mechanical apparatus, *or* I could see an organic pulsing fluid-slicked construct in a 'dungeon' that has walls of tissue and bone and veins, but both at once just felt odd to me. As for the 'Concept Golem,' that was just a slice of pure awesome, and as interesting in it's own right as Eberrons 'Living Spell' critters. Really, really excellent stuff.
I've been a big fan of yours since round 1, and you really delivered this time. Great monsters all around. The complexity golem took a tired creature type and wowed me. The dungeon core gives me a "living dungeon" monster I actually want to use, and the dream distilled creature is just plain cool. :) Monsters are my favorite part of the game, and I've worked on several monster books and a web site devoted to monsters for the past few years, and these are among the most interesting I've seen. Nice work!
I think it would have been more interesting to have the Complexity Golem not be invisible, but rather, you can only see it out of the corner of your eye. It would still have full concealment, from a mechanical aspect, but you could still play havok with its weird geometries and sharp cornered spheres and what-not. Maybe even require a DC 25 Int check to locate it. Still one of the strongest entries.
The Complexity Golem is neat, and I could see myself using it. The Dungeon Core is a really good concept (I take very little attention of the detailed stats, so I'm not so concerned about those as some others seem to be), although one I can't really see myself using. The dreamstuff creatures are perhaps the weakest conceptually for me... but I can still see myself using them, so they're certainly good enough. However, I do have some difficulty in seeing how I could use these creatures in a scenario (compare with the Darkblight, where the scenario practically writes itself), which was a bit of a let down. I was uncertain as to where to put my third vote, but, in the end, it went here. I look forward to seeing more!
Christine, I'm floored. This is top-notch stuff. An editor ought to be able to work with your non-native english skills for the honor of working with material this good. You said "Use it tonight" - I want to, I really do. The dungeon alive, and unhappy that you are there? Killer! A golem NOBODY thought of? Superb (though I would attempt to divide by one on it, an instant kill, I'm sure). The dream-distilled template? Awesome move! Tactical! Here, not one monster, but many! Thank you, Christine, I've only read two and you've got my vote. Erik: I respect the work you do; it's not easy, but you want this one on your team, she's worth it!
I really like the concepts here and love the names (disprove reality? That rocks! Does it work on objects as well as creatures?). I do have some of the same mechanical reservations about the golem that Wolfgang mentioned--Is the super-invisibility too good? Is the disintegrate by touch 2/round too good? (at CL 15 that's 30d6 untyped damage, Fort save for 5d6 as a TOUCH attack - OUCH! - and with the Huge version of the golem it's MAXIMIZED - super OUCH - that's effectively 2 9th level spells per round (okay, maybe 8th since it's touch instead of a ray)). The only characters with high enough INT to see it won't be able to hurt it (immune to magic). I also wonder, should the Dungeon Core be more able to physically attack? Maybe directly with its chains and cables or with an ability like a chain devil's. Or, maybe make its animate object ability something it can use more often, or give it animate rope at will (or an equivalent ability that works with its chains). Of course, if the dungeon is already stocked with plenty of traps and minions for it to use, maybe it doesn't matter. Sometimes a brain in a jar is just a brain in a jar. Once you get past the minions, you smash the jar and smush the brain; the challenge is IN the minions, and once you get to the core (literally in this case) it's game over. Anyway, that's all just nits and picks. Yours is the first one I've given a close read (just got off work a little while ago) and it's great stuff as usual from you. You continue to show a great handle on taking unusual or far-out ideas and making them feel tangible and usable and very cool. Lastly, I really liked the spoiler-hidden "use it tonight" tags and the creature creation rules for each (especially the "Ewwwww gross" method for the Dungeon Core).
I wasn't certain going by the name what to expect when I clicked on this entry. I thought of the Sheens from the DRAGON articles and had hopes. While they weren't sheens the idea of a 'living' dungeon and a formula that's come to life are very interesting. I felt the stat blocks were clunky but I'm not one to complain, as a DM I rarely ever manage to build a complete statblock for a monster before I use it. Overall these are three well linked and designed monsters. Well done!
It's been said already in this thread, but I'll say it again, WOW! Another great, mind-bending job. Now that the pure praise is done, I have to say, I loved the Planescape vibe of the golem and dream born template, and the dungeon core can be used in any campaign with ease for a nice unique dungeon. The dungeon core is such a great concept, that I imagine that there will be tons of variants used as well, with slightly different sets of powers, tied to the theme of a particular dungeon complex. After reading through your entry, I can definately say that you've had nothing but thrilling to read, entertaining entires, and I'm glad I'm not competing with you anymore, since I would vote for you over me! I'm hoping to see you in the finals!
