[4E] Expert Dungeon Master Competition #12: Design a Vehicle!

297 posts / 0 new
Last post

Expert Dungeon Master Competition #12 Design a Vehicle!


NOTE!  Due to problems caused by the forum upgrade, you need to post your entry to the XDMC's own Wiki!!  This is true even if you've already posted your entry.  We're very sorry for any inconvenience!!


It's nearing the end of summer vacation, so you don't have much time to get in a little traveling. To do that, you're going to need a vehicle! The purpose of this competition is to design a vehicle that can transport the player characters on an entertaining adventure.


To receive broadcasts about developments in the Expert Dungeon Master Competitions, please join the Expert Dungeon Master Competition Group.  Joining the group is not necessary for entering the competitions, but it contains the official Group Wiki, a complete set of the XDMC Rules, and lots of other helpful information!

Welcome to the twelfth Expert Dungeon Master Competition! The primary purpose of the Expert Dungeon Master Competitions is threefold:


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

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

  3. To showcase the creativity and talent of Dungeon Masters like you.

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


  1. Design a stat block for a vehicle that includes all the information found in the vehicle stat block in the 4e System Reference Document.  The vehicle must be able to transport no fewer than 5 small or medium sized characters.  The vehicle need not be, but can be, a unique mode of transportation.  (For example, the pirate Greybeard's ship Jagged Edge, could be an entry, even though, stat-wise, it is a standard sailing ship. Also, a druid-enchanted tree that serves as an elevator to a giant's floating cloud kingdom could be an entry.)

  2. Briefly describe the appearance and history of the vehicle, as well as a brief history of the type of vehicle, if that type is unique.

In addition, the entry must include at least three of the following optional elements:


  1. Although Small and Medium passengers may ride on the vehicle, the vehicle was designed to be piloted by creatures that are Tiny, Large, Huge or Gargantuan in size.

  2. Some aspect of the vehicle’s method of transportation is responsible for significant damage to the environment through which it travels.

  3. The entry describes specific NPCs who occupy the vehicle (as crew and/or passengers) when encountered by the adventurers. A full stat block is not required, but enough description should be given so DMs could easily use the vehicle in an encounter or adventure.

  4. The vehicle can transport passengers (and perhaps the passengers’ gear), but not cargo.

  5. The vehicle exists as a result of a naturally occurring phenomenon or was not intended as a vehicle by its creators.

  6. The vehicle is considered absolutely invincible, safe, and unsinkable, but has an unseen, yet critical design flaw.

  7. The vehicle is designed to travel within a fantastic location or other plane(s) (such as the Astral Sea and/or the Elemental Chaos), and its operation relies upon some peculiar feature of that location’s terrain.

  8. The vehicle is only used during a portion of a natural cycle (on full moons or during winter, for example).

  9. The vehicle requires a beast of burden that is not of natural origin for propulsion.

  10. The vehicle utilizes a new ritual (described in the entry) to function.

  11. The vehicle’s cargo space typically carries one or more smaller vehicles or mounts (described in the entry).

  12. The vehicle’s passenger accommodations are ridiculously opulent.

  13. Traveling on this vehicle is dangerous to the passengers, but offers other benefits that may make it worthwhile.

Following are some general rules of the Expert DM Competition.


The complete list of rules is in the Useful Links for Dungeon Masters thread at the top of this forum.


  • 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 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 Peer Reviewing 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 4, 2009. All entries must be submitted no later than 12:00 midnight on that day (Eastern Standard Time). The judges of this contest are Koradzi, TwinBahamut, and wrecan, and the coordinator of this contest is wrecan. Good luck and have fun!!

Questions & Answers
(questions posed by potential entrants and the coordinator's response)


Q. What constitutes a "vehicle" for purposes of this contest?
A. Anything that one would reasonably use the vehicle stat block to describe and that wouldn't be more appropriate to describe using a different stat block, such as a NPC stat block, monster stat block, magic item stat block, or artifact stat block.


Q. Where can I find some free examples of vehicular stat blocks published by Wizards of the Coast?
A. Wizards of the Coast has published on its website a stat block for a spelljammer and an airship. (Thanks to Dulsi for the links.)


Q. For purposes of optional element 1, can the crew, but not the pilot for whom the vehicle is designed, be Tiny, Large, Huge or Gargantuan?
A. No. The element specifically references how the vehicle is "piloted" . Thus, the vehicle must be designed to be piloted by a creature that is Tiny, Large, Huge or Gargantuan to meet this element. (The element is silent as to the size of the crew.)


