"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label BECMI. Show all posts
Showing posts with label BECMI. Show all posts
Thursday, May 10, 2012
B12 Queen's Harvest
I wish I had a scan of King's Festival to post before this one but I inventoried it back in the day using a digital camera before I figured out scans would be better and most of those images are fairly bad. These are two modules I have never had the chance to play but I have been told by a number of people that they are both excellent additions to the B module line.
Published : 1989
Pages: 32
From the publisher:
"The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property.
Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon masters and players and contains helpful hints on adenturing and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne!"
Friday, April 13, 2012
B9 Castle Caldwell and Beyond
I am a big fan of the B line of modules. I have been fairly vocal about that in a recent post and I think my comments on the previous entries have put that forward. There is almost always one that does not live up to the others though. I am here to say that B9 Castle Caldwell and Beyond is the culprit in the B series.
The module is not patently bad and it does serve a purpose though not what it was meant for perhaps. It is merely not up to the level of the previous eight modules. Even B8 (Journey to the Rock) which I have expressed some concerns about runs laps about this baby. There are a number of reasons why this is the weakest offering in the line and then some that can make more useful than others. These reasons are often one and the same.
The module is actually more than a single scenario. It is actually five individual scenarios that are in some cases linked together better than others. The first two of these are tied together fairly well and I would suggest playing them apart from the others. The remaining three can be tied to the first two but the hold is tenuous at best.
One of the most glaring issues for me is the cartography in the module. There are many modules where the maps alone are worth the price of the module. That is a phrase that will never be sued about Castle Caldwell. The maps are so bad that there is a blog out there where the castle map was redrawn so that the author thought it was usable. I can't recall the blog but the map redo was actually really well done. The other issue I have is the actual material. There are DM blocks here and the same phrase is often repeated. Ever wonder how many times you could tell players "There is a sword hanging on a rack on the wall" before they revolted....this module will allow you that opportunity.
The module as a said though does have a role in life other than to be the whipping post of the B series. Judges Guild released a number of products early on that were mini-adventures. This was later perhaps brought to perfection by TSR in the Lairs products. This module if taken as a fledgling attempt at this by TSR is in that situation use and that is how I would suggest it be used.
I would be negligent if I did not make a final note or two on the module, which I do suggest owning, before I close up this post. The first is the cover art. I know there have been negative comments made on this but I like Caldwell art and this is one of the pieces I remember most from all of them. This means i most likely did not date enough in high school but that aside I like the art and it invokes a definite "Creature from the Black Lagoon" feel. The other is the name of the author. I never for the longest time saw Harry Nuckols as "Harry Knuckles" and so never saw that as a detractor. In the end it is funny but not high on the professionalism ladder. For the record the actual author is a Mr. Ron Charulsky according to a post by Frank Metzner.
Published: 1985
Pages: 32
From the publisher:
"Five exciting short adventures to make your Basic campaign come alive!
The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle...but when he tried to move in, he discovered that the castle was already inhabited!
Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge!
The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time?
The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. yet there may be a way to freedom...
The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature?"
Monday, December 19, 2011
AC11 The Book of Wondrous Inventions, Vermin Spy
I sometimes read people talking crap about WG7 and I can't defend it all that well but it does not deserve the ridicule it gets as much as this book does. I am not one of those people who take the game too serious. I love a good pun and Monty Python reference as much as the next person but this book ....really...I am at a loss for words.
I know this was reviewed at Something Awful and they will have done a much better job at beating it up than I ever could. The sad part is that this was a serious product that they charged real money for. If the introduction says that the items in the book should be viewed with humor then I think it might not be something you charge money for.
Many of these items, maybe all or the vast majority, were written as gnomish inventions. Gnomes take a beating in the game as well and though I have only ever played one gnome in all my years of gaming I don't think they deserve the hate they get sometimes. It is books like this that don't help that cause.
I have said many times that every book has something of value that can be taken from it. I am sure there is some gem in here that I have overlooked. If you own this I feel your shame as I own it as well. If you can find it dirt cheap and can shake off the eventual shame of having bought it go ahead but don't say you weren't warned.
