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RPG Superstar 2008 Top 16. 36 posts. No reviews. No lists. No wishlists.


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RPG Superstar 2008 Top 16

I just read through the whole thread. I think a solution to the Paladin question has already been brought up. A Holy Warrior I feel is the way to to go. And the alignment issue shouldn't really be one. You can still use a code of conduct system, but the code is based either on alignment or specifically to the worshiped god. Even if you have a CG Paladin that performs an evil act, the break the code. Same applies if that same Paladin decides to capture a villain and bring him to the law instead of killing him outright. That could break the code. I'm not saying its not a lot of design work, but once done it would fix a lot of problems.

Also since Pathfinder is using a known skills over a point system, perhaps the class skills for a Paladin are based on their God. If you are a Paladin of an Sneaky Evil God, then you should be able to have steathy as a class skill. This idea would apply to armor you can wear or weapons you can use.

And giving them spell-like abilities as another post mention is a great idea. Like the new cleric design, they chose domain and gain abilities from them. Also some of these ideas (God effects class skills) should then also apply to clerics as well.

I know people love the idea of the Paladin. I personally love playing them myself. But all they really are is Divine Warriors. If you are a LG Divine Warrior, you are a paladin. LE - Blackguard. Anyway that's my two cents.

RPG Superstar 2008 Top 16

JoelF847 wrote:

While I liked the full wizard and intelligent tactics, (except for the lack of mage armor - that's a free +4 to AC, and at 15th level you can afford to ditch a 1st level spell for that), the writing was poor unfortunately. There were just too many places I had to decipher what the writer was actually trying to say.

I actually like the fact that he has the PCs do all of his work for him, but sooner or later he'll run into good PCs who don't want to do his next mission. I've used this arc before, and always had to have a strong grip which forced the PCs in one way or another to do stuff that they weren't really excited about, because otherwise it doesn't work.

Another think I was dissapointed at was how do the golems affect the cost of his gear? Listing them as equipment with a gp cost would have helped to see how his equipment stacked up for a 15th level. I know I could look all of that up, but I'm feeling a bit too lazy for that to be honest. My gut tells me that he's got too much, since golems aren't cheap.

He is a magic item maker. You need to put that into the cost of all items.

RPG Superstar 2008 Top 16

Starglim wrote:

Sculpting and Weaponsmithing are incorrect names for skills.

Not to excuse my other small mistakes, but those are the names of the skills listed in the creation section of the golem in the d20 srd.

RPG Superstar 2008 Top 16

I finally read through this post. The only things I like to say are 500 words isn't a lot. I'm seeing reviews of my piece and others and I'm like "well for me to put that in, some else has to go." I agree a true villain is build up over time. You either know him or are trying to stop the evil things he/she/it are doing. in 500 words there isn't a lot of time for the amount of built up everyone wants.

Also, a few complained about our stat blocks. That their party would defeat this villain in 3-4 rounds. But I think a villain doesn't have to be combat based. that is what goons and minions are for. Everyone stat block shouldn't be designed to be the best fight ever for the pcs. It should simply reinforce the description of what the villain is. If you are added abilities and effects that I think are really cool or can give the villain an edge in battle, but your villain isn't about combat, then you aren't being true to your villain. Look at my guy. By himself, two good melee attacks and he is done. But by his description, he is never by himself. Add in some golems and you have a fight.

Just a few of my thoughts.

RPG Superstar 2008 Top 16

Dungeon Grrrl wrote:

Something can be both. Grendel is a villain and a monster.

If there could be a small tribe or herd of you, you're just a monster. If you have unique motivations and resources (be those personal like powers or people, lands and money) you are a villain.

I don't know. I think Grendel is a monster and his mother is the villian. If you were to run that story as a game, Grendel gets attack in the hall and fees back to the real threat, his mother.

RPG Superstar 2008 Top 16

Sorry about that. I didn't realize I added to my villian. And I can't believe I missed the fact I could have put the description in the begining.

Thank you for your comments. I do see the flaws in my grammer and writing and I'm trying to improve them.

RPG Superstar 2008 Top 16

Sect wrote:
21 - Rosebud...

lol

I have something *cough* to tell you....

your mom.

RPG Superstar 2008 Top 16

unfettered wrote:

I don't expect flawless execution, but I want it to be close.

Before withdrawing from the competition I created statblocks for two separate villains. It was much more time consuming than I expected, but my own gaming library provided numerous examples for reference and I was usually able to find a quick answer to any specific stat block question I had.

