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RPG Superstar 8 Season Star Voter. 148 posts. No reviews. No lists. No wishlists.

Star Voter Season 8 aka TealDeer

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I only made it into Round 2 as an Alternate, as you all know. That means nobody got to see my map.

However, I really want feedback on it! This was my first time drawing a for real game map that wasn't just something I scribbled together right before a game based on an existing map, so I really want to improve and get better... so that next year I can kick butt and take names :)

What I want from you: Please critique my map as though it were an actual entry (if you have the time!)

I'm not going to put in commentary yet: I'm going to treat this like a for real entry, so, for the next... let's say a week, I will not publicly clarify anything or respond to any critiques with more than a vague "Thank you for your comment."

The "maybe more?" Is that I'm also considering putting in this thread a revised version of my magic item, along with my build process for that item and backstory... but that won't be till we're done with the map.


Crystalhurst Village and Druid Circle

Thank you in advance for your feedback and comments!

Star Voter Season 8 aka TealDeer

1 person marked this as a favorite.

Rod of the Iron Rose
Aura Strong transmutation; CL 13th
Slot None; Price 50,000 gp; Weight 10 lbs.

This black rod is capped by an iron rose. It acts as a +1 fey bane cold iron light mace and grants a +2 insight bonus to perception checks against fey creatures. Its other powers are as follows:

  • Iron Gardens: As a standard action, the wielder can cause iron objects to grow plantlike protrusions: branches, leaves, spikes, and flowers. Thorns and spikes created this way deal 1d4 points of damage when touched. Objects cannot be rendered nonfunctional with this power, nor can their size or general shape be changed. The changes last 24 hours.
  • Transmute Plants to Iron: Once per day as a full round action, the wielder can permanently turn all living plants within a 40 ft radius to iron. The transmuted plants are subject to rust, perforation, and other natural phenomena that would affect iron. Iron created by this ability is not suitable for use in the creation of other objects and cannot be sold. The effect can be reversed by transmute metal to wood. Plant creatures must make a DC 20 Fortitude or turn into mindless, inert iron statues.
  • Iron Entanglement: Once per day as a standard action, the wielder can cause iron objects to entangle creatures in a 40 ft radius, similar to the entangle spell. Creatures that fail a DC 15 Reflex save are entangled; success means they can move as normal, but must make another save at the end of the wielder’s turn. Creatures that enter the area must save or become entangled. The effect lasts for 1 minute.

Requirements Craft Magic Arms and Armor, Craft Rod; wall of iron, transmute metal to wood, entangle; Cost 25,000 gp