[4E]Expert Dungeon Master Competition #3: Forge an Artifact!

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Expert Dungeon Master Competition #3
Forge an Artifact
Welcome to the third Expert Dungeon Master Competition! The primary purpose of the Expert Dungeon Master Competitions is threefold:


  • To create a resource for new Dungeon Masters drawing on the vast talent pool of the experienced Dungeon Masters of this forum.

  • To create a fun and vibrant competition that is sportsmanlike and friendly.

  • To showcase the creativity and talent of Dungeon Masters like you.[/list] In this third competition, the objective is to create an artifact using the rules set forth in pages 164 through 170 of the Dungeon Master's Guide.


In order to enter the competition, you must fulfill the following required elements:


  • Name. Name the artifact.

  • Description.  Describe the artifact's appearance, tier, powers, and goals.

  • Personality. Describe how a DM should roleplay the artifact.

  • Concordance.  Describe the effects of the various levels of concordance with the artifact.

  • Moving On.  Describe how the artifact will "Move On".


In addition, the entry must meet three of the following eleven optional elements:


  • Cursed.  No matter how high the Concordance, the artifact inflicts negative effects on its wielder.

  • Uncommon.  The artifact can speak but not in Common.

  • Odorous.  The artifact has a distinctive odor.

  • Heroic.  The artifact is appropriate for a character at the Heroic tier of play.

  • Defective.  The artifact is damaged, malfunctioning or dying.

  • Incomplete.  The artifact is one of a pair or set.

  • Redeemable.  The artifact is or was evil, but seeks redemption.

  • Paradoxical.  The artifact is conflicted because accomplishing one of its goals will make it impossible to accomplish another goal (and vice versa).

  • Unweildy.  The artifact is too large to be carried by a single medium-sized character.

  • Corruptive.  The artifact seeks out good-aligned characters for the purpose of corrupting them.

  • Deathwish.  The artifact wants to be destroyed.[/list]


Following are some general rules of the Expert DM Competition. You can read the complete contest rules [post=16059666]here[/post].


  • Code of Conduct. All entries must comply with the forum's Code of Conduct.

  • Contest Duration. Contests usually run for two weeks, beginning with the post announcing the competition. The Coordinator may extend the duration of the contest at his discretion after consulting the other judges for that competition. However, such extensions should be done very rarely.

  • Edits After 15 Minutes Prohibited. Applicants may not edit their entries more than 15 minutes after submission. This includes editing done by forum moderators, unless the moderator specifically states that the entry had not been edited prior to the moderator's action. If the entrant submits an entry before the contest closes and then edits the entry after the contest closes, but within fifteen minutes of submission, the edits will be considered valid. Entrants should use the forum’s “preview post” function or an off-line text editor to check the entry before posting. Once winners have been announced, entrants may edit their entries.

  • Multiple Entries Prohibited. Each applicant may only submit one entry prior during the period in which entries may be submitted. Submitting multiple entries disqualifies all entries. Additional entries may be submitted after the competition closes, but they will not be judged.

  • Multi-Post Entries Prohibited. Each entry must be contained within a single post. The judges must ignore any subsequent posts.

  • Outside Links Prohibited. Entries may not include material hosted on a website other than the post on which the entry appears. Images hosted on, or links to, other websites will be ignored by the judges when scoring.

  • Plagiarism and Previewing Prohibited. All entries must be the original, exclusive work of the applicant. Entries found to be copying the work of another, or that have been posted for review prior to the close of the competition, will be disqualified.


The contest will run from today through Friday September 12, 2008. All entries must be submitted no later than 12:00 midnight on that day (Eastern Standard Time). The judges of this contest are Eightbitmage and wrecan and the coordinator of this contest is wrecan. Good luck and have fun!!

Questions & Answers



Q. For purposes of optional element 4, what does it mean for an item to be "appropriate for a character at the Heroic tier of play"?

A. Consult pages 164 through 171 of the Dungeon Master's Guide. All artifacts are assigned a tier representing the tier of a party that this artifact would be approriate to possess.



Q. For purposes of optional element 4 and 5, if an artifact is broken, must it be "appropriate for a character at the Heroic tier of play" in its broken state or repaired state?

A. It must be appropriate for a character at the Heroic tier of play in whatever state the artifact is in when it is intended to be found by the player characters.



Q. For purposes of optional element 6, how much detail must be provided about the other artifacts in the set?

A. That is entirely up to you. The Dungeon Master's Guide fully details both the Eye and Hand of Vecna. But it also mentions The Axe of Dwarvish Lords as "One of five tools given to the first dwarves..." without detailing the other four.

Entry List


  • [post=16788314]Whitman's Champion's Rudius (Heroic Tier)[/post] [highlight](Gold Medalist!)[/highlight]
  • [post=16756589]Hyzhenhok's Ark of Storms (Epic Tier)[/post] [highlight](Silver Medalist!)[/highlight]
  • [post=16821866]dulsi's Nature's Beauty (Heroic Tier)[/post] [highlight](Bronze Medalist!)[/highlight]
  • [post=16773819]Nyarlathotep's Winter's Chill (Heroic Tier)[/post] [highlight](Honorable Mention)[/highlight]
  • [post=16802807]Crofter's Amulet of Depressing Despair (Heroic Tier)[/post] [highlight](Honorable Mention)[/highlight]
  • [post=16717147]Falrion's Allumbel, Cloak of Irindel’s Rebirth (Paragon Tier)[/post]
  • [post=16725207]Reg06's Nightlord's Palanquin (Paragon Tier)[/post]
  • [post=16726894]Eldritch Lord's Staff of Chaos (Heroic Tier)[/post]
  • [post=16729826]Rowe's Fangs of AO (Paragon Tier)[/post]
  • [post=16736755]Veok's Axiom (Heroic Tier)[/post]
  • [post=16739448]whitebaron's Cloak of Crimson Fire (Epic Tier)[/post]
  • [post=16740377]drecon84's Left Claw of Malinus (Paragon Tier)[/post]
  • [post=16743142]ff6shadow's Lesser Rune of Fire (Heroic Tier)[/post]
  • [post=16799539]Mariposa CDO's Goblin King's Sword (Heroic Tier)[/post]
  • [post=16812945]Athistaur's Gauntlet of Akai (Paragon Tier)[/post]
  • [post=16814400]Sagelyone's Cuthbert's Gavel (Epic Tier)[/post]
  • [post=16815614]Noobenstein's Archive (Epic Tier)[/post]
  • [post=16815958]Lord Ventnor's Duskslayer (Heroic Tier)[/post]
  • [post=16819436]Jonathan Vagabond's Warbanner of Throm (Heroic Tier)[/post]
  • [post=16820491]nowiwantmydmg's Heart of the Nameless (Heroic Tier)[/post]
  • [post=16822314]luisp's Mirror of Justice (Paragon Tier)[/post]


