|
|||||||||||||||||||||||
|
The Peerless Menagerie of Ashpanjara Isle
1. Ardorwesps Bearing Gifts (CR 8)
Ardorwesps (4) CR 3
Hazard: The chimera in the center cell along the north wall cannot leave his room, but will attack the first creature he sees crossing the doorway with his breath weapon. Treat this as a readied action to breathe a line of acid into the four squares directly south of the portal, dealing 6d8 points of damage. Creatures hit may make a reflex save DC 17 for half damage. He will repeat this action every 1d4 rounds, or until something attacks him, after which he retreats into his forest.
Story/Set-Up/Location
Encounter
Read Aloud Text
Creature Use
Map
Also, always think twice about symmetrical dungeons. They're never as cool or interesting as you might initially think they are, and after the PCs explore one side, they pretty much know exactly what the other side (and any hidden elements) look like. Overview
Initial Impression: Menageries always makes me think of classic Star Trek, which is generally a good thing. Interesting concept. I am wowed by the map, initially. But I think a closer look is going to reveal some issues. Let’s see… Location (new Golarion location, name, overall design decision for location, playability/usability, niche, challenge, format and writing): B+ I like the idea of a menagerie. But I’m not sure that you nailed this as an adventure location. Locations at their core are places for adventure. Not just places to go for food or books or information, though the latter can be (the classic oracle in the dungeon, for instance). I’m not feeling the adventure here. But adventure doesn’t always mean combat and this setting certainly is unique and interesting. The backstory is creative and well done and inspires ideas. So I will reward that as I ding you just a tad. The writing is pretty good, too. Map (necessary material for a cartographer, presence of mandatory content, quality of design decisions, playability/usability of the map, interaction with encounter): B- I can’t believe I am saying this, but: that is not that good of a map. This is an example of why artistic merit is not the issue. Beautiful map. Colorful. But not that clear. I don’t know what is going on. I don’t know what those things are or what they mean. And I don’t want my cartographer to do colors, I want a map. How does the cage LOOK? It’s certainly not going to just be yellow in the final product. This map, believe it or not, is not good enough. Encounter (monster choice, challenge, details, quality of design choices, interaction between encounter, map and location, format and writing): C- This has been discussed before, but you cannot presume character actions in read aloud text. Yes, that makes read aloud text hard to do and often a bit boring. But you just can’t presume action. You presume the PCs see the chimera at a specific time, that they do nothing and continue on. Monsters then come out and only now do we learn there are other humans nearby. The chimera adds a cool angle, though how he can really be used is unclear (and that cannot be left unclear). Aside from that, this is just a “monsters attack” encounter. Very little unqiue or cool, other than the monsters themselves. But they are only unique and cool because they are from this contest. You could have jammed in any monster, from stirges to su monsters to whatever. This encounter is flat, and coupled with the read aloud text problem, that is fatal. Tilt (gut reaction, do I want to use it, other unique positive or negative circumstances not covered above): B- I got over my initial interest in this one quickly. I still really like the backstory and the genie and all that fun stuff. So my gut reaction still lingers a bit to the positive side. Overall: B- Oh Ben, the gut stone was great, the chymick really good and your churjiir also very good. I told you last round you had Superstar stuff. But what is really Superstar is bringing it over and over, round after round. I don’t think you did that here. It will be up to the voters to decide. These later rounds are hard because by this time every competitor has shown chops more than once and it is always hard to cut from the top 8. But I just can’t recommend you advance. Good luck. Recommendation: I DO NOT recommend this entry advance.
