Master Eberron DM Contest #1: Terrifying Turf [Archive] - Wizards Community

Post/Author/DateTimePost
Vharuck

10-18-05, 12:08 AM
Welcome, one and all, to the first ever Master Eberron DM Contest. The theme of the contest, as stated in the thread title, is Terrifying Turf.

What do we mean by Terrifying Turf? Well, with Halloween fast approaching and DMs scrambling for good methods to give a nod to the eerie event, we have decided to challenge you all to imagine, create, and display your locations in an attempt to have them awarded the title of Most Terrifying Turf.

The following rules, as written by deadDMwalking, will be in effect for all Master Eberron DM Contests:

1) Each contestant may only submit ONE entry for judgment in each contest. At the conclusion of the contest they may submit further entries to contribute to the wealth of material available for other DMs. However, these “post-contest” entries will not be judged. Submitting multiple entries will result in disqualification.
2) Each entry should be original work by the author. The author may not submit his original idea for discussion or help from others.
3) After submitting an entry, each contestant has a 15 minute grace period in which to perform edits. This will allow a contestant to modify formatting or catch obvious errors that become apparent after they’ve hit the submit button. Any entry that is edited more than 15 minutes after the initial post will be disqualified! Any attempt to circumvent this rule (for example, submitting an entry, then deleting it, only to post it again 1 hour later) will result in disqualification.
4) Once scores are submitted to the coordinating judge, all scores are final.
5) Judges may comment on entries, but are not required to do so. If comments are made, they will be provided to the contestant upon request. Under no circumstances will a judge reveal the individual scores an entry received. The coordinating judge may release all the scores for an entry without identifying which judge gave each score. Participation in this contest assumes you are interested in comments regarding your work. If you would prefer not to receive comments, please indicate this clearly in your entry.
6) Contest rules may vary from competition to competition. At the beginning of each competition, special rules for that contest will be detailed. Failure to abide by these rules will result in a score of 0 for Technical/Rules, and may result in disqualification.
7) The message board Code of Conduct is in effect for all entries.

Now, to be a Terrifying Turf, the entry must include the following requirements:

1. A detailed description of the area, its inhabitants, and anything else special or unusual about it
2. Stats for important NPCs that may be needed (i.e. the evil mad wizard but not the mild-mannered tax auditor, important as he may be)
3. Fully templated (templates as shown and used in the DMG, DMG II, PHB, MM, ECS, and XPH) descriptions of anything else new that may be used (new spells, new monsters, new items)
4. At least 3 well-developed plot hooks that begin in, require interaction with, or end in the area (in other words, being told in Sharn to avoid the cursed village, which is painfully described in detail, does not count).

And now for the elements of this contest. From the following list of ten elements, each of the entries should include at least three of the writer’s choice. If the entry contains less than the required three elements, a minimum of 5 points will be deducted from the Thematic Consistency category for that entry. The inclusion of more elements in an entry than the necessary three will neither help nor hurt an entry’s score. The ten elements for the first contest are:

1. The location must involve a creature usually found in a completely different environment. For example, a Karrn in Aundair does not count, but a frost worm in the King's Forest does.

2. The location involves a coterminous plane that isn't Dal Quor, Dolurrh, or Xoriat.

3. One of the plot hooks requires the use of the Investigate feat.

4. A child is central to the location.

5. Every major incident seems to include burnt ashes or an unusual amount of dust.

6. A single color seems to be prevalent everywhere the PCs look. Sometimes its as simple as the color of a gemstone in someone's ring, or it could be as blatant as the color someone has painted their house.

7. Every creature (except the common races) involved has one of the following subtypes: Shapechanger, Incorporeal or Extraplanar

8. The horror in the area is a direct result of some well-intentioned person’s unwitting work for evil.

9. There is something that only happens at night. The tide by the ocean could recede to reveal a cave, a particular kind of nocturnal creature could become active, or a coven of witches could cast their spells under the moonlight. Whatever happens, it only happens in the dark of night.

10. The location is set on top of (or simply includes prominently) a high mountain peak.

The scoring for each entry is as follows:

Fluff: 75 points
Creativity: 35 pts
Obviously this is the most important part of the contest. Creativity is the point of the contest's creation, process, and products. Creativity is not just something that hasn't been done before; creativity is an obviously well-formed idea that expands the reader's view of something. A lost changeling society on Xen'drik who ritually gouge their own eyes out is something novel; however, without creativity behind it, it is flat, boring, and one- or two-dimensional. Note that, even though the most important category, a perfect score in creativity does not alone guarantee success.
Thematic Consistency: 20 pts
Does the entry fit well within the contest's theme? If the contest is about a religious spell, is the submitted entry obviously about the spell (not about an NPC who happens to know the spell) and is the spell intrinsically related to a religion (not said NPC who also happens to pay lip-service to the Shadow)? Also, does the entry include the required amount of contest elements? Are they included seamlessly or do they resemble a scribbled note thumbtacked to a sign?
Adaptability: 20 pts
Another reason this contest will exist is to allow DMs who lack the creativity that some are practically overflowing with or DMs who lack the free time to create detailed ideas (as well as DMs like me who enjoy drawing from and bestowing my own sick twist to others' ideas) a valuable resource from which to draw quick and easy ideas to stick in their campaigns painlessly. Because of this, entries will be judged on how easily they fit into a wide array of campaigns. If your BBEG is a minion of a fiend who enjoys manipulating world events, he/she is pretty adaptable. However, if your BBEG is a Seren chieftain who never leaves his island hut, chances are much fewer DMs (without railroading, which is bad) will be able to use him/her. This category reflects the ability of the entry to plop into the common campaign without need for special work or excessive planning on the DM's part. Another point is this, "Stick to the core." For all Eberron DMs to use your entry, use material from the core books for Eberron (PHB, DMG, MM, XPH, and ECS). If you stray, you aren't disqualified, but points are deducted. Material you create does not count against Adaptability, as long as you adequately describe it.

Crunch: 25 points
Technical/Rules: 15 pts
This is basically where the majority of the "crunch" as we know it falls. Does the entry follow the rules to the letter? Does the NPC have every feat and skill point assigned or explained? Does the new spell follow the template and protocol for previous spells? Are there any unanswered questions or problems arising from a rules point of view? Does the item list what it does, how often it does it, what the DC is, and what certain conditions or scenarios result in what? Personally, I feel that this is tied largely to the Adaptability category; however, I not only allow but strongly suggest that aspects which work against both Adaptability and [/i]Technical/Rules[/i] penalize both scores. The reason behind this is because if an oversight on the contestant's part results in the DM having to devise and create the missing technical portion, it will not only have been lacking all the necessary technicalities and rules but also prevent the common DM from easily sticking it in with little work.
Clarity: 10 pts
I apologize in advance to all posters for whom English is not their first language or maybe not even a language at all, but clarity is something I need to stress. Though this is an unofficial contest and it is largely a casual event I hope will be fun for all involved, a level of professionalism is necessary to make this work and be as great as it can be. Because of this, I strongly advise you to, after you finish typing your entry, run it through spell check and read it two times to find any grammatical errors or confusing sentences. Then go to sleep (delay this step if you are at work or in class, as this is generally frowned upon). The next day, read it again and, in painful detail, critique your work. You'll be amazed how many errors and problems you will find. Run it through spell and grammar check again, then submit. This category is meant (and I am not ashamed to say this) as a penalty category. If my eyes and brain hurt while reading what I assume is the work of a blind monkey with epilepsy or I spend more time than I deem necessary to decipher the meaning of something with both letters and numerals, this is where I will stick it to you. This is an easy 10 points, just be clean and submit a nice entry.

Total: 100 points

The judges for the first Master Eberron DM Contest will be Edymnion, MysticTheurge, Saves-vs-DM, Rake, and I. The deadline for submissions will be midnight on Halloween (12:00 AM EST on Tuesday, November 1st, 2005). All entries either submitted or edited after this time will be disqualified.

Feel free to bring up any questions or concerns in this thread. The judges will answer any questions. Though acceptable, informal chatting should not be allowed to dominate this thread.

So off now, all you aspiring winners! Create! And best of luck to all contestants!
deadDMwalking

10-18-05, 01:08 AM
Yay subscription.
maollelujah

10-18-05, 02:39 AM
And now for the elements of this contest. From the following list of ten elements, each of the entries should include at least three of the writer’s choice. If the entry contains less than the required three elements, a minimum of 5 points will be deducted from the Thematic Consistency category for that entry. The inclusion of more elements in an entry than the necessary three will neither help nor hurt an entry’s score. The ten elements for the first contest are:

1. The location must involve a creature usually found in a completely different environment. For example, a Karrn in Aundair does not count, but a frost worm in the King's Forest does.

2. The location involves a coterminous plane that isn't Dal Quor, Dolurrh, or Xoriat.

3. One of the plot hooks requires the use of the Investigate feat.

4. A child is central to the location.

5. Every major incident seems to include burnt ashes or an unusual amount of dust.

6. A single color seems to be prevalent everywhere the PCs look. Sometimes its as simple as the color of a gemstone in someone's ring, or it could be as blatant as the color someone has painted their house.

7. Every creature (except the common races) involved has one of the following subtypes: Shapechanger, Incorporeal or Extraplanar

8. The horror in the area is a direct result of some well-intentioned person’s unwitting work for evil.

9. There is something that only happens at night. The tide by the ocean could recede to reveal a cave, a particular kind of nocturnal creature could become active, or a coven of witches could cast their spells under the moonlight. Whatever happens, it only happens in the dark of night.

10. The location is set on top of (or simply includes prominently) a high mountain peak.



I don't want to cause any problems, but I personally think you should lose the themes. Making people choose three of them is stiffling in my opinion.
Tanvalis

10-18-05, 03:04 AM
:plotting: :evillaugh :dancin: :w00t:

Let me seeeeeeee...... We post our entry here right?
Vharuck

10-18-05, 03:17 AM
I don't want to cause any problems, but I personally think you should lose the themes. Making people choose three of them is stiffling in my opinion.

Actually, these elements are here for four reasons:

1. This is a Master Eberron DM Contest; strange themes or no, a master Eberron DM should be able to create a solid piece of work.
2. I don't want to see even just three entries that look almost exactly alike. Something awful is lurking in the Mournland? Gasp! Tell it to lurk with the others.
3. All the entries should be started when the contest starts. By requiring them to include to at least 3 odd elements, it's almost a guarantee that the bright-eyed new DM's entry made the day of the contest does not try to go toe-to-toe with a veteran DM's finely-tuned entry taken from his archives and dusted off to copy and paste for a win.
4. Boundaries are proven to foster creativity. This is most obviously seen in engineering, where the boundaries of technology, finances, and other factors cause the creation of inspiring works of ingenuity.
Vharuck

10-18-05, 03:18 AM
:plotting: :evillaugh :dancin: :w00t:

Let me seeeeeeee...... We post our entry here right?

That you do.
MarkB

10-18-05, 03:41 AM
One note: People can, and do, set the boards to display times in their own timezone in their account options, so 'Board time' isn't really a meaningful concept. Better to state the timezone for your deadline, with its adjustment from standard Greenwich Mean Time (i.e. midnight PST (GMT -08:00)).

I'll try to put in an entry at some point.
Vharuck

10-18-05, 05:27 AM
One note: People can, and do, set the boards to display times in their own timezone in their account options, so 'Board time' isn't really a meaningful concept. Better to state the timezone for your deadline, with its adjustment from standard Greenwich Mean Time (i.e. midnight PST (GMT -08:00)).

I'll try to put in an entry at some point.

Duly noted, and now we are working off of Eastern Standard Time.
anarco_rata

10-18-05, 08:54 AM
as a reminder, people, sblock is your friend
[+sblock+] text [+/sblock+]
only without the +:
surprise!
Rake

10-18-05, 10:02 AM
Excellent, glad to see this thing up and running, finally. V, I presume that the other judges and I will judge the entries as they are posted (+15 mins), via Private Message?
Vharuck

10-18-05, 11:34 AM
Excellent, glad to see this thing up and running, finally. V, I presume that the other judges and I will judge the entries as they are posted (+15 mins), via Private Message?

As for the judges, this is an "as we go along" type of deal. I realize that not everyone who is volunteering as a judge will be able to masterfully analyze, critique, and score each entry within 15 minutes of it's submission.

All I want from the judges is that they rate each entry as soon as they can do so with a good mind and with a good eye, record the name of the contestant, the entry's title (assign one if it doesn't have one), and the score for the entry. After you judge the final one, submit to me via PM or (more likely) e-mail the list of scored entries. With these I'll tally up the final count, release the initial results to the judges first (so that we can discuss whether or not the primary results are a correct rendition of how well the entries did comparitively, just to be safe), and then release the final results on this thread for all to see.
Siran Dunmorgan

10-18-05, 02:04 PM
A question, to the contest administrators:

I understand that we post the text of our "Terrifying Turf" to this thread, but what of supplementary material, e.g. maps, diagrams, player handouts, et al.?

Are individual contestants required to find their own hosting for these supplementary materials?

If so, may the administrators or other contestants suggest hosting services?