Published 1987
Pages 96
From the Back of the Book:
Have you ever wondered why, in a world full of magic, there are no enchanted labor-saving devices? Few magical modes of transportation? No bespelled byproducts of the inventor's art? Wonder no more! They are all here, in this latest compendium from the Game Wizard's lair: The Book of Wondrous Inventions!
The Book of Wondrous Inventions is usable with both the D&D and the AD&D game systems. Each invention is clearly outlined, including function, form, and hazards of use. Statistics and spell details are presented in a manner compatible with both game systems. Adventure scenario suggestions are given, as well as design instructions for characters who wish to build a duplicate device.
As an added bonus, a section is included which details a system for creating spells and magical items. This will prove especially useful to players and DMs who use the D&D game system; the detailed information is also of help to AD&D game players.
Spell:
Vermin Spy
Level: Third
Range: 6"
Duration: 1 Turn/Level
Area of Effect: 1 Creature/Level
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
By means of this spell the magic user is able to summon forth a small contingent of four legged spies. The spell will imbue the creatures with low level intelligence for the duration of the spell. The spell will also allow the caster to communicate with them.
The creatures summoned will most often be rats or mice but the DM can insert other common four legged pests as needed for the area the spell is being cast in. These creatures will have their intelligence increased to the point where they can be given specific orders and understand them. The creatures can observe and report but will not fight.
The vermin will be able to tell numbers and describe general locale information but not provide details such as races and detailed contents of rooms. They are not to be considered dumb but they will have a limited knowledge base to draw upon. The creatures are serving willingly and will try to be as helpful as they can.
Anytime this spell is cast there is a 1% chance that one of the vermin will retain their increased intelligence. When this occurs the creature will not desire to stay with the caster but strike off on their own. They will often form large communities of their kind training the others to perform routine tasks becoming a ruler of their kind accumulating "wealth" and even information.
The material component of this spell will be a type of foodstuff that is palatable to the vermin as well as a small silver flute. The flute can be reused but the food will be eaten by the spies.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
I know this was reviewed at Something Awful and they will have done a much better job at beating it up than I ever could. The sad part is that this was a serious product that they charged real money for. If the introduction says that the items in the book should be viewed with humor then I think it might not be something you charge money for.
Many of these items, maybe all or the vast majority, were written as gnomish inventions. Gnomes take a beating in the game as well and though I have only ever played one gnome in all my years of gaming I don't think they deserve the hate they get sometimes. It is books like this that don't help that cause.
I have said many times that every book has something of value that can be taken from it. I am sure there is some gem in here that I have overlooked. If you own this I feel your shame as I own it as well. If you can find it dirt cheap and can shake off the eventual shame of having bought it go ahead but don't say you weren't warned.
Published 1987
Pages 96
From the Back of the Book:
Have you ever wondered why, in a world full of magic, there are no enchanted labor-saving devices? Few magical modes of transportation? No bespelled byproducts of the inventor's art? Wonder no more! They are all here, in this latest compendium from the Game Wizard's lair: The Book of Wondrous Inventions!
The Book of Wondrous Inventions is usable with both the D&D and the AD&D game systems. Each invention is clearly outlined, including function, form, and hazards of use. Statistics and spell details are presented in a manner compatible with both game systems. Adventure scenario suggestions are given, as well as design instructions for characters who wish to build a duplicate device.
As an added bonus, a section is included which details a system for creating spells and magical items. This will prove especially useful to players and DMs who use the D&D game system; the detailed information is also of help to AD&D game players.
Spell:
Vermin Spy
Level: Third
Range: 6"
Duration: 1 Turn/Level
Area of Effect: 1 Creature/Level
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
By means of this spell the magic user is able to summon forth a small contingent of four legged spies. The spell will imbue the creatures with low level intelligence for the duration of the spell. The spell will also allow the caster to communicate with them.
The creatures summoned will most often be rats or mice but the DM can insert other common four legged pests as needed for the area the spell is being cast in. These creatures will have their intelligence increased to the point where they can be given specific orders and understand them. The creatures can observe and report but will not fight.