LOCATION
It is a neat location, though I'm not sure why the PCs would want to visit here. ENCOUNTER
We try to avoid using "you" in read-aloud text, especially if in presumes actions by the PCs. Unfortunately, we are not as successful at this as we would like, but keep it in mind. We don't italicize conditions such as frightened. I'm not sure you can use the hourglass in that manner (but that's a fault of the item, not this encounter). However, I do think it is cheese to drop a 20,000 gp magic item in front of the PCs and then have it self-destruct. MAP
Some of the areas shown are pretty confusing because of the colors and such. For example, the central "dome" has a set of double doors leading into it, but those double doors are behind a caged area (yellowish). As other yellowish areas have actual doors leading into them, I'm guessing that you can't just walk into a caged area (um, because it's a cage). So what's going on with that dome? Why have a double door that leads into a 5' by 30' cage? Is the only way into that dome via the central staircase? That's the drawback of using a color-scheme to define areas rather than an overhead drawn representation (and I understand the software tools you have may limit what you can do). The key is to present the info clearly enough that the cartographer can translate your color-coded map into an overhead-realistic map. For tactical maps like this one, we usually use 5 foot squares because that's what a GM will use for a battle map scale; using 10 foot squares runs the risk of the GM drawing everything at the wrong size. I bring this up specifically because I assumed the scale was 5 feet, and the 100 ft. radius blast of the big meteor made me wonder, "well, isn't that pretty much this entire encounter area?," which would be true if the map's scale was 5 feet per square; then I checked the scale and found it was 10 feet. People expect 5-foot squares on tactical maps (rather than 10-foot squares), just as they expect country map scale to be in miles rather than leagues. OVERALL
This is a case where too much color is confusing. The layout is clear and clean, but am left unclear if the structure was built with such sharp angles to match the environment. I have some concern as well for interior elevations or the thickness of the walls for the scale being 1 SQ=10ft. Most players do expect a 5ft/SQ scale, but if this building is as large as needed, then perhaps a little less symmetry could break the space better. Some notes on top of the layout might be a better direction to call out details rather than having to decipher the colored key, but not a bad starting place. B
I can't say much, on account of the rules, but I do want to sincerely thank all the judges for their time and responses. Like I've said every round so far, I'm trying my best to improve and will keep your criticisms in mind, should I advance. To everyone else, please take the time to comment and let me know what you think, and especially, how I might improve in the next round. I'd also beg the chance to participate, if you're willing to give it to me in the form of your votes.
Vic Wertz wrote:
Hmm, I read that as the material type (eg. the sound of a crystal cup breaking, the sound of the brass gong ringing, the sound of the gold wire breaking.) That said, I'm a little confused as to why gold was used to make cages intended to contain various beasties. I could see gold-plated, but gold doesn't really work that well as a structural support metal.
Name: 9/10
Description: 8/10
Map: 9/10
Encounter: 7/10
Overall: 4,536
Hmm. Fits fairly well with currently known canon. Some of the earlier Round entries have received some redevelopment in usage though.
Congrats once again on making the Top 8! I'm going to review all 8 submissions using the same criteria. I'm not reading any other comments beforehand, so apologies if I repeat something another reviewer has written. 1. Map - Yikes! Your map sort of intimidates me. There is a lot going on here, and a lot more color than I'm used to. I'm not digging that I have to ponder for a few minutes and figure out that green circles are thrones and green squares are planters. And your portals are completely throwing me for a loop - there are just too many to keep track of. As a DM or cartographer I would have to invest some serious time interpreting this bad-boy. Still, it is neat and legible....but it had better be since it's computer generated! Grade = C. 2. Quality - You can write, that's for sure! I absolutely LOVED the intro text. However after I hit the read-aloud text, it got a little messy. "This halls many portals..." is one example. Plus, where are the stats for the chimera? Grade = B (The beautiful intro text saved you from a C). 3. Creativity - The fluff behind the intro text is the stuff of legends - it's awesome. I can see an entire campaign springing from the words you're woven here. But the encounter is just a little clunky. Why are the monsters using a mass healing item on their enemies? Is it just for the ardorwesps and their allies? I'm not exactly sure. Grade = C. 4. Wow Factor - Do I want to use this location/encounter? I love the Vudran vibe, and the idea of a magical menagerie is very intriguing. However, there's something a little intimidating about the whole package. Even though I doubt I would use it for my game, it still has some mojo peaking through. Grade = B. Final Grade = 2.5, which is a C. After I review everyone else, I'll cast my vote. Good luck!