—Siran Dunmorgan
anarco_rata

10-18-05, 07:38 PM
Well, i sure hope maps alone don't mean extra points, because i honestly can't map my way out of a mcdonald's...
but please, try Photobucket (http://photobucket.com/) for hosting any image, it's really fast, free and until now i haven't seen any kind of size limit.
:P good luck everyone, im pretty sure i won't win, but this will be fun.
anarco_rata

10-18-05, 07:45 PM
double post :rolleyes:
Rny2

10-18-05, 07:53 PM
I'll be working on this, look for mine in about a week.
MysticTheurge

10-18-05, 08:31 PM
A question, to the contest administrators:

I understand that we post the text of our "Terrifying Turf" to this thread, but what of supplementary material, e.g. maps, diagrams, player handouts, et al.?

Are individual contestants required to find their own hosting for these supplementary materials?

If so, may the administrators or other contestants suggest hosting services?

—Siran Dunmorgan

I suggest a photobucket account if you don't already have one, they're free and have always worked quite well for me.

That said, I have a paid account with unlimited bandwidth, so if someone really needs to post something contact me by PM.
Rogue Newb

10-18-05, 08:52 PM
Terra Nullus
[sblock]
When Kythri and Daanvi circle the Cosmology of Eberron there must always be at least one point, and usually an ovoid region, where the fields put out by their power nuetrilizes itself. The same is true of Mabar and Idrian. The final of this group is the pair of Risia and Fernia. Very rarely there is a point in which all three of these regions intersect for a meaningful amount of time. Even rarer are the times when this triplet of annullings becomes coterminous with the material plane. Yet as rare as it is, it is devasting in it's power. The mournland is a point in Idrian filled with happy gnomes having a party compared to a region of Terra Nullus. The entropic field present in the region has enough might to suck the strongest wizards dry, it's interference leaves a cleric helpless, and even the strongest muscles weaken in it's field. Yet despite it's danger the rewards that can be reaped are enormous, a place where the Terra Nullus has passed in the only place to gather Spheres of Annihilation, and the only place where you can find Voidstars. It also goes by the name "The Demiplane of Entropy"

Adventures:
Note: the first one is the one which has all the thought in it.
-At the current moment Tyrass the Learned (See EH) has just predicted one of these fields that will swing through the material plane. It's swing will it in a short arc from the North Western region of Breland and mostly helplessly across the mournland and ending over metrol. However, he is not alone in his prediction Xeni'Stophonar, and ancient Entropomancer from Xen'Drik, has used an ancient Cor'dran observatory to reach the same conclusion. After confering with the most ancient dragon lord summoned from Dolurrh he has a plan. The dragon studied these breif occurances are prepared a spell to move them. Xeni'Stophonar as cast the spell and has set it's course. He has used the favor of a God, or god-like being, claiming to be Khyber himself; to move the field over Sharn and fix it there. The Entropomancer plans to use the available energy consumed by the field to absorb all of the material plane in a blinding flash of entropy. The adventure should start 8 hours after the field manifests and hits Sharn.
-The region manifests unexplainidly in the middle of Shae Mordai. The Undying Court is obliterated. The Elves all over the world scrambel for anwsers and a solution to what seems the end of there race.
-The region swings through the shadow marches and part of Xen'Drik. It's entropic energy destroys the seals holding the power of both Xoriat and Dal Quor at bay. In an unprecedented crisis, the field threatens Khorvaire with annihilation. At the same time the hosts of both Xoriat and Dal Quor are only days away. If the Terra Nullus isn't stopped, it could be the end of life in Eberron all together. The combined wills of Eberron, Siberys and Khyber move to find some champions to kill the field from the middle.

Regional Traits:
-The region is underlyingly a manifest zone of Syrania, but that is negated now.
-All magic is impeded and the very air through all spells need to travel has gained a spell resistance equal to the number of hours the field has occupied the area. A spell that fails to beat this SR releases a shard of entropy equal to the class feature possessed by a level one entropomancer.
-All supernatural abilities fail if they aren't maintained. To maintain them the owner must make a will save with a DC of 25+1/previous save each hour. If he fails, the energy simply vanishes into Terra Nullus and he cannot ever regain the power, barring godly action. Each failed ability gives 1 charge point to the field. The DM chooses which powers go in which order.
-All creatures take Xd4 points of damage each hour. X indicates the number of hit die divided by 4 (min 1) they have. Each hour they must make a will save DC25+1/previous save. Otherwise they gain 1d4 negative levels. Each 3 negative levels gained this way impose an extra -1 penalty on saves to resist. Due to this effect almost all civilians have died already in sharn. Each death gives a number of charge points equal to the creatures HD.
-All spellcasters must make a DC 25+1/previous save each hour or lose their highest level spell available. Each lost spell gives the field a number of charge points equal to the spell's level.
-Any creature with SR loses it.
-Each hour all stats take one point of ability burn (see PHB). Each point that is lost gives the field a charge point.
-Only a few creatures are immune to the powerful effects of the Terra Nullus. These are limited to Wraiths of at least 18 HD. All Nightwalkers can also enter. They however wander about aimlessly and without purpose.
-Disjoining Field. There is a cumulative 1%/hour chance that a magic item is disjoined.
-Every day the entropic field grows. For each day that Terra Nullus has been over the area it forces an extra roll on everything. If any of the extra rolls would cause a failure then the action fails. If they action can't fail per se you take the lowest roll.

A unqiue creature exists in the Terra Nullus. It is called the Heart-of-Decay. It is newly formed in this existence of the field, but it exists whenever the Terra Nullus comes into being, even in the astral plane. It is only created when at least 600 charge points have been acquired. The Heart-of-Decay has a constant memory going back nearly 3 million years in time. Whether it has goals and so forth is totally unknowable. The only goal that is foreseeable is that it wishes to bring Xeni to it's core and take his body.

Heart-of-Decay
Medium Unique Being (Extraplanar, Incorporeal
Hit Dice 5d10 (50 hp) Note:The Heart-Of-Decay is immune to any effect that varies based on target hit die or current HP.
Initiative: +5
Speed: - Special, see below
Armor Class: 30 (+5 DEX, +5 Dodge, +10 Entropic Bonus)
Base Attack/Grapple: +5/-
Attack: +10 melee touch (6d6+2d6 Negative Levels)
Special Attacks: Field of Cold, Absorbtion of Will, Slaying Decay
Special Qualities: Undead Traits, Energy Immunties, Decaying presence, SR 40
Saves: +10/+10/+20
Abilities: All 20s
Skills: None
Feats: Weapon Finesse, Negative Energy Burst (Useable every 1d4 rounds to do 4 negative levels)
CR:25 (I think)
LA: NOOOO!

Movement: Heart-of-Decay can spontaneously move to anywhere inside the Terra Nullus.
Field of Cold (Su): The adjacent squares to the Heart-of-Decay are filled with a paralyzing cold that paralyzies enemies if they don't make a DC 25 fort save. They have to make a DC30 fort save if they are attacked by him or attack him from an adjacent square.
Absorbtion of Will(Su): Heart-of-Decay drains the ability to think and act out of a target who fails a DC 25 will save. All their mentals stats drop to 1 and they become a wraith in tandem with their weak physical bodies. Any spellcasting abilities and memories are retained by the wraith. If the wraith is touched by Heart-of-Decay it is absorbed and he gains all spellcasting and memories the wraith had.
Slaying Decay (Sp): Wail of the Banshee at will. The dead creatures come back as beings identical to the Wraiths listed under absorption of Will.
Special Qualities: Only Force energy deals damage, otherwise it heals him or gives temp hp. Anything he touches needs to make a DC 35 will save or crumble into dust. Living things are excluded.

Visual description: All the buildings of Sharn look old and worn out. Mumified bodies lie everywhere. Wraiths wander the streets absorbing whatever energy remains in the dying place. You feel tired and feel all your will slowly seeping out of you and you wish to fade away into the ground and stay dead.
Edymnion

10-18-05, 09:25 PM
I don't want to cause any problems, but I personally think you should lose the themes. Making people choose three of them is stiffling in my opinion.This is based on the original Master DM competition, which also has the same theme restrictions.
Rake

10-18-05, 09:36 PM
...submit to me via PM or (more likely) e-mail the list of scored entries. With these I'll tally up the final count, release the initial results to the judges first (so that we can discuss whether or not the primary results are a correct rendition of how well the entries did comparitively, just to be safe), and then release the final results on this thread for all to see...

That's what I wanted to know!
Siran Dunmorgan

10-18-05, 09:56 PM
I suggest a photobucket account if you don't already have one, they're free and have always worked quite well for me.

That said, I have a paid account with unlimited bandwidth, so if someone really needs to post something contact me by PM.

Thanks for the info... Photobucket looks like a really good service for the file types they support. I was actually hoping for a service that can handle PDF files as well, but push come to shove, I can probably rasterize everything.

—Siran Dunmorgan

P. S. Is there a size limit—word count, for example—on our entries?
Rogue Newb

10-18-05, 10:19 PM
Terra Nullus
[sblock]
When Kythri and Daanvi circle the Cosmology of Eberron there must always be at least one point, and usually an ovoid region, where the fields put out by their power nuetrilizes itself. The same is true of Mabar and Idrian. The final of this group is the pair of Risia and Fernia. Very rarely there is a point in which all three of these regions intersect for a meaningful amount of time. Even rarer are the times when this triplet of annullings becomes coterminous with the material plane. Yet as rare as it is, it is devasting in it's power. The mournland is a point in Idrian filled with happy gnomes having a party compared to a region of Terra Nullus. The entropic field present in the region has enough might to suck the strongest wizards dry, it's interference leaves a cleric helpless, and even the strongest muscles weaken in it's field. Yet despite it's danger the rewards that can be reaped are enormous, a place where the Terra Nullus has passed in the only place to gather Spheres of Annihilation, and the only place where you can find Voidstars. It also goes by the name "The Demiplane of Entropy"

Adventures:
Note: the first one is the one which has all the thought in it.
-At the current moment Tyrass the Learned (See EH) has just predicted one of these fields that will swing through the material plane. It's swing will it in a short arc from the North Western region of Breland and mostly helplessly across the mournland and ending over metrol. However, he is not alone in his prediction Xeni'Stophonar, and ancient Entropomancer from Xen'Drik, has used an ancient Cor'dran observatory to reach the same conclusion. After confering with the most ancient dragon lord summoned from Dolurrh he has a plan. The dragon studied these breif occurances are prepared a spell to move them. Xeni'Stophonar as cast the spell and has set it's course. He has used the favor of a God, or god-like being, claiming to be Khyber himself; to move the field over Sharn and fix it there. The Entropomancer plans to use the available energy consumed by the field to absorb all of the material plane in a blinding flash of entropy. The adventure should start 8 hours after the field manifests and hits Sharn.
-The region manifests unexplainidly in the middle of Shae Mordai. The Undying Court is obliterated. The Elves all over the world scrambel for anwsers and a solution to what seems the end of there race.
-The region swings through the shadow marches and part of Xen'Drik. It's entropic energy destroys the seals holding the power of both Xoriat and Dal Quor at bay. In an unprecedented crisis, the field threatens Khorvaire with annihilation. At the same time the hosts of both Xoriat and Dal Quor are only days away. If the Terra Nullus isn't stopped, it could be the end of life in Eberron all together. The combined wills of Eberron, Siberys and Khyber move to find some champions to kill the field from the middle.

Regional Traits:
-The region is underlyingly a manifest zone of Syrania, but that is negated now.
-All magic is impeded and the very air through all spells need to travel has gained a spell resistance equal to the number of hours the field has occupied the area. A spell that fails to beat this SR releases a shard of entropy equal to the class feature possessed by a level one entropomancer.
-All supernatural abilities fail if they aren't maintained. To maintain them the owner must make a will save with a DC of 25+1/previous save each hour. If he fails, the energy simply vanishes into Terra Nullus and he cannot ever regain the power, barring godly action. Each failed ability gives 1 charge point to the field. The DM chooses which powers go in which order.
-All creatures take Xd4 points of damage each hour. X indicates the number of hit die divided by 4 (min 1) they have. Each hour they must make a will save DC25+1/previous save. Otherwise they gain 1d4 negative levels. Each 3 negative levels gained this way impose an extra -1 penalty on saves to resist. Due to this effect almost all civilians have died already in sharn. Each death gives a number of charge points equal to the creatures HD.
-All spellcasters must make a DC 25+1/previous save each hour or lose their highest level spell available. Each lost spell gives the field a number of charge points equal to the spell's level.
-Any creature with SR loses it.
-Each hour all stats take one point of ability burn (see PHB). Each point that is lost gives the field a charge point.
-Only a few creatures are immune to the powerful effects of the Terra Nullus. These are limited to Wraiths of at least 18 HD. All Nightwalkers can also enter. They however wander about aimlessly and without purpose.
-Disjoining Field. There is a cumulative 1%/hour chance that a magic item is disjoined.
-Every day the entropic field grows. For each day that Terra Nullus has been over the area it forces an extra roll on everything. If any of the extra rolls would cause a failure then the action fails. If they action can't fail per se you take the lowest roll.

A unqiue creature exists in the Terra Nullus. It is called the Heart-of-Decay. It is newly formed in this existence of the field, but it exists whenever the Terra Nullus comes into being, even in the astral plane. It is only created when at least 600 charge points have been acquired. The Heart-of-Decay has a constant memory going back nearly 3 million years in time. Whether it has goals and so forth is totally unknowable. The only goal that is foreseeable is that it wishes to bring Xeni to it's core and take his body.