Q. For purposes of optional element 9, may the "beast of burden" also be the vehicle's pilot?
A. Yes. To qualify as a "beast of burden" the vehicle's propulsion must rely on the "beast" physically pushing or pulling the vehicle. Propulsion by means of other forms of movement, such as telekinesis, sails, or internal combustion engines, would not satisfy this element.

Hm. Can't say I was expecting this one. 'least we have 13 optional elements to work with this time... 3 10 13 maybe?
If you look past the plot and the voice acting, Metroid: Other M was an okay game. Not a great game, but an adequate one. Not using the Metroid item collect jingle though? That, was a mistake.
A thought just occured to me as I was typing up my (totally gold medal winning) entry.

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.

I noticed that as I "previewed" my entry with the Preview Post button, it could be misconstrued by a new entrant to mean no "Preview Post" button.

Instead, perhaps the rule should be rewritten as Plagiarism and Peer Reviewing Prohibited.
Resident Shakespeare
I like that Johnathan_Vagabond. I'll amend the rules accordingly.
By the way, if this topic looks familiar, it is the same topic as [thread=605930]Master Dungeon Master Competition #24[/thread], a contest run for Edition 3.5 more than three years ago. Some of this competition's optional elements were taken from or inspired by that competition. Feel free to peruse those entries for inspiration. But don't plagiarize!
Ooh, I like the topic.

How long until we have an entry featuring a big, horseless carriage that is painted orange, plays a choir of trumpets wherever it goes, and has an uncanny ability to leap over collapsed bridges? :D
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
Ooh, I like the topic.

How long until we have an entry featuring a big, horseless carriage that is painted orange, plays a choir of trumpets wherever it goes, and has an uncanny ability to leap over collapsed bridges? :D

Please get out of my brain.
If you like that Wrecan, I've got some other suggestions.

Like disallowing gold medals to entrants with screen names longer or shorter than 18 characters AND that don't have an underscore as the 10th character.

It's just a thought though.
Resident Shakespeare
We thought of that. The only problem is that the only people remaining who would be eligible for gold medals were the people that the judges had already secretly agreed would never be given a gold medal. Otherwise, I'd have totally been behind your idea.
After judging two competitions, it'll be interesting to participate again.

I have a few ideas so far, but nothing concrete... yet.
A vehicle made of concrete, you say? I'm intrigued. ;)
We thought of that. The only problem is that the only people remaining who would be eligible for gold medals were the people that the judges had already secretly agreed would never be given a gold medal. Otherwise, I'd have totally been behind your idea.

I think it would be better to implement that rule anyway and watch as everyone changes their name.

Dibs on Palladium_Draconic
If you look past the plot and the voice acting, Metroid: Other M was an okay game. Not a great game, but an adequate one. Not using the Metroid item collect jingle though? That, was a mistake.
Hm . . I'm thinking I may enter this one.

http://community.wizards.com/play-by-post_haven The Play-by-Post recruitment hub for the forums. Stop by, join us, and sign up for some games while you are there

Cookie Collection
71235715 wrote:

The Quantum Pole



[right]I do believe I've manaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhhhhhhh..........Unknown
Inventor of the Quantum Pole[/right]



The Fluff

[INDENT]Description[/INDENT]
"...alum'arum melicari nunct" The ritual finished. The five intrepid explorers waited, staring at the copper circle.

"I don't think this is-" Sticky-Fingers Strab was cut off by the something akin to the sound of ten-fold angels' dying breaths, drawn out over a forge and stretched on the rack. In the middle of the circle a charcoal grey pole ran twenty feet up and disappeared, charging forward in a blur.

Yelling over the terrible din of reality stretching Lombur, who had completed the ritual, ordered everbody on. Leading the way, he leapt and grabbed hold of the inconceivable rail, disappearing as his body was swooped upwards. Not wanting to show fear, nor be left behind, each of the companions followed suit.

Finding themselves astride the colossal adamantine rail, charged head first into the Elemental Chaos, Strab quite nearly let go. Seconds later, charred and battered, they emerged on the Astral Sea, crashing through an astral dreadnought before emerging in the palace of Orcus, who cursed loudly at their passing. Lombur wrested control of the mad creation and they rushed face first into Summerdale. Dismounting without fail, the courageous party rolled to a stop beneath a great apple tree. The rail remained for a few moments before disappearing. Left in place was a circle of scorched, broken earth that oozed something distinctly foul smelling and a halo of sparts in mid air. No one bothered to touch any of it.