The vermin will be able to tell numbers and describe general locale information but not provide details such as races and detailed contents of rooms. They are not to be considered dumb but they will have a limited knowledge base to draw upon. The creatures are serving willingly and will try to be as helpful as they can.
Anytime this spell is cast there is a 1% chance that one of the vermin will retain their increased intelligence. When this occurs the creature will not desire to stay with the caster but strike off on their own. They will often form large communities of their kind training the others to perform routine tasks becoming a ruler of their kind accumulating "wealth" and even information.
The material component of this spell will be a type of foodstuff that is palatable to the vermin as well as a small silver flute. The flute can be reused but the food will be eaten by the spies.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Sunday, December 18, 2011
AC9 Creature Catalogue, Sacrifice Magic
This is a book that I don't feel gets enough discussion and love. This was produced in the UK like the Fiend Folio and may catch some unwarranted feelings from that book. That being said I liked the Fiend Folio so my appreciation of this book is not tainted in that way.
This book describes over 200 creatures that may have previously only been available through modules. In addition is serves as an index for all of the monsters that had previously been released through other materials at that time. I just wish it had gone further and included entries for them as well.
The book takes a different approach in organization. It takes the entries and beaks them down into six categories first. These are Animals, Conjurations, Humanoids, Lowlife, Monsters and Undead. The individual entries are then alphabetized in each section.
The entries themselves are each illustrated which is nice. The illustrations run the gambit from so-so to very good. There is a definite White Dwarf feel to the illustrations though and many of the entries as well. This again is not a bad thing in my world but if you didn't like the Fiend Folio you may not like this.
Published 1986
Pages 96
From the back cover:
"Are you ready to face the horror of the Hivebrood, the gruesome Geonid or the dread Dusanu? These and many other baleful beasts lurk within the pages of this manual, waiting to challenge even the mightiest adventurers!
The Creature Catalogue is the first major expansion to the range of D&D game monsters. Within its covers have been collected all the curious creatures first presented in the official D&D adventure modules, plus many more new nasties, designed to challenge and perplex the heartiest heroes. Also included is a comprehensive index of all D&D monsters found in the Basic, Expert, Companion and Master rule sets.
Whether your players' characters are 1st, 21st, or 31st level, this tome contains many fantastic creatures with which to test their mettle. Armed with the Creature Catalogue, you will be able to find the right fearsome foe to confront even the most foolhardy fellow."
Spell:
Sacrifice Magic
Level: Zero
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
By means of this spell the magic user is able to sacrifice a single magic item and convert its energies into a spell. The level of the spell gained will need to be commensurate to the level of the item sacrificed.
The caster will not be able to use potions or scrolls to power this spell. It can also not be used or items such as artifacts or relics as a means of destroying them. If the caster tries to use the spell of such powerful items it is suggested that the DM have the power of the item defend itself and have there be ramifications from the attempt. This can not be used on cursed items.
This ability can be used to allow the caster to have more spells than they would normally be allowed to cast in a day or at a specific level. The item must be in the casters possession for them to use it for this spell. If the caster is not the owner of the item then they must be in possession of it for a full round before it can be used.
The DM will need to determine if the item destroyed is satisfactory to power the spell it is being used for. They player will need to declare this before the spell is cast so as to not waste a magic item. They will have a feeling about this as they cast the spell and may need to alter the intended result.
The material component of this spell will be the item that is being sacrificed.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
This book describes over 200 creatures that may have previously only been available through modules. In addition is serves as an index for all of the monsters that had previously been released through other materials at that time. I just wish it had gone further and included entries for them as well.
The book takes a different approach in organization. It takes the entries and beaks them down into six categories first. These are Animals, Conjurations, Humanoids, Lowlife, Monsters and Undead. The individual entries are then alphabetized in each section.
The entries themselves are each illustrated which is nice. The illustrations run the gambit from so-so to very good. There is a definite White Dwarf feel to the illustrations though and many of the entries as well. This again is not a bad thing in my world but if you didn't like the Fiend Folio you may not like this.
Published 1986
Pages 96
From the back cover:
"Are you ready to face the horror of the Hivebrood, the gruesome Geonid or the dread Dusanu? These and many other baleful beasts lurk within the pages of this manual, waiting to challenge even the mightiest adventurers!