Heart-of-Decay
Medium Unique Being (Extraplanar, Incorporeal
Hit Dice 5d10 (50 hp) Note:The Heart-Of-Decay is immune to any effect that varies based on target hit die or current HP.
Initiative: +5
Speed: - Special, see below
Armor Class: 30 (+5 DEX, +5 Dodge, +10 Entropic Bonus)
Base Attack/Grapple: +5/-
Attack: +10 melee touch (6d6+2d6 Negative Levels)
Special Attacks: Field of Cold, Absorbtion of Will, Slaying Decay
Special Qualities: Undead Traits, Energy Immunties, Decaying presence, SR 40
Saves: +10/+10/+20
Abilities: All 20s
Skills: None
Feats: Weapon Finesse, Negative Energy Burst (Useable every 1d4 rounds to do 4 negative levels)
CR:25 (I think)
LA: NOOOO!

Movement: Heart-of-Decay can spontaneously move to anywhere inside the Terra Nullus.
Field of Cold (Su): The adjacent squares to the Heart-of-Decay are filled with a paralyzing cold that paralyzies enemies if they don't make a DC 25 fort save. They have to make a DC30 fort save if they are attacked by him or attack him from an adjacent square.
Absorbtion of Will(Su): Heart-of-Decay drains the ability to think and act out of a target who fails a DC 25 will save. All their mentals stats drop to 1 and they become a wraith in tandem with their weak physical bodies. Any spellcasting abilities and memories are retained by the wraith. If the wraith is touched by Heart-of-Decay it is absorbed and he gains all spellcasting and memories the wraith had.
Slaying Decay (Sp): Wail of the Banshee at will. The dead creatures come back as beings identical to the Wraiths listed under absorption of Will.
Special Qualities: Only Force energy deals damage, otherwise it heals him or gives temp hp. Anything he touches needs to make a DC 35 will save or crumble into dust. Living things are excluded.

Visual description: All the buildings of Sharn look old and worn out. Mumified bodies lie everywhere. Wraiths wander the streets absorbing whatever energy remains in the dying place. You feel tired and feel all your will slowly seeping out of you and you wish to fade away into the ground and stay dead.
WarlockDa

10-18-05, 10:29 PM
DOn't forget the closing command for forum commands ;)

["sblock"] and [b]["/sblock"] without the " " of course :)
chimpman

10-19-05, 10:54 PM
Are there any rules for minimum and maximum word counts? How long/short can the entries be?
Flame_Drake

10-19-05, 11:18 PM
DOn't forget the closing command for forum commands ;)

["sblock"] and [b]["/sblock"] without the " " of course :)

Just a word of note: I was reading through some of the older MDMC and the judges asked the contestents not to sblock anything so that the entries could easily be copied and pasted into word. Just letting you know.

Drake
Edymnion

10-20-05, 11:11 AM
Come on guys, we've only got one entry, that'll never do! We need lots and lots of entries! Flex that creative muscle!
Siran Dunmorgan

10-20-05, 11:29 AM
Come on guys, we've only got one entry, that'll never do! We need lots and lots of entries! Flex that creative muscle!

The contest administrators still haven't responded to the question about limits on entry size. I wrote the outline for my entry yesterday: the released product could easily go to 3000 words. With maps and illustrations, I'm expecting 10–12 pages in PDF.

I need to know if that needs to be trimmed down at all.

—Siran Dunmorgan
Flame_Drake

10-20-05, 02:12 PM
Come on guys, we've only got one entry, that'll never do! We need lots and lots of entries! Flex that creative muscle!

And we've got two weeks (almost) relax Edy, we'll get more in.

GO FLAMES,
Drake
Rake

10-20-05, 07:27 PM
Vharuck is heading the administrative, but as a judge... I, for one, could read and judge about 3000 words without a problem, Siran. But then, I read fast. I won't speak for our thread's administrator, but if I were you I'd just assume that there's no strict word-count cap (simply because none is listed). Maps and charts, by the way? Include them if you've got them. Assuming they're readable, they can only help.
MarkB

10-20-05, 07:49 PM
Come on guys, we've only got one entry, that'll never do! We need lots and lots of entries! Flex that creative muscle!
Oh, I intend to have something posted before the deadline - it's in progress now, about half written. Not sure about word count - I tend to get verbose once I start writing. Is there any easy way to get a word-count of a plaintext document?
Flame_Drake

10-20-05, 08:53 PM
Oh, I intend to have something posted before the deadline - it's in progress now, about half written. Not sure about word count - I tend to get verbose once I start writing. Is there any easy way to get a word-count of a plaintext document?
Microsoft Word has a word count function

TOOLS >> WORD COUNT

Microsoft Office Word also has word count on a tool bar.
I for one am going to take my time and read the old MDMC threads and likely start my entry this weekend.

GO FLAMES,
Drake
Splendide

10-20-05, 09:26 PM
The contest administrators still haven't responded to the question about limits on entry size. I wrote the outline for my entry yesterday: the released product could easily go to 3000 words. With maps and illustrations, I'm expecting 10–12 pages in PDF.

I need to know if that needs to be trimmed down at all.

—Siran Dunmorgan

Similarly, I need to know if its worth my while competing with people writing 3000 words and including maps and illustrations!
MysticTheurge

10-20-05, 09:41 PM
Similarly, I need to know if its worth my while competing with people writing 3000 words and including maps and illustrations!

Of course it is. Longer doesn't mean better and remember a lot of the points here are for creativity and adaptability and other things that have nothing to do with how long or detailed your entry is.
Jancarius

10-20-05, 10:35 PM
I don't know how to put something in PDF format, so I was going to submit it just as an sblock of text here or I could send the .doc file straight to the judges.

Also, my adventure refers to the specific party members in my Eberron group (I'm submitting the one I'm working on for the special Halloween session of D&D), so I'll take whatever penalties I get for that. And I hope there's no word limit, I'm on page 7 in mostly 12 point font (except stat blocks, which are done in 8 point)
Rake

10-21-05, 08:25 AM
It should also be noted that verbosity isn't always a good thing. If you can say something in 10 words, say it in 10 words. Simple = easier to understand, adapt, use, and memorize. Nobody will earn brownie points (from me, at least) for a thousand-word entry. If your idea merits 3000 words, by all means... use 3000 words. Just remember that quality is infinitely more important than quantity.
Siran Dunmorgan

10-21-05, 09:36 PM
2. The location involves a coterminous plane that isn't Dal Quor, Dolurrh, or Xoriat.

For purposes of this contest, can this be read as "3. The location involves a coterminous plane, or manifest zone of a plane, that isn't Dal Quor, Dolurrh, or Xoriat?"

—Siran Dunmorgan
HarmonysTwilight

10-22-05, 12:43 AM
Sol’Quarrey

Sol’Quarrey is a small town approx. 83.5 miles due west of Newthrone in Q’Barra. It rests at the foot of the ominous Mount Iriasol, comprising the Endworld Mountains, and the jungles that creep up its base.

Population: 1,044 GP Limit: 800gp Town alignment: LN
Khorvaran Humans 16%, Riedran humans 16%, Half-Orc 12%, Orc 9%, Lizard-Folk 8%, Dwarf 8%, Halflings 7%, Elans 5%, Other 19%.
Power Centers: 1. High Lord Amras'n Vrendylor, 2. House Tharashk, 3. Syndicates (Guilds of construction, crafting, mining, arms and militia)

The refugee Riedran Lord Amras’n Vrendylor founded Sol’Quarrey. (Human, LG, Psi4/PsiArt5, 57 years old) Disenchanted by the tenets of the Riedran Empire he sought in his twilight years a place to call home for himself and his son Bran’Luss.

He was a feudal lord but not Inspired. Entitled to greater wealth and status than most he became a powerful officer in the armies of Riedra and was distinguished multiple times on the front battling the Adarrans. He was further decorated at the peak of his involvement in an utmost secret, the breeding of a lesser form of being than the Inspired. The Elan (XPH) were intended to be used as vassals and Imperial commanders to the Inspired, and the Dreaming Dark.

Lord Amras’n’s love for his innocent son capitulated in his shucking the Riedran ways and fleeing after an Andarran assassin failed to kill Bran’Luss. He took a great portion of his wealth and those servants, soldiers, and Elan he trusted and fled to Q’Barra. Lord Amras’n quickly realized that the Riedran presence in Q’Barra would eventually lead to his discovery so he struck out west seeking a new home. After only a couple of weeks his ensemble arrived at the base of a dead volcano in the Endworld Mountains, Mount Iriasol. Facing such a great obstacle of nature they halted to plan their next move.

That night his soldiers excitedly woke him and bid their lord come see this strange new places newest unusual sight. Under the golden glow of full Nymm he rose and followed them out. He was breath taken when he saw beutiful veins of golden light spiderwebbing the valley floor as though golden lava were flowing from mount Iriasol. Taking this to be an omen he declared it to be their new home. Sol’Quarrey.

Rich in resources they quickly erected make shift huts in this new place and began constructing the monolithic compounds akin to those of his native lands, and seek out new wealth in the mountains nearby, for his treasures brought would not be an infinite wealth in the founding of a new city.

The tear-shaped monoliths that were to be the structures that could easily house 100 people each were still just foundations, when Lord Amras’n and his finest craftsmen further discovered a source of that first nights strange and unrepeated glow. A chalky trace ore, that after alchemical refinement and then smelting, yielded a new metal. Solarium.

After many tests the Solarium was found to be intrinsically linked to the valley floor, and the manifest zone there to Irian. This left the ore charged with positive energy. And once treated properly a baneful weapon to undead. (See following crunch)

Their paradise was not without it’s troubles however. In such close proximity to their homestead at the peak of Mount Iriasol lies another manifest zone. This one linked to Dolurrh. Every month on the night of new Nymm, the dead come down from the mountain.

Sol'Quarrey's defenders are pressed by unending wave after wave of skeletons, zombies, and lesser ghosts of varying types (See the templates in Libris Mortis for these forms of undead). And only gain respite after surviving to repel the attackers until dawn.

Lord Amras’n has invested much in efforts to determine the source of these undead, and all efforts have failed. He will need brave adventurers to pierce the heart of the manifest zone to Dolurrh on a new Nymm night to further determine how so many undead come through.

Lord Amras’n’s monoliths are built in the shape of large tears. Consisting of only a single entrance. The will stand over 150 feet high and be majestic to look upon when completed, but now are only bases and a couple have finished the foundational levels. Housing some people. But their skeletons under construction reach high into the sky. Comprising many beams, catwalks and frameworks treacherous to traverse.

Important places:

The Luminescent Palace Of High Lord Vrendylor
Lord Amras'n's monolith home will be the largest and most beutiful of all when completed. Already the foundation floors are finished and moved into. Sporting gold-leaf walls designed to glyphs and montage scenes of Riedran history they are alien beauty that is aweing in Khorvairan eyes. The ground levels are dwelled in by the High Lords soldiers. He and his son, his advisors, and elite Elan dwell in the lowest and resplendant ground floors. Solarium that has been treated by a certain alchemical means is used to filigree hall linings and room ceiling corners to light the interior in a continuous soft gold glow that is mentally soothing to anyone within.

Tharashk’s Trove
Another of the tear shaped monoliths, this is to be home to agents of house Tharashk that have recently discovered fields of nearby Eberron Shards and are secretly beginning to harvest them under the ruse of coming to aid Lord Vrendylor in securing his home. Of course for a price. This clan of Tharashk is led by Deep Finder Ghuldan d’Pladjek. He is a lower ranking noble of house Tharashk and bears the lesser mark of finding. He was sent here to harvest the Eberron shards, but is also secretly trying to locate a trove of Khyber shards he believes to reside in the bowels of Mount Iriasol. The peak that looms ever over the the small town of Sol’Quarrey. His family bears symbolic golden jewelry in the form of facial piercings, and dark mustard yellow cloaks. Perfect for camouflage in the autumn forests on the mountain slopes.

Sol’Quarrey Shanties
The original huts, tents and grander pavilions of Lord Amras’n and his followers have been abandoned to the many workers, builders and craftsmen that have come to take part in the founding of this town. Leaving many places for dream lily dens, ladies of the night and other rough business to profit and granting reprieve for the hard-worked but well paid servitors here.

Peak Of Mount Iriasol
The mountain peak is the locale of a large manifest zone to Dolurrh; and the site of a graveyard of things unspeakable that warred during the demon-dragon wars. Relics of old can be unearthed on long expeditions there and many miners hope to see the blight atop this dead volcano resolved so they might mine it. On nights when the plane of Mabar is coterminous shadows, and other foul dark undead join the ranks of zombies, skeletons and ghosts in their descent on the town.

Important Groups:

House Tharashk – See above

House Vrendylor Thought-Knights – Soldiers in service to Lord Amras’n. The uniform is primarily comprised of chain shirts and white tunics with golden trim and design patterns. The crest, coat-of-arms and rank of the soldiers. Their officers are Elan psychic warriors.

The Order Of The Emerald Claw – Agents have begun appearing, assassinating work crews and stealing solarium ore. For dark designs better only guessed at…

Important Events:

Full moon of Nymm – On these nights the solarium chalk deposits glow a soft golden light, giving candle worthy illumination everywhere in the valley the can be found. Geographists spend much of this night marking denser deposits for the miners to pursue.

New moon of Nymm – Dark nights the undead come screaming, charging down Mount Iriasol, seeking to feast on the living.