Based on my experience, if a stat block does have errors, I hope it's a corner case. For example: "How do I show that a lich's fear aura only effects 5 HD or less creatures?"

Some of these issues are not clear cut and deserve leniency. If a contestants basic math if off though... that is cause for concern.

I agree. The base math shouldn't be off. Like if people added together +2 and a +4 deflection bonus. That is clearly not understanding how the bonus structure works. With base mechanics, there should be no errors. (God, I hope I have stupid errors and people use this post against me)

RPG Superstar 2008 Top 16

There are some interesting posts about which is more important: Game Mechanics or Creativity. Some voters are solely going to judge us based only on the sat blocks. Other with do it by the creative content found in the description. Being one of the Top 16, I realize it was the latter that got me here. I understand the rules of the game. I do have my weak points, but it has always been my creativity that the players of games I run look forward to. Not my stat block or my proper use of spells.

That is not to say throw out the rules, but realize the rules are just a mechanic for setting up boundaries and resolving conflicts. When we run a game, we are telling a story where the characters aren't controlled by the author. What makes the game fun or what creates some of our greatest role-playing moments has nothing to do with the rules or mechanics. It is the interaction between character and story that the game is all about. Again, we needs rules, but rules and mechanics shouldn't get in the way of game flow and fun.

Very often in threads I see DM's droning on about mechanics solutions to story problems. Like in the "Hook Mountain Massacre" of Pathfinders, there is a big thread about what to do about the dam, water flow, silt built up, average rain fall, and such. Not the say this isn't really important, but it has nothing to do with the story. If movies really went into the science behind what was happening, it would be a very boring, non-dramatic film.

Also I dislike players that build a character based on mechanics and not back-story and personality. Often I feel I'm DMing for some robots. The fun stuff is when the sob drunken fighter has to bodyguard a aristocrat who is going to the opera. Monkey in a monkey suit. Good stuff.

And yes, as a designer, if I'm writing for other DM my rules should be solid. But I assume for many of us this is our first time really doing this. You can learn rules and stat blocks. You can't learn to be creative or inspire gamers.

Sorry to the rant/explaination I just wanted you all to know my perspective on this issue and how I approach designing material. May the responds begin.

RPG Superstar 2008 Top 16

Limro, The Constructor CR 15

Male Human Wizard 15
LE Medium Humanoid
Init +1; Senses Darkvision 60ft; Listen +2, Spot +2

DEFENSE

AC 18 [Math +10 base, +7 deflection, +1 Dex], touch 18 [Math +10 base, +7 deflection, +1 Dex], flat-footed 17 [Math +10 base, +7 deflection]
(+7 deflection, +1 Dex)
hp 62 (15d4+2)[Math 4 (Full hit dice at first level) + 2 Con + {14(2 hit dice per level + 2 Con)}]
Fort +11 [Math +5 base, +2 Con, +4 resistance], Ref +10 [Math +5 base, +1 Dex, +4 Resistance], Will +15 [Math +9 base, +4 resistance, +2 Wis]
Defensive Abilities Blink Effect from Ring of Blinking, Shield Other Effect from Shield Guardian