The Creature Catalogue is the first major expansion to the range of D&D game monsters. Within its covers have been collected all the curious creatures first presented in the official D&D adventure modules, plus many more new nasties, designed to challenge and perplex the heartiest heroes. Also included is a comprehensive index of all D&D monsters found in the Basic, Expert, Companion and Master rule sets.
Whether your players' characters are 1st, 21st, or 31st level, this tome contains many fantastic creatures with which to test their mettle. Armed with the Creature Catalogue, you will be able to find the right fearsome foe to confront even the most foolhardy fellow."
Spell:
Sacrifice Magic
Level: Zero
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
By means of this spell the magic user is able to sacrifice a single magic item and convert its energies into a spell. The level of the spell gained will need to be commensurate to the level of the item sacrificed.
The caster will not be able to use potions or scrolls to power this spell. It can also not be used or items such as artifacts or relics as a means of destroying them. If the caster tries to use the spell of such powerful items it is suggested that the DM have the power of the item defend itself and have there be ramifications from the attempt. This can not be used on cursed items.
This ability can be used to allow the caster to have more spells than they would normally be allowed to cast in a day or at a specific level. The item must be in the casters possession for them to use it for this spell. If the caster is not the owner of the item then they must be in possession of it for a full round before it can be used.
The DM will need to determine if the item destroyed is satisfactory to power the spell it is being used for. They player will need to declare this before the spell is cast so as to not waste a magic item. They will have a feeling about this as they cast the spell and may need to alter the intended result.
The material component of this spell will be the item that is being sacrificed.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Saturday, December 17, 2011
AC7 Master Player Screen, Reaping
This is another item that needs little in the way of explanation. Any GM is going to need or will want something to hide the information he is describing to the players. This can be accomplished by distance but eventually a screen is going to be wanted.
This screen was designed with the then new Master edition in mind. With the staggered approach on release the BECMI series made it possible to re-market items that had previously been released. Sort of like releasing new editions every few years but in this case the players and DM do not need to learn new core rules every time and work to convert characters.
The module that was included is not one that I ever ran. It starts with an overland journey through a great desert and end with the players learning the secret to immortality
Published: 1985
Pages: 8 (module)
From the Back Cover:
For the first time, all the important tables and information for character classes has been gathered together in this easy-to-use accessory. This screen collects all the crucial information for player characters, from beginning to master level. This fabulous product includes Level advancement, spells and weapons tables: Saving Throws, Combat and Special Abilities.
Also featured is the Master level mini-adventure, The Spindle, the beginning of a quest for the secret of immortality. This adventure provides players and DMs alike, with a foundation from which to create their own epic quests into legend and beyond.
User Summary: (taken from RPGGeek)
Master Player Screen
Internal tables:
* Hit roll charts for all classes, versus armor class from 10 to -10.
* Saving throws for all classes.
* Thief special abilities and experience table.
* Cleric turning undead table for all types of undead.
* Spell lists for clerics, druids and magic-users for all spell levels.
External tables:
* Cleric experience and spells per level table.
* Magic-user experience and spells per level table.
* Fighter experience table.
* Dwarf experience table.
* Elf experience and spells per level table.
* Halfling experience table.
All tables cover all levels of experience (1 to 36 as applicable, and demihuman attack ranks).
Spell:
Reaping
Level: Fourth
Range: 9"
Duration: 2 Rounds/Level
Area of Effect: 1 Creature/Level
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast the magic user causes the selected targets to "reap what they sow" as it phrase goes. This will cause whatever they do for the duration of the spell to be shared.
The victims of the spell will have any damage they do in combat split evenly (rounded down) between the target of the attack and themselves. So if they were to hit a target for 13 points of damage then the target will take six and they will take six points of damage. This will apply to damage done in melee combat or through the use of spells.
If the target of the spell uses beneficial magic then the effect is not halved bu instead fully copies. Any healing that the target does will be copied to the person they are engaged in combat with or if not actively engaged then the caster determines the target of the effect.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Friday, December 16, 2011
AC6 - Player Character Record Sheets, Animate Flame
There is not much that I need to say about this product. It is not essential for the game but it does make things easy on both the player as well as the DM.