New Material: Solarium

Solarium is golden steel like alloy that can be made into weapons and armors, costing an extra 500gp per pound. Slashing and piercing weapons can inflict successful critical hits against undead foes due to the positive energy they are infused with. Solarium armors grant resistance to negative energy damage sources (i.e.. Inflict wounds spells and the like) equal to 1 from light armor, 2 from medium armor, and 3 from heavy armor. Solarium has hardness 8 and 20 hp per inch.

The Antagonist

Kromvah-Grott-Shoh
Medium Possessing Ghost, Zakya Rakshasa (Undead-Outsider, Native, Incorporeal)
Hit Dice: 7d12 (60 hp)
Initiative: +2
Speed: Fly 30 ft. (perfect)
AC: (+5 Dex, +5 Deflection)
Base Attack/Grapple: +7/+12
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, spell-like abilities, corrupting touch, Draining touch, Manifestation, Telekinesis, Rejuvenation, Turn resistance +4
Special Qualities: Change shape, damage reduction 15/good and piercing, darkvision 60ft., outsider traits, undead traits, incorporeal, spell resistance 22
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 20, Dex 20, Con -, Int 13, Wis13, Cha 20
Skills: Bluff +19, Concentration +10, Diplomacy +19, Intimidate +17, Listen +11, Sense Motive +18, Spot +11
Feats: Blind-Fight, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Weapon Specialization (bastard sword)
Environment: Peak of Mount Iriasol
Challenge Rating: 12
Alignment: Lawful Evil

All specific abilities are per the ECSB and the MM

Generally an impossible creature Kromvah-Grott-Shah was a deceitful warrior and leader of warriors during the age of demons. When slain in a battle atop Mount Iriasol while Dolurrh was coterminous he became the fiend-ghost he is now. Until Dolurrh is coterminous again on a night that Nymm is new he can’t escape the manifest zone he was trapped in. And even if he should he can’t go far, he must return there before dawn or meet oblivion. But he has learned that Lord Amras’n’s son could host his spirit permanently, and now waits for his chance to be free, forever…

NOTE- This unnatural creature can ONLY possess living beings, and even then the irises of the possessed glow a baleful golden light.

ADVENTURE HOOKS:
-A House Tharashk emissary seeks the adventurers to petition them to investigate some unusual usage of House Tharashk resources. Outsiders are necessary because they do not wish to arouse any suspicion.

-An Officer and ambassador in (insert current large city here) of Riedra seeks through patron/church/adventurers guild/etc… people to search the base of the Endworld Mountains for a criminal and murderer that fled Riedra (Their perspective of Lord Amras’n)

-An artificer of house Cannith has heard of a new material that has special properties against the undead. Hints of a weapon that could unravel the Karrnathi military strength?

To those who enjoyed this I can expand on a LOT. By about 2000 words I didn't want to type my poor little fingers off.
HarmonysTwilight

10-22-05, 12:48 AM
Terra Nullus
[sblock]
Terra Nullus has passed in the only place to gather Spheres of Annihilation, and the only place where you can find Voidstars. It also goes by the name "The Demiplane of Entropy"...
You feel tired and feel all your will slowly seeping out of you and you wish to fade away into the ground and stay dead.

(Crunched for space)

I like the idea. Seems like a LOT can be done here. DEFINITELY scary as hell. A couple of limitations I see here however:
1. Seems like only a few classes can really get by here. Overpowering?
2. The frequency of this must be SOOOO rare. Hard to do a lot with.

But WOW. Very unique. Only possible in Eberron. GREAT IDEA!
Vharuck

10-24-05, 02:10 PM
Sorry, school has this nasty tendency to surprise me with crap when I least expect it.

Bump.
Vharuck

10-24-05, 02:20 PM
As for entry length, I did not specify as I did not want to impose a rule on that.

Just remember that, as Rake mentioned, excessively long entries may become confusingly detailed, boringly repetative, and overly difficult to adapt to the typical campaign (read: Adaptability).

And it must be a coterminous plane. The elements are much less flexible than the contest rules.
xXFallenoneXx

10-25-05, 07:26 PM
(Crunched for space)

I like the idea. Seems like a LOT can be done here. DEFINITELY scary as hell. A couple of limitations I see here however:
1. Seems like only a few classes can really get by here. Overpowering?
2. The frequency of this must be SOOOO rare. Hard to do a lot with.

But WOW. Very unique. Only possible in Eberron. GREAT IDEA!

It's nice buddy good job with it!!! lots of flavor
MarkB

10-29-05, 08:07 AM
The Isle of Shards

A Terrifying Turf


The Isle of Shards, once known as the island of Brumael, lies some fifteen hundred miles east of Aerenal, in the Dragonreach sea. The island was owned by the Brumael family, an ancient and noble line of elves, who lived on Aerenal, but operated the island as a research facility for their most talented arcanists.

The Brumael family had long been renowned amongst Elves for their skills with arcane magic. Unusually forward-looking for the Aereni, they had been responsible for a number of major advances in Elvish arcane magic over the centuries.

In 938 YK, the head of the Brumael household, Olenaer Brumael, along with a handful of assistants and servants, was conducting research on the island into Siberys dragonshards. He sent a message to Aerenal inviting several members of his family and the most prominent arcane scholars of the Aereni to witness his new triumph - a means of directing the fall of Siberys shards, so that instead of having to scour them from far-off Xen'drik, elves would be able to safely harvest them in any quantity from any equatorial landmass. The exact nature of this method was not detailed, and remains unknown to the present day.

Scrying the approach of the ship bearing his guests, Orenael triggered his technique once they drew within sight of the island, intending to give them a grand show. The results were far beyond what he had predicted.

For three days and nights, Siberys shards rained from the heavens in a torrential downpour, crystals of sizes from smaller than a fingernail to larger than an elf's head, pulverising the surface of the island. At the same time, rifts opened in the ground and a great volcanic mount erupted from the middle of the island, spewing forth torrents of lava laden with violet Khyber shards. And the very land itself - the dirt and soil of the island - was transmuted, fusing into spherical geodes of rock. Many of these were struck by falling Siberys shards, bursting open like flowering buds to spill forth pink and crimson Eberron shards.

During this time, the watching elves on the ship dared not approach close to the island. On the third day, a great flight of dragons arrived out of Argonessen, having detected the massive cataclysm, arriving just in time to see its finish. Their first instinct was to strike at the elves, whose foolish arcane experimentations had clearly disrupted the natural order of the world. But as they overflew the island, they noticed something extraordinary - when viewed from the air, the veins of violet Khyber shards and red Eberron shards woven amongst the golden Siberys shards formed a pattern unmistakable to any dragon - a dragonmark, larger and more complex than any seen in draconic history.

Realising that this mark must signify that the island was in some way tied in to the Draconic Prophecy - perhaps even the key to its unraveling - the dragons laid exclusive claim to the island, and demanded that the elves leave the place and never return. Outnumbered and vulnerable in their single vessel, the elves very reluctantly complied.

Since then, the dragons have fiercely defended the island from intrusion, multiple chromatic and metallic dragons overflying the isle to both study and patrol it, whilst dragon turtles patrol the surrounding waters. The elves of Aerenal know the island's true nature but do not talk about it, considering it a private matter, and to most on Khorvaire, it is little more than a legend or rumour. Nevertheless, several voyages each year set out to seek the island and its fabulous supernatural mineral wealth, and a very few survivors have made it back alive, usually at least half-insane, with a pocketful of shard-dust and tales of the strange horrors that now haunt the isle.

Plot Hooks
Baron Merrix d'Cannith hires a group of well-proven adventurers for a very special prospecting mission. He has come into possession of a rough map giving the location and partial layout of the Isle of Shards, acquired from a survivor of a former expedition, and he believes that with the use of a new stealthier design of underwater ship, it may be possible to slip past the draconic forces guarding the isle and return with a hold full of dragonshards. That's not Merrix's true interest, though. The survivor who brought back the map claimed to have seen not only strange plants and animals there, but constructs - warforged infused with dozens of dragonshards, who displayed strange abilities. Merrix wants the party to find out how those warforged got to the island, and how they came to be implanted with dragonshards. Most of all, he wants at least one of them brought back, intact, to his laboratories.
.
The party are investigating the murder of a half-orc ship's captain in Trolanport. Detailed examination of his corpse through Investigate reveals just two clues - his clothing is ingrained with a fine dust of tiny Siberys shards, and his left forearm bears a tattoo in invisible ink, which shows up only when viewed with Darkvision in complete darkness. The tattoo gives map co-ordinates to a point somewhere in the Dragonreach. Next day, the party's prime suspect sets sail in a well-provisioned, heavily-armed ship. It seems the only way to follow the trail and bring the perpetrator to justice is to sail in pursuit.
.
An expedition to attempt to open trading relations with the Seren barbarians founders amidst a terrible storm in the Dragonreach. The survivors find themselves marooned on a mysterious island which the more knowledgeable recognise as the fabled Isle of Shards. They must find a way to survive the isle's unearthly dangers, and to escape it without arousing the wrath of its guardian dragons.
.
A member of the Chamber has hired the party to journey to the Isle of Shards. Unlike his fellow dragons, he believes that it is not sufficient to preserve the Isle and study it from afar - instead, he is certain that more detailed dragonmarks could be revealed by closer examination from the ground, bringing with them essential new revelations concerning the Prophecy. He cannot journey to the Isle himself, but he can provide means to slip past the guardian dragons unnoticed. Once there, the party are to proceed to seven locations on a map he has provided, search them for discrete dragonmark patterns, use a provided wondrous item to record their appearance and then return. Naturally, these locations are not easy to reach, and are guarded by some of the island's deranged denizens, who feel a strange bond to the dragonmarks and will not allow outsiders to approach them without a fight.
.
An Undying Councilor has foreseen a catastrophe to strike Aerenal - a devastating Shardfall from the Ring of Siberys similar to the one which scoured the Isle of Shards. She hires the party to journey secretly to the centre of the Isle and try to find any part of Olenaer's research complex that survived the Shardfall. If Olenaer's research materials can be found, it may just be possible to use them to create the reverse of the effect he caused, and avert the coming Aereni Shardfall.

Significant Features
From above, the Isle of Shards looks something like an octopus with multicoloured tentacles woven through each other in complex patterns. The centre of the isle is dominated by the caldera of a large volcano, from which long, twining flows of lava issued on the day of the Shardfall. These flows have now cooled and solidified, becoming massive butresses of rock hundreds of feet in diameter, glittering indigo-blue with their embedded Khyber shards. Between these, veins of Eberron shards intertwine, the hundreds of geodes looking like strange grey-brown flower buds. At random intervals the buds have 'flowered', individual geodes cracked open to spill forth pinkish-red 'blossoms' of Eberron shards. And in the lowlands between the Khyber flows and Eberron veins, the ground is topped with a fine, glittering golden sand of shattered Siberys shards.

A variety of the island's formerly typical tropical wildlife somehow survived the Shardfall, but all of it became strangely twisted, infused with dragonshards (see the Shardfused template below). The lowlands and shard-twisted forests are now patrolled by shardfused monkeys and baboons, the higher ground is home to shardfused apes and monitor lizards, and the most dangerous central volcanic area is occupied by shardfused snakes and a variety of shardfused monstrous vermin. Additionally a number of shardfused magical beasts roam the land.

Many magical experiments were housed in Orenael's laboratory, and some of these survived the Shardfall and were twisted in the process, becoming subject to overwhelming, primal urges. One of the greatest forms of danger on the isle are the depredations of randomly-wandering Shardfused Living Spells.

The waters around the island contain many unusual dangers, but the most notable of these are a large number of shardfused crocodiles, which have come to thrive in the rivers and bays of the island.

At night, when the Ring of Siberys shines most brightly, the Isle becomes a yet stranger and more terrifying place. Bands of coloured light twist and writhe across its surface, creating new dragonmark-like patterns. Any shardfused creature infused with Siberys shards becomes empowered. Creatures not native to the isle find themselves bombarded with strange images, and at any moment may find themselves experiencing a vision of some cataclysmic past or future event. These images are confusing to the senses, and creatures not native to the island take a -4 circumstance penalty to Spot, Listen and Survival checks made at night. Characters who have some degree of knowledge of the Prophecy (Dragon Prophets, Cataclysm Mages) will find that any divination spell cast at night on the Isle is greatly enhanced - accuracy of result is practically guaranteed, saving throws vs. the spells' effects gain a +4 circumstance modifier to their DC, and casting times of spells with a casting time greater than one round are halved. Prolonged exposure to these effects is not advisable, however - few humanoids can spend more than three nights exposed to the Isle's visions without beginning to lose their grip on reality.

The island's central volcano is currently dormant - the area was not naturally volcanic, only the forces involved in the Shardfall causing the eruption - but it is still by far the most dangerous area on the island. The animals and vermin that haunt its slopes are only the tip of the iceberg - the land itself is highly deadly. In the wake of the eruption, it has become a hollow mountain riddled with caverns and passageways, some of which may even lead all the way down into Khyber itself. Within these caverns, Khyber crystals line every wall, and strange pools of blue lava can be found - Khyber crystals melted to liquid form, which have never cooled. In these areas, portals have been known to open to Fernia, especially during periods when the plane of fire is coterminous, and a variety of elemental beings of fire wander these passages. Perhaps the greatest danger, though, comes from the Khyber shards themselves. While most of them are unattuned and harmless, there are still many which have the capacity to pull the life and soul from a person's body. Healing spells are impeded and necromantic spells are empowered in this area. Additionally, any being slain in this region will not pass into Dolurrh - instead, their soul will be sucked into the nearest attuned Khyber shard, there to languish forever unless the shard can be identified and removed. Locating the correct shard requires a DC 20 Search check by a character using either Detect Magic or Arcane Sight, or a DC 10 Search check by a character using True Seeing, in the vicinity of the spot where the creature was slain. A few of Olenaer's elven assistants who were on the isle when the cataclysm occurred were entrapped here when they were killed, and their spirits still haunt these caverns, as do those of the few adventurers who have made it this far since then, only to be slain.