[INDENT]History[/INDENT]

Many centuries ago there were cabals of wizards whose express purpose in life was to out do one another with their incredible magical creations. They gave little thought to the rammifications of their experiments of the world around them. By and large they were mostly harmless. The occasional magical hypersonic propellant or explosion of city-wrecking proportions, but never anything truely and entirely irresponsible (except for that kobold that time that did the thing). However, one day a wizard formulated an experiment to impress his collegues to such a degree that he would be crowned as their king. He molded an admantine rod, ten feet in length and six inches in diameter. He then requisitioned a pair of Ring Gates from the cabal armory. Finding a room exactly ten feet tall was quite a challenge, for geometery and natural laws were not always fixed in this wizard's cabal, but found it he did. He affixed one end of the ring gate to the ceiling and the other to the floor. Lowering the adamantine rod into the floor gate he manipulated it along until the ends touched and used his magic to meld them together.

Then, he made a terrible mistake.

He let go.

The physically impossible pole accelerated, pushing and pulling itself through the ring gates, accelerating towards a terminal velocity, until the material plane could no longer manage the anomaly. It shuddered and the now Quantum Pole ripped through the planar fabric. The now infinitely large pole passed through each and every plane of existance, gathering speed, bending and warping and resisting the changes of these alternate dimensions. The endless pole was flung through the far realms, the elemental chaos, the feywild, the abyss, the material plane, the astral sea, the realm of the gods, until it touched every plane of existance at the same time. Like a neverending freight train, the Quantum Pole crashes through dimensions and worlds, burning literal holes in their reality.




The Ritual

[u]Quantum Leap[/u]
Against your better judgement, you attempt to attract the Quantum Pole to you.

Level: 15
Category: Travel
Time: 10 minutes
Duration: Concentration
Component Cost: 2,800 gp plus a focus of 1000g
Market Price: 4,600 gp
Key Skill: Arcana

This ritual allows you and your allies to attract the Quantum Pole to a square within 5 squares of you. Concentrating on the ritual maintains the Quantum Pole at that spot in the world.

Your Arcana check result determines the control you can exhert over the Quantum Pole. The higher your check, the more likely you are to appear at your intended destination. However, this does not stop the Quantum Pole at your location nor does it inform you that you have reached your destination, you and your party will need to disembark on that round or be whisked away again.

Check Result Control (Chance to Arrive at your Destination)
20 or lower Out of Control
21–35 5% (20 on a 1d20)
36–45 10% (10 on a 1d10)
46 or higher 25% (4 on a 1d4)

Focus: A large wire hoop or circle, made to emulate a single Ring Gate.



The Vehicle

The Quantum Pole
Size: Special, see below.
HP: 150/Special, see below; Space 1x1 squares/Special, see below; Cost Not For Sale
AC 10; Fortitude 35; Reflex 0
Resistances: Resist All 25
Speed: 1 Plane/Round

Pilot
The Quantum Pole is piloted by the Caster of the Quantum Leap ritual, who uses their Arcana check to reduce the chance of arriving in an erroneous location. Without someone performing the ritual, the Quantum Pole arrives at a completely random location on a completely random plane each round.

Special: At any given time there may be multiple pilots on the Quantum Pole. Although generally this is irrelevant on the infinitely large pole, an encounter between two or more pilots is possible.

Crew
The Quantum Pole does not have or need a crew.

Load
The Quantum Pole, by virtue of being infinite, has no maximum load. However, the pole is still a pole, with only so much usable area and all in a straight line. It's tremendous speed also gives riders very little time to attach or retrieve cargo they aren't carrying themselves.

Boarding
The moment that a creature grabs the Quantum Pole they disappear, pulled through planar rifts at horrifying speed. All creatures that board in a single round are capable of seeing and communicating with one another, but not with those that board in any other round. It is possible to move up and down the pole, but it is not possible to reach a segment boarded on a different round.

Out of Control
The Quantum Pole moves to a random plane each round until the Ritual Caster manages to exceed an rolls 21 or more on an Arcana check. While the Quantum Pole is Out of Control, all creatures on that segment must make an Strength check each round. A result of 10 or lower indicates that the creature has been thrown off, and landed in whatever planar location the pole was passing through at the time.