Thematically related – definitely, I like the "we create them ourselves" tagline. I was initially dubious about the complexity golem and thought it’d be gimmicky, but it actually kinda makes sense, but is a little tough (incorporeal invisible disintegrate touches!) for CR15. I like the "shower its slayer with a bunch of miscellaneous handouts" trick. In fact it’s neat enough I’ll overlook the psionics! This one is really bad ass. Dungeon Core. Makes sense in a number of situations. What, no guards and wards? This fills a definite missing niche – dungeon intelligence – that is usually addressed by "handwavey magic" in scenarios. Having an actual statted creature behind it that the PCs can destroy or deal with is wonderful. Dream distilled creature. Pretty cool too! These are definitely way innovative! Props! A little concern about the golem toughness, but these definitely have the perfect mix of "Boy, I haven’t seen *this* before!" and "I could actually use these!" I give it a solid A-.
Rather than nit-pick, for this round, I'll try to focus on what decided me on an entry. - I don't find the theme very well focused or developed. Right from the Mary Shelley quote, the idea seems quite broad and vague and doesn't shape the individual monsters very strongly. - It's appropriate that the complexity golem is affected by feeblemind and insanity. I'm not convinced by the specific effects, though. I very much like the Incomprehensibility power and the minimum Intelligence to defeat it. Does this also override use of see invisible, true seeing and equivalent modes of perception? I think it should. The creation process is a good idea but I think it needs to go further. The texts mentioned are too logical - to me, it needs a stronger dose of surrealism: cook's shopping lists, pages of randomly generated numbers, treatises on card games, pictures of whales and parrots. Likewise, the adventure hook with knowledge imprinting on people present when the creature is destroyed could be a lot more strange than it is. It's highly appropriate that either a wizard or psion could create one. I like the intelligence restriction too. - Mostly the dungeon core description is visually effective, but there are some lapses. In particular the spider simile is tired and inaccurate. Good details for trapfinding. The creation process is exceptional. - The dream-distilled creature starts with the handicap that I know of several very similar creatures in Bruce Cordell's work. I like the handling of spells for the dream-distilled, not so much its adamantine damage reduction. The variant dream abilities are a very nice selection. I'm not convinced there's a reason a dream-distilled creature should be free-willed and intelligent except to make the adventure hooks work. Having said that, they're very good adventure hooks. I really like the creation process for this one also. -- I was disappointed by this entry. It's unquestionably publication quality but I don't know that it's winning quality. I'll see how it compares to the others.
Christine you have a definite flair for developing interesting ideas without going to gonzo (as Clark would say). I don't know if I could ever use the golem as I don't know if my PCs will get to a level where they could challenge the thing before my campaign ends. The dungeon core is an interesting creature though. It reminds me of Antrax from the Terry Brooks novel of the same name. The dream distilled template is one I could make use of later on in my campaign, and has a nice ring to it. I've enjoyed your last few entries, but I'd have to put this in my second tier behind Darkblight and Bleak Midwinter as it's just not as usable for me. So now I have to decide between this one and my other second tier entries for my final vote.
Christine, I think you might have presented the best writing this round. It's clear, distinct, and succinct when it needs to be. Concepts are also great and I love the theme. You've got one vote for certain because I've given a vote for best writing each round (whether Blink dogs or Whirling Djinn). My initial read has this one winning in a runaway.
Finally! There is something distinctively annoying about reading through ones own judges comments and then loosing internet access. Especially if you loose it for a longer period of time :-S So, thank you for the comments and suggestions made and I am happy that you like these little critters.
Until then, kill your time and your players while voting for these little Frankensteins.