The island's draconic guardians do not hesitate to attack those who approach it, but they have a healthy respect bordering upon fear of the island itself, and will not approach or attack anyone already on the island, though they will do their best to keep close tabs on them. The dragons maintain a Dimensional Lock over the whole of the island to prevent their guardianship being circumvented by dimensional travel.

Shardfused template

"Shardfused" is an acquired template that can be added to any living, corporeal creature with an Intelligence score of 1 or higher

A shardfused creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type
The creature’s type changes to aberration. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged.

Armour Class
Natural armour improves by 3 (the shards infused into the creature's body provide a defence against physical attacks).

Special Abilities

Drives and senses: Shardfused creatures are driven by instinctive passions which overwhelm whatever rational thought or natural behaviour a normal creatures of their kind would have, and they gain special sensory abilities tied to these drives, in addition to their existing senses. The exact nature of these abilities depends upon the type of shards with which they have fused, but all of them function in a manner similar to the Arcane Sight spell. Thus, they will function in complete darkness or other conditions that block normal sight (i.e. Obscuring Mist), but may be blocked by any barrier which would block Detect Magic.

Khyber-fused - Hunger: Creatures fused with Khyber shards hunger for living beings, and their senses allow them to perceive the energy of living creatures. All living creatures show up as auras to this sight, whose strength varies depending upon their hit dice - Faint for 1-5 HD, Moderate for 6-11 HD, Strong for 12-20 HD and Overwhelming for 21+ HD. A khyberfused creature will attack the creature with the strongest aura it perceives, attempting to drain their life-energy, though khyberfused creatures with fewer than 12 HD will cower away from an overwhelming aura as though they were affected by a Fear spell (even if they are immune to Fear effects). Their behaviour returns to normal if the overwhelming aura leaves their range of perception. Creatures which are not susceptible to energy drain, such as warforged or any creature protected by Death Ward, are invisible to this special sense and will not trigger the creature's Hunger response, though they are not immune to detection via its normal senses. Other Khyber-fused creatures are likewise not detected by this sense.

Eberron-fused - Avarice: Creatures fused with Eberron shards can perceive magical auras as though they have Arcane Sight. They crave magic, and will attack the creature or object bearing the most powerful aura, attempting to feed upon it with their Consume Magic ability. It is not unusual for these creatures to attempt to sieze and carry off a magical item, repeatedly feeding off it until the item is destroyed through the physical damage of their attacks. There is a reasonable chance of finding some such items still reasonably intact in an Eberron-fused creature's lair or den.

Siberys-fused - Envy: Creatures fused with Siberys shards have a dual perception: They can detect psionic auras, and also are able to detect dragonmarked beings. Psionic auras are visible at the strengths described in the Detect Psionics power, whilst Least Marks show up as a Faint aura, Lesser Marks as Moderate, Greater Marks as Strong, and Siberys Marks as Overwhelming. Siberys-fused creatures have a dim perception of the powers these marks and psionic abilities bestow upon their bearers, and are driven to attack them in a fury of envious longing. They will attack dragonmarked characters in preference to those with psionic auras of equal strength, attempting to inflict damage whilst also using their Drain Power ability.

The range of these senses varies depending upon how many types of dragonshard the shardfused is infused with. A shardfused infused with all three types (Khyber, Eberron and Siberys) can use all three forms of perception simultaneously out to a range of 40 feet. A shardfused infused with two types of shard can use its two special senses out to a range of 60 feet. A shardfused infused with a single type of shard can use its one special sense out to a range of 90 feet.

Shardfused infused with more than one type of shard may find their different drives coming into conflict with each other. In general, they will choose which drive to follow based upon aura strength, attacking the strongest aura first. Given multiple equal choices they will choose randomly.

Shard Affinity: This ability is gained only by shardfused who are infused purely with a single type of dragonshard. Their nature gives them an affinity for a particular environment or circumstance. Pure Khyber-fused creatures have Subterranean Affinity, gaining Darkvision out to 60 feet when underground (if the base creature already has Darkvision, increase its range by 30 feet when underground), and tend to become subterranean by nature even if the base creature is not. Pure Eberron-fused creatures have Earth Affinity, gaining +1 to attack and damage rolls whilst standing on solid, natural terrain above ground (for these purposes the normal surface of the Isle of Shards is natural terrain), and tend to live on solid ground even if the base creature did not. Pure Siberys-fused creatures have Night Affinity, gaining Low Light Vision and a +4 circumstance bonus to Spot, Listen and Survival checks after dark, when the Ring of Siberys is brightest in the sky, and tend to become nocturnal even if the base creature was not.

Special Attacks
The shardfused creature retains all the special attacks of the base creature, and also gains the following special attacks:

Shard strike: Sharp shards on the creature's limbs improve its attack abilities. If it has natural attacks, its primary natural attack increases in damage one step as though affected by Improved Natural Attack (even if the creature already has Improved Natural Attack with its primary attack, this ability stacks with the feat), and its attack inflicts piercing damage in addition to whichever damage type it previously inflicted. If the creature does not possess a natural attack, it gains a Slam attack which inflicts 1d4 damage for a Small creature or 1d6 damage for a Medium creature (see Monster Manual page 291 to determine damage for larger or smaller creatures), and inflicts piercing and bludgeoning damage. The shardfused's primary natural attack is considered to be magical for purposes of bypassing Damage Reduction.

Depending upon which type(s) of shards the shardfused is infused with, they also gain one or more of the following special attacks:

Khyber-fused - Drain Life: A creature infused with Khyber shards can drain energy from its victims each time it hits with its primary natural attack. For shardfused with fewer than 12 hit dice, this ability functions similarly to Enervation - if the energy drain does not kill the creature, the negative levels disappear after a duration equal to twice its hit dice, leaving no ill effects. For shardfused with 12 or more hit dice, this ability functions as a standard Energy Drain effect - the negative levels disappear after 24 hours, but for each negative level the subject must make a Fortitude save (DC 10 + ½ draining creature’s racial HD + draining creature’s Cha modifier) or permanently lose a level. If the shardfused creature slays an opponent with its Drain Life attack, that creature's soul is absorbed into its Khyber shards, which cures the shardfused of two hitpoints per hit die of the creature whose soul is absorbed. Attempts to bring the slain character back to life using Reincarnate, Raise Dead or Resurrection will fail unless the Khyber shards binding its soul are first shattered. A shardfused infused with all three types of dragonshard inflicts one negative level with its Drain Life attack, gaining 5 temporary hitpoints. A shardfused infused with Khyber shards and either Eberron or Siberys shards inflicts two negative levels and gains 10 temporary HPs. A shardfused infused purely with Khyber shards inflicts three negative levels and gains 15 temporary HPs. Khyber-fused creatures are immune to each others' energy drain attacks, and are not visible to their special sense, though they are not immune to energy drain from other sources if their base creature is not.

Eberron-fused - Consume Magic: A creature infused with Eberron shards devours magic with its primary natural attack. On a successful strike, the subject is affected by a targeted Greater Dispel Magic effect. For the purposes of this effect, the shardfused's caster level is equal to its natural hit dice or its caster level, whichever is higher. If the target creature has no active magical effects upon it, the shardfused may attempt to target a magical item it is carrying instead, using a Disarm or Sunder attempt (Eberron-fused creatures quite often take Improved Disarm or Improved Sunder instead of one of their default feats for this purpose). If a shardfused is infused with all three types of shard, its Consume Magic attack ends after one spell effect has been dispelled. If it is infused with Eberron shards and either Khyber or Siberys shards, the Consume Magic attack ends after two spell effects have been dispelled. If it is infused purely with Eberron shards, the Consume Magic attack ends after three spell effects have been dispelled. (In any case, the attack can only make one caster level check on each active spell effect, just as with a normal targeted Greater Dispel magic effect). For each spell level dispelled, the shardfused gains three temporary hit points.

Siberys-fused - Power Drain: A creature infused with Siberys shards can draw out the powers from a psionic or dragonmarked character on a successful hit with its primary natural attack. A shardfused infused with all three types of shard will drain 1d6 power points or one daily usage of a dragonmark (highest-level ability first) on a successful hit. A shardfused infused with Siberys shards and either Khyber or Eberron shards will drain 2d6 power points or two daily dragonmark uses. A shardfused infused purely with Siberys shards will drain 3d6 power points or three daily dragonmark uses. When attacking a character with both a dragonmark and psionic power points, the shardfused can choose which to drain, but will almost always target the dragonmark first. For each daily use of a dragonmark the shardfused drains, it gains 5 temporary hit points. For each power point drained, it gains one temporary hit point.

If a shardfused has more than one of these attacks, it cannot emply all of them at once when using its natural attack, but must choose one to use when making an attack. This choice is made at the time of attack, and does not commit the creature to using that special attack on subsequent attacks - for instance, if a shardfused infused with both Khyber and Siberys shards chooses to use its Drain Life attack when attacking on its turn, it could still choose to use Power Drain if a psionic character provoked an Attack of Opportunity from it before its next turn.

Ability Scores
Each type of shard provides a bonus to a different ability score. Creatures fused with all three types of shard gain a +2 bonus to each of the three scores. Creatures fused with two types of shard gain a +4 bonus to each of the two scores. Creatures fused with one type of shard gains a +6 bonus to one score. The ability associated with each shard type is: Constitution for Khyber shards, Strength for Eberron shard, Dexterity for Siberys shards.

Environment
Shardfused infused purely with one type of shard may have their natural environment altered as described under Shard Affinity. Additionally, all shardfused creatures bear a fundamental link to the Isle of Shards, and will perish after 1d3 days if removed from its vicinity.

Challenge Rating
Same as the base creature +2.

Alignment
The drives and urges caused by the infused shards come to dominate the creature's personality. On the Lawful/Chaotic axis, the creature retains the base creature's normal alignment, but on the Good/Evil axis, its alignment changes to Evil.

Level Adjustment
Same as the base creature +6

Sample Shardfused creatures

Shardfused Giant Crocodile
Size/Type: Huge Aberration
Hit Dice: 7d8+35 (66 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18
Base Attack/Grapple: +5/+22
Attack: Bite +12 melee (3d8+13 plus Drain Life or Consume Magic or Power Drain) or tail slap +12 melee (1d12+13)
Full Attack: Bite +13 melee (3d8+13 plus Drain Life or Consume Magic or Power Drain) or tail slap +12 melee (1d12+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, Shard Strike, Drain Life, Consume Magic, Power Drain
Special Qualities: Hold breath, low-light vision, Hunger, Avarice, Envy
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 29, Dex 14, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +2*, Listen +5, Spot +5, Swim +17
Feats: Alertness, Endurance, Skill Focus (Hide)
Environment: Rivers and coastline of the Isle of Shards
Organization: Solitary or colony (6-11)
Challenge Rating: 6
Alignment: Always Neutral Evil
Advancement: 8-14 HD (Huge)
Level Adjustment: —

Shardfused giant crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or shallow coastal waters, with only their eyes and nostrils showing, waiting for prey to come within reach. They are driven by the Hunger, Avarice and Envy of their shardfused nature, and will mercilessly attack creatures which show up to their special senses, attempting to drain their dragonmarks, psionic energies, magic, and life.

Combat
Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Shard strike: A shardfused giant crocodile's Bite attack inflicts 3d8 damage instead of 2d8, and is considered a magic weapon for purposes of bypassing Damage Reduction.

Drain Life: A shardfused giant crocodile which hits with its Bite attack and does not use Consume Magic or Power Drain inflicts one negative level upon its target. If the target gains negative levels equal to its hit dice, that creature's soul is absorbed into the crocodile's Khyber shards, which cures it of two hitpoints per hit die of the creature whose soul is absorbed. Attempts to bring the slain character back to life using Reincarnate, Raise Dead or Resurrection will fail unless the Khyber shards binding its soul are first shattered. If the subject is not slain, the negative level will disappear after 14 hours, leaving no ill effects. Each time the shardfused giant crocodile inflicts a negative level, it gains 5 temporary hit points.

Consume Magic: A shardfused giant crocodile which hits with its Bite attack and does not use Drain Life or Power Drain subjects its target to a targeted Greater Dispel Magic check. The crocodile makes one caster level check (1d20 + 7) against each magical effect currently active upon the target, until one is successfully dispelled. If a magical effect is successfully dispelled, the crocodile gains three temporary hit points per level of spell dispelled.

Power Drain: A shardfused giant crocodile which hits with its Bite attack and does not use Drain Life or Consume Magic drains its target of one daily usage of its highest-level dragonmark ability if it has any daily dragonmarkuses left, or of 1d6 power points if it is a psionic manifester. For each dragonmark usage drained, the crocodile gains five temporary hit points. For each power point drained, the crocodile gains one temporary hit point.