OFFENSE

Spd 30 ft.
Melee Adamantine Dagger +7/+2 [Math +7 base, +1 masterwork, -1 Str] (1d6-1, x2)
Ranged Wand of Scorching Ray (CL15) 3 rays +8 (4d6 fire)
Space 5 ft.; Reach 5 ft.
Spells Known (CL 14th):
8th (1/day)Ñ Dimensional Lock, Discern location, Temporal Stasis (DC 23), Trap the Soul (DC 23)
7th (2/day)Ñ Forcecage, Limited Wish (DC 22), Scrying, Greater, Spell Turning, Symbol of Stunning (DC 22), Teleport, Greater (DC 22), Teleport Object (DC 22),
6th (3/day)Ñ Analyze Dweomer (DC 21), Antimagic Field, Disintegrate (DC 21), Dispel Magic, Greater, Geas, Globe of Invulnerability, Guards and Wards, Legend Lore, Mislead (DC 21), Repulsion (DC 21), True Seeing (DC 21),
5th (5/day)Ñ Break Enchantment, Dismissal, Dominate Person (DC 20), Fabricate, Hold Monster (DC 20), Magic Jar (DC 20), Major Creation, Permanency, Planar Binding, Lesser (DC 20), Secret Chest, Sending (DC XX), Telekinesis (DC 20), Teleport (DC 20), Wall of Force
4th (5/day)Ñ Arcane Eye, Charm Monster (DC 19), Detect Scrying, Dimensional Anchor, Dimension Door (DC 19), Geas, Lesser (DC 19), Globe of Invulnerability, Lesser, Fear (DC 19), Locate Creature, Minor Creation, Polymorph, Resilient Sphere (DC 19), Scrying, Stone Shape,
3rd (5/day)Ñ Animate Dead, Arcane Sight, Blink, Daylight, Displacement (DC 18), Dispel Magic, Explosive Runes (DC 28), Fireball (DC 18), Fly (DC 18), Gentle Repose (DC 18), Haste (DC 18), Hold Person (DC 18), Lighting Bolt (DC 18), Magic Circle against Chaos/Evil/Good/Law (DC 18), Nondetection (DC 18), Protection from Energy (DC 18), Shrink Item (DC 18), Slow (DC 18), Suggestion (DC 18), Tongues (DC 18), Water Breathing (DC 18),
2nd (5/day)Ñ Acid Arrow, Alter Self, Arcane Lock, Bear’s Endurance (DC 17), Blur (DC 17), Bull’s Strength (DC 17), Cat’s Grace (DC 17), Continual Flame (DC 17), Darkness, Darkvision (DC 17), Daze Monster (DC 17), Detect Thoughts (DC 17), Eagle’s Splendor (DC 17), False Life, Fox’s Cunning (DC 17), Invisibility (DC 17), Knock, Levitate, Locate Object, Mirror Image, Misdirection (DC 17), Protection from Arrows (DC 17), Obscure Object (DC 17), Owl’s Wisdom (DC 17), Resist Energy (DC 17), Scorching Ray, See Invisibility, Shatter (DC 17), Spider Climb (DC 17), Web (DC 17)
1st (6/day)Ñ Alarm, Animate Rope, Cause Fear (DC 16), Charm Person (DC 16), Comprehend Languages, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements (DC 16), Erase (DC 16), Feather Fall (DC 16), Floating Disk, Hold Portal, Identify, Obscuring Mist, Protection from Chaos/Evil/Good/Law (DC 16), Mage Armor (DC 16), Magic Aura (DC 16), Magic Missile, Ray of Enfeeblement, Shield, Silent Image (DC 16), Sleep (DC 16), Unseen Servant
0 (4/day)Ñ Acid Splash, Arcane Mark, Detect Poison, Detect Magic, Disrupt Undead, Light, Mage Hand, Mending (DC 15), Message, Open/Close (DC 15), Prestidigitation (DC 15), Ray of Frost, Read Magic, Resistance (DC 15), Touch of Fatigue (DC 15)

Spells Prepared (CL 14th):
8thÑDimensional Lock
7thÑTeleport Object (DC 22, x2)
6thÑDisintegrate (DC 21), Dispel Magic, Greater, Globe of Invulnerability
5thÑDominate Person (DC 20, x2), Hold Monster (DC 20, x2), Wall of Force
4thÑDetect Scrying, Fear (DC 19, x2), Polymorph (x2)
3rdÑArcane Sight, Lighting Bolt (DC 18, x2), Nondetection* (DC 18), Protection from Energy (DC 18)
2ndÑDarkness, Misdirection* (DC 17,), Obscure Object (DC 17, x3)
1stÑAlarm, Identify (x2), Protection from Chaos/Evil/Good/Law (DC 16), Ray of Enfeeblement (x2)
Detect Magic, Read Magic, Mage Hand (x2)