Late-Filed Entries
  • [post=16822461]Decapitus' Death Privy of Kalamis Keep (Heroic Tier)[/post]
yeah. crunchy stuff.
got a good idea already, though hitting the optional elements seems hard - well, i'll see anyway.

only 2 judges seems to suggest nani and nyarlotep will be participating again - good for the entries!

-wb wants to see a doomsday device
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
Sounds good, I'll try to post something here this time (have what I at least think is a decent idea). :P
Great! Word of caution: post your entry in a new post. Do not edit a prior post in the thread and put the entry there. It will be disqualified!
Cool! This will be a fun one. Hopefully there will be *MANY* entries.

Can we top the 24 from XDMC #2?
:whatsthis



oh, for element #4, do you mean "is only appropriate to a heroic tier", or am I missing something in the artifact rules (they are for paragon and epic tiers only)?
That's Someone, with a capital S. "Cat's out of the bag on that one, isn't it? Who puts cats in bags, anyway? Cats hate bags." -Sheogorath, Oblivion
coat of arnd is an artifact for heroic tier, so this is definitely a restriction of artifacts being paragon and up, but it definitely IS hard to come up with a decent artifact that is useful and its flavor fitting the heroic tier, without overpowering either the rest of the storyline, or overshadowing everything else the players could do. or it is just insignificant in story.

that's why it's an optional element that is hard to meet, thus included.
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
All items have levels associated with them and artifacts are no exception. To meet element 4, the artifact must be an item of level 10 or under.
:lightbulb :lightbulb

This looks to be a fun one. I have two ideas, now will have to decide which would be the more compelling to our esteemed panel...

Am also looking forward to seeing what everyone else comes up with.
This looks to be a fun one. I have two ideas, now will have to decide which would be the more compelling to our esteemed panel...

you could, of course, also find a brilliant way to incorporate both ideas into one entry.
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
Wow, this is gonna be a tough one.

I have a few glimmers of seeds of beginnings of ideas, though. Have to see where they lead me.:D
Hmm... This one is really interesting... have mi writ almost done... but need to get the concordance and moving on stuff more in line with the fluff...
Correction: Artifacts are assigned a tier, not a specific level.
The artifact is one of a pair or set.

If one were to go that route, should the rest of the pair/set be included? If it is included, should it be fully statted out, or just referenced vaguely as part of the entry. (ie, a brief paragraph mentioning it, maybe describing the rest of the set, but not those artifacts themselves, you know?)
That's up to you. The DMG has both the Eye and Hand of Vecna. It also mentions The Axe of Dwarvish Lords is "One of five tools given to the first dwarves..." but doesn't detail the other four.

Allumbel, Cloak of Irindel’s Rebirth (Paragon Level)


Backstory
A long time ago, long before the appearance of any kingdom of either elf or man, the Irda or “High Ogres” as they are known today for those few knowledgeable wise scholars that ever heard of their existence, beings of incredible grace and beauty, with an unending love for all things good, beautiful of this world, created a vast kingdom out of love and fairness, inhabited by beings of nearly every race, a kingdom where elf, dwarf, orc or giant was not a distinction, they al gathered and shared they days in the idyllic gardens of Irindel (Home of Peace in the Irda language).
But for the Irda’s disgrace, the other races that shared their kingdom were selfish and afraid of those different from them, which would have cause enormous trouble in Irindel if it weren’t for the great capability to sooth the hearts and bring peace the Irda had. In time, the kingdom grew, and the tensions became more apparent, and it all came down when Irindel’s borders came to clash with a draconic empire, greedy and cunning creatures that saw Irindel’s peacefulness as a great opportunity for new territory, slaves and riches.
The Irda tried to parley with the dragons, but their greed and vileness could not be staved off with words, for they required servitude and riches, slaves and sacrifice. Soon war ensued, as the dragons crossed the borders looking for food and treasure, and in their wake fear spread as an infection, destroying the peaceful communities the Irda had created, making havoc, and unrest wreak free in the gardens and states.
So it came to Allumbel “The Caring”, a powerful Irda Sorceress that they needed help to fight the dragons back and put out the fires of rebellion and fractiousness in Irindel. In her search, a somber being approached her, shrouded in shadows, it called itself the Master of the Supreme Throne, and with sinister but graceful and charming words, told her that the Irda’s infinite love for beauty and kindness made it impossible for them to see the true darkens and madness in other beings, taking away all of their will to fight and destroy. He offered to teach the Irda how to do battle, to understand the world’s true madness in exchange for a little of that which made the Irda what they were, their kindness and love for living beings. She couldn’t help but distrust the strange man, for his words were dark, cynical and fringed with madness.
The council of Kings decided, they would sacrifice themselves for those they cared about, to protect their homeland, they took the proposal. Swiftly, the Master of the Supreme Throne, filled their hearts with greed, envy, resentment and paranoia, as he drained their inner light. That way, the Irda embarked against the dragons, sword and sorcery in hand, with the rest of their kingdom with them to fight for home.
But the Irda as they were, were no more, the darkness in their hearts, poisoned their souls, battle after battle, their acts more sinister and those they sworn to protect, slaves now to the Irda, sent to kill and die for them with no regret. Soon Irindel’s gardens were replaced with armories, its forests for barren wastelands, their love by hate, y their peace for unbridled chaos and strife. As Irindel’s beauty faded away, so did the Irda’s ethereal grace, faces deformed with porcine snouts, wicked fangs and malevolent eyes.
In little more than a century, the Irda and Irindel were no more, ravaged by war and fairness replaced by tyranny. Allumbel couldn’t believe the terrible fate she had brought down on the Irda and her loved kingdom, the madness she brought that corrupted everything it touched. And so she bowed not to die, not to fade away until she could destroy al tyrants, protect the weak and most important bring the Irda back to their old glorious beauty.

