Destroying Sharn [Archive] - Wizards Community

Post/Author/DateTimePost
Pivotal

03-14-07, 03:23 AM
If I wanted to let my pc's destroy parts of Sharn I'm guessing the best way would be to sever or diminish Sharns connection to the air plane thingy. Any ideas on how they could accomplish that?
goblin_pride

03-14-07, 03:37 AM
Destroying part of Sharn would be easy enough. All they need to do is erode away the supporting foundations of one of the towers. Fire might work as well, if they can get a fire to spread over enough area quickly, fighting that fire would be near impossible. A high level druid suitably torqued off with an Earthquake spell could cause massive amounts of destruction to a city like Sharn.

There are lots of ways to destroy part of a city, but how much of the city are you talking about? Do you want them to raze whole towers to the ground or just make that portion uninhabitable? And then there's the question of level of the PCs, what level are they?
Pivotal

03-14-07, 04:14 AM
Goblin Pride: Im thinking about toppling some of the floating towers. The towers still standing on the ground are not the rich ones :p

The PC's are lvl 6 atm so it wont be untill a bit later.
Darth Syntax

03-14-07, 04:15 AM
Severing the tie between Sharn and Syrania would cause all sorts of havoc. Skyway would fall, the flying buttresses would fail, and in very short order the whole city would be in a bad way. Your players would probably have tens of thousands of lives on their hands, which is going to make them very unpopular indeed.

Now, if you want to bring about such mayhem, here is one way I would go about it. . . :plotting:

WARNING: MUCH OF THE FOLLOWING FLUFF-RELATED INFORMATION WAS CREATED BY ME. TAKE IT HOW YOU WILL

There are three devices capable of altering the location, intensity, and existence of manifest zones on Eberron; horrific semi-sentient machines that were once the tools of the Rajahs. One lies at the bottom of the Dark Sea, tended by unspeakable beings. Another is somewhere in Xen'Drik and it is said it was used by the ancient giants in their war against the Quori. The third is buried in the ice of the Frostfell. It is to this latter machine that I would go.

Assuming you survive the journey, activating the machine is by no means easy. You will need someone capable of reading the ancient Rajan language, some one you don't care at all about. They will be able to tell you how the machine might work. And you will need sacrifices, sentient sacrifices. the machine feeds on what are commonly called souls. The stronger the soul, the more power the machine will have. In this case, a Radiant Idol may be your best choice. You will need to have one of your players take the risk of becoming part of the machine; this will be the Agent of the destruction. The Agent will climb into the workings of the machine, there is an alcove below what looks like a planar orrery. Then you will need to prepare the Idol (or other sacrifices) by immobilizing them and leaving them within sight of the orrery. The rest of the players would do well to run at this point, or they will likely die.

Once the machine is active, the Agent can attempt to find the Sharn manifest zone and either remove it, weaken it, or move it elsewhere. Disaster will likely follow. The Agent is also likely yo die, or at least go quite mad. I hear there is a wonderful asylum in Karrnath, just outside Korth; if you don't mind the doctors being madder than the patients.

Of course, being so far away will prevent these villains for seeing their handy-work with their own eyes. But there is always a price to pay for glory.
Kid SixXx

03-14-07, 07:21 AM
Well, the "Shards of Eberron" adventure ends on a disaterous note if the players don't act quickly.

A bitter noble & wizard of impressive skill sets events in motion to open up a portal to Fernia smack dab in the middle of the Cogs on a day where Fernia is coterminous with Eberron.

The resulting magma pool destroys the underpinnings of the foundations of quite a few buildings and causes about half of Sharn to collapse inwards into a gigantic sinkhole.

Not exactly total destruction but still pretty apocalyptic for a city that size.
Subtle Knife

03-14-07, 08:25 AM
Read the "Heir's of Ash" novel series. An eldritch machine such as The Legacy might do the trick! (Details avoided to prevent spoiling the plot).

SK
Lancer2010

03-14-07, 01:55 PM
Read the "Heir's of Ash" novel series. An eldritch machine such as The Legacy might do the trick! (Details avoided to prevent spoiling the plot).

SK

Yeah, I was going to mention that myself. Just finished Dying Sun couple of days ago.
Metamagick

03-14-07, 05:25 PM
1. Block the plane that holds up the Skyway thingy (that should take out most of it after it falls on Sharn)

2. Cast ALOT of fireballs


3. Maybe add in a few Earthquakes and Shatter spells

Boom! No more Sharn!

Metamagick--
Pivotal

03-14-07, 07:17 PM
Good ideas so far, but none of it seems feasable for my PC's to remotly be able to accomplish, not in a long long time.