* Already Cast

TACTICS

Before Combat Limro always has his Ring of Mind Shielding active and his Rod of Absorption (0 spell charges) on his person. If combat is evident, he will go to his lab, activate is Ring of Blinking , put on his Goggles of Night, and cast Protection from Good or whichever alignment will protect from the party’s spellcasters. Limro will deactivate all light sources in the laboratory. Using hidden homunculi through out the lab and shop, he will track the party’s movements and send his flesh golems to soften them up. Spark will hide in the area of the lab where the new construct body is.
During Combat Limro will sit back with Delar and let his stone golem attack. The golem is ordered to prevent anyone from passing. In the first round of combat, he will cast Globe of Invulnerability. If the party is only using one light source, Limro will cast Darkness on that area. Then Limro will retrieve his Wand of Hold Person, Heightened (4th) (DC 19) from one of his Gloves of Storing targeting spellcasters first. If the wand is ineffective, he will then try Dominate Person or Hold Monster (both DC 20). Dominated characters will be commanded to attack their party. If Limro feels he has the upper hand, he will retrieve is Wand of Scorching Ray from his other Gloves of Storing and attack any paralyzed characters. He is save his prepared Disintegrate (DC 21) to escape anything force effects, but will it at adventurers using any spell levels charged in the Rod of Absorption. Delar will always stand next to and guard Limro, releasing it’s stored spell Fear (DC 19) at the first target to engage Limro.
Morale If the stone golem or Delar are destroyed or Limro is damaged to half his hit points, he will attempt to flee. First he will move back with Delar (if it isn’t destroyed) and cast Wall of Force between himself and the party. Next he will retreat to the area that contains his new body and use Teleport Object to send it to a safe house near by. Then he will cast Teleport Object on Delar. Lastly, Limro will use his Boots of Teleportation. Before leaving he will command all his homunculi to flee into the sewers and meet him at the safe house. But if it is impossible for Limro to escape with his new body, he will fight to the death.

STATISTICS

Str 9, Dex 12, Con 14, Int 21, Wis 14, Cha 15
Base Atk +7/+2; Grp +6 [Math +7 base, -1 Str]
Feats Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Extend Spell, Forge Ring, Heighten Spell, Scribe Scroll, Spell Penetration

Skills Alchemy +17 [Math +2 circumstance, +5 Int, +10 ranks], Appraise +9 (+11); +2 synergy bonus to checks involving Alchemy, Armorsmithing, Leatherworking, Sculpting, Weaponsmithing [Math +5 Int, +4 ranks], Armorsmithing +17 [Math +2 circumstance, +5 Int, +10 ranks], Bluff +7 [Math +2 Cha, +5 ranks], Concetration +20 [Math +2 Con, +18 ranks], Leatherworking +17 [Math +2 circumstance, +5 Int, +10 ranks], Knowledge (Arcana) +21 [Math +5 Int, +16 ranks], Knowledge (Nature) +14 [Math +5 Int, +9 ranks], Knowledge (Planes) +16 [Math +5 Int, +11 ranks], Sculpting +17 [Math +2 circumstance, +5 Int, +10 ranks], Spellcraft +19 [Math +5 Int, +12 ranks, +2 synergy], Weaponsmithing +17 [Math +2 circumstance, +5 Int, +10 ranks]
Languages Celestial, Common, Draconic, Dwarven, Elven
Combat Gear Adamantine Dagger, Amulet of the Shield Guardian, Boots of Teleportation, +7 Bracers of Armor, +4 Cloak of Resistance, Glove of Storing (2), Goggles of Night, Potion of Cure Serious Wounds (2), Ring of Blinking, Ring of Mind Shielding, Rod of Absorption, Wand of Hold Person, Heightened (4th) (36 charges, DC 19) [note: it is located in the Glove of Storing in the right hand, Wand of Scorching Ray (CL 15, 23 charges) [note it is located in the Glove of Storing on the left hand]; Other Gear Alchemist’s Lab; Artisan’s Tools, Masterwork; Spell Books (3)

Limro is a well-groomed unassuming man that stands six feet high and is a lean 100 pounds. Bright eyes and a sharp expression look out from a wrinkled face, bearing a long, braided grey beard and short cropped hair. Limro stands straight, his bearing that of a younger man, yet he seems weak with the ravages of old age. Perched on his shoulder is Spark, his raven, and looming at his side is Delar, a 10 foot tall humanoid figure in robes. The robes hide that Delar is a Shield Guardian. Limro operates a magic emporium called “The Constructor” in the back allies of the merchant district of any major city. Renowned for his magic object craftsmanship and stern grim personality, Limro’s business turns a tidy profit, but it is just a facade for his true activities.

For the past 20 years, Limro has been creating himself a new perfect construct body. He is consumed with the belief that living beings are imperfect and that constructs are the only true form. Limro has a hidden laboratory filled with homunculi and golems deep underneath the shop. In the lab there are 20 homunculi, five flesh golems, and a stone golem. The drain of creating so many constructs has caused Limro to age prematurely. A lift leads from the shop to the lab. Limro experiments on magical beings and artifacts to deconstruct (sometimes painfully) their powers and imbue them into the new body and his constructs.