Hunger: Shardfused giant crocodiles hunger for living beings, and their senses allow them to perceive the energy of living creatures. All living creatures within 40 feet show up as auras to this sight, whose strength varies depending upon their hit dice - Faint for 1-5 HD, Moderate for 6-11 HD, Strong for 12-20 HD and Overwhelming for 21+ HD. The crocodile will attack the creature with the strongest aura it perceives, attempting to drain their life-energy, though it will cower away from an overwhelming aura as though affected by a Fear spell. Its behaviour returns to normal if the overwhelming aura leaves its range of perception. Creatures which are not susceptible to energy drain, such as warforged or any creature protected by Death Ward, are invisible to this special sense and will not trigger the creature's Hunger response, though they are not immune to detection via its normal senses. Other Khyber-fused creatures are likewise not detected by this sense.

Avarice: Shardfused giant crocodiles can perceive magical auras out to a range of 40 feet as though they have Arcane Sight. They crave magic, and will attack the creature or object bearing the most powerful aura, attempting to feed upon it with their Consume Magic ability. It is not unusual for these creatures to attempt to sieze and carry off a magical item, repeatedly feeding off it until the item is destroyed through the physical damage of their attacks. There is a reasonable chance of finding some such items still reasonably intact in a shardfused giant crocodile's nest.

Envy: Shardfused giant crocodiles have a dual perception: They can detect psionic auras, and also are able to detect dragonmarked beings, out to a range of 40 feet. Psionic auras are visible at the strengths described in the Detect Psionics power, whilst Least Marks show up as a Faint aura, Lesser Marks as Moderate, Greater Marks as Strong, and Siberys Marks as Overwhelming. Shardfused giant crocodiles have a dim perception of the powers these marks and psionic abilities bestow upon their bearers, and are driven to attack them in a fury of envious longing. They will attack dragonmarked characters in preference to those with psionic auras of equal strength, attempting to inflict damage whilst also using their Power Drain ability.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Skills
A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.


Eberron-fused Baboon
Size/Type: Medium Aberration
Hit Dice: 1d8+1 (5 hp)
Initiative: +5
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/+2
Attack: Bite +5 melee (1d8+3 plus Consume Magic)
Full Attack: Bite +5 melee (1d8+3 plus Consume Magic)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shard Strike, Earth Affinity, Consume Magic
Special Qualities: Low-light vision, scent, Avarice
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 15, Dex 20, Con 12, Int 2, Wis 12, Cha 4
Skills: Climb +10, Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Plains and low hills of the Isle of Shards
Organization: Solitary or troop (10-40)
Challenge Rating: 3
Alignment: Always Neutral Evil
Advancement: 2-3 HD (Medium)
Level Adjustment: —

Eberron-fused Baboons are powerful and aggressive primates adapted to life on the ground. They are driven by an avaricious desire for magic, and will mercilessly attack any creature their special senses detect as magical. A typical baboon is the size of a big dog.

Males can be 2 to 4 feet long and weigh as much as 90 pounds.

Combat
Baboons usually attack in groups.

Shard strike: An eberron-fused baboon's Bite attack inflicts 1d8 damage instead of 1d6, and is considered a magic weapon for purposes of bypassing Damage Reduction.

Earth Affinity: Eberron-fused baboons have an affinity for the surface of Eberron, and gain +1 to attack and damage rolls whilst standing on solid, natural terrain above ground (for these purposes the normal surface of the Isle of Shards is considered natural terrain).

Consume Magic: An eberron-fused baboon which hits with its Bite attack subjects its target to a targeted Greater Dispel Magic check. The baboon makes one caster level check (1d20 + 1) against each magical effect currently active upon the target, until three are successfully dispelled. If a magical effect is successfully dispelled, the baboon gains three temporary hit points per level of spell dispelled.

Avarice: Eberron-fused baboons can perceive magical auras out to a range of 90 feet as though they have Arcane Sight. They crave magic, and will attack the creature or object bearing the most powerful aura, attempting to feed upon it with their Consume Magic ability. It is not unusual for these creatures to attempt to sieze and carry off a magical item, repeatedly feeding off it until the item is destroyed through the physical damage of their attacks.

Skills
eberron-fused baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


Khyber-Fused Monstrous Spider, Gargantuan
Size/Type: Gargantuan Aberration
Hit Dice: 16d8+80 (232 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (-4 size, +3 Dex, +14 natural), touch 9, flat-footed 20
Base Attack/Grapple: +12/+31
Attack: Bite +15 melee (4d8+10 plus poison and Drain Life)
Full Attack: Bite +15 melee (4d8+10 plus poison and Drain Life)
Space/Reach: 20 ft./15 ft.
Special Attacks: Poison, web, Shard Strike, Belowground Affinity, Drain Life
Special Qualities: Darkvision 60 ft. (90 ft. underground), tremorsense 60 ft., Hunger
Saves: Fort +15, Ref +8, Will +5
Abilities: Str 25, Dex 17, Con 20, Int 1, Wis 10, Cha 2
Skills: Climb +14, Hide -5*, Jump +7')*, Listen +2, Spot +6*
Feats: Ability Foucs (Poison), Alertness, Combat Reflexes, Improved Natural Armour, Improved Natural Attack, Power Attack
Environment: Subterranean regions of the Isle of Shards
Organization: Solitary
Challenge Rating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always Neutral Evil
Advancement: 17-31 HD (Gargantuan)
Level Adjustment: —

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Khyber-fused monstrous spiders hunger for the life-force of living beings, and will feed upon a captured creature's energy using their Drain Life attack.

Combat
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): Injury, Fortitude DC 25, initial and secondary damage 2d6 Str. The save DC is Constitution-based.

Web (Ex): Both types of monstrous spiders often wait in their webs or on cavern ceilings, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 23 Escape Artist check or burst it with a DC 27 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 16 hit points, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Shard strike: A khyber-fused monstrous spider's Bite attack inflicts 4d8 damage instead of 3d8, and is considered a magic weapon for purposes of bypassing Damage Reduction.

Subterranean Affinity: When underground, khyber-fused monstrous spiders' Darkvision range improves to 90 feet. They feel an affinity for subterranean caverns, and tend to make their homes there in preference to the normal environment of monstrous spiders.

Drain Life: A khyber-fused monstrous spider which hits with its Bite attack inflicts three negative levels upon its target. If the target gains negative levels equal to its hit dice, that creature's soul is absorbed into the spider's Khyber shards, which cures it of two hitpoints per hit die of the creature whose soul is absorbed. Attempts to bring the slain character back to life using Reincarnate, Raise Dead or Resurrection will fail unless the Khyber shards binding its soul are first shattered. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save at DC 14. On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level. Each time the spider inflicts negative levels, it gains 5 temporary hit points per level inflicted.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Hunger: Khyber-fused monstrous spiders hunger for living beings, and their senses allow them to perceive the energy of living creatures. All living creatures within 90 feet show up as auras to this sight, whose strength varies depending upon their hit dice - Faint for 1-5 HD, Moderate for 6-11 HD, Strong for 12-20 HD and Overwhelming for 21+ HD. The spider will attack the creature with the strongest aura it perceives, attempting to drain their life-energy. Creatures which are not susceptible to energy drain, such as warforged or any creature protected by Death Ward, are invisible to this special sense and will not trigger the creature's Hunger response, though they are not immune to detection via its normal senses. Other Khyber-fused creatures are likewise not detected by this sense.

Skills
Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


Elthar Brumael, 7th-level Eberron/Siberys-fused Elf Sorcerer
Size/Type: Medium Aberration (Elf)
Hit Dice: 7d4 (17 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +3 Natural, +1 Deflection), touch 14, flat footed 14
Base Attack/Grapple: +3/+3
Attack: Slam +6 (1d6 plus Consume Magic or Power Drain) or masterwork longbow +7 (1d8)
Full Attack: Slam +6 (1d6 plus Consume Magic or Power Drain) or masterwork longbow +7 (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spellcasting, Shard Strike, Consume Magic, Power Drain
Special Qualities: Elven traits, Avarice, Envy
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 10, Dex 17, Con 10, Int 11, Wis 9, Cha 16
Skills: Concentration +5 (+5 Rank), Knowledge (Arcana) +2 (+2 Rank), Listen +1 (+2 Racial), Search +2 (+2 Racial), Spellcraft +6 (+6 Rank), Spot +1 (+2 Racial)
Feats: Improved Initiative, Still Spell, Weapon Finesse
Challenge Rating: 9
Alignment: Lawful Evil
Level Adjustment: +6

Elthar was one of Olenaer's assistants at the time of the Shardfall cataclysm. Caught in its effects, he was pierced by Eberron and Siberys shards and transformed. Elthar's personality is dominated by the avarice and envy imbued by the shards infused into his body, and attacks relentlessly anyone who shows up as psionic, dragonmarked or with magical auras to his special senses. If approached by someone who does not trigger his senses, he is still capable of rational conversation, though his Shard-enforced drives still dominate his personality To such people, his starting attitude is Unfriendly. He does not know the precise nature of Olenaer's experiment, but could direct a party towards what remains of the laboratory complex, if they can find sufficient means to motivate him. Elthar speaks Common and Elven.

Combat
Even under the influence of the shards, Elthar is still a reasoning being, and quite capable of using his spellcasting abilities tactically. Against targets which provoke his Avarice or Envy, he stalks his targets like a feral predator, making use of Invisibility to gain the best position before attacking. He will often use Hold Person on his chosen target, then attempt to eliminate any companions before moving in to attack with his Slam attack so that he can bring his Consume Magic or Power Drain attacks to bear.

Spellcasting: Sorcerer Spells Per Day:
0th-level: 6 (DC 13 where applicable)
Arcane Mark
Ghost Sound
Light
Mage Hand
Open/Close
Prestidigitation
Read Magic

1st-level: 7 (DC 14 where applicable)
Alarm
Chill Touch
Color Spray
Mage Armor
Magic Missile

2nd-level: 7 (DC 15 where applicable)
False Life
Invisibility
Summon Swarm

3rd-level: 5 (DC 16 where applicable)
Fireball
Hold Person

Shard Strike: The shards infused into Elthar's limbs give him a Slam attack which inflicts bludgeoning and piercing damage. His Slam attack is considered a magic weapon for purposes of overcoming Damage Reduction.

Consume Magic: If Elthar hits with his Slam attack and does not use Power Drain, he subjects his target to a targeted Greater Dispel Magic check. He makes one caster level check (1d20 + 7) against each magical effect currently active upon the target, until two are successfully dispelled. If a magical effect is successfully dispelled, he gains three temporary hit points per level of spell dispelled.

Power Drain: If Elthar hits with his Slam attack and does not use Consume Magic, he drains his target of one daily usage of its highest-level dragonmark ability if it has any daily dragonmarkuses left, or of 1d6 power points if it is a psionic manifester. For each dragonmark usage drained, Elthar gains five temporary hit points. For each power point drained, Elthar gains one temporary hit point.

Avarice: Elthar can perceive magical auras out to a range of 60 feet as though he had Arcane Sight. He craves magic, and will attack the creature or object bearing the most powerful aura, attempting to feed upon it with his Consume Magic ability.

Envy: Elthar has a dual perception: He can detect psionic auras, and also is able to detect dragonmarked beings, out to a range of 60 feet. Psionic auras are visible at the strengths described in the Detect Psionics power, whilst Least Marks show up as a Faint aura, Lesser Marks as Moderate, Greater Marks as Strong, and Siberys Marks as Overwhelming. He has an instinctive perception of the powers these marks and psionic abilities bestow upon their bearers, and is driven to attack them in a fury of envious longing. He will attack dragonmarked characters in preference to those with psionic auras of equal strength, attempting to inflict damage whilst also using his Power Drain ability.

Possessions: Masterwork longbow, 25 arrows, Ring of Protection +1, Cloak of Resistance +1, Wand of Magic Missile (5th level, 36 charges), trail rations (2 days), backpack, traveler's outfit, 396 gp

_______________________

Well, that's it. I hope it's not too long. I think I have at least three requirements covered - the island is definitely the result of good intentions resulting in evil (or at least devastating) consequences, a plot hook requires the Investigate feat, and things definitely get a lot weirder at night. The central volcano could qualify as a mountain peak, but it's not awfully high, and the location is dominated by three colours rather than one - the gold of Siberys shards, the red of Eberron shards and the violet of Khyber shards. Creatures infused with a single shard type tend to gravitate to specific environments, even if they are not normally native to them.
jonthegm

10-29-05, 12:17 PM
Sweet Dreams at the Formanthyr Hotel
http://lapsedatheist.com/wiki/index.php/The_Formanthyr_Hotel

An adventure for a party of 5-7th level characters.
Splendide

10-30-05, 01:49 AM
Kharvech Rel

Deep within the Seawall mountains of Zilargo and Darguun, the gnomish race was born. Some say they came from Thelanis, others that they are mutated wererats, and the gnomes, of course, have their own stories. A common myth is that they were created by Eberron to heal the wounds of Khyber's intrusions and bring community to Khorvaire. Proponents of this theory posit that this love of community is a trait shared with the half-elves, who are to bridge the wounds between the continents.

All of these myths are wrong.