Description
“This beautiful snow white cloak has golden threads embroidered in it, in abstract but beautiful flowing patters that seem to rearrange themselves when deception is in the air. A sweet jasmine scent always emanates from it, soothing ones heart and alluring those around the wearer. A round shaped brooch, with flowing filigree and an eye-sized ruby closes the cloak on the left side, just above the heart.”


Role-playing the Cloak
Long time has passed since Allumbel transferred her conscience to the cloak before her mortal flesh passed away, and she has yet to find a way to help revert what she cause to her people. Also, she has seen that over the millennia, the Irda have become more debased and savage, matching the hideousness on their faces. Because of these two reasons she feels her vow was in vain, and each day is more convinced that her quest is for naught, she just wants to die and stop watching the atrocities her people have become. Though she wants to pass away, she is not suicidal per se, and in fact will try to help anyone she can to continue living happily. Her voice is that of a old-woman, trembles as if the ages were heavy upon it, but it’s sweetness and calm reveals her inner beauty, as it whispers into the owners ears. Allumbel is talkative and sweet, tries to give counsel that can protect the owner and will let her gloom to herself, especially if she finds a wearer that can make her satisfied. But in case she finds an undeserving owner, a deceiver or tyrant, she’ll get depressed and will try to cause misfortune to anyone that angers her, if possible bringing her own demise. Allumbel can speak only in Giant, Elven and Draconic, the languages she knew in life.


Goals:

  • Avoid deceptions and betrayals, especially against the weak or those that would cause great strife.
  • Overthrow Tyrants
  • Avoid needless bloodshed.
  • Help the Ogres go back to former glory.
[/INDENT]


Cloak of Irindel’s Rebirth (Paragon Level)

Slot: Neck
Property: The cloak counts as a +2 cloak, also while wearing the Cloak, you get a bonus of +2 to Diplomacy and Insight.
Property: You get a -2 penalty to Bluff and Intimidate.
Property: Owner can use the Discern Lies ritual as if it had the Ritual Caster feat, with a +2 to the roll and the component’s price is halved.
Power (Encounter-Divine): Standard Action. Close burst 3, Attack +12 vs Will all-creatures in blast cannot take aggressive actions (save ends). This is a psychic effect.
Power (Daily – Divine): Minor Action. You can use Astral Speech (Paladin 2).
Power (Daily–Divine): Standard. You can use Cloak of Peace (Cleric 16).

CONCORDANCE

Starting Score...................................................5
Gains a level......................................................+1d10
Owner is an Ogre...............................................+2
Owner avoids combat through use of words............+1
Owner or ally helps an ogre.................................+1
Owner overthrows a tyrant of any sort..................+2
Owner reveals a deception that doesn’t affect him...+2
Owner or ally kills an Ogre (maximum 1/encounter)...-1
Owner attacks a helpless living creature.................-2
Owner deceives or betrays someone......................-2

Pleased (16-20)
The Cloak is really pleased with the owner, granting him further defenses and pointing him in ways it thinks can help avoid wars or help restore the Irda to former glory.
Property: The cloak’s counts as a +4 cloak and gives a bonus of +5 to Diplomacy and Insight.
Property: You gain +2 to your AC Defense.
Power (Daily-Divine): Minor Action. You call forth an aura of goodwill (aura 10) that lasts until the end the encounter. Creatures inside the aura have a -5 to Bluff and Intimidate and have to make a successful save each round if they want to make any attacks in to any other target inside or outside the area. This is a psychic effect.
Satisfied (12-15)
The cloak thinks the owner might be useful for her plans, and provides counsel when asked. Also, it urges the character to action when it knows treacherous people are around.
Property: the bonus to Diplomacy and Insight goes up to +3.
Property: The owner gets a +2 bonus on saves against charms and illusions.

Normal (5-11)
The cloak is talkative, and tries to establish a relationship based on knowledge of each other. Given time, she tells her story, and usually entertains the owner with beautiful songs and legends of old.

Unsatisfied (1-4)
The owner is a deceiver, a liar or a betrayer. Maybe he uses unnecessary violence or acts like a tyrant, exerting his power over the weak. The cloak doesn’t like this, and will leave soon.
Property: You get a -3 penalty to Bluff and Intimidate.
Special: Each time you want to attack a creature that is not attacking you, you have to make saving throw. If you fail, you lose the action to no effect as the cloak clouds your mind. This is a psychic effect.

Angered (0 or lower)
The owner acts against what the cloak believes in, and the cloak doesn’t plan to suffer his impudence much longer.
Property: The cloaks bonus reduces to +1 and you lose the bonus to Diplomacy and Insight.
Property: You get a -5 penalty to Bluff and Intimidate.
Special: Each time you want to attack a creature that is not attacking you, you have to make saving throw with a -2 penalty. If you fail, you lose the action to no effect as the cloak clouds your mind. This is a psychic effect.


Moving On

The cloak decides she has helped the owner all she can, and that the owner can do nothing more for her quest to restore the Irda. On the next full moon, the cloak unravels as the light touches its surface, and fades away in a silvery warm glow that lingers for a few moments before disappearing. If the cloak was at least satisfied, it bestows the owner with a permanent +2 bonus to Diplomacy and Insight and a +4 cloak of golden threads coalesces on the owner’s shoulders right after the glows fades away. If the cloak left because it was unsatisfied the owner gets a permanent -2 penalty to Bluff and Intimidate.


Okay... this is my try... haven't written anything in a long time (in fact most of the time, i DM by heart, written stuff 10 o so times...)

I think it's easy to spot but the items i chose were:
Cannot speak Common, distinctive odor and wants to be destroyed

I'd really like input on this one, since i plan on using it for my next campaign (when i start DMing again next year... currently playing WoD... :P)

The whole idea behind it, is that it is mostly a non-combat item, it helps out in combat, but helps almos the same that it hinders, since it affects everyone with it's most powerful effects... Kinda Old-Scholl Sanctuary... Hope it's not overpowered, but i saw a lvl 16 encounter that immobilizes and makes them unable to attack you, so the daily works for every one...