Limro has yet to find a means to permanently transfer his soul into the construct body. If he unlocks that puzzle, he will become one of the most powerful known beings and then turn his attention into “constructing” a perfect world to replace all living things. Despite his expert skills, he has not been able to truly breathe life into his creations. Limro believes the answer to that mystery can be found in the Inevatibles, the only living, thinking constructs.

Limro never leaves his shop or lab. Using his Ring of Mind Shielding, he hires adventurers to collect the objects and creatures needed for his experiments. If a group is proven competent, Limro will attempt to gain their trust by appraising magic items for free and giving discounts at his shop. If asked, the jobs are at the request of a secret client. Once in a while this is actually true. Limro will track groups with Scrying, Greater focusing on items brought from him.

Often Limro’s studies create magical pollution which he vents into the sewers. The pollution has the unfortunate tendency of either breathing life into discarded junk or forming spell-effecting gases. It is very possible that the same adventurers that work for Limro will be hired by some other group to solve the pollution problem. If at any point Limro feels the adventurers are discovering his secret, he will send them on a suicide mission. If that fails, he will wait for them in his lab so his “children” can strike them down.

RPG Superstar 2008 Top 16

Clouds Without Water wrote:


One of you is working on a demi-lich who un-lives in a tomb full of traps and tricks, I know it.

I like this round, having thought about it. There's a lot of tempting paths of doom in it. Paths of doom that lead to glory, as long as you don't step off said path. Or put the left foot where the right foot belongs. Or really even look away from the path for 5 words.

It's a tricksy round it is, yes.

The truly tricky part is the 500 words. That is the challenge.

RPG Superstar 2008 Top 16

Clark Peterson wrote:
Dont forget Sam (aka Mr. Migrus) and James or Rob or Alex or even Jason. Plus there is my dark horse William McNulty--in my view he was the biggest diamond in the rough and thus has the most chance to show a real jump.

Thank you everyone that voted of me. Also, thank you Clark. I believe this is my round to polish that diamond and shine. I hope.

Bill

RPG Superstar 2008 Top 16

thank you everyone for your input. I see the some basic problems coming from everyone so I know what I need to work on the future.

RPG Superstar 2008 Top 16

I though I would wander more being the Wandering Nation. Reminds me of the movie Krull. I was thinking in the beginning the idea that since this nation moves it could be the main trade for the world. You wouldn't need trade route. Once a year, a whole city appears full of trades goods and items from everywhere. Not that its bad, but I guess that was want I felt a wandering nation was going to be. But I like it.

RPG Superstar 2008 Top 16

This is a great submission and the best one I've seen so far. To be honest, I really looking forward to what you have in store for next round.

RPG Superstar 2008 Top 16

Wicht wrote:

Hmm. I actually like the idea of were-elephant rulers but think it could be done better. Perhaps have them be of a giant race rather than humanoids.

I don't know that I will vote for this country but I do like the image of a giant elephant man walking calmly among a slightly fearful populace.

Like most were-creatures, a description of the physical traits of the were-elephants in human form would be nice. I like the idea of them. Its a crazy scene during a battle when suddenly man start growing and twisting into hybrid forms. Stomping across the battle, trampling foes and smashing them into the earth. The Were-elephant is good enough for me.

RPG Superstar 2008 Top 16

This is a brave entry. But where are the displacer beasts, the main enemy of the blink dog. Not that you have to have them, but it would be more interesting than goblins.

Another thing is that since no players can really come from here unless you create the half-blink / Half-Halfing race (I don't want to see how that happens) this is a place characters go once and my never adventure their again.

But this is your idea and it does add flavor to a game. It would be a great island place to wash up on and throw characters into to mix it up.

RPG Superstar 2008 Top 16

Erik Mona wrote:
Excellent start. When I got to the "Ruler: Severed head of a perishing deity" I laughed out loud. Given that it is 1:52 AM on a school night, I cherish any laughs I can get, so thanks for that!

The head had me at first and I think its a great idea, but I agree that the deity should be named.

RPG Superstar 2008 Top 16

Thank you Judges for you input and the opportunity to compete.

RPG Superstar 2008 Top 16

thatboomerkid wrote:
thank you for the encouragement, Clark. I'll consider my resolve steeled: +2 against all constructive criticism.

lol. I run my game tonight too. I hope I'm not bummed out or anything.