This is another iteration of character sheets for the basic Dungeons & Dragons game. This one followed the much rarer AC5 and included information for the new (at the time) Masters set.
Published: 1985
Pages: 48 (24 Two Sided Sheets)
From the back of the product:
You started in Basic and as your character grew, you advanced to Expert. And the game grew too, expanding into Companion and Masters rules. And your character grew right along with the game, gaining levels, equipment, magical items, and land. In fact, your character grew right out of the D&D Character Sheet you have been using for so long.
Now your character sheet can keep up to date with the game. Need a space to note weapon mastery from the Master Rules? Has your character's spellbook grown into a maze of paper scrap? Forgotten the name of your fighter's liege lord? Now you can record these on a single clear sheet with the new and expanded D&D Character Sheets. Specifically designed for use with all the D&D rulesets, these character sheets allow space for information that pertains to all the details of the growing D&D gamesystem.
The D&D Character Sheets come with 16 two-sided character sheets suitable for use with all characters, 8 Character Spellbook Planners complete with all Magic User, Cleric, and Druid spells, and a Dominion Planning Guide.
Spell:
Animate Flame
Level: Third
Range: 9"
Duration: 1 Round + 1 Round/Level
Area of Effect: Special
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will cause local nearby fire sources to animate and do their bidding. The animated beings will act as distractions and cause damage as desired by the caster. Each animated flame will be up to one foot in size.
The fire sources will split into a number of different creatures depending on the casters intelligence. The caster will be able to create one animated being per point of intelligence. The caster will command each as to what to do each round but does not need to maintain concentration. The caster can split the number of animated flames in any way but each may only perform one function each round.
The animated flames will be able to perform three distinct functions based on the will of the caster. The first will be to act as a distraction to an individual. If this occurs than all action rolls and to hit rolls are made at a -4.
The second action will be to cause damage. Each round the flame can cause 1d4 points of damage to an individual. More than one flame attacking an individual will increase the damage by 1 point past the first.
The third action will be to set fire to flammable objects. The animated flames will be able to ignite any flammable object they come into contact with though they will not be able to perform any other function.
The material component of this spell will be an active fire source. The fire source is not extinguished when it is animated. The magic of the spell will cause the flame to increase in size to accommodate the needed flame.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Thursday, December 15, 2011
AC3 The Kidnapping of Princess Arelina, Lower Resistance
The Kidnapping of Princess Arelina is an item that I have never used. It is also one that I keep meaning to buy a better copy of. The copy I have (as the image shows) is damaged. I want a new copy but it is just not that important to make a point of buying.
This is one of those items that only a completist feels the need to have a copy of. The module its a short adventure with a total of less than 20 encounters as I recall. It was designed to make use of the cardboard miniatures amazingly enough. The art of the miniatures seemed to be a little too 70's for me even though it was published in the 80's.
Published: 1984
Pages: 16
From the back of the module:
Your party moves stealthily up the dark hallway. Torn cobwebs dangle from the ceiling; to the south, a huge, iron door creaks eerily in the mysterious wind. A massive iron gate crashes down, blocking the corridor ahead!
Wait a minute. The pencil broke.
Mapping dungeons is quick, easy, and exciting with the 3-D Dragon Tiles. Use the Dragon Tiles to bring your DUNGEONS & DRAGONS and ADVANCED DUNGEONS & DRAGONS adventure to life.
This package contains 51 3-D figures, featuring characters, creatures, walls, and doors. Two sheets of 84 two-sided feature tiles, showing traps, treasures, furniture, and special surprises, are also included. A Dungeon Mapping Grid is provided to help you lay out dungeons quickly.
The 3-D Dragon Tiles also comes with a special D&D/AD&D adventure, "The Kidnapping of Princess Arelina."
Can't find an eraser? Don't worry. Leave the dungeons to us.