What I was thinking now was that perhaps there is indeed a eldricht machine that can control Manifest sonez, but Its located inside Mournland. I'm thinking that it might have been the machine that malfunction causing the day of mourning. Perhaps it was supposed to be able to control manifest zones completely but malfunctioned and made all kind of manifest zones mish mash together and explode, causing mournland.

Now what is left of the machine is possible to get working (insert sidequest,etc) but it has been permanently weakened so it will only be able to weaken manifest zones, not destroy them. So if they could use this machine to weaken the manifest zone in Sharn enough to cause some of the towers at least to topple over that at least could kill a lot of people, as a huge falling tower would make lots of damage falling downwards.

What do you think? Any spesific ideas?
Arcane_Mark

03-14-07, 09:57 PM
Good ideas so far, but none of it seems feasable for my PC's to remotly be able to accomplish, not in a long long time.




You want to destroy a city which require some heavy magic/power.

What level are your guys?

(Arcane_Mark)
Darth Syntax

03-14-07, 10:04 PM
Destroying Sharn (especially by means of manifest zone manipulation) is going to be a campaign in itself. It's not the sort of thing one decides to do on a whim.

On the issue of a Planar Orrery Machine in the Mournlands, I'm not sure its the best place for such a contraption. How did the Cyrans not make use of it doing the war, and how did they even begin to build such a device? Planar manipulation would be very high-arcana stuff, and I don't think the Khorvairans are technically advanced enough to accomplish such a feat. It would be a bit like expecting early 19th century industrializing nations to travel to Mars.
goblin_pride

03-15-07, 12:57 AM
On the issue of a Planar Orrery Machine in the Mournlands, I'm not sure its the best place for such a contraption. How did the Cyrans not make use of it doing the war, and how did they even begin to build such a device?

It sort of depends on what caused the Mourning, doesn't it? I suppose you could put one there and say that it was opening a really big rift between the material and Dolurrh that was the root cause of the Mourning. It would explain away the Mourning and the existance of a supremely powerful eldritch machine in one grand wave of the hand. I'm not saying I like the idea, but that would explain it.
Darth Syntax

03-15-07, 02:28 AM
Oh I would say that Planar Orrery Machines might have been part of the cause of the Mourning, it would take a lot more than a simple manifest zone to destroy Cyre.
goblin_pride

03-15-07, 06:14 AM
Oh I would say that Planar Orrery Machines might have been part of the cause of the Mourning, it would take a lot more than a simple manifest zone to destroy Cyre.

Yeah, it would take hooking one up to a creation forge to try and make a god, I would think. There's a horrifying twist, isn't it? Maybe the Lord of Blades actually knows something of the evils that Cannith does.
Seghan

03-15-07, 12:24 PM
High level spellcasters with a nature bent could probably work with an approaching hurricane to do something. I know it has been mentioned elsewhere on the boards that the city is due one, and a little covert magic intervention seems to fit the setting. As an added bonus, the destruction could appear to be a purely natural disaster.
As an aside, if you don't mind cleaving close to some distasteful real world events, you could add a whole 'nother level of intrigue to the game depending on how you handle Breland's response to the disaster. If you, like me, like to deconstruct and explore real world themes in your games, this would be a chance to connect your game world to the Katrina tragedy and perhaps work yourself and your group to greater understanding.
Pivotal

03-15-07, 04:00 PM
Darth Syntax: My idea was that the machine that could mess with manifest zones did so because it could pull and push at the positions of the different planes. Cyre probably got this from deep Xendrik or some such. They were afraid to use it but since they were pressed on all edges they decided to give it a shot, trying to control dollurh (and other planes) to gain huge tactical advantages. However, because the macine is complex, etc they made a mistake, pushing at Dollurh waay to hard making it effectivly smash into Cyre. This then caused the Day of Mourning and it partially destroyed the machine. The party has to recover parts to make it work (perhaps rare types of shards and other stuff. Perhaps having them get 3 parts, one in Frostfell, one in Xendrik and one in Sarlona. These parts would let them get the machine partially working again. At least enough to cause some major havoc. Perhaps they could both cut off the floating towers in Sharn and perhaps even create some of the reality storms (from Sarlona) on Korvaire.

Goblin Pride: The lord of blades would definitivly try and stop the PC's. Perhaps he also are looking for the parts for the machine?

Seghan: As I want this incident to create civil war, making it look natural is out of the picture. Its supposed to look like a deliberate action and supposed to make breland launch into chaos.