Caedwyr wrote:
Color... material... either way, my point is that he's trying to engage the sense of sound, but not doing so especially effectively. I have no idea what "gold wire twisting apart" sounds like, and I don't think most people would, so it's not really an evocative description. I do give him a point for at least thinking about sound in his description; I just wish he'd pulled it off better.
Robert Lazzaretti wrote:
I don't think the plan is too "modern" -- in fact, it reminds me a bit of the Delvehaven in Westcrown. Having said that, I was also confused by the vivid colors and think this could have worked better in black and white (for example, why do caged areas need a color of their own?).
I like this entry. While I acknowledge some of the stated problems with the execution, I think the Menagerie has a far more intriguing and compelling storyline than many of the other entries. That may be part of the problem; this is almost a module pitch in some ways -- the isle, the genie, the lantern thralls, the haga, the feuding brothers...but it feels big and interesting and creative. This is part of a story I want to read. So Benjamin (narrowly) gets my 4th place vote, over the Observatory.
Very nice background story; it really gave me a feel for the world setting. That said, I'm not sure what's going on here. I like the menagerie, but the whole plot is a "right place, right time" thing which a lot of players in my experience really don't care for. It too often becomes the GM leading the players around by the nose, forcing them into one encounter after another in a specific order of events, when they would rather explore their surroundings and see where fate takes them. I'm not sure what to make of the andorwesps; I'm not really sure if they would have been the appropriate round 3 monster to use here. Yes, the managerie is ample feeding ground for them, but the cages and stonework and other accessories could easily have been ample feeding ground for the chymick. For that matter, you have cold climate cages, so why not use the chaitrakhan? Nice nod to the haga, BTW; that was cute :-) Overall, I really like the theme of a menagerie; an excellent excuse to have any creatures not normally sharing a habitat come together. However, the map is a headache. I like the overall building design, but prefer my map keys to rely more on symbols and less on colors.
Ben,
I will be voting for this entry, though with reservations. The background of this location is overly long for the word count, feeling more like a pitch for a module than anything else. But then again, given the nature of this contest, if you're going to go out on a limb with word count, doing so with a module pitch is the way to do it. And it seems as though much of the backstory you present will become relevant to PCs involved in events at this location, so it isn't wasted word count. Plus, your use of the haga was totally awesome. The map, as has been noted, is okay, but not great. The color didn't help very much, making it look more like an abstract mosaic design than a building. In the future, go for more hand-drawn sketches. As for F. Wesley Schneider's complaint about the large number of portals on the map, I don't see that as a problem. The text clearly states that these portals lead to non-dimensional spaces (like portable holes), not other locations on Golarion. So there's no risk of PCs using the menagerie to move freely around the world. I'm also not going to ding you for the cheesy self-destructing magic item. I like encounters where monsters make clever use of treasure, and self-destructing items were the only way to do that here, since the rules expressly forbid you from rewarding of treasure in your encounter. Plus, the hourglass with healing magic was a brilliant choice for ardorwesps, since any healing that hits opponents they have implanted causes their implanted eggs to hatch immediately. Clever use of monster and treasure synergy. What worries me about this entry is the read-aloud text, which is very presumptuous. You shouldn't tell the PCs what they are doing or where they are going. You shouldn't tell PCs what other creatures are present, since this could change over time. Just tell the PCs what the room looks like. The occupants of the room and events that happen there should then be laid out after the read-aloud text, so the GM can adjust them as necessary to reflect the choices made by the PCs. I also wasn't sure a chimera would be listed as a hazard, even if it was attacking from behind bars. It is still a monster using an attack, and the PCs might even decide to follow it when it leaves. That makes it a monster, not a hazard. Also, you missed an opportunity to do something really cool when you chose ardorwesps as your monster and gold wire as the material for your menagerie cages. Missed Opportunity:
Imagine a menagerie with monsters safely contained behind magical glass... until someone unleashes a chymick swarm that starts eating all the cages! Awesomeness ensues as the PCs race to keep the chymicks from freeing more monsters. All of that being said, if you clean up your maps and use less presumptuous read-aloud text, I could see you writing a decent module.