RPG Superstar 2008 Top 16

Ajehy wrote:
Am I the only one who looked at this item and instantly thought of the Avatar season finale?

Great show. Can't say it didn't influence me.

RPG Superstar 2008 Top 16

I think that the human side of the Half-Orc isn't present enough. It's weaker than an Orc by 2 to STR and they don't have the -2 to Wis. I also would remove the -2 to INT and half their Darkvision to 30 feet. And because of their human adaptable side, they shouldn't have a favoered class.

Within the logic of the game, orcs like half-orc leaders because they are smarter making them better able to lead. That's the main reason while they steal human women. They should be more of a balance of both.

I disagree with idea that Half-Orcs should get weapon bonus and such. The bonus should be determine were the Half-Orc was raised. If raised by orcs, then automatically being able to use orc-like weapons makes sense. But if raised by humans, there is no reason for them to have that knowledge.

And +2 STR means a lot. Generally that's giving you a +1 to attacks, damage, grapple, STR skills, and such.

RPG Superstar 2008 Top 16

thatboomerkid wrote:
So a question, then, to pass the time: How is your winning entry in this contest, along with your contry, affecting your at-the-table gaming?

This really doesn't effect my game that much. I'm decided to run the Pathfinder Rise of the Rune Lords. It makes for less prep time and I was planning on working on my own system, but getting in the top 32 will now be using that time and energy. I run a once a week game and also a two once of months game. One of my once of months game is gestalt using the Rise of Runelords. I'm force to buff up the game. That group's wizard/cleric can do some good damage.

I'm wife to be is also very supportive. She wanted to take me out to dinner when the 32 were announced, but I rather wait till the end for me comes up.

And by the way, has anyone got more info about what we are allowed to say for our answering to comments about are entries?

RPG Superstar 2008 Top 16

SAbel wrote:
So it dose give more freedom to the neutral pc I did not think it hands them that much more power. I would watch it to see, as a GM to mkae sure that the daily restriction is used and maybe if the PC used one consitantly more than the other perhase they would "feel" a person philisophical shift happen (IE hey your alignment is outta wack)possibly.

I think if this is an alignment based effect, you should add Law and Chaos abilities. Allow a LG character to decide alignment you want to use to item that day. I also think for a true neutral character, it has no effect at all.

Add this is a random add on question. DM, how often to you found your players (those that attempt to push the limits of rules to play the game) choose neutral as their alignment.

RPG Superstar 2008 Top 16

GeraintElberion wrote:

The heroes can fire off one use of the Pit Fiends to drain the dam, but will the dam be jammed after that (open or shut)? Will the people of Turtleback Ferry have to establish a presence at the dam, including a small farm to provide sacrifices for the dam?

When was the pit fiend last drained? could a Greater Restoration get him a hit dice back?

As interesting as this thread as been, I think a solution to resolving the dam issue needs to be more of a character based one. Just say at clan of engineer dwarves from Janderhoff have found out about the dam and see it as an opportunity to test they abilities and stick it to the giants in the region.

If you haven't got to this part in your campaign, create a likable dwarven or other type of engineer character that is part of a guild (create one) that the party meets in either Sandpoint or Magnimar. It gives your players a future resource that they can call on to work not only on the dam, but also help rebuild Fort Rannick if the group decides to maintain control of the fort. It could make for some good gaming.

What if the dwarves find out that below the waters of Storval Deep there are rich resouces? Throw in some "2,000 Leagues under the Sea" and you have some underwater mining dwarves. It might be some nice flavor.

RPG Superstar 2008 Top 16

I was done Saturday, but wanted some input from some friends before I sent it in today. I actually like the word count. I'm a rambling man and need that kind of structure to stream-line my writing. I very interested to see how many city-states there are over large countries. Also its going to be a rough 7 days till we know who made it through, then back to the salt mines again searching for the greatest villian "ever".

Just remember everyone, you don't have to be the best. Just better that half. Course we all are still reaching for that mithral ring. Good luck and soon may the posting begin.

RPG Superstar 2008 Top 16

Akram Zafir
“Empire of the Sun�
Alignment: LN
Capital: Osztun (pop. 54,980)
Notable Settlements: Gate of the Western Winds (pop. 7,577), Seri Ary (pop. 20,465)
Ruler: Grand Merchant Dwodek, Judge of the Five, Lord of the Ironhelm Clan
Government: A council composed of five Grand Merchants, one from each of the founding families of Akram Zafir. The council is known as the Five. The head of The Five is called The Judge. Every 100 years a new Judge is chosen. The Judge determines the laws and alignment of Akram Zafir, but the alignment is never evil.

