Hello! I have a group of players who are currently going through WGR1- Greyhawk Ruins, and they have discovered the Earth Stone. It is uber powerful according to the module... but what it does is completely undefined. Has this ever been detailed anywhere? If not, suggested powers? [/b]
I believe its powers were purposefully left vague for two reasons: 1) as an artifact with the power of creation, it is conceivably game- and world-breaking if it were actually used by anyone, and 2) this allows each DM to tailor the artifact and its history to their own campaign.
To that end, I think one potential for the Earth Stone is to adapt it to The Apocalypse Stone adventure. I always like the adventure itself, but disliked the ending because it is set up for the PCs to fail, no matter what they do, and I didn't want to destroy my campaign world. Still, such an ending is easily altered so that the good guys can win and save the world. Greyhawk Ruins would be a very appropriate place for such an artifact to be located.
I alluded to the Oerth Stone in my artifacts article back in Dragon #294 (it seemed best in my mind at the time to rename it as The Oerth Stone), and Maldin called me on that too (which is clear in my comment at the end of www.canonfire.com/cf/modules.php?name=News&file=article&sid=268 as well).
Thanks all. I didn't think there was much more. "Only one in hundreds of adventuring parties might find this artifact." I wasn't even aware of this little nugget till they figured it out. They dug it out... and promptly returned it, thinking it was too powerful. But they will probably return to it.
The Earth Stone isn't in the Book of Artifacts, so I presume it's up to the DM to define for his world. I don't have WGR1 Greyhawk Ruins, so I'd say that's quite an accomplishment.
Also, I wonder what would happen if I put the Earth Stone in Undermountain? Yes, I'm an FR fan too.
The Shard of Sakkrad from the D&D Master Rules might be a good model.
Master DM's Book, 61-62 wrote:
According to very old legends, the original home of mankind was in the middle of a vast mountain, so huge that the sun was said to rise from one of its peaks and set on the opposite. The entire base of this mountain is the fabled emerald Sakkrad; its reflection gives the azure hue to the sky. One small piece of that emerald—this very Shard—was stolen by a djinni, who subsequently vanished from existence; the Shard has never reappeared. It is said to hold unimaginable power; some say that mortal man was not meant to have it, and cannot possibly control it. Others dismiss it as pure legend. Yet despite the tales, many adventurers of great fame and power have gone in search of it; none are known to have returned.
Description: This is a 3-foot-long imper¬ fect hexagonal crystal of azure hue, with sharp edges and pointed ends.
Activation: The Shard is active when found. Anyone who touches it immediately and magically knows all the names, details, and command words of all of its powers. However, all this knowledge vanishes immediately when physical contact ends.
Use of Powers: A power is granted to the user when the proper command word is spoken. It remains until used or until the user stops touching the item.
Suggested Handicaps (4; #1 appears when the item is first used; others appear in sequence whenever the user draws on a 100 point power):
1. Magic error: A 25% chance of error occurs whenever the user casts a spell or utters any command words, except those used on the shard.
2. Operating Costs: The user loses 10% of all treasure owned, and loses 10% each time a 100 point power is employed thereafter.
3. Greed: Anyone seeing the user produce any visible effect of the shard's powers must make a Saving Throw vs. Spells, with a -4 penalty to the roll, or immediately attack the user with intention to possess the shard.
4. Doom: The next time the user employs a 100 point power, there is a 5 % chance that an Immortal will arrive. This chance increases by 2% each time a 100 point power is used again. If the Immortal arrives, all within sight range have the choice of watching or looking away. Each of those watching must make a Saving Throw vs. Death Ray, with a -10 penalty to the roll, or die Each of those looking away may make a Saving Throw vs. Spells; if successful, no further effect occurs, but if failed, each must make the previously mentioned Saving Throw vs. Death Ray. The Immortal departs within 1 round, taking the user and all of his or her non¬ living valuables (wherever they may be). The shard is not taken, but is tele¬ ported to a random location within 10,000 miles.
Suggested Penalties (8; 20% chance of appearance when any power is used; equal chances for each):
1. delayed blast lire ball within 1 O' of user, set to detonate in 1-4 rounds; normal saving throw applies to all victims.
2. User takes 40 points of damage.
3. Healing error: When the automatic healing power is next triggered, it drains the usual 100 PP but cures only 10 points of damage, or fails utterly to cure any other effect (poison, disease, etc.
4. The user is struck with Paranoia.
5. Memory lapse: The user suddenly and completely forgets how to cast spells (if a spell user) or how to use weapons for 2-20 days; no saving throw.
6. The user is struck by Withdrawal; Saving Throw vs. Spells applies, but with a -5 penalty.
7. Anti-Magic 100%, 10' radius emanating from the artifact. The Anti-Magic will remain until wished away, or until the user washes it in the water at cither the north pole or the south pole.
8. Saving Throw penalty: A -8 penalty applies to the user's Saving Throws vs. fire-type attacks.
Source: North African creation myth
Further Research: This item is loosely based on a creation myth common in Africa and Asia Minor.
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