"Eric Morton wrote:
Hmm. I can't seem to find anything in the Round 4 rules which specifically forbids the placement of treasure in encounters. There are limits on monster customization, but not on treasure placement.
Charles Evans 25 wrote:
It's specifically forbidden by the encounter format the finalists were required to use. (Presumably, that's also why the item used here gets dropped on the ground, unattended, at the start of the encounter.)
Mad bonus points for finding a way to reference many prior submissions from earlier rounds. Great locale for high level or high powered campaigns: essentially this is a zoo of pocket dimensions, or will be after editorial takes a hand. Very evocative descriptions of the island and its history, although I'd caution you against massive blocks of text in the next round. The plot of the defeated son is essentially that he's taking over the island, and any LOST reference deserves support. For an assault on the entire island in a high powered setting, this is a rather low-level encounter. You had room to play with more creatures with greater variety here. Pay attention to the advice regarding boxed text. Bottom line: creative, exotic locale with massive potential actually has a running adventure plot associated with it, but suffers from a few silly errors in presentation. This gets a vote from me.
I like the location outlined, but from that point on this entry seems to me to be a complete mess. You don't indicate directionality of staircases - ie are they going up or down?
Your supporting descriptions of the map are non-existent or inadequate.
If this is a menagerie on a tropical island, where is the water? Where are the playing fountains, or habitats for aquatic exotic creatures? Surely some aquatic creatures ought to merit attention in the building supposed to showoff the prize specimens of this collection. The Peerless Menagerie wrote: ...Two human nobles (aristocrat 1) stand on the observation platform to the south... What observation platform to the south? Are you saying that there's an observation platform on the other side of one of the portals in area 1? Or do you mean that there are two human nobles standing at the southern end of the area at the east end of this part of the palace with the undefined thin blue lines on it? The Peerless menagerie wrote: ...Before you can identify it, screams echo from hall ahead, followed by the sound of gold wire twisting apart. Terrible looking insects have forced their way through the open window, each a peculiar amalgam of hornet and dragonfly... What window? Why was the window open? What gold wire? Where did the ardorwesps come from? Were they in a cage? If so how did they get out of that cage in the first place, and where did they get the hourglass from? You don't make these things clear. If you had detailed the map better, and included descriptions to match features outlined on the map, I would have a better idea of what's supposed to be going on in this encounter.The Peerless Menagerie wrote: ...The chimera in the center cell along the north wall cannot leave his room, but will attack the first creature he sees crossing the doorway with his breath weapon. Treat this as a readied action to breathe a line of acid into the four squares directly south of the portal, dealing 6d8 points of damage. If the chimera is attacking through a portal, why can't he get through it? Are there bars in the way or something? If the chimera is behind a portal in the area marked '1' on the map, then why does the breath weapon travel in a line into four squares? Given that your map scale is 1 square equals ten feet, this appears to correctly correspond to a black dragon headed chimera's breath weapon, but the hall on your map is only 20 feet wide.Why hasn't the chimera attacked the PCs (or anyone else) before? Was it because of the sanctuary like effect? (Why has this even gone away? You don't explain that. It seems to me there should be a big explosion or sensation of something at least changing in the air, given that I would assume it might also affect visitors attempting to harm specimens or one another.) A chimera even with a Will save of only +6 is going to occasionally roll a natural 20 on a saving throw... The Peerless Menagerie wrote: ...they are frightened and will try to flee up the stairs or down the hallway on their turn... If fleeing up stairs to another level is an option, why haven't you provided a map of that area too? This encounter could easily extend up there if the PCs and/or any ardorwesps follow them. My overall impression is of a very interesting location, but of a poorly explained map and of an encounter frustratingly unsupported by crucial details. I feel that you've run amok, tossing in references to favourite entries from previous rounds in a riot of colour and action, and ended up slightly too carried away to pay attention to the minutia which help an encounter work. (Your Churjiir entry presented similar problems with the Gnaw the Mind ability I seem to recall.)