PS: English is not my native language, since i'm from Argentina, so there may be some gramatical errors... or maybe syntax... dunno...
First entry!
@falrion:
you made the same mistake i did in my first entry - the sblocks will likely reduce your score in the readability - value. judges don't usually like them as some copy them out into another document. no need/use to edit though - you'll be after the 15 min deadline most likely - which would result in disqualification
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
@falrion:
you made the same mistake i did in my first entry - the sblocks will likely reduce your score in the readability - value. judges don't usually like them as some copy them out into another document. no need/use to edit though - you'll be after the 15 min deadline most likely - which would result in disqualification

Damn... I thought the Sblocking woudl make it more readable, since it is really long and would be to unweilde without it on the forum...

Jajaja! i forgot that it also has item #1,so it would be 1, 2, 3 and a we bit of #11
Time for me to get started on my submission!

@Falrion
Nice to see an RP artifact!
Updated!
Quick question about optional element number 5. In the case of a damaged artifact, would it be appropriate to place it upon two different tiers, one for the damaged version, one for a fully repaired form?

For example, if my artifact is the Chainsawswordgunchuckblade of Unspeakable Munchkinry, but it's primary chain that connects the Chainsaw-Mounted-Desert-Eagle-Pistols to the Combined-Howitzer-Uranium-Katana-Offhand is damaged, could I state that the broken version is a Paragon-appropriate item, while the repaired version is an Epic item, complete with details on how to reforge the abomination? Asking mostly about element 4, if a broken version could be dubbed a heroic item, while the repaired is not.
i'm sure this would be possible. things like these are usually left to the entrant, and of course, you should always state why the optional elements are there - your explanation sounds just fine.
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
Element 4 states: The artifact is appropriate for a character at the Heroic tier of play.

Element 5 states: The artifact is damaged, malfunctioning or dying.

The use of the present tense indicates to me that at the time the PCs are intended to come into possession of the item, the artifact must be both appropriate for the Heroic tier and damaged, malfunctioning or dying to meet both elements. The fact that if repaired it would become appropriate for a different tier should not affect whether it meets the criteria, although it might (or might not) affect other judging criteria, such as Adaptability and Rules Use.
Hi Wrecan,

In your latest post you hinted at judging criteria. I'd like to know the other criteria the judges will use to evaluate my submission.

Thanks!
Hi Wrecan,

In your latest post you hinted at judging criteria. I'd like to know the other criteria the judges will use to evaluate my submission.

Thanks!

http://forums.gleemax.com/showpost.php?p=16059666#post16059666

All the rules and criteria.
@wrecan: see, i said most people would miss that link in the opening post on their first entry.

-wb requests a slightly larger link for the introductory post
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
...I'm feeling really tempted to put some work into converting my Elven (Eladrin now, I imagine) Songblade to 4e...
Suck it up and drive on.

Expert Dungeon Master Competition #3
Forge an Artifact



Welcome to the second Expert Dungeon Master Competition!

Typo. :P

Cool choice of topic, was hoping one of these would be up when I got back from my honeymoon.
Typo. :P

Fixed. Oops!
Cool choice of topic, was hoping one of these would be up when I got back from my honeymoon.

grats, and welcome to the club - your life has officially now ended being fun.
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
THE NIGHTLORD’S PALANQUIN
This sedan chair is carved from a single piece of black wood, and except for the bearer handles is entirely covered in engraving depicting scenes of slaughter and glorifying the Lord of Undeath. It exudes a palpable aura of malevolence and those who look upon it swear it peers straight into their souls with hungry eyes. The chair smells strongly of rotting flesh, and is alarmingly heavy- just over 500 pounds, and previous bearers (those who could muster the courage to lift it for more than a day) will swear it grows heavier whenever its master slays a living creature.
Paragon tier
Powers (a creature must be sitting in the Palanquin to use any of its powers or properties. The bearers, if any, of the palanquin receive no bonuses);
Property; +2 to Will
Property; The Palanquin bonds to the first medium or smaller creature than sits in it, and until the Palanquin Moves On, or its current owner dies, it will be of use to only that occupant. None of its powers or properties will activate for anyone else, and anyone who attempts to sit in the chair will be forced to pass a DC35 Will check or be forced out and take 2d8 Necrotic damage.
Property; +2 to hit with all Spells and Prayers
Property; -6 to Bluff, Diplomacy, and Insight when dealing with all living, natural creatures.
Property; +2 to Bluff, Diplomacy, and Insight when dealing with Undead and Demons (who are naturally inclined to be neutral towards the occupant).
Property; All damage dealing powers now deal Necrotic energy damage. If the power had a damage type(s) before hand, replace that damage type with Necrotic energy damage.
Power (At Will* Arcane): Standard Action. You can reanimate one dead medium size, living, natural humanoid as a Zombie Rotter, at a max of one per turn. The Zombie Rotter will enter combat with a new initiative at the beginning of the next round. The Zombie Rotter will crumble to dust after 1d3 rounds if it is not first killed. The Zombie Rotter is under complete control of the player of the palanquin’s occupant.
Power(Daily*Arcane): Standard Action. You can use the ritual Speak with Dead at no cost.

Goals of the Palanquin of the Nightlord
- To weaken the Raven Queen’s grasp on the souls of the living, and to defame her name.
- To bring Orcus into the world.
- To sow widespread terror and fear.