Special Rules
The Quantum Pole is constantly moving at an incredible pace. In any given round only one section of the now infinite pole is visible. Thus, the Quantum Pole effectively 'regenerates' to full health each round. To destroy the Quantum Pole, one would have to deal 150 total damage in a single round, overcoming the pole's inherent resistances.

The Ritual summons a large sized portion of the pole, extending two squares high, but filling only one square. Different rituals exist for larger creatures that wish to ride the Quantum Pole.

By nature of it's infinite and transplanar status, the Quantum Pole cannot be stopped, and could theoretically destroy anything it passed through. However, it cannot be aimed at a creature (but could accidentaly pass through one). By the same token, magic and materials that block magical travel have no effect on the Quantum Pole.

Creatures riding the Quantum Pole are constantly battered with changes in temperature, gravity, and reality. Each creature riding the quantum pole takes 1d10+5 random damage per round, roll 1d10 for the damage type using the following table.

[b][u]Result [/b]Type[/u]<br /> [color=Navy][b]1[/b] Fire[/color]<br /> [b]2[/b] Cold<br /> [color=Navy][b]3[/b] Lightning[/color]<br /> [b]4[/b] Normal<br /> [color=Navy][b]5[/b] Acid[/color]<br /> [b]6[/b] Poison<br /> [color=Navy][b]7[/b] Psychic[/color]<br /> [b]8[/b] Necrotic<br /> [color=Navy][b]9 [/b] Radiant[/color]<br /> [b]10[/b] Force

The DM's Notes

The Quantum Pole can serve as any number of plot devices, ranging from a threat to the universe to a comical side note ("And by the way, a twenty foot metal pole is now falling up through the ground in this square.") It can even substitute for a "Rocks Fall" moment ("The Quantum Pole impales you.")

As a central plot device, consider these options.
-The Quantum Pole is burning too many holes in reality across the planes, it must be destroyed.
-Someone is trying to break the Quantum Pole. At the speed it's moving through each of the planes, that would be catastrophic.
-Invading creatures have mastered the Quantum Pole, and are riding it to invasion points all across the planes.

As a major, but not central plot device, also consider this.
-We need to find the ancient wizard Name, who was lost on the Quantum Pole centuries ago.
-A magical item is hidden on a plane protected against travel magics. Only the Quantum Pole is unaffected.
-We must forge a special sword from the rarest substance in the world, the plane-warped adamantine of the Quantum Pole.

As a minor plot device, consider this.
-A villain that uses the quantum pole as a means of transit.
-A means of escaping collapsing fortress.
-A reason for encountering creatures entirely unrelated to the current environment (they rode the Quantum Pole).



The Optional Elements

2) Some aspect of the vehicle’s method of transportation is responsible for significant damage to the environment through which it travels.
-The pole alters reality in any place that it passes through, having anything from mundane to world shaking ramifications.

4) The vehicle can transport passengers (and perhaps the passengers’ gear), but not cargo.
-Although it could technically bear cargo, through the use of specialized containers, it would be nigh-impossible to retrieve said cargo before it was lost or destroyed.

5) The vehicle exists as a result of a naturally occurring phenomenon or was not intended as a vehicle by its creators.
-The pole was a harmless thought experiment by an ancient wizards cabal, meant only to impress. It has become much more since then.

7) The vehicle is designed to travel within a fantastic location or other plane(s) (such as the Astral Sea and/or the Elemental Chaos), and its operation relies upon some peculiar feature of that location’s terrain.
-The pole not only travels to different planes and locations. It is always present at some point in that plane.

10) The vehicle utilizes a new ritual (described in the entry) to function.
-The Quantum Leap ritual allows ritual casters to attract and control (used in the loosest sense of the word) the pole.

13) Traveling on this vehicle is dangerous to the passengers, but offers other benefits that may make it worthwhile.
-There is always a risk of being thrown off or passed through an inhospitable locale (as represented by the damage). However, the chance at near instantaneous transportation to any place on any plane is difficult to pass up.
Resident Shakespeare
I would just like to state that, while it was not my original intention, I believe I should win for the sole reason of having an entry that is consistent with internal logic, makes reference to 3.5 CharOp silliness, AND functions as a double entendre.

Everybody ride the pole. The Quantum Pole!