Thank-you for turning in this entry, however, and for your participation in the contest to date.
Eric Morton wrote:
Aaah. Thank-you. I was looking in the general rules for the round, and hadn't realized a prohibition had been placed on treasure in the encounter format subsection. That seems a bit odd to me bit but if that's the way that Paizo decided to go... Edit:
I like it a lot - the map and the setup. The encounter is a little weird and confusing, I guess I need to read a lot of other descriptions (of monsters and magic items) to really get it. One of the ones I'm voting for, definitely.
In previous rounds, any comments I've made have been directly to the contestants; praise, criticism, advice, etc. We're down to the wire in top 8, so I'm changing that: this review is for the benefit of other voters. As such, I'm using a standardized scoring scheme. Each of eight categories will be be given 1 to 8 points. To prevent myself from sugar coating anything, these are ranks relative to the other entrants: 8 is the best of the round, 1 is the worst, and there will be no ties. The final rank is based on the sum of these scores, with the first four categories counting double. (Subjective appeal is harder to fix than technical issues.) Ties are broken by the Momentum score. Momentum: 8
Location: 7
Encounter: 4
Plot: 6
Round 3 Tie-In: 6
Golarion Tie-In: 7
Map Quality: 5
Text Quality: 6
Final Rank: 1st
Hmmm, my overall impression is that you tried to do a bit too much here, and tried to show you were clever, and it didn't really work. In essesnse, you were trying too hard. Your map is a perfect example of this - it's just too busy. Wiht all of the color in there, it reminds me of a Christmas Tree. As for the text part of your entry, I felt that you spent too much time talking about the history of the location, at the expense of what's going on there now. Until the development section of the encounter, way at the end, I had no real idea of a) why this is an adventure location, and b) that there was a coup attempt going on. You could have trimmed some stuff out to talk more about the location in the present day. In particular, I didn't like "Peerless Menagerie of Khiben-Sald (so called for in the eyes of the native Vudrani, no other collector in all of Golarion has yet matched the work of the great Maharaja)." I felt that you're basically telling us it's called Peerless because the locals, in their exotic Vudran way felt that it was the best, which is basically what peerless means. That's like saying the Scarlet temple is called that because the natives noticed that it was covered in bright red tiles. While the history of the sanctuary effect explains how the menagerie worked, I was wondering how that would allow for typical adventures, and was really puzzled by the ardorwesp attack therefore. I think that if the current conditions are that the sanctuary effect was broken or turned off, then that should have been in the location description - it's a pretty important condition. It's like describing a volcano and forgetting to mention that it happens to be errupting. I also have to echo the complaint of the hourglass that self destructs. If you want to have a one shot magic item, there's lots of them around, but to just turn a permanent item into a one-shot item seems a bit cheap. Finally, I felt that you were trying to show how clever you were that you could fit so many of the previous round's elements in. To me the choice of a menagerie was just like a 'gotcha' I can put in lantern thralls, ardorwesps, hagas, and while I didn't mention it, there's churigiirs, chymics, and astrumals too! While I liked your take on the Haga a lot better than the R3 version, I thought this round was supposed to use R3 versions of the monsters, not the R2 versions. You backstory, while good, is in direct contradiction with R3 version. In addition, I felt that you spent too much of your word count essentially re-writing the haga background, instead of talking about your loaction and what makes it interesting.
Hmm. I'm torn here on whether to vote for this one or not. The location is good, the decision to use the ardorwesp sound as it was one of the better creatures (for me, anyway) in the previous round, but the lack of what I consider encounter pertinent information is alarming. If this were part of a module I'd purchased, published as it currently stands, I foresee it being a module that I'd have to spend a lot of time posting questions about, and which might simply put me off a line altogether.
roguerouge wrote: Actually, Leif the inclusion of the haga was pretty seamless for me. It's like they're endangered species being kept in a preserve. Oh, I agree, it fit very well. It was a perfectly elegant shout-out. But it was still only a shout-out, which is only one tiny step removed from an in-joke, and the encounter was definitely lacking. It's a matter of priorities, is all.