Roleplaying the Palanquin of the Nightlord
The Palanquin of the Nightlord is an extremely intelligent, perceptive, and manipulative artifact, and seeks to guide and steer its occupant down a path of subservience, almost to the point where the artifact uses the rider. It speaks only in Supernal and Abyssal, and it becomes furious and enraged when it or its advice is constantly ignored, often screaming for days on end until the occupant relents. Once a creature sits in the chair the palanquin activates, it will be psychically linked to its current occupant whether or not the rider is in the chair, no matter the distance (however, this link can only be used for the chair to speak to the occupant, and it the link will be broken if the owner and Palanquin are on separate planes. The link will always be reestablished automatically.).
Concordance
Starting Score 5
Owner gains a level +1d8
Owner slays a powerful or important servant of the Raven Queen +2
Owner helps a powerful undead +2
Owner kills an undead creature (1 per encounter) -2
Owner goes more than a day without answering the Palanquin. -1
Owner establishes a cult of Orcus 20+ strong +2
Owner is undead, or a demon +1

Angered (0 or lower)
“Fool! You will dread the power of my master!”
At this point the Palanquin wants only to inflict as much hurt upon its failed occupant as possible.
Property; Undead creatures will actively seek out the occupant, and in combat will specifically target the occupant. The owner will be hunted whether or not he/she is actively sitting in the Palanquin.
Property; Additionally the Palanquin feeds off the energy of the occupant, resulting in a -1 to all rolls as long as the psychic link is maintained.
Unsatisfied (1-4)
“Pathetic, all this power and that is best you can do?”
The Palanquin becomes quiet and morose, and has no desire to help the occupant until it shows some desire to further Orcus’s plans.
Property; Neither of the Palanquin’s powers are usable until the Concordance level is raised above 4.
Normal (5-11)
“Together, we will be lords of this world, and all will bow at your feet.”
When a creature first sits in the Palanquin it speaks openly, and spins tales of the power that the occupant now has at his/her fingertips.
Satisfied (12-15)
“Very good, we are so close to achieving our goals.”
The Palanquin is pleased with the work of its occupant, but still drives it to gather more power in its master’s name.
Property; Zombie Rotters raised by the occupant last one extra round.
Property; All Necrotic attacks deal +1d6 damage
Pleased (16-20)
“Soon my master will have everything.”
The Palanquin is very happy with its occupant, and is almost pleasant at times. However, at this point it will become even more frustrated with the occupant when ignored, and it will take much less to make it angry.
Power(At Will*Arcane): Minor Action. You can use the Speak With Dead ritual at no cost.
Property; All Necrotic attacks deal +1d8 damage at Heroic tier, +2d8 damage at Paragon tier, and +3d8 damage at Epic tier. This damage bonus replaces the damage bonus given at the Satisfied Concordance level.
Property; Zombie Rotters raised by the occupant last 1d6 rounds, or until killed.

Moving On
"Your time is over"
The Palanquin has no further use for the current owner. The Palanquin slowly transforms into inky black smoke and is dissipated by a chill wind.
If the Palanquin is Pleased with the owner it will forcibly perform the Lich Transformation ritual (no check required, Time: Immediate) upon the occupant.
If the Palanquin was Satisfied with the owner it will grant the owner the knowledge of the Speak with Dead ritual, such that no Ritual Book is required.
If the Palanquin's Concordance level is below Satisfied a hostile Nightwalker will be left in place of the Palanquin which will immediately begin to attack everything in sight.

It fulfills special criteria 1,2,3, and in all but incredibly exceptional cases 9.
I designed it to do a few things that some people were missing in 4e, and because criteria #9 caught my eye and I immediately had and idea for it. The raising of the dead power seems powerful at first, but I think it is balanced out by the fact that you can only raise one per turn (I thought the At Will Standard action would suffice for that, but just in case I threw in the extra wording), and they only last d3 turns, at least until Concordance 16+, but at that point your enemies will be able to blow through them. And because they do not last for more than a minute it is impossible to create an army of undead.
This is my first attempt at creating an item for 4e, so we'll see how it goes.

Co-author on AoA 2-3 and 4-1.

Updated!
Though it is not going to help me in this contest i'd like to ask this, for future contests and for whoever submits into this one:

* SBLOCKING: how do you take it into account for the readability value? does it add or substract points if it is well used... because proper use, makes the thread to look smaller and be easier to go through, and it doen't add complexity to copy to other document... I mean... are they likely to reduce score??

Thanks...
It pertains to the Clarity criteria. How each judge weighs such things is up to the individual judge. And individual udges are not supposed to discuss their scores, so I'm afraid I can't help you further.

Scores get posted after winners are announced. So you can compare your Clarity score to other entrants to determine where you might improve.
It pertains to the Clarity criteria. How each judge weighs such things is up to the individual judge. And individual udges are not supposed to discuss their scores, so I'm afraid I can't help you further.

Scores get posted after winners are announced. So you can compare your Clarity score to other entrants to determine where you might improve.

Ok, thanks... thought there might be some kind of agreement about some standard criteria.
Nope. It's mostly just use what's written in the rules.
Wait...what? A contest that I discover and have time to enter, before it closes!? Impossible!

Anyway, here's mine:

The Staff of Chaos



This three-foot-tall staff is forged from a single ingot of jet-black iron and carved with thousands of crawling runes. This five-foot-tall staff is carved from several trees of all sorts and the branches at its head hold a dragon's egg. This four-foot-tall staff is a beam of solidified red light that gives anyone looking at it a headache. The Staff of Chaos can have any appearance at all, often changing overnight or sometimes two or three times within the space of an hour; the one constant about it is a smell of brimstone and ash, and a feel of great age.

It exists to increase the amount of entropy in the multiverse by any means possible, which usually means mass slaughter but occasionally means driving other beings to cause any chaos they can, making its wielders more than a bit confused. Oh, and of course it is also absolutely and irrevocably insane--the Staff was originally created to spread chaos and entropy, regular confusion and chaos in addition to "heat death of the multiverse"-style entropy, but over the millennia its mental state has gotten worse and worse, to the point that it often resorts to killing over chaos-by-proxy...though these two conflicting desires bother it more and more as time progresses and drives it deeper into insanity.

The Staff of Chaos Heroic Level
This staff seems to warp and twist before its wielder's eyes. Created from pure chaos and nothingness, it seeks to return everything in the multiverse to that state, and is imbued with powerful destructive magic as well as powerful protective magic.