Description: Akram Zafir has existed for over 2,000 years and is located in the Sea of Sand, the largest desert in the world, spanning thousands of miles. Surrounded by the massive peaks of the Ouroboros Mountains, this desert is a harsh wasteland full of violent sandstorms, flaying winds, and nomadic monsters. There are only four passes through the mountains into Akram Zafir. The largest and most traveled is the Gate of the Western Winds, which allows trade with the Kingdoms of Lorian and Highguard.

In the heart of the Sea of Sand is the Forest of Stone, an area where hundreds of massive gray pillars seem to grow from barren wilderness, slightly bending and twisting as they reach for the sky. The outer pillars start at 300 feet high and 100 feet wide, but grow larger toward the center of the “forest� reaching heights of over 1,000 feet and more than 300 feet wide. The distance between pillars ranges from 300 feet to three miles. Most of the tops of the pillars are flat and growing from them are amazing forests of darkwood. Also found deep in the core of most pillars is fresh water, along with veins of gold, mithral, and adamantine. Using these rich resources and the crafting skills of the Five, Akram Zafir is one of the most powerful economic countries in the world. No one knows what type of stone the pillars are made from and scholars feel that over the course of hundreds of years the pillars seem to be growing taller.

The Forest of Stone is also the source of the deadly winds that desiccate the land. Found in the center of this region is the largest pillar, The Finger of God. It stands 1,526 feet high and is 837 feet wide. Starting from the bottom and ending 500 feet from the top are massive fissures that belch forth powerful gales. Within five miles of this pillar the winds have swept away over 200 feet of sand, exposing the desert floor. As these gusts break against the other pillars, they split and change directions creating deadly crosswinds that are unpredictable. Only the most highly skilled sandship or windrider captains can navigate through these passes.

Atop the pillars are the 32 cities of Akram Zafir with Osztun, the capital, perched on the Finger of God. Each city is controlled by one of the Five, who determines the culture and architecture for that city with Osztun being a combination of all.

The Five Families
Gilham – Medieval European
Teth – Greco-Roman
Ironhelm – Dwarven
Windleaf – Elven
Merar – Islamic/Arabic

The Grand Council and the main houses of the Five are located here. All cities are either carved directly into or built from pieces of a pillar’s crown. Surrounding each settlement is a wind-breaking wall to prevent stray winds or storms from blowing a whole city to the desert below. For this reason, no building is taller then this 50 foot wall. Generally the rich live in the middle of a pillar while the poorest cling to life in homes carved into a pillar’s sides. Regardless of a pillar’s height, a wall-like ring has been constructed 100 feet from the top to protect a city from Akram Zafir’s main threat, the Formians.

A few hundred years ago, the city of Seri Ary was invaded by an army of Formians who came from the desert. Unprepared for the attack, most of the citizens of Seri Ary were butchered. It took months to mount a counter-attack to drive the Formians away and years to build the protective rings along with a standing army. Now the Formians mainly threaten trade routes to and from the Forest of Stone. Where they come from and why they are attacking is a mystery, but the presence of the Formians has halted most expeditions into the desert.

Other than magic, travel between the pillars is accomplished with sandships and windriders. Windriders are vessels that use windstones to fly. Windstones are pieces of the Finger of God which have absorbed the power of the winds. One pound of windstone can lift 1,000 pounds. Mining the pieces from the sides of the great pillar is dangerous and the work of the Ironhelm Dwarves. Windstones only work around Osztun, limiting windriders to a 50 mile flight range. Large elevators powered by the wind move goods and people to and from the cities.

DM Secrets: The pillars are not stone, but the branches of a massive petrified tree. Eons ago, the region was not a desert, but a lush jungle. At its heart was a great tree that contained a portal to the Plane of Water. From this source, life-giving waters flowed into the land through the tree’s massive root system. Unfortunately mysterious forces shifted the gate from the Plane of Water to the Plane of Air causing powerful winds to burst from the massive tree eventually desiccating the land thus creating the Sea of Sand. What would if the gate changed back?
One of the Five has a dark secret. A race of insect-like creatures known as the Scarabosians has taken over the family’s Grand Merchant in hopes of being elected The Judge. What plans do they have for Akram Zafir?
The Formians were once the servants of a lost desert civilization. Though now gone, a sinister group has learned the secret to controlling the Formians. Why are they attacking Akram Zafir?