Round 4, Charles Evans 25, fourth vote tiebreak:
I'm afraid there is just enough wrong with this entry to keep me from voting for it. The description of the location definitely evokes the opulence and extravagance of the Vudrani nobles of Jalmeray, but it doesn't make this location interesting enough to make me want to adventure there. This is a Golarion vacation destination rather than an adventure location. Your map has some problems. The symmetry makes the location seem boring. I know you had to make it symmetrical because this menagerie was deliberatly landscaped for the amusement of decadent Vudrani nobles. I'm sure they appreciate the symmetry more than we voters do. While your map is colorful, it is also confusing in several places, as the cartographer judges pointed out. I don't care for the encounter or the way it is set up. You tell us there's a haga and several lantern thralls here, then you give us ardorwesps (?!) for the actual encounter. For shame. You also assume certain PC actions to set the encounter up. Your read-aloud text actually dictates certain actions that the PCs take. That's a big no-no. I'm not sure including the hourglass of the insightful conjurer in the encounter was really within the spirit of the rules. Also, I doubt a combat with only four ardorwesps is actually going to last until the fourth round when the hourglass activates. I think the ardorwesps would have to fight very conservatively to last that long. On the plus side, the overall adventure suggested by the submission has potential to be interesting. I could get interested in squabbling Vudrani rajahs and a shaitan zookeeper. Unfortunately, that's not really what this round of the contest was about, and the actual required elements have too many flaws for me to vote for you.
I like menageries, and you get bonus points for using a shaitan. Then I thought it was neat that you used the lantern thralls. Then I thought "okay, it's enough now" when you threw in ardorwesps. Then "dude, seriously" when you threw in the hourglass. It was just too much stuff going on. The background is good; a little heavy given your word count, but not overboard. The big problem, though, is the map, which I'm sorry to say was nearly incomprehensible to me. Are the caged areas blocking the horizontal hallways? Are they arched over them? What do you mean by "gates to the same cage?" It's unclear if the monsters live in the cages or in huge habitats inside the gates - are the cages like "viewing areas" for the habitats? Where is the chimera? Where are the ardorwesps? What portal are you referring to? There are several around the number 1. No numbers on any of the other locations on this map? Seriously? Why is the chimera only attacking with breath weapon rather than in melee; is he breathing THROUGH the cage and onto PCs on the other side? Is the breath weapon damaging the cage? In sum, the encounter idea is neat, but the execution is kind of like "grab bag monster soup" and the map drags it way down. I'd call this one a swing and a miss, but I've liked some of your earlier stuff and we'll see if you get through for a shot at the brass ring.
Each mark will be multiplied by itself:
and then I add them all up...
Name (81pts)
Writing (100pts)
Map (49pts)
Creature (36pts)
General (81pts)
SCORE:347
I want to apologize for the state of my entry this round. I knew my map and encounter weren't gonna hack it, but I just ran out of time and had to get something put together to submit. I got too involved in writing the Location portion, spent way too much time on that, and in doing so sabotaged the rest of my entry. It was a stupid mistake, and one we were all warned not to make, but I guess it was a lesson I needed to learn the hard way. To everyone who commented, thanks for taking the time, and thanks for showing me where I need to improve. To those of you who voted for the Menagerie, thank you so much for your support! I promise if I get through to the next round, I'll do my best to knock your socks off. EDIT: Not to say that you shouldn't enjoy my entry as is. Just saying, I feel I could have done a much better job.
I'm really sorry you didn't make it to round 5, Ben. Out of all the contestants, I was looking forward to reading your adventure proposal the most. Every round, you created something that I thought was really cool, professional, and original. I really hope you'll follow through on getting published this year. I guarantee you that I'll buy a module you write.