Spell:
Lower Resistance
Level: Fourth
Range: 9"
Duration: 2 Rounds/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 5 Segments
Saving Throw: Special
When this spell is cast the magic user will cause the target to become more susceptible to magic. This will have the effect of causing magical effects to have a greater effect on them and affect their saving throws.
The increase in the magical effect will depend on the outcome of their saving throw against the spell. If the save is failed by less than four then magical effects will have a 50% increase. If the save was failed by five or more points then the victim will have a 100% increase. The increase will increase both the affect and the duration on the victim. If the intended victim has an innate Magic Resistance and they are affected this will be cut in half for the duration of the spell.
If the saving throw is made then they will instead suffer immediate damage without an additional save to reduce it. If the saving throw is made they will suffer 1d4 points of damage for every point that they made their saving throw by.
There will be an additional odd result if the victim fails their saving throw. If a victim fails their saving throw they will become immune to damage from normal weapons for the duration of the spell. They will become more susceptible to magical weapons though and any plus for damage will be doubled.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, November 7, 2011
DDREF1 Character Rescord Sheets, Withering Flame
Sorry for what may be the first in what I would call lazy posts that I will most likely be doing for maybe a week or so. Hope everyone will bear with me.
DDREF1 was the latest flavor of Character Record Sheets released by TSR for the D&D game back in 1991. There were 24 character sheets in the package. I am not sure that there is anything so different in these that would make them a necessity. The cover art is good though. These will work if you are looking for character sheets from that era though almost any of the previous versions would as well.
From the back of the package:
Here Comes Trouble!
Three trolls - hot, hungry, and bothered - are breathing down your neck in a dead-end catacomb. Is this the end of the line for your noble hero?
Of course not! With an official D&D Game Character Record Sheet, you know exactly where to look for that wand of fire balls. All of your character's essential information is ready at a glance, right where you need it, when you need it.
Don't wait for disaster to strike! Let these 24 colorful character record sheets make you the most organized player in your campaign.
Spell:
Withering Flames
Level: Seventh
Range: 9"
Duration: Special
Area of Effect: One Creature
Components: V,S
Casting Time: 8 Segments
Saving Throw: Special
When this spell is cast the magic user causes the target creature to be engulfed in an aura of black flames. The flames are actually raw material from the Negative Material Plane. Though they have no heat associated with them the effects are much worse than flame damage.
When the flames engulf the target the DM will need to roll a D6 for each of the targets attributes. The target will have the die roll for each attribute removed from the attribute. The points lost in this manner will be recovered at a rate of one point per attribute per day.
After the points lost per attribute have been calculated the target will then suffer damage based on that number. The target will lose 2 points per point of attribute lost. The target will be able to make a saving throw for half damage. The damage done will not heal at a normal rate. The caster will only recover if healed magically and any healing done is halved.
Finally the target will age 1 year per point of attribute lost. The years lost can only be restored by use of Wish spell or similar level magic.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
DDREF1 was the latest flavor of Character Record Sheets released by TSR for the D&D game back in 1991. There were 24 character sheets in the package. I am not sure that there is anything so different in these that would make them a necessity. The cover art is good though. These will work if you are looking for character sheets from that era though almost any of the previous versions would as well.
From the back of the package:
Here Comes Trouble!
Three trolls - hot, hungry, and bothered - are breathing down your neck in a dead-end catacomb. Is this the end of the line for your noble hero?
Of course not! With an official D&D Game Character Record Sheet, you know exactly where to look for that wand of fire balls. All of your character's essential information is ready at a glance, right where you need it, when you need it.
Don't wait for disaster to strike! Let these 24 colorful character record sheets make you the most organized player in your campaign.
Spell:
Withering Flames
Level: Seventh
Range: 9"
Duration: Special
Area of Effect: One Creature
Components: V,S
Casting Time: 8 Segments
Saving Throw: Special
When this spell is cast the magic user causes the target creature to be engulfed in an aura of black flames. The flames are actually raw material from the Negative Material Plane. Though they have no heat associated with them the effects are much worse than flame damage.
When the flames engulf the target the DM will need to roll a D6 for each of the targets attributes. The target will have the die roll for each attribute removed from the attribute. The points lost in this manner will be recovered at a rate of one point per attribute per day.