Plot Hooks

* South of Zolanberg, an excursion from the Morgrave University has been doing some archeaological studies into the Dhakaan Empire, and they appear to have uncovered an ancient and powerful ward of Dhakaan make. They have hired the party to assist them in breaching the ward, and dealing with whatever strange things may lurk inside.

* Doegan d'Kundarak has received notice from Zolanberg that an archaeological dig has uncovered a strange (and somewhat powerful) ward of what is apparently goblin artifice. He has requested the party to investigate this ward for him, providing descriptions and drawings of its nature, giving details of any unusual techniques used in its construction.

* An orc druid of the Gatekeepers has read significant signs and portents, indicating a small chance that a strong and ancient protection against planar invasion may be being tampered with, deep within the Seawall mountains of Zilargo. He himself is travelling to Zilargo to find this potential breach before it happens, but his knowledge of the area is severely limited, so he has requested the party to investigate separately from him and prevent this from happening.

* Harat Kharech, a bard of the Kech Volaar, has contacted the party regarding rumours of a discovery of a previously unknown piece of ancient Dhakaan craft, deep within the Seawall mountains. Through his contact in Zolanberg, he has heard news of a Brelish study expedition into the little-visited caves to the south of the range, that has uncovered an abandoned Dhakaani outpost guarding an enormously powerful ward, apparently of Dhakaani construction! His research leads him to believe that it may be the temple of Kharvech Rel, abandoned and sealed for unknown reasons. He wishes the party to act on his behalf, visit the site and to break through the ward to retrieve whatever precious lore, treasures and artifacts that may be kept within.

* While visiting their local temple of the Sovereign Host, a member of the party is contacted by the senior priest of the faith and requested to discuss an unusual issue. Upon assent, he shares information of an augury that concerns him. He has received a dire vision from Aureon of a great and dark evil that is about to be unleashed. He saw a gnome scholar (and petitioner of Aureon) looking into an ornate mirror, and viewing a dark reflection within it. Out of curiousity, the gnome shattered the mirror and darkness poured forth, consuming him. The priest then saw a great gnomish city being consumed by the darkness, a city he recognised as Zolanberg. In light of this disturbing vision, the priest has requested this party member and his party to investigate this issue for the church, and for the safety of Khorvaire!


Outside The Ward

After getting through a series of narrow, winding tunnels, marked by regular glowstones brought by the Morgrave scholars (each providing a 30ft radius of light), the party reach a somewhat larger cavern. It looks to have been naturally formed originally, but was shaped further by what may have been the original residents of the area. A large and ornate adamantine door (20ft by 20ft) is the prominent feature of the area, resting above an ancient stone dais of gobin manufacture. At the base of it, the words `Hekhat Sharnuuc' are inscribed, though no one can determine if they are anything more than a crafter's mark.

The Morgrave University study trip (a group of 4 archaeologists and approximately 10 servants and guards) have constructed a few clusters of tents and other rudimentary conveniences in front of the door. Leading the party is halfling scholar Deridian ir'Boromar (Male LN Halfling Expert 6), Professor of Ancient Cultures, an affable and athletic fellow despite his age. He regards the party as an entertaining presence, but will not tolerate interference in the group's work. Severe interference will result in an official report to the relevant authorities!

The DM has two options as to the current state of the ward upon the party's arrival. If the party is in favour of the lock being opened, it is best to say that it hasn't been opened yet. If they are acting against its opening, it is reasonable to have it very recently opened. Fighting the Morgrave University study group is not the ambition of this scenario.


Beyond the Ward

The ward itself appears impervious to supernatural penetration. Teleportation effects that could breach it automatically fail, incorporeal creatures cannot pass through it. The area is similarly blocked from penetration via the Astral plane.

The Morgrave artificer, Pallo Arnian Girello (LN Male Gnome Artificer 7/Expert 2), has pulled out every trick in the book to breach this ward and after eight days of engaging in arcane trickery, he is able to deactivate the ward.

Upon opening the doorway, the first noticeable feature beyond it is how much darker it appears to be than the cavern outside. After additional light is brought to the fore, the contents of the area become more prominent.

Behind the ward is a cavern of much smaller dimensions than that which the group currently are camped in, and it appears to have been hand-hewn by the Dhakaani.

Within the cavern are a series of living quarters and related communal areas, while the centrepiece of the settlement is a very large temple of The Shadow. All buildings are well crafted, and built of the same dark stone that the cavern is made of. All valuable items have been removed from these buildings, presumably taken by the residents when they abandoned the area.

The temple itself is a typical temple of the Dark Six, as much as that can be, and the interior of it seems to be even darker still - all light sources being used within the temple are halved in effective radius, and they cast disconcerting shadows over the diabolical frescoes carved into the walls.

After the group has looked through the area for a while, the only question that really needs to be answered is why this temple was not only abandoned, but was also sealed shut. A party sent by the druid, or the priest of the Host, should be very worried at this point.

From this point, any gnomes in the party (or in the expedition, such as the artificer who opened the ward) will find their dreams filled with nightmarish lands, demons and each of them ends with a simple word whispered to them just before they painfully die (wake up)....BETRAYER!


The Khroam of Malar

At night, the temple and surrounds become a manifest zone of Malar, The Endless Night. Rather unfortunately, the coterminous phase of this plane is imminent.

When the plane becomes coterminous, the Khroam of Malar will visit, as they have done every other time the planes have merged since before the ruin was sealed, in hopes of finding that their access to the material plane has been restored. They will be extremely pleased to see that some poor fools have opened the gateway.

The Khroam themselves are the dark ancestors of the gnomes of Khorvaire. They appear the same as gnomes, but are barbaric and evil, loving nothing more than to exert their power over others in the name of their divine master, The Shadow.

They are reluctant to leave the manifest zone, as they lose their significant powers when doing so, but upon finding the new victims to draw sustenance from, they will attempt to lure them into the ruins, interrogate and kill them.

On the first night of three, one will scout the area, expecting to find that it is still sealed. He may cause some trouble, search through packs, or kill someone - most likely the gnome artificer who opened the ward...and then return to his home plane with the news. On the second and third nights, anything could happen - from simply killing all the visitors, to initiating their stalled plans to expand the manifest zone. Its your call.


History of the zone

Dhakaani sages originally divined the location of this coterminous plane to Malar back when the empire was at its strongest, and after many years of work they built their temple within their hand-hewn temple, in hopes of coming closer to The Shadow and bringing the gods to walk on Eberron to join them in the defeat of their enemies.

This all backfired as they found the zone was linked to ungodly creatures known as the Khroam, and not the realm of their god. Unlike their god, these creatures cared little for the well-being of the goblinoid races, and actively sought to destroy them...not from hatred, but from glee. However, they found that in the mortal realm, beyond this small manifest zone, their powers were distinctly limited. When the coterminous period of the plane neared its end, the majority of those who had visited returned to their home plan, afraid of the strange environment.

However, some among them ventured into the jungles beyond the cave, and found homes there. While wild and dangerous, these Khroam grew to like the area. After all, compared to Malar, this verdant land was a paradise. Their powers faded (though not their joy of killing goblins) and they became more community minded. This was a strange world, and it became readily apparent that the only way to survive was through co-operation, a concept distinctly foreign to the majority of Khroam. The complete change of environment forced a rapid cultural evolution upon them, but they knew enough to lay low, and so they did.

The few Dhakaan survivors of the temple's first invasion immediately sought assistance from the clans in closing the link, citing the danger inherent in having a link to Malar unguarded and freely open. The clans took some convincing to repair it; many refused to believe that Malar was not the home of The Shadow, while others thought that the arrival of the Khroam was merely a test to find the truly devout. Other clans considered the venture to be pure foolishness, and warned that meddling with the planes would only cause trouble.

However, after a few years, the great artificer Hekhat Sharnuuc forced the issue and declared that he would perform a grand new feat of artifice of a kind that had no equal. He intended to create a ward to seal the area until the end of time. Beyond all the bickering, the clans agreed that this cultural achievement was worthwhile, and with their support, the task was completed within a year. Ten years later, Hekhat Sharnuuc was executed as a traitor to the empire for seditious behaviour, and knowledge of his works was erased from most Dhakaan history.

A year later, the plane became coterminous again, and the Khroam returned with plans to extend their influence further. However they were extremely aggrieved to find that they were sealed within this temple. Attempts to breach its walls repeatedly failed, and they concluded that it must have been the Khroam who had abandoned their homes that betrayed them. They have returned every five years since, each time trying new tricks to break through, and continually failing.

The Khroam have sworn oaths of vengeance against their betrayers, and against the Dhakaani for good measure. Any of these that they see will be their preferred targets in a fight.


How the players can solve this

Only a couple of means are appropriate. If the party followed the instructions of the Kundarak dwarf, or orc Gatekepeer, introducing them as a means to close the portal again is reasonable, though they will obviously need party assistance.

If they followed another hook, either a Kundarak warder or the orc Gatekeeper could solve the dilemma.

If neither of these suit, and your party has an artificer, it should be possible to repair the ward with a Use Magic Device check (DC: 32) until a more permanent seal can be made.


THE CRUNCH

Khroam
You see before you a small, stocky humanoid of feral appearance, easily mistaken for a particularly strong and ill-tempered gnome, though where gnomes appear fair, this creature has an aura of darkness that seems to absorb light.

Khroam Warrior
Small Outsider (Extraplanar)
HD: 6d8+14 (41 hp)
Initiative: +4
Speed: Walk 20ft (4 squares), Fly 40ft (good) (8 squares)
AC: 18 (+0 Dex, +1 size, +3 deflection, +3 masterwork studded leather, +1 masterwork light steel shield),touch 14, flat-footed 14
Base Attack/Grapple: +6/+2
Attacks:
Unarmed touch +7/+2 (1d3 Con drain)
Longsword +7/+2 (1d6 damage + 1d3 Con drain)
Space/Reach: 5ft./5ft.
Special Attacks: Constitution drain
Special Qualities: Darkvision 60ft, Flight, Khroam traits, Outsider traits (pg.131 MM)
Saves: Fort +7, Ref +5, Will +4
Abilities: Str: 11, Dex 10, Con 14, Int 11, Wis 9, Cha 8
Skills: Hide +17, Move Silently +11, Spot +9, Listen +9, Bluff +8, Sense Motive +8, Tumble +9, Sleight of Hand +9
Feats: Stealthy, Improved Initiative, Hover (pg.304 MM)
Environment: Manifest zones of Malar in the Seawall mountains
Organization: Solitary, gang (2-5), or swarm (6-11)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -

Khroam Traits (Ex): Khroam posssess the following racial traits.
- +2 Constitution, -2 Strength
- Small size: +1 bonus to Armor Class, +1 bonus to attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A khroam's base land speed is 20ft.
- +2 racial bonus on saving throws against illusions.
- +1 racial bonus on attack rolls against goblinoids.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Hide checks.
- Immunity to negative energy effects inherent to the plane of Malar.
- Spell-Like Abilities: 1/day - ghost sound, prestidigitation, touch of fatigue.
- Automatic Languages: Abyssal. Bonus Languages: Goblin, Gnome, Common, Draconic, Orc.
- Favored Class: Barbarian

Combat
The Khroam prefer to strike their victims unawares, in a sudden and devastating strike. Should their personal well-being be seriously endangered, they are quite ready to retreat to the shadows and strike again later.

Constitution Drain (Su): The aura of the Khroam sucks life energy from those it comes into forceful contact with, dealing 1d3 points of Constitution drain to a living foe as either a touch attack or through their melee weapon of choice. A creature reduced to Constitution 0 by a Khroam dies. This is a negative energy effect. This ability only works on the plane of Malar, and in manifest areas linked to that plane. Khroam may choose to suppress this effect.

Flight (Su): While on the plane of Malar, or in manifest areas linked to that plane, Khroam gain the ability to fly, as if they were creatures of shadow themselves. They do so with good maneuverability.


DM's Quick Cheat Sheet
* Effectiveness of light within the manifest zone is halved
* Gnomes are primary targets of Khroam as betrayers
* Khroam Flight and Con Drain only happen within the manifest zone (even when not coterminous)
Jancarius

10-30-05, 05:21 AM
My adventure didn't come out nearly as well as imagined, so I'm not gonna submit it (it's also about 22 detailed pages on the house, and I need to change the treasure to more of lesser treasure and less of powerful treasures)
Siberys

10-30-05, 05:33 PM
The Isle of Shards

A Terrifying Turf

{snip}


Absolutely WONDERFUL!!!

One Question;

On the Shard-Infused WF, do they simply have the Shard-Infused Temple, or is there some sort of body feat such as Shardforged Body?

I'd really like to see shardforged Body...
MarkB

10-30-05, 06:08 PM
Absolutely WONDERFUL!!!
Thanks! :)

One Question;

On the Shard-Infused WF, do they simply have the Shard-Infused Temple, or is there some sort of body feat such as Shardforged Body?

I'd really like to see shardforged Body...
I was thinking of them as just having the shardfused template, but a body feat will also work. I'll think about working one up based on the template, but I'll leave it until after the competition is completed (that and a few errata I didn't notice until after my fifteen-minute editing window was up).
Siberys

10-30-05, 07:58 PM
Ahh - Glad to hear it. If you make the feats, consider making the following:

Shardforged
Khyber-Forged
Siberys-Forged
Eberron-Forged
Shardforged (Non-Isle version)
Khyber-Forged (Non-Isle version)
Siberys-Forged (Non-Isle version)
Eberron-Forged (Non-Isle version)

Mayhaps they could have some connection to Incarnum? wouldn't know myself, not owning the book.