Also, the group is evil :)


Edit: Hahaha, I'm liking this :) Making all the towers fall down would half-way destroy Sharn. It would also be another punch to the face for House Cannith. Anyone else have ideas on what ramifications it would have? How many casualties would it make?
Millenia

03-20-07, 03:15 AM
It's rather simple to topple the floating towers in Sharn: grab a few Radiant Idols and send them to the floating towers. They will fall soon enough.
NthDegree256

03-22-07, 11:40 AM
Steal some of the dimensional seals from the Gatekeeper druids, then smuggle them into Sharn and activate them.

To be honest, at 6th level, your PCs probably can't do much themselves to bring down Sharn; what they can do is manipulate and connive. One possible way to accomplish the above plan...

1) Sneak into the Shadow Marches and locate not one, but two dimensional seals, preferably distant from each other. Destroy the first one, and hopefully escape with your lives and sanity.
2) With a seal destroyed, the Gatekeepers will be crawling all over that location to deal with the influx of aberrations - the perfect time to high-tail it to the other dimensional seal and flee with it.

Bear in mind that the Gatekeepers have been protecting these things for 9000 years, and won't let them go without a pretty rough fight.
Korhal IV

03-23-07, 11:03 PM
If you, like me, like to deconstruct and explore real world themes in your games, this would be a chance to connect your game world to the Katrina tragedy and perhaps work yourself and your group to greater understanding.
A game is proposed where a group of evil-minded individuals send the highest towers of a great city crashing down, and you think of Hurricane Katrina instead of 9/11? Huh.


At the risk of enabling fictional terrorists, I'd suggest that people are approaching this problem from the wrong end. There's a variety of ways to bring Skyway down that don't require restructuring the cosmos, most of them having to do with the flying buttresses that support the towers.

Antimagic fields will disable them. Major Creation will overload them (presuming that they can be overloaded). Stupid amounts of damage will destroy them.
Assuming the characters can reach 12th or 13th level, they can probably Scry for the most vitally placed flying buttresses. It's not necessary to destroy them all, merely enough for the place to start falling. After all, objects do 1d6 damage per 10 lb. and 1d6 per 10' of falling (capped at 20d6). So if you disable even just enough buttresses to make Skyway weigh 10 lb. instead of 0, Skyway will plummet, dealing 21d6 to everything below it. Then anything that was on Skyway will collide with Skyway's (now shattered) pavement and deal 21d6 to themselves. Splat. Everyone on or below Skyway is dead, with massive property damage. A reasonable extrapolation of shock waves would give you a great deal of damage to surrounding areas as well, particularly since many of the towers will collapse outwards, or drag other towers with them if they are connected by many bridges. Your average brick and mortar tower is much, much less resistant to shock waves and damage than your modern, sophisticated skyscrapers.

And now I feel like an evil bastard. Curse you, OP.
Darth Syntax

03-23-07, 11:05 PM
Steal some of the dimensional seals from the Gatekeeper druids, then smuggle them into Sharn and activate them.

Wait a second. Can the seals be moved? I was under the impression that the seals were more like locations than they were items.
goblin_pride

03-24-07, 10:04 AM
And now I feel like an evil bastard. Curse you, OP.

Embrace it, the dark side of the mind is fertile ground and deserves to bear fruit.
Identitystolen

03-24-07, 12:08 PM
Wait a second. Can the seals be moved? I was under the impression that the seals were more like locations than they were items.

This came up on another thread awhile back. It depends on the seal, some are mystical locations that have high powered locking spells in place, while others are actual physical seals that are probably on par with eldritch machines. Dimensional seals vary and can be whatever you please.

Anyways, while you could possibly move one, would you want to be in the area when you release whatever the seal was holding back?
goblin_pride

03-24-07, 12:37 PM
Anyways, while you could possibly move one, would you want to be in the area when you release whatever the seal was holding back?

Wouldn't be too bad if you were in a place with rather a large number of other juicy, unsuspecting targets for the attention of the newly-freed creature. A bit like russian roulette, non?
Identitystolen

03-24-07, 04:16 PM
Wouldn't be too bad if you were in a place with rather a large number of other juicy, unsuspecting targets for the attention of the newly-freed creature. A bit like russian roulette, non?

Haste and greater invisibility ftw!
Darth Syntax

03-24-07, 04:21 PM
This came up on another thread awhile back. It depends on the seal, some are mystical locations that have high powered locking spells in place, while others are actual physical seals that are probably on par with eldritch machines. Dimensional seals vary and can be whatever you please.

Anyways, while you could possibly move one, would you want to be in the area when you release whatever the seal was holding back?

Great. Now I can't the image of these would-be villains dismantling an eldritch machine (which tend to be a bit on the large side), putting the various parts into shipping crates and sending it to Sharn by rail. Later, they inspect their cargo (complete with the bean-counter and his checklist), and begin the long, laborious process of building the thing all the time denying they are doing anything suspicious. Suddenly destroying Sharn is a dark commedy.