I've been watching your stuff throughout the contest and have been very impressed overall! After reading up the short descriptions I accidentally exited out of the webpage the first time I viewed this and really scrambled to find it again quickly because I was so intrigued. Concepts and flavor as usual are top notch. The Complexity Golem is a little bland in combat, but I really liked the part where you mentioned that they can fight tactically-I can easily imagine the disintegrating touch of theirs used to sunder. I don't really see how they can really disarm if they're incorporeal, but I don't actually know how the rules interact there. One potential tactic if it were intelligent would be to fly under PCs and then use its disintegrate touch to create an impromptu pit trap to start off combat-or perhaps to cave in the ceiling with it. If they were more physical I would easily be frightened if I was grappled by one of them, for sure! Nitpicking a bit but the DC for the Distintegrate seems to be off, it should be 22 (+9 for HD and a +3 Cha mod) Dungeon Core has great flavor but does seem to be underpowered as well, though this could be easily remedied. It'd be really cool if they could establish a connection with other constructs and give them insight bonuses while in the control area and such. I would hate to be a wizard creator if I lost 2d6 intelligence points-it does make me want to incorporate it in an adventure where you simply go through the dungeon to temporarily weaken the villain you're fighting. Dream Distilled creatures seem like a lot of fun. I like the plot hook about using dream versions of the PCs, I think my players would get a kick out of that and the 'pseudo-ressurection' idea seems innovative as well. I'd disagree with the judges on the CR increase, it seems appropriate to me at least for low levels because besides the DR 2/adamantine, Construct traits are so powerful and the extra hit points aren't too shabby for your average goblin or kobold either. The abilities do seem a little too weak to be that noticeable and I think Fever Dream would be something really hard to keep track of, especially if you have more than one creature with it. Overall fantastic, I really enjoyed the advancement sections on all of them-you go far above and beyond what most monster creators do here. I hope to see you in the next round!
I've been reading and absorbing quietly in the background through this competition and forming opinions on all of the entrants and their sterling work. I can't keep quiet any longer. Stop the contest now! Aping the words of Clark. RECOMMENDED WINNER! I'd be very happy if Christine won this compo or got a job or two from interested parties viewing this competition if she failed to do so.
This one, like Darkblight, has the (dis?)honour of having all three creatures likable and usable by me. I was thinking I'm going to have to toss in the complexity golem in the climax of RotRL. Maybe have it 'announce' itself by disintigrating a hiring or cohort. Then I thought the dungeon core would fit in Seven Swords, if/when I run that. Then I realized dream distilled fae would fit well in the Bloodsworn Vale. I try not to engage in hyperbole, or use the slang that is in vogue at the time, but words fail me on this entry. I've said it before. Christine, I think I'm in love. Erik, hire this woman. Now!
Great job Christine. Nice to see you advance. Really like the concept but wouldn't want to encounter them with a favorite PC for the first time but nice surprise change up monster for a DM with a party who are familiar with the campaign Monster Manuals. Your entry gets one of my round 4 votes. Good luck in the round 4 polls. Hope you advance to round 5.
Erik Mona wrote: but by the time the PCs finally fight their way to the dungeon core I think they're going to be awfully disappointed by a fight that doesn't provide much interest in the way of tactics and abilities. Sure, the core can use message to call other monsters to defend it, but that doesn't really speak well for its own value as a monster. So, weirdly, we have a monster here who is more fun in play before you meet it and fairly underwhelming when it comes to the final battle. Isn't that exactly what makes this monster interesting. You have a lot of "main-monsters" doing nothing all the time and then making boom when you bump into them. The are all fearless fighters fighting till the end. This one (dungeon core) does exactly the opposite. It is brave as long as it is save and then turns out to be a weakling. I like the flavour of an enemy annoying the players all the time and then laying (nearly) helpless in front of the players. For a change it is a great thing! And there is no reason for the dungeon core (for the DM) to be the only "boss-encounter" in its dungeon. You could combine a classic boss-encounter with a dungeon core... What they could do together ;-) I like the dream distilled creature a lot. It has some very interesting rules. Wolfgang Baur wrote: Or is it not a touch attack? It's actually hard for me to tell for sure from the text, and that's a problem. I think it is pretty obvious ;-) It says: "Melee 2 incorporeal TOUCHES +15/+15 (disprove existence)", and "A creature hit by a complexity golem’s TOUCH is affected by a disintegrate spell"The complexity-golem's disintigrate touch attack seems to be very strong, but being CR 15 it seems to me to be ok. Strong but ok. Isn't that they way it is meant to be? ;-) Some don't like the golem to be immune to magic... No player likes any immunities, i think. But a golem without immunity to magic?
From a creative standpoint, these constructs are first-rate. The Complexity Golem is the legendary stuff of which bards sing and histories lament. It's brilliantly conceived. The Dungeon Core is also imaginative and memorable, and while the Dream Distilled Creature isn't to my tastes, it's still interesting enough to read through more than once. I readily acknowledge the mechanics issues -- I think the Golem is under-CRed, and the Core over-CRed -- but I'd incorporate both of them right away into an appropriate campaign (albeit with a few tweaks), and that is the ultimate litmus test in my book. I've liked all of Christine's contributions so far (I've been lurking since early on), but this is just way over the top.