Also, the colouring was a pain in the ass.
Resident Shakespeare
And Johnathan_Vagabond draws first blood! The contest is on its way!
I cannot manage to think of anything that is greater than this.
cannot I is to think of anything that manage greater than this.

~fixed.~
Of course, I get to yell at you now for breaking the page width for my forum settings...
If you look past the plot and the voice acting, Metroid: Other M was an okay game. Not a great game, but an adequate one. Not using the Metroid item collect jingle though? That, was a mistake.
While I normally make a point of not fully reading entries before I submit (or choose not to) I have to wonder about the Quantum Leap ritual. Is that intended to name one show (Quantum Leap) while referencing another (Sliders? Possibly Stargate) ?? Or am I reading too much into it?

Also, grats on making an entry that isn't in a DDMC that suites the crazy coloured font.
The age-old question...to submit a really interesting but not terribly usable idea, or a more mundane but more readily accessible idea???

Choices...choices.
Sorceror: "I'll attack the [solo monster] with Chaos Bolt." Warden: "Don't you ever use encounter powers?!?!?" Sorceror: (casually) "I don't need to." ----------- "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
This is my first entry *ever* so be gentle I hope the format is alright.

History
Given dominion over a swamp did not sound like the best idea to Lord Guliann but as he researched his new domain he found a very interesting harvestable commodity. The fruit of the Juba tree was indeed delicious and plentiful. The question was how to harvest this almost priceless delicacy. Lord Guliann gathered several Wizards and posed a mandate to make him a vehicle that could traverse the swamp.

After several months of trial and error the Wizards finally came up with the “Swamp Walker”. A vehicle that could “walk” through the swamp so the Lord could check on his crops. Later the Wizards made a large version so the Juba fruit could be harvested.

Present

[As told to the adventurers by the Innkeeper] Lord Guliann is long dead now and many an adventurer has visited our village hoping to catch the Swamp Walker for their own but many have failed because the swamp is a place most foul. I’d wager that those brave enough to catch that thing could make a goodly sum ferrying folk across the swamp. These days we rely on small boats to bring in our goods and transport out our trade. In the beginning the Swamp Walker was only for the Lord to use but when that one sank he had another one built that could carry not only himself but several bushels of Juba fruit. Later when the Juba fruit mostly ran out he had the walker changed to carry people and goods across the swamp. Well, one day it walked out in the swamp and never came back. No one knows what happened but there have been rumors of people seeing it walking in the swamp.


Swamp Walker (Large)

HP 650 Space Cargo/Passenger Gondola is 4 squares wide by 5 squares deep Cost 25000 gp
AC 26 (leg) AC 10 (Gondola)
Speed 4

Pilot
The Swamp Walker requires one Pilot for each leg (5 in total) and one “Captain” to coordinate the Pilots

Crew
There is no crew per se only 5 Pilots and one Captain

Load
Cargo capacity is 500 pounds of Cargo or 200 pounds of cargo and 5 to 6 passengers, no cargo and up to 15 passengers. Note the Gondola does not accommodate Large or larger creatures easily.

Out of Control
In theory it should never go out of control as long as the Pilots keep control of the legs, but…

Compartments
The Gondola is a flatbed with removable cushioned benches for passengers. All benches can be removed and stored elsewhere (i.e. not on the vehicle) to allow the flatbed to be filled with cargo.

Special Rules
The large pads on the legs prevent the walker from sinking into the muddy swamp unless it is heavily overloaded. The walker resembles a spider with five legs. Each of the five legs can move independently in a 45 degree arc. This gives walker stability in the swamp. Each leg is 12 feet long and bends at the “knee” to allow the walker to “squat” for the boarding of passengers or loading of cargo. The legs are controlled through a complex series of cables that have been magically enhanced to self-repair instantly should they ever start to unravel or become unattached to their anchor points.
The list is updated!

The House of Gevexon Norll
also know as
The WereHouse



Nifty Higgins led the party into the forest clearing and pointed at the quaint country cottage that stood innocently among the foxgloves.
“That’s it,” he said, smiling broadly.
“Wow, that’s a nice place. How much did you pay for it?”
“Got it for a song! Seemed like the halfling couldn’t get rid of it fast enough.”
Nifty crossed the clearing and opened the red front door. Looking back he laughed, “Just wait until you see the inside! Magical lighting, self stocking larder, hot water. I can’t believe the guy didn’t want to live here! ‘too far out of town’ he says.”
They shuffled into the living room, admiring the opulent yet tasteful furnishings and the warm cosy feeling of home.
“Sure beats staying at the inn for another week.”
“Oh yeah! I’m going to sleep well tonight.”