The Staff of Chaos has the base statistics of a +2 flaming quarterstaff, but a warlock wielding it instead treats it as a rod of the pyre and a wizard wielding it treats it as a staff of fiery might.
Property: You gain a +1d4 bonus to all defenses (roll at the beginning of each encounter).
Property: When using an attack power, you can choose to use your Intelligence or Constitution score in place of the score the power normally uses.
Power (At-Will): Minor action. Until the end of your next turn, any powers you use deal fire or necrotic damage (your choice) instead of their normal damage type. If a power already uses either fire or necrotic damage, it deals an extra +1d6 damage of the opposite type; if a power uses both fire and necrotic damage, it deals an extra +2d6 fire and necrotic damage.
Power (Encounter * Implement, Necrotic, Zone): Standard action. You can use hunger of Hadar (warlock 5).
Power (Encounter): At the beginning of each encounter, roll 1d20; at any time during the encounter, you can use the power indicated by the table below as a standard action:
1—ghost sound
2—mage hand
3—expeditious retreat
4—jump
5—shield
6—dimension door
7—dispel magic
8—invisibility
9—levitate
10—wall of fog
11—arcane gate
12—blur
13—mirror image
14—ethereal stride
15—fiendish resilience
16—shadow veil
17—dark one's own luck
18—shroud of black steel
19—shadow form
20—Wielder's choice

Goals of the Staff of Chaos
--Increase the amount of entropy in the world by destroying all creatures and objects.
--Increase the amount of chaos in the world by helping all creatures and objects spread chaos.
--Increase the amount of disorder in the world by removing or overthrowing all sources of legitimate order in the world.

Roleplaying the Staff of Chaos
The Staff of Chaos is persuasive, violent...and utterly insane. The most chaotic features of the universe are living creatures, as nothing spreads chaos and entropy more than several billion creatures working at cross purposes. However, entropy is also increased by destroying these creatures, as with every death a bit of chaos is created and a lot of energy becomes unusable as the soul flies off to its eternal reward. Thus, the Staff is constantly at war with itselves to determine whether they should kill a creature or entice it to the side of chaos, and most wielders find this disorienting at best.

The Staff constantly whispers random words in Primordial and the Deep Speech, though it can communicate telepathically with its wielder in a pseudo-language of words and images. If the wielder isn't killing someone or otherwise furthering the cause of chaos, the Staff sends increasingly erratic and desperate messages which only wanton destruction can halt. (Imagine Gollum's mind trapped in a staff and you get the idea.)

[b]Concordance[/b]<br /> Starting score 5<br /> <br /> [i]Owner...[/i]<br /> gains a level +1d10<br /> kills a relative or close friend +1d8<br /> is a Star Pact or Infernal Pact warlock +1d6<br /> kills or discredits an authority figure +1d4<br /> sows discord or distrust in a group +1d4<br /> aids someone for reasons other than increasing the spread of chaos -1d4<br /> worships a good or lawful good deity -1d6<br /> is a paladin or cleric of a good or lawful good deity -1d8<br /> obeys an order from a creature of a lower level than he is -1d10

Pleased (16-20)
“Hahahahahahahaha! Chaos and death shall rule!”
The Staff is euphoric about the entropy and mayhem caused by its wielder; it stops bothering its host with much communication, content to simply enjoy the experience.
Property: As long as you are conscious, you leave a wake of death and fire wherever you go—any creature passing through a square through which you moved on your last turn takes 1d4 necrotic and fire damage, cumulative per square. On any turn when you do not move, this energy builds up and deals 1d4 damage to you.
Power (Daily): Standard action. You can launch an entropic ray at an opponent (area 1 square within 10 squares), either Intelligence vs. Fortitude or Constitution vs. Reflex; any creature hit by the ray takes 1d10*1d10 damage.

Satisfied (12-15)
“Excellent! You serve us well—yes, he does—we agree.”
The Staff urges its wielder to greater and greater acts of chaos, speaking often of the glory of chaos for the sake of chaos.
Property: All of your powers deal ongoing 1 necrotic damage (save ends); if a power already deals ongoing damage, this damage is not added to it.
Power (Encounter): Standard action. You can launch a wild blast from the Staff. The attack is made with the higher of your Constitution and Intelligence scores, attacks your choice of Reflex or Fortitude, affects a 1d4-square-radius area within 2d6 squares, and inflicts 3d6 damage plus a -5 penalty to saves to all creatures in the area until the end of your next turn. The exact origin square is determined randomly, but you may choose where to place it if you take 1d6 damage; otherwise, using this ability deals 1d4 damage to you.

Normal (5-11)
“We exist to spread chaos! Serve us or face the void at the end of time!”
The Staff gives its wielder the chance to serve it and threatens to kill the wielder unless its demands are met. The Staff usually forgets about the wielder during this period, and will have the same conversation every day with a different voice until it is either satisfied or unsatisfied with the wielder.
Property: All of your powers deal an additional 1 fire damage, but you take 1 damage in return whenever you use a power.

Unsatisfied (1-4)
“Chaos! More chaos! Mayhem, discord, distruction, death, we need more!”
The Staff is disappointed with the wielder, and aside from mentally berating its wielder it will sometimes attack its wielder with the abilities it grants.
Property: You take a -2 penalty to your Will defense as the Staff constantly rants and yells at you to further its goals.
Power (Encounter): Standard action. You can launch a wild blast from the Staff, as the Satisfied ability of the same name. However, there is a 1 in 4 chance that it is centered on your space, rather than you being able to choose its origin square, and that it deals double damage to you and all other targets.

Angered (0)
“You are no longer useful to us! Yes he is—no he isn't—yesheis—noheisn't—Kill him!”
The Staff is extremely angry with its wielder, and expresses its opinion—violently.
Property: You gain vulnerability 15 psychic as the Staff mentally screams at you day and night, eroding your willpower.
Power (Encounter): Free action. An entropic ray (as the Pleased ability) targets the closest creature to you within 5 squares, choosing allies before enemies; if there are no allies or enemies within 5 feet of you, it targets you. The Staff chooses when to use this ability, not the wielder, and will often choose to target allies over the wielder simply to experience the wielder's suffering and anguish.

Moving On
“You were amusing, but we want chaos in other places—but why not here?—no, somewhere else!—fine, be that way—we will!”
The Staff lives for causing chaos (metaphorically speaking) and so is never content to remain with only one wielder forever, as that limits the area where chaos and entropy can be spread. After the wielder next gains a level, there is a 1% cumulative chance per encounter that at the end of the encounter the Staff will rise into the air, explode into shards of energy, and send its essence flying away to reform elsewhere for another wielder. If the Staff is Satisfied or Pleased, it leaves a normal item of its type behind (a rod of the pyre for a warlock wielder, a staff of fiery might for a wizard wielder, and a +2 flaming quarterstaff for any other wielder). If the Staff is Unsatisfied or Angered, it doesn't rise into the air before exploding, instead dealing damage equal to half its wielder's maximum hit points to the wielder and any creatures within 1d8 squares before disappearing.