COMPLEXITY GOLEM - love the flavor, hate the mechanics. It's just too darned powerful for that CR and the combination of immunities and incorporeal nature means that the average party may have no way to deal any significant damage to the thing. DUNGEON CORE - awesome "Metroid" feel to this thing (and by that I mean the original 8-bit game). I can see it being a challenging encounter in person by placing it in a room with some reusable traps that the brain can attempt to juggle the characters into repeatedly. Lava/acid pits + conveyor belt floors, area and line spell effects that can be triggered in sequence, moving partitions that control the flow of the battlefield... lots of possibilities for a very memorable encounter. I'd also like to add that it makes -perfect- sense for someone to have two (or more) Dungeon Cores in proximity to each other if the actual dungeon is a large enough complex that just using one would leave large portions out of it's effective range. DREAM DISTILLED - I feel there's a disconnect between the dreamy nature of the template and the various powers that it can impart (well, except for the nightmare one). Very "Sandman"-ish idea but you didn't sell me on it.
My post that was eaten from late last night: Christine, I think you might have presented the best writing this round. It's clear, distinct, and succinct when it needs to be. Concepts are also great and I love the theme. You've got one vote for certain because I've given a vote for best writing each round (whether Blink dogs or Whirling Djinn). My initial read has this one winning in a runaway.
I really like the complexity golem ... and the same darn thing with a slightly different name and mechanism would be a wonderful construct from the Far Realm. Not that I need Far Realm critters. Nope, move along folks. I'd probably add some kind of sanity leeching aspect, however, for people that were smart enought to see it and yet dumb enough to keep looking at it once they had seen it. The dungeon core? Done. I know exactly where that's going in my campaign. And think of this ... an awakened dungeon core with artificer levels. Yee-haw!
I'm somewhat torn reading this entry. First, let me echo Wolfgang: you've got a great Planescape vibe going on there, melding thought and flesh and machine into three creative monster entries. This alone should have been enough to get me to vote for you. Alas, it wasn't. I felt that your Dungeon Core was the strongest of the three submitted monsters. The other two were nice, but it would have been better IMO if you had developed something more strongly tied to the Core. As it is, the link between the three felt somewhat weak. Your writing is solid, don't doubt that for a second. But the main challenge this round - IMO - was to really stress the thematic link between the three creatures you were supposed to write up. In this, your entry isn't as strong as it could be. Nevertheless, keep up the good work! Even Boomer was struggling this round, or so it appears.
Chris Mortika wrote:
1. Do you mean (In)finite Improbability Drive? 2. Yes! I got that feeling, too, but couldn't think of a name for it! Thank you for putting the words out there.
Chris Mortika wrote: The second plot hook for the Complexity Golem made me think of the Finite Improbability Drive. Kevin Olmstead wrote: Do you mean (In)finite Improbability Drive? Well, if I recall correctly, they'd started with the FID, but found the far-superior IID to be, itself, too improbable to be invented. So they calculated just how improbable the IID was, and thereby used the FID to generate it, poof.
I have two questions about the dream distilled creature. In the Living Dream entry it states the nightmare spell deals 5d12 points of damage, but in the Nightmare Born entry it states the dream distilled creature is immune to the nightmare spell. My questions are this: 1) Do the two entries contradict each other, or does the immunity to the nightmare spell only apply to a nightmare distilled creature? 2) If they are considered opposite poles of the same creature, would sleep and slumber spells damage a nightmare creature while the nightmare spell heals it? Please let me know (if these questions are allowed to be answered before the polling closes). Living Dream (Ex)
Nightmare Born (Su)
I really like these entries. Of them all, the Dungeon Core is my favorite. I would have liked to see what you would have done with 2 other creatures to go with it. I love the idea of the PCs exploring through a dungeon with all these seemingly intelligent traps going off, doors closing etc, and the and they get to the enter and work out it was all being controlled. Makes a lot of sense for a Tomb of Horrors style dungeon, where nearly every square is trapped in some way, while still allowing the dungeon denziens to move around freely. The Dungeon core only activates the traps when the PCs are there. The Complexity Golem is a great concept but I am not sure of the mechanics. An invisible, magic immune, incorporeal construct with 2 disintegrate spells a round as a touch attack? How exactly are the party supposed to defeat it? Seems like the best option is to run. On my original read through, I was not sold on the Dream Distilled Template, but after reading other's comments, I went back and reread it, and I think it has grown on me. Not sure it is worth a CR bump of 1, but I particularly like that you don't layer on the special abilities. It gets a few which make perfect sense (and good work on the options). Having said that, there is still something that stops me from falling in love with this entry. I'm not sure what it is. I think putting it all together, maybe it is all just a bit to "out there," too fresh and exciting and new, and I have no base line to compare it to. I can see myself using the Dungeon core in a game, but probably not the other two. Well done on the use it tonight plot hooks. They may not be the best, but you get points from me for the effort, and they at least provide sparks of ideas for DMs to jump off.