Nifty was jerked awake by a sudden lurching and a strange sensation in his gut. Are we at sea? He thought to himself. He got up and looked out the window. The full moon was rising above the distant mountains. Mountains? Where has the forest gone? He looked down and saw a small village rushing towards him.
“Uh … we have a problem,” announced Marcie the wizard from his doorway.
Alerted by the sound like a dragon crashing through the undergrowth, the villagers who had come outside with torches and pitchforks scattered screaming, as Nifty’s ‘cottage’ smashed their homes with its large hairy feet and roared menacingly.
“I’m going to kill that halfling…” replied Nifty.



History

Gevexon Norll was a brilliant wizard. Brilliant and completely insane. How he managed to curse his house with Lycanthropy no one has as of yet been able to figure out, and yet it is certain he succeeded, because when the moon is full the House of Gevexon Norll roams the moonlit hills, devouring lesser dwellings and carrying its terrified inhabitants wherever it goes.


Description

The House of Gevexon Norll seems like a perfectly ordinary two-storey cottage from the outside. It has whitewashed stone walls, small windows, a very solid wooden front door painted red and a thatched roof.

Inside it is filled with opulent luxury. Every room has been enchanted in such a way as to keep the temperature just right, well lit, with pleasant woodland smells and occasionally the gentle lull of bird song. The kitchen is especially well equipped with a magical cold-room, a perpetual fire in the stove, running hot and cold water and a self-stocking larder. Bathrooms are equipped with running water and self-cleaning chamber pots, while unseen servants clean up after any messy guests. The furnishings are all superbly comfortable, with the finest beds known to mankind. There is also a well-stocked study full of interesting books on any number of subjects.

However each full moon the house undergoes a dramatic transformation. Internally it stays pretty much the same (although the furniture tends to slide around a bit during the night), but externally the cottage grows four long limbs resembling a wolf’s legs, and a layer of shaggy grey hair. Somehow it manages to roar and howl as it rampages about the countryside without having a head or apparent mouth. Before dawn breaks it settles down, usually in a suitably beautiful clearing not too far from a town or village, and reverts to its usual form.

The Vehicle

Werehouse
Gargantuan Shapeshifting House

HP: 500 Space: 10 x 10 squares Cost: priceless
AC: 10 Fortitude: 20 Reflex: 2
Vulnerable 10 Fire; Regeneration 20
Speed: 20 only in monstrous form
Pilot: may be piloted through the use of a ritual, see special rule.
Crew: none required
Load Capacity: 2 ton of cargo, plus up to 10 small or medium characters or 5 large characters. Overloading the house causes it to disgorge random cargo before it heads off. Removing the furniture to fit more cargo in seems like a good idea, until the unseen servants bring all the furniture back in and then the house disgorges cargo that no longer fits.

Out of Control: Without the use of ritual the Werehouse is always Out of Control.
During its full moon rampages it roams the land in a random direction, often leaving a wake of devastation as it tramples over forests, crops and villages. The Werehouse doesn’t intentionally harm people, although it seems intent on destroying any buildings it comes by.

Compartments: Up to 2 ton of cargo can be stored anywhere it will fit within the house and it will be well dusted but otherwise unharmed. Otherwise its layout is that of a two-storey cottage, rather than a transport vehicle.

Special Rules:
Werehouse has Regeneration 20 at all times. Usually the Werehouse is only able to travel during the night of a full moon, however if seriously harmed (such as being set on fire) it will assume its monstrous form and retreat from attack (immersing itself in a large body of water if necessary, this won’t destroy any of the furnishing, although may drown its inhabitants). The Werehouse never attacks living creatures even if controlled by ritual.

Ritual
The ritual to control the werehouse is located somewhere in the study (DMs discretion of course)

Werehouse Control (also know as House Party, or In Da House)
You feel a sense of calm as you reach out to the strange entity that is the Werehouse. You feel its playful nature, its powerful strength and you are able to steer it in the direction that suits your purpose.

Level: 8
Category: Travel
Time: 10 minutes
Duration: varies
Component Cost: 135 gp
Market Price: 680 gp
Key Skill: Arcana or Nature

You must be inside the Werehouse while performing this ritual otherwise it automatically fails. While controlling the Werehouse you are in a trance like state, only able to steer the house in the direction you wish to travel while you remain focused. The length of time you are in control depends on the result of your Arcana or Nature check.