RPG Superstar 2008 Top 16

thatboomerkid wrote:

This item is actually my favorite from the entire list, kicking the ass of my own item by a pretty fair degree. The sheer awesomeness of my Rogue slapping on a "Mask of the Earth Guardian" and stomping (or earth-gliding) my way out of an ugly fight is making me giddy.

As I take breaks from my hopefully awesome country, I've reading through some of the posts. I understand that there may be some mechanics and pricing problems with my item, but is it fun? Can it add to your role playing experence? Can it create a clulch moment when the rogue turns into a huge earth element and starts landing awesome blows left and right? That was to type of item I was looking to create and believe that I did so to a point. To me added fun to a game is the main thing that we as DMs and designers to striving to do. That why we change and tweek the game. I hope that throughout this contest that is never lost

And boomer I think your item is pretty cool. I easily see me using something like it in the future in some encounters.

Well, back to the salt mines. Good luck to the rest of the 32.

Bill

RPG Superstar 2008 Top 16

Grimcleaver wrote:


This thing looks all lacey and delicate but is associated with a Str bonus for no other reason than SUPRISE! I would much better approve of something that does what it looks like and really matches the effect with a cool look--or if it does suprise me that there's at least clues to its actual function in it's appearance.

I disagree. It can create great table moments. A halfing with these lacy, delicate gloves challenges the strongest character in a party to an arm wrestling contest. Right, it causes "suprise" but I think it can add a lot to an encounter.

RPG Superstar 2008 Top 16

Matthew Morris wrote:
My only concern is bogging down the table in combat time. When it takes a half hour for the wizard's turn, it gets boring for everyone else.

That is true if you started with the villain casting the first summon spells. You could always have the party encounter start at the half way point of some of spells effect. Like bad guys are attacking to town. Final the party sees the cause of all the trouble, a dude wearing the Crown of the Breaching Legion. I'm sorry, dude or dudette wearing the Crown of the Breaching Legion.

RPG Superstar 2008 Top 16

Dungeon Grrrl wrote:


4: Thinking weapons get a Dc 10 will save to resist being destoryed.

This is because I think both erik and Wulf are right. This is cool and flavroful, but will wreck my game without these changes.

Dungeon Grrrl is right about the changes. I would use this in my games with the changes mentioned. But I would allow a character to attempt use diplomency to convince a Intelagent weapon to which to a new weapon without making a will save. "I know you are a beautiful +2 returning dagger, but you could be so much more as a greatsword. Don't limit yourself like that."

RPG Superstar 2008 Top 16

adanedhel9 wrote:
I can definitely see characters with this item

I agree. imagine Tom Cruise in Mission Impossible using his feet to hack into the computer. Priceless

RPG Superstar 2008 Top 16

Its great to think of the first time a character reacts to a goblin eating a ear and suddenly everything goes silent. It would be a great item for Gogmurt in "Burnt Offerings"

RPG Superstar 2008 Top 16

As someone else mentioned, it would be a great item for a cleric or necromancer. The communication with any intelligent Undead could create some great roleplaying moments. A bard asking a mummy how it manages to keep their wrapping still tight after centuries of combat. Classic.

RPG Superstar 2008 Top 16

That is a shame. I liked the items.

RPG Superstar 2008 Top 16

Mask of the Elemental Guardian: This full face mask comes in four types: Air, Earth, Fire, and Water. The air is made of clear glass, the earth of gray stone, the fire of charred wood, and the water is made of blue crystal. Each mask grants the wearer energy residence 10 based on the mask’s type: Air is electricity, Earth is acid, Fire is fire, and Water is cold. Also once per day as a full round action, the mask can grow around the wearer forming into a Huge Elemental of the mask’s type for 1 minute. Functions as a Summon Monster VI spell except the wearer may take no action other than mentally directing the elemental and there is no line of effect to the wearer. If the elemental form’s hit points are reduced to 0, the elemental crumbles and the mask breaks into pieces. It can not be repaired once this occurs
Faint Abjuration and Moderate Conjuration; CL 11; Craft Wondrous Item, Resist Energy, Summon Monster VI; Price 70,400
Activation: - ; Use-activated (mental)