Charles Scholz wrote:
Charles, Christine won't be able to answer your questions before voting ends, But I'll offer my thoughts. The immunity to the nightmare spell only applies to the nightmare born creature. Each Dream-Distilled creature picks two of those special abilites, so not all dream-distilled creatures are therefore immune to the nightmare spell. As for your second question, I'm don't think the sleep etc spells should affect them differently. Even though they are born of nightmares, they are still born of dreams, no use to introduce added complexity if it is not needed.
Are people forgetting that golems require magic tricks to defeat? Every standard golem in the SRD is immune to magic and has two or three powers that affect it. Just sayin'... I love the bizarre concepts, CS, and I like the linked theme. Unfortunately, this is the first entry I've read. I have been a fan for the first three rounds, but cannot quite say if I will vote for this one.
Mactaka wrote:
Right. Either use a trick or pound the living crap out of it. That's how you defeat a golem. Unless it's an awakened stone colossus. Then you should just run.
Ok, so... Wow. And my second reaction- Wow. This entry knocks it out of the park in every way. This is exactly what I want from anyone with the title of superstar. Imagination in spades, execution, and an ability to handle overall big-picture considerations. The theme is the best of the bunch, and it's very cleverly used. The intro quote is perfect and properly evocative. The creatures are all fascinating things I never would have thought of myself, and unlike anything I've seen in various compendiums. This is new stuff, and it's all well done. Christine is now my odds-on favorite for this competition. She started out among the few strongest, and she just keeps getting better. Here's the bar, gentlemen, leap higher. PS- If you're worried the Dungeon Core is a bit underpowered, think about the Control Area and what proper setting design could do for you. You could have all the attacks of whatever sort you desire...
Christine, you've done it again. The complexity golem alone was worth the price of admission. I love that idea; an invisible equation of enormous magnitude and incomprehensible form that erases other things from existance. I may have to swipe this one right here and now! One or two quibbles - and but quibbles they are really. The AC is a bit low for a CR 15. Even with the horrific save-or-die slap and more-or-less total invisibility, it seems a bit too low. I'd have pumped the deflecton up a bit. And, no, I personallt don't ave any problems with the Disintigrate touches. Any fighter of level 15 who can't make a DC 19 Fort save reliably by thius point frankly deserves to be erased from existance...Plus watching the players soil themselves after the first hit is totally worth it! In the tactics section, you said it disarms and sunders. Technically, is can neither disarm nor sunder, as it's incorpoeral and has no slashing or blugeoning weapon (a touch attack is neither). It could conceiveably use it's touch attack to obliterate it's opponent's weapon (which would be either attacking and object or more likely considered a sunder attempt by most sane DMs). I'm nit-picking here, I know; all I'd do is come out and state it uses it's touch on weapons in the tactics section. The Dungeon Core screamed Dungeon Keeper Dungeon Heart to me, which is Pure Awesome. Again, my only quibbles are it's a bit weak for a CR 8. Granted, dealing with the dungeon it controls is the real challenge, so this is going to be a very abstract value even for CRs. I'd have said a better guide was, say, 4-5 plus 1 for every umpteen traps it controls (plus maybe something for the denizens). Alternately, boost it's SLAs with a few more options; maybe Dispel at will, plus some control spells (Entangle - reflavoured to be in the cogs or something - or maybe Black Tentacles). The Kill the Core adventure is so DK it's funny... The Dream Distilled is quite nice, though I think it's the least good of the three (which is good, because you lead with your best!) No real quibbles there, though I might argue that a CR 1 that deals D4 damage, no save is a bit much; I'd say the template ought to have a CR of +1 or 2, which ever is higher. So, I think based on this and your superb work in previosu rounds, you must get my first vote right now!
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|