Check Result Duration of control Modifier to &#8216;out of control&#8217; checks<br /> 19 or lower 4 hours &#8211;2<br /> 20 &#8211; 39 8 hours +0<br /> 40 or higher 12 hours +2

Whenever the Werehouse comes within one mile of another building you must make an Arcana or Nature check (DC 25) to prevent the Werehouse going out of control and moving directly towards the building. If you lose control of the Werehouse (while still within the Duration of the original ritual check) you may make a check to regain control once per minute.

If the duration runs out, you may begin the ritual again to regain control.

This ritual only functions while the house is in its monstrous form during a full moon. This ritual cannot be used to steer the house if it is fleeing an attacker when it otherwise wouldn’t be in monstrous form. This ritual does not grant the ability to change the form of the Werehouse, merely to select which direction the Werehouse moves in while it is in its monstrous form during the night of a full moon.

DM notes
The House of Gevexon Norll is intended as a unique vehicle, hence I have made it priceless.
The House of Gevexon Norll can serve as a number of plot devises, although it is recommended as a comic relief encounter. I got the idea from the following situation in a game I run:
[INDENT]DM (Me) – You see several warehouses on the docks
Paladin – I draw my silvered sword![/INDENT]

Plot Hooks:
  • A drunkard in the tavern offers to sell you a lovely cottage for a bargain basement price.
  • Your home town is attacked by an enormous mysterious creature every full moon.
  • Your family disappear after recently moving into their new cottage, the cottage is gone too!
  • Someone wants you to find Gevexon Norll’s last will and testament, but first you need to find his house.
  • You find a lovely cottage in the wilderness, its getting dark and the moon is about to rise. Why not spend the night inside?


Optional elements:
2) Some aspect of the vehicle’s method of transportation is responsible for significant damage to the environment through which it travels.
[INDENT]As a gargantuan creature The House of Gevexon Norll causes significant damage as it rampages across the land, knocking down trees, trampling crops, smashing buildings. The House of Gevexon Norll seems to take particular pleasure in destroying man made structures.[/INDENT]

5) The vehicle exists as a result of a naturally occurring phenomenon or was not intended as a vehicle by its creators.
[INDENT]Gevexon Norll created the werehouse by accident through insanity. He had no intention of using (or even creating) a lycanthropic building. Although after its creation he developed a ritual to allow some form of control over it.[/INDENT]

8) The vehicle is only used during a portion of a natural cycle (on full moons or during winter, for example).
[INDENT]The House of Gevexon Norll is only usable as a vehicle during the night of a fullmoon (roughly one night a month, assuming Earth like lunar cycle).
[/INDENT]
10) The vehicle utilizes a new ritual (described in the entry) to function.
[INDENT]Werehouse control allows the user to control the direction the House travels during the night of the full moon[/INDENT]

12) The vehicle’s passenger accommodations are ridiculously opulent.
[INDENT]The House of Gevexon Norll is enchanted such that comfort is assured
[/INDENT]
13) Traveling on this vehicle is dangerous to the passengers, but offers other benefits that may make it worthwhile.
[INDENT]Not especially dangerous for the passangers, unless the werehouse decides to go for a swim, although their reputation could take a hit if too many towns get destroyed while they ride around in it. The benefits are mainly from the convenience and comfort of living in such a well enchanted house, with the possible benefit of transporting reasonably large quantities of cargo once a month.[/INDENT]
The list is updated! Welcome to the XDMC's, gelf!
While I normally make a point of not fully reading entries before I submit (or choose not to) I have to wonder about the Quantum Leap ritual. Is that intended to name one show (Quantum Leap) while referencing another (Sliders? Possibly Stargate) ?? Or am I reading too much into it?

Also, grats on making an entry that isn't in a DDMC that suites the crazy coloured font.

Yes, from Quantum Leap! I thought it would be a better-themed and more acceptable name than "Ride the Pole" and "Control the Pole", which were two previous ideas.

Also, I was going to make an encounter for the PCs with monsters that had adapted to living on the Quantum Pole. The PCs could move if they managed a strength check, and perform any normal action without moving. They would have had to face an adapted Choker or as I was going to call it... a Pole Choker. Sigh, if only it had been a magical chicken that traveled through the planes.
Here's a silly question. I can't seem to find any examples of "officially published" vehicles anywhere. I'm curious to see how something like a wagon or ship would be defined and sample rules for "out-of-control", "crew rules" or "fragile controls".