Thanks,

§ Siberys
DoveArrow

11-01-05, 01:44 AM
An hour and a half late. Rats. However, it's a full fledged module, so I hope you'll excuse the tardiness. For some reason, I was also thinking we were using PST, or I might have tried to post sooner.

Elements I've included:

1. The location must involve a creature usually found in a completely different environment. For example, a Karrn in Aundair does not count, but a frost worm in the King's Forest does.

The Voice of the Lady of the Plague is a radiant idol from the Plane of Syrania.

3. One of the plot hooks requires the use of the Investigate feat.

Two of the three plot hooks involve using the Investigate Feat (See Cannith Tower and Darchun's Apartment

4. A child is central to the location.

See A Desperate Thief

9. There is something that only happens at night. The tide by the ocean could recede to reveal a cave, a particular kind of nocturnal creature could become active, or a coven of witches could cast their spells under the moonlight. Whatever happens, it only happens in the dark of night.

See The Blackstone Church

Anyway, without further ado, here is my module:

http://www.livejournal.com/users/dovearrow/898.html
Siberys

11-03-05, 08:41 PM
1: In my expansion of the Eberron Adventure Path, I'm using the Isle of Shards.

2: How's the judging going?

3: :bump:
Edymnion

11-03-05, 09:42 PM
2: How's the judging going?I just finished sending all my votes for these last ones in. Sorry guys, things got hectic on me here, but I'm all caught up now :)
Siberys

11-03-05, 09:44 PM
Ah, Thanks Edy!
Rake

11-04-05, 12:21 AM
I'll be sending in my votes tomorrow (The 4'th).
MysticTheurge

11-04-05, 08:15 AM
I should be able to get my judging done this weekend.
DoveArrow

11-04-05, 12:21 PM
At the moment, I just want to know if I was disqualified or not.
Edymnion

11-04-05, 12:34 PM
I dunno. I didn't send a vote in on yours, but if da man wants to admit your late entry, I'll go back and do it.
DoveArrow

11-06-05, 06:00 PM
Note: I just reread the ECS yesterday and discovered that the name I used for my cult members (I called them the plaguebearers) is the name of a group of barbarians that live in the Demon Wastes as well. Oh well. Kind've too late now.
Edymnion

11-07-05, 12:21 AM
Note: I just reread the ECS yesterday and discovered that the name I used for my cult members (I called them the plaguebearers) is the name of a group of barbarians that live in the Demon Wastes as well. Oh well. Kind've too late now.Heh, honestly, I would have never known had you not pointed it out :P

Hey V, how's it going?
Got the votes tallied?
Rake

11-08-05, 04:22 AM
My votes are in (late and probably last, bah!), and I'd like to be very the first to thank Rogue Newb, HarmonysTwilight, MarkB, johnthegm, Splendide, and Dove Arrow for six great reads. In particular, I really enjoyed your module, john... and to Rogue Newb and Dove Arrow, I'd like to commend you with 'shooting the moon' with your high-magic, grandiose entries. Time will tell if it payed off... or not. And to DoveArrow: I really (really) liked your entry, it's actually definately one of the two best, but if livejournal forces you to post without bold type, page breaks, indents, or formatting in general, please find a new place to post future entries! Your contribution was very good, but I had to take into account (Clarity category) that it was a literal headache to read.

Again, my votes are in - and, (seriously), good job, competitors.
DoveArrow

11-08-05, 11:29 AM
My votes are in (late and probably last, bah!), and I'd like to be very the first to thank Rogue Newb, HarmonysTwilight, MarkB, johnthegm, Splendide, and Dove Arrow for six great reads. In particular, I really enjoyed your module, john... and to Rogue Newb and Dove Arrow, I'd like to commend you with 'shooting the moon' with your high-magic, grandiose entries. Time will tell if it payed off... or not. And to DoveArrow: I really (really) liked your entry, it's actually definately one of the two best, but if livejournal forces you to post without bold type, page breaks, indents, or formatting in general, please find a new place to post future entries! Your contribution was very good, but I had to take into account (Clarity category) that it was a literal headache to read.

Again, my votes are in - and, (seriously), good job, competitors.

It's much better in Word format and I would have posted it to the website, except it was too long. Meanwhile, I don't yet know how to edit (or even if I can edit) my live journal because I don't use it that often. I was also kind've in a hurry to get it up. However, fair's fair.
jonthegm

11-09-05, 03:10 PM
Bueller? :shifty:
Splendide

11-09-05, 08:23 PM
Who would've thought that the judging period would be as long as the submission period?
Rake

11-09-05, 11:58 PM
Not sure where the heck Vhar went (hope he's okay), if he hasn't got the votes tallied up in a day or two more, the judges can resubmit their votes to me and I'll tally it all up with just four judges (if that's acceptable to the contestants).
MarkB

11-11-05, 05:09 AM
According to his profile (http://boards1.wizards.com/member.php?u=292794) Vharuck hasn't logged in since late October. Are any of the judges in contact with him via e-mail?
Rake

11-11-05, 05:12 AM
Mmnope. I PM'med him my votes, but I haven't seen a PM or an email from him since some time before then.

If the other judges would like to PM me their votes again, I'd be happy to tally them up in Vhar's absence.
Edymnion

11-11-05, 01:56 PM
Damn, I sent my votes to him via PM, and I've deleted them from my PM box since then. If he doesn't show up, I'll have to re-judge everybody.
Rake

11-15-05, 03:09 AM
Sooooooo, is this thing dead or do our judges and contestants want to talk about a re-tally?
Splendide

11-15-05, 03:18 AM
I just want to receive my blue ribbon and parade in front of adoring fans.
MarkB

11-15-05, 03:55 AM
It looks like Vharuck was online as recently as Saturday. I've e-mailed him to find out whether he's going to be able to post the results.
MarkB

11-15-05, 11:40 AM
It looks like Vharuck was online as recently as Saturday. I've e-mailed him to find out whether he's going to be able to post the results.
Okay, my e-mail was bounced back with a "User Unknown" message. I think that means it's over to you, Rake.
Edymnion

11-15-05, 12:49 PM
If need be, I will volunteer to take over for V.
Rake

11-15-05, 09:31 PM
Apparently. If the other judges could please PM or email me their votes, then, I'll tally them up and post the results just as soon as I get them in.
Rake

11-17-05, 02:33 AM
[dr.evil] No? Mmkay. Y'don't have to. [/dr.evil]
Rake

11-18-05, 12:18 PM
Alright, Judges. I've already got votes in from one of you, let's do this. Well... re-do this, I guess. We owe it to the contestants, none of these entries are what I'd call a 'short read', a lot of work went into these. So, if there are no objections, please re-submit your votes to me via PM and I will tally up the votes. Though if a significant number of you would prefer Ed to do it, since he did volunteer and has board-member senority over me, that's fine - but say so quickly so we can get this underway! Additionally, if there are no objections, I'd like to include Dove's late entry in the judgings, so please send those as well, (unless someone would like to make a legitimate case in favor of the contrary).
Edymnion

11-18-05, 01:43 PM
Yeah, okay, I'll send 'em back to you.
Do you want them all broken down into catagories, or do you just want the total scores? It would be easier on me at least if I can just give the total (as I can skim the entries and remember approximately their score, without having to dissect them again for individual point scores).
DoveArrow

11-18-05, 01:44 PM
Yeah, okay, I'll send 'em back to you.
Do you want them all broken down into catagories, or do you just want the total scores? It would be easier on me at least if I can just give the total (as I can skim the entries and remember approximately their score, without having to dissect them again for individual point scores).

Slacker. ;)
Rake

11-19-05, 09:59 AM
By this point, Ed... honestly, whatever gets the job done. In the end, I'll just be totalling everything up anyhow.

So I've got Mystic and Ed on board... once I get Dove's entry from Mystic, and Save-vs-DM resends his votes (hopefully he's still following this train wreck) then we'll have ourselves a ruling.

What the hell happened to Vhar, I wonder?
Rake

11-21-05, 07:15 AM
Alright, at this point I'm still awaiting Save-Vs-DM's totals... however, I notice that none of the other judges so far have submitted totals for DoveArrow's entry, which leads me to believe that the general consensus is that Dove's late entry is, unfortunately, invalid. Sorry, Dove.

Anywho, I'll give Save a few days to check in (he's a busy guy, to judge from some of the projects he's endeavoring to complte on the other boards), and if I don't recieve a tally from him, I'll just add up mine, Mystics, and Eds.
DoveArrow

11-21-05, 12:47 PM
I will try to stifle the tears. :P
Edymnion

11-24-05, 09:28 PM
The next one is going to have to be better planned, to be sure...
Splendide

11-24-05, 09:37 PM
I haven't received my blue ribbon yet, whats going on? Damn postal service!
Edymnion

11-24-05, 10:49 PM
I haven't received my blue ribbon yet, whats going on? Damn postal service!We sent it to Amazon.com to deliver. They said they'd ship it out when they shipped the Magic of Eberron orders, why? ;)
Splendide

11-24-05, 11:06 PM
:eek: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!
Edymnion

11-25-05, 12:51 AM
:eek: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! :rofl:
Rake

11-25-05, 03:57 PM
Alright, I don't think Save-Vs-DM is going to chime in, so I've tallied my own votes up with Mystic's and Ed's.

So without further adeiu, the winner iiiis:

:dancin: MarkB's Isle of Shards!!! :cheer:

:dancin: Sweet Dreams at the Formanthyr Hotel by johnthegm came in at an extraordinarily close 2'nd place (a difference of 3 points, I think). :clap:

Congratulations to MarkB and to john, and on behalf of Vhar and the other judges - sorry for the mind-numbingly late results. Next guy that sees Vhar, give him a little hell, eh? :P
MarkB

11-25-05, 06:21 PM
So without further adeiu, the winner iiiis:

:dancin: MarkB's Isle of Shards!!! :cheer:
:w00t: :dancin: :w00t:
:bounce:

Thank you thank you thank you!

<Bows to the judges> :bow:

I will treasure this always. I'd like to thank the producer, Keith Baker, without whom this project could never have existed, and my family, and my twelve-year-old kitten Floyd and... oh... I'm sorry, this is... too much...
:weep: :weep:
Thank you so very much, this is the best day of my - hey, who cut the mike?
MarkB

11-25-05, 08:14 PM
I did promise an errata to my original post (http://boards1.wizards.com/showpost.php?p=7622280&postcount=41) once the results were in, as there were a few technical errors in there. Here are the main points, which affect the Shardfused template.

First, I stated in flavour text and illustrated with the Khyber-Fused Monstrous Spider sample creature that the Shardfused template can be applied to monstrous vermin, but the template itself says it can only be applied to creatures with an Intelligence of 1 or higher. Add the following to that part of the description:

This template may also be applied to creatures of the Vermin type. In this case, they lose their Vermin traits and gain Aberration traits, gain an Intelligence score of 1, and gain feat and skill progressions appropriate to their hit dice as an Aberration. Vermin gain the Shardfused template only as an Inherent template - they are descended from vermin exposed to the Isle's massive dragonshard concentrations.

Additionally, the special sense of a siberys-fused Shardfused's Envy special ability does not match its targets as implemented. It's operation in regard to dragonmarks remains valid, but its psionic sense should not detect psionic auras, but the life-auras of characters with psionic manifester levels. Manifesters of class level 1-5 have a Faint aura, those of 6-11 have a Moderate aura, and those of 12-20 have a Strong aura, with Epic-level manifesters appearing Overwhelming. In each case, if a manifester has no power points remaining or a dragonmarked character has no more daily uses of his dragonmark, they no longer register to this sense.

On a more general note, the increase in Challenge Rating listed for the Shardfused - same as base creature +2 - is probably fairly accurate when making a creature fused with multiple shard types, except for base creatures with relatively high or low CRs. However, in the course of creating the sample creatures it became clear that Siberys-fused creatures present a fairly low threat except in campaigns including a high proportion of psionic or dragonmarked characters, while Khyber-fused creatures are particularly dangerous. I would recommend setting a pure Siberys-fused creature's CR at base creature's CR +1, and a pure Khyber-fused creature's CR at base creature's CR +3.

Finally, I missed some number editing after cut'n'pasting the special abilities for Elthar Brumael, the sample shard-fused Elf. His Power Drain ability should drain two daily dragonmark uses rather than one, or 2d6 Power Points rather than 1d6.
Splendide

11-25-05, 09:32 PM
*grumblegrumble* How much did I lose by?
Edymnion

11-25-05, 10:28 PM
Thank you thank you thank you!

<Bows to the judges> :bow:

I will treasure this always. I'd like to thank the producer, Keith Baker, without whom this project could never have existed, and my family, and my twelve-year-old kitten Floyd and... oh... I'm sorry, this is... too much...
:weep: :weep:
Thank you so very much, this is the best day of my - hey, who cut the mike?I'm sorry, but your check bounced... I'm gonna need my money in cash, or else its not too late to give the award to the other guy...

:P
jonthegm

11-26-05, 01:58 PM
Hooray!

It's nice to know that while I lost, I didn't do so badly!

Now that this has been judged, I can go fix my typos! (Mainly misspellings I missed!)

TOO MANY EXCLAMATION POINTS!

Woooooo! \m/ (-_-) \m/