Optional Elements Fulfilled
1) No matter how high the Concordance, the artifact inflicts negative effects on its wielder.
Each level of concordance has a different negative effect, but all damage or harm the wielder in some way.

2) The artifact can speak but not in Common.
The Staff speaks only Primordial and the Deep Speech, though it can communicate empathically to a degree.

3) The artifact has a distinctive odor.
It constantly smells of brimstone and ash.

4) The artifact is appropriate for a character at the Heroic tier of play..
I believe the power level is appropriate for a Heroic character and that it's sufficiently balanced, though I'm not completely sure due to limited play experience with 4e.

8) The artifact is conflicted because accomplishing one of its goals will make it impossible to accomplish another goal (and vice versa).
Two of the Staff's goals are:
--Increase the amount of entropy in the world by destroying all creatures and objects.
--Increase the amount of chaos in the world by helping all creatures and objects spread chaos.
If it accomplishes the first goal, it cannot accomplish the second because there would be no living creatures to help spread chaos; if it accomplishes the second goal, it cannot accomplish the first because killing creatures that are spreading chaos and entropy would decrease the amount of entropy in the world.
Fangs of AO
“These twin blades are the anguish between two sisters. They exist as the physical embodiment of Selune’s will of good, and Shar’s will of evil. One sister wishing to out due the other.
Paragon Tier weapons – Epic Tier weapons. They evolve as the player levels.

Selune’s Sorrow
“This hand axe has simple carvings of vines across the blade, and is affixed to a simple white oak shaft. It feels warm in your hands”
+2 Hand axe 1d8 +3 Radiant Damage Crit: 1d8 Radiant

Tier 1: Concordance level 1
Passive: At-will Selunes Sorrow glows with soft silver light, creating a magical torch. Can be turned off and on as a free action
“The soft glow of Selunes Smile warms your heart, and fills the room with light”
Encounter: “Throwing Selune’s Sorrow causes the weapons to phase in and out of reality. The hand axe ignores all cover and concealment phasing through material plane. This effect can be used in conjunction with powers and exploits.
Daily: Minor Action: the player wielding Selune’s Sorrow can spend a healing surge as a minor action.

Shar’s Lament
“This hand axe has an ornately carved black onyx head that is affixed to a black metal shaft. No light is reflected off the flat of the blade, but you can tell its razor sharp”
+2 Hand axe 1d8 +3 Necrotic Damage Crit:1d8 Necrotic

Tier 1: Concordance level 1
Passive: At-will: +2 to attacks of opportunity while wielding Shar’s Lament
“Shar’s Lament hums with anticipation as enemies move about”
Encounter: “Throwing Sharr’s Lament causes the weapons to phase in and out of reality. The hand axe ignores all cover and concealment phasing through material plane. This effect can be used in conjunction with powers and exploits.
Daily: Immediate interrupt: When the wielder of Shar’s Lament is struck in combat by an enemy adjacent to them. The player can step into the shadows, and teleport three squares.

Tier 1 Item Set – Concordance level 1
If the players miss place or loose Selunes Sorrow. All the wielder has to do is submerge his hand into a natural water source under a clear moon light, and he is able to pull Selunes Sorrow back out.

If the players miss place or loose Shar’s Lament. All the wielder has to do is stay awake through a nights rest in a completely pitch black room. As dawn breaks and the shadows draw back from the room the axe will be waiting at the players feet.

TIER 2 AFTER CONCORDANCE QUEST WERE COMPLETED

Concordance +1 with Selune’s Sorrow: The wielder must slay a high level lycanthrope, and with the blood of werewolf on the blade of the axe, the wielder must recite this prayer under a full moon and clear sky “any where the full moon shines is a place for Selune”

Concordance +1 with Shar’s Lament: The wielder must seek revenge on some one who has wronged him in the past, and kill them in cold blood. The wielder must make the killing blow with Selune’s Sorrow while also wielding Shar’s lament (so it can watch)


Selune’s Sorrow

+2 1d8 handaxe +5 radiant Crit: 1d10 radiant
“The blade of this axe gleams in the moon light, and feels weightless in your hand”
Tier 2: Concordance level 2
Property: +3 to Wisdom based skills
Property: Dark Vision “Your eyes are as mine, they pierce the night”
Property: At-will Selunes Sorrow glows with soft silver light, creating a magical torch. Can be turned off and on as a free action
“The soft glow of Selun’es Smile warms your heart, and fills the room with light”
Property: Throwing Selunes Sarrow causes the weapon to phase in and out of reality. The axe ignores all cover and concealment.
Property: Range 30/50
Property: The wielder can reach from the base of the axes hilt and draw forth a silver chain up to 150’. The chain is magical and has the strength of three normal chains. Has a radiant quality to it.
“This anchors my light to the world”
Encounter: Minor Action: the player wielding Selune’s Sorrow can spend a healing surge as a minor action.
Daily: Imidiate interrupt: If a friendly player is about to be struck by an attack. The wielder can hurl Selune’s Sorrow in front of the attack, causing the attack to hit the handaxe instead of the player. The axe takes no damage or ongoing damage and returns to the wielders hand.
“The blade leaps at of your hand almost before you wanted it to, to aid an ally”

Shar’s Lament
“The blades form and shape dissolve into shadow; the hilt is fridged to the touch”
+2 1d8 handaxe +5 necrotic Crit: 1d10 necrotic damage
Tier 2: Concordance level 2
Property: Resist 5 necrotic, 5 acid, 5 posion
Property: Shadow Climb; +8 to Acrobatics / Athletics. It’s as if the wielders shadow assists him in his movement.
“Use the darkness, and shadow my will makes it solid”
Property: +3 to Charisma based skills
Property: Range 30/50
Property: +4 to attacks of opportunity while wielding Shar’s Lament
“Shar’s Lament hungers for the blood of your next strike”
Property: “Throwing Sharr’s Lament causes the weapons to phase in and out of reality. The hand axe ignores all cover and concealment phasing through material plane. This effect can be used in conjunction with powers and exploits.
Encounter: standard action: The blade draws light towards it and snuffs out all non magical light sources. Including sun rods, torches, and lanterns.
Encounter: Immediate interrupt: When the wielder of Shar’s Lament is struck in combat by an enemy adjacent to them. The player can step into the shadows, and teleport three squares.
Daily: After doing any attack with Shar’s Lament, make 2 more basic ranged or melee attacks with Shar’s Lament against the same target. After you strike, your shadow takes on a life of its own, and makes 2 quick attacks against your target.
“My wrath is absolute; I strike with the very shadows.”