Anyone know where I could find something like that? The Compendium is of no help here.
Sorceror: "I'll attack the [solo monster] with Chaos Bolt." Warden: "Don't you ever use encounter powers?!?!?" Sorceror: (casually) "I don't need to." ----------- "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
Manual of the Planes has examples of vehicles for planar transport.

Other types of vehicles can be found in Adventurer's Vault.
AV 16 is what you're looking for.
If you look past the plot and the voice acting, Metroid: Other M was an okay game. Not a great game, but an adequate one. Not using the Metroid item collect jingle though? That, was a mistake.
~fixed.~

You hurt my brain, good sir.
Old preview has a spelljammer. (As a spelljammer fan I find that particular vehicle very disappointing.)

AV excerpt has an airship.

Identical Games

D&D Published World foums at The Piazza (Dark Sun, Mystara, Spelljammer, Planescape, and more); Core Coliseum; D&D Material including my Master/Expert DM Competition entries

Old preview has a spelljammer. (As a spelljammer fan I find that particular vehicle very disappointing.)

AV excerpt has an airship.

That'll do. I'd hate to have to buy a book just to do the contest, but those excerpts should give me enough ideas to work with.
Sorceror: "I'll attack the [solo monster] with Chaos Bolt." Warden: "Don't you ever use encounter powers?!?!?" Sorceror: (casually) "I don't need to." ----------- "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
nvm
On a more on-topic note, everybody congratulate XDMC #11 winner (and XDMC #12 judge) Koradzi on his spiffy new Custom Title!

-wrecan, coordinator
On a more on-topic note, everybody congratulate XDMC #11 winner (and XDMC #12 judge) Koradzi on his spiffy new Custom Title!

-wrecan, coordinator

D'awww.

Also, thanks to Dulsi for the handy links!
"The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else." -Umberto Eco, from Travels in Hyperreality "The first adventurer was a nuisance. I am sure he acted against his mother's, his wife's, and the council of old men's strict orders when he did it; but it was he that found where the mammoths die and where after a thousand years of use there was still enough ivory to equip the entire tribe with weapons. Such is the ultimate outline of the adventurer; society's benefactor as well as pest." -William Bolitho, from Twelve Against the Gods
I've added dulsi's links (thanks, by the way) to the Q&A post for the contest!
Procedural questions for some of the Optional Elements:

For optional element 1, would it be satisfied if perhaps some or all of the crew, but not the pilot him/herself, were of an appropriate size?

For optional element 9, would it be satisfied if the pilot and/or members of the crew, who are of a non-natural origin, also provide the power for the vehicle? The best example I can give without spoiling my concept would be, actually, the Flintstones: Fred Flintstone is both pilot and "beast of burden" for his car.

Take your time getting back to me on these, because I've got a lot of work still to do on this concept before I worry too much about the optional elements.

Also, I would like to join Furion Thamior in politely requesting that Someone get out of my brain.
For optional element 1, would it be satisfied if perhaps some or all of the crew, but not the pilot him/herself, were of an appropriate size?

The element specifies that "the vehicle was designed to be piloted by creatures that are Tiny, Large, Huge or Gargantuan in size." Thus, the vehicle is to be designed by a pilot who is Tiny, Large, Huge or Gargantuan. The element does not state what size the crew need be.

For optional element 9, would it be satisfied if the pilot and/or members of the crew, who are of a non-natural origin, also provide the power for the vehicle? The best example I can give without spoiling my concept would be, actually, the Flintstones: Fred Flintstone is both pilot and "beast of burden" for his car.

If the pilot is physically pulling or pushing the vehicle, then yes. You could not fulfill this element, for example, by having a beholder use its telekinesis eye ray to move the vehicle. However, an eladrin dragging a rickshaw (that can handle 5 adventurers) would fulfill this element.
If the pilot is physically pulling or pushing the vehicle, then yes. You could not fulfill this element, for example, by having a beholder use its telekinesis eye ray to move the vehicle. However, an eladrin dragging a rickshaw (that can handle 5 adventurers) would fulfill this element.

OK, that's what I thought. I'll have to tweak my entry some then, and you'll see where the question arose when I post it.