Ben, I didn't see this coming. I still think you're a strong competitor, and I hope you keep writing and designing. Ladies and Gentlemen, I'd like to share something wise Benjamin Bruck shared with me. He asked me candidly, "But are you having fun? Because I am. Sure I want to win, but I also just like seeing how well I can do." Simple, but straight to the point. There is a lot of wisdom in those words, and I scratched my head thinking about it all the way home. I understand about the No-Return Rule for the Top 8, but this is the heartbreaker for me. Best wishes Ben!
Benjamin I don't suppose it's much comfort, but I wanted to add my sorry to not making round 5. Your ideas were very creative in my mind, and I thought you had a good chance to make it all the way. I thought the Menagerie was an excellent example of that creativity. But I can see where the map was a little intimdating (and confusing), and the encounter was too much of "mid-stream" event - not really flowing well on it's own. Best of luck with future endeavors.
Jim Groves wrote: I'd like to share something wise Benjamin Bruck shared with me. He asked me candidly, "But are you having fun? Because I am. Sure I want to win, but I also just like seeing how well I can do." Well-spoken, Watcher, and good to know. Again, good luck in whatever you do next, Benjamin.
Commiserations.
Lief Clennon wrote:
I don't know about anyone else, but I've been doing each of the round's tasks just for the experience of doing them. I may not be able to have them voted on, but I'm still learning from it. So yeah, write it anyway! :)
Thanks to everyone for the kind words and encouragement! It's cool to see so many people were looking forward to my Round 5 Entry, I'm sorry I won't be participating either. I will be writing my adventure up, probably as a proposal to start, but I don't think it'll get posted anywhere until after voting ends. The last thing I want to do is distract people from the real Top 4 competitors, this is their time to shine. Beyond that? I'm definitely going to keep writing. Before this contest I hadn't honestly considered RPG design as something I could do professionally. Making the Top 8 (or Top 32 for that matter!) has been a real eye opener for me. I do have a lot to learn, but I'm confident that I can learn this stuff, that I can and will grow as an author, and that this is something I should seriously pursue. So keep an eye out for me this year! I'll be submitting to any Open Calls/Contests that catch my eye, and of course I'd be more than happy to take on any assignments from Paizo should they have anything to offer me. I may be out of this game, but I'm not down for the count yet! Thanks again, to everyone, and especially to those of you who have supported me in this contest. You guys make this contest awesome. -Benjamin Bruck
It's sad to see you go, Ben. I really liked your Gut-stone, and your Churjir stats were bang-on perfect, with some clever abilities to boot. I remember reading the Top 32 items and going "hmm, this Bruck fellow is one to watch out for." That's still true, by the way - I suspect we'll see you again, and I wish you the best of luck!
Ben, honestly I thought we'd both advance to the next round and I really thought for sure that you were going to be a real tough act to follow! I also really thought you'd be one to beat and I'm still stunned you're not mixing it up at the top. Your gut-stone was my favorite item. It really appealed to my own oddball sensibilities. I also thought the chymik was damned clever too; monsters are rarely helpful like that. Admittedly I disliked the two-headed rat critter thingie, no matter who was tackling it, but tastes vary. I did like the creative names you came up with for it's powers though. Finally... your map first looked like an old 1970s television test pattern to me, I'm immediately sorry to say. But looking past the colors your eye for layout, detail and design is granite solid. Sincerely, it was a genuine privilege to compete with you and I wish you the very best in all your future writing and design endeavors. You're RPG Superstar material in my book!
Benjamin Bruck wrote: The hourglass carried by the rearmost ardorwesp is an hourglass of the insightful conjurer currently charged with three mass cure light wounds spells. Unless perturbed the hourglass will activate on the fourth round of combat at the ardorwesps initiative, healing 3d8+9 points of damage to the closest nine creatures. Ah, that warms the heart a little. Thanks for the nod! Sorry you're not advancing.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|