Item Set power for Concordance level 2

Daily: AO’s Command
“You hold Selune’s Sorrow and Shar’s lament close together, both blades vibrate wildly and it’s as if you can hear two female voices screaming at each other in rage, until a louder voice is heard suddenly”.
Standard Action: Close burst 5
+15 vs. Will
Hit: Every Enemy in Burst
1d20 Necrotic Damage and 1d20 Radiant Damage.
Effect: Targets are dazed (save ends), and knocked prone
Effect: Area of blast is now Silenced, -20 on perception checks.
“It’s as if you heard the voice of god him self yell SILENCE”


Concordance +2 with Selune’s Sorrow: The wielder must slay an Exarch of one of the greater evils. The wielder must take the corpse of the Exarch to the altar of its god, place the body on it, and behead it with Shar’s Lament. Then proceed to destroy the alter, and or temple the Exarch worshiped in. Then under the light a full Moon hold Shar’s Lament up to it and say “Sister of shadow, even your will is undone beneath the light of Selune”

Concordance +2 with Shar’s Lament: The wielder must commit an act of evil against an innocent being. The wielder must kill or in some way destroy the life of a single innocent noble women with Selune’s Sorrow. The act must be completed with at least 50 witnesses, and while Shar’s lament is being wielded as well (So the blade can see it happening).

Final Level – Concordance level 3

Each weapon has the exact properties as above plus the following abilities.

Selune’s Sorrow
“A pair of eyes appears on the blade the color of blue, they seem alive as the look about. The hilt is a shaft of pure silver light”
Tier 3
+4 1d10 handaxe +5 radiant Crit: 1d12 radiant
Aura: Range 3: Allies within the aura are immune to fear effects, and gain +5 vs. will saves. And can spend Healing surges as free actions
Property: Detect Evil. +15 to insight when discerning if a person or place is tainted by evil especially shar’s influence

Daily: “Harvest Moon” Range Burst 5 within 20
“The moons light shall purge and cleanse your filth from my beautiful Toril”
+17 vs. Will, Fort, or Ref. which ever is lower.
Hit: 5d10 Radiant Damage + 3d10 fire damage, Target is Dazed until the end of your next turn, Target takes -5 to attacks and defense until the end of your next turn.
Miss: Half damage (Ignore Minion Rule), Target is Dazed, save ends.

Shar’s Lament
“A red halo circles the width of the blade, The blade it self is made of shadow and it appears to be bleeding darkness”
Tier 3
+4 1d10 handaxe +5 Necrotic Crit: 1d12 Necrotic
Property: + 13 to intimidate checks
Property: When wielding this blade, most humanoids feel uneasy, and frightened of you for an unknown reason
Encounter: Shadow Doppleganger
“Your shadow crawls out of the ground and attacks”
This Creature is half of what you are. It has the same defenses but your bloodied value for HP. Its attacks are basic melee attacks using the starts from Tier 3 Shar’s Lament hand axe. This shadow will only persist for three rounds. At the end of its third round it becomes your shadow again. It also moves are your speed, but it cannot distinguish friend from foe, and will attack friendlies if no enemies are present. It goes after you in initiative order.

Daily: “Void Gate”
“You drop the axe onto the ground and a gaping portal opens up to a far of place that you have been before. But in order to get there, you step into the shadow fell.”
Effect: The portal will take you up to 100 miles away, but it passes through shadow fell so, use with caution. The location has to be a place you have visited before or have a clear picture of it. This power will also open up a gate that will allow you to pass in and out of the shadow fell plane.


Item Set power for Concordance level 3

This power is only discovered at the end of the life of the weapons. The constant bickering of the two weapons has grown tired on the wielder despite their power. During one of the arguments between the blade a presence enters your mind and seizes control of your actions.

1 time use: “Apocalypse time out”
Must have spent at least 10 years with the weapons
Must have unlocked both weapons Final Stages
“You hold the axes close together, as both blades meet your eyes, they stop bickering. The face of Selune, and Shar appear on their respect weapons. Your eyes a brilliant white light and a voice that isn’t your own says “I have had enough, this world doesn’t deserve you both”

Range: 1 mile Radius
Every Creature living and non living,
Hit: Totally Annihilation of Everything in Blast
“Both weapons let out guttural screams as you force the two together, causing a massive explosion that rocks the local landscape”.

Effect: The player then wakes up warm in his bed, and not quite sure if his adventures with the weapons were dream or reality


Going over the Rules for the Competition
A. Fangs of AO
a. Selune’s Sorrow
b. Shar’s Lament
B. Appearance, Tier, Powers are explained above
a. Goals: The goal of these two weapons is to compete with each other. To get the wielder to do each of the goddesses bidding. With each task the goddess tries to one up her sister
C. The DM should role play each weapon based on the context of their campaign. But with the basic understanding that Selune, is trying to stop evil, and injustice, while Shar is trying to cause despair and mayhem. The weapons can talk, but only telepathically to the wielder. On rare occasion can their voices be heard by outsiders if each goddess wills it.
a. The weapons also bicker with each other. And like to throw snide comments back and forth during battle, or during certain situations. This will eventually bug the player, and drive him mad.
D. Handled above in each Tier description
E. The Final ability of the weapons. “Apocalypse time out.”

3 Conditional Requirements
1. The artifact is part of a set. 2 hand axes Selune’s Sorrow, and Shar’s Lament
2. Shar’s Lament will attempt to corrupt the wielder, and get it to ignored Selune’s requests.
3. The artifact it self is the physical embodiment of the struggle between the two major deities. The axes, are pieces of AO himself that are shaped and charged by the will of Selune, and Shar. Each sister knows that the continued press of their will with these weapons will destroy them all together. Which is done by drawing the attention of their Father. The over god AO.


Thank you for your time and consideration!. Good luck contestants