After the points lost per attribute have been calculated the target will then suffer damage based on that number. The target will lose 2 points per point of attribute lost. The target will be able to make a saving throw for half damage. The damage done will not heal at a normal rate. The caster will only recover if healed magically and any healing done is halved.
Finally the target will age 1 year per point of attribute lost. The years lost can only be restored by use of Wish spell or similar level magic.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Tuesday, November 1, 2011
DDA2 - Legions of Thyatis, Mystic reversal
DDA2, Legions of Thyatis is the sequel to Arena of Thyatis which I posted about yesterday. This module is designed for four to six characters of third or fourth level which works since the earlier module was just below that. The module does not have to be run as a sequel though. It is designed such that it can be run as a stand alone module though it will work much better as a continuation.
This module in my humble opinion is not as good as DDA1 as far as the material it contains so it can not be mined for other uses as well as the first in the series. The plot is one that would be more to my liking as a player though. The module is less of a mix of combat and role playing though than it's predecessor. This module could actually be played with only a minimum of combat if the DM so wished and the players were cooperative and followed hints that were made.
The module focuses much more on the politics of Thyatis and role playing. I very much think that this module could have been combined with the first as the actual gaming material is sort of light in this one. I wonder if they were originally intended to be one and TSR asked it to be split or if they asked for a sequel and there was not much left to do but cleanup.
The module does provide us more material on the background and inner workings of Thyatis. If the DM wanted to make use of Thyatis as a base of operations then this module is one they will want to add to DDA1. I am not sure that I would like going into a city base of operations at such a low level. I guess I am stuck in the idea that you start in the village or town and eventually work your way to the big city but that is just me.
In the end I would suggest buying the module only if you have DDA1 already. It's strength is not going to be as a stand alone module but as a conclusion to DDA1. It does not have enough portable material to make it worth buying just for that reason either. I personally think I would use the modules as they are but up the level ranges and play Thyatis as a base of operations for some higher level characters.
From the back of the module:
"REVOLT OF THE GLADIATORS!
The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!). Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheels of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? YOU decide, in the chaotic swirl of the Thyatian capital's politics.
This module is designed especially for the DM who wants to sharpen his interactive skills.
- Recommended for four to six characters, levels 3-4
- Includes map of a realistic catacomb complex below Thyatis City
- Unique role playing climax tests players' integrity and skill
- New information on the military Legions of Thyatis
This module is a stand-alone sequel to DDA1: Arena of Thyatis."
Spell:
Mystic Reversal
Level: Fourth
Range: None
Duration: Special
Area of Effect: Individual or 6" Sphere
Components: V,S
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user will must choose between two options. They must decide if the spell will affect only them or if it will be an area of effect type spell. The spell will then prevent damage from spells and will in return heal the intended target.
Spells that would normally cause damage to the target will not cause them damage though the spell appears to function normally. The target will instead be healed one point per every level of the spell. Spells that do not do damage will not have their effect canceled. Spells that do damage and have another effect will have the damage canceled and still have the other effect occur unless it required the damage to occur.
If the spell is cast on just the caster the duration will be one round per level of the caster. If the spell is cast as an area of effect then the spell will prevent a number of instances of damage equal to twice the caster levels. In counting the number of instances of damage those that would affect the caster are not counted.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
This module in my humble opinion is not as good as DDA1 as far as the material it contains so it can not be mined for other uses as well as the first in the series. The plot is one that would be more to my liking as a player though. The module is less of a mix of combat and role playing though than it's predecessor. This module could actually be played with only a minimum of combat if the DM so wished and the players were cooperative and followed hints that were made.
The module focuses much more on the politics of Thyatis and role playing. I very much think that this module could have been combined with the first as the actual gaming material is sort of light in this one. I wonder if they were originally intended to be one and TSR asked it to be split or if they asked for a sequel and there was not much left to do but cleanup.
The module does provide us more material on the background and inner workings of Thyatis. If the DM wanted to make use of Thyatis as a base of operations then this module is one they will want to add to DDA1. I am not sure that I would like going into a city base of operations at such a low level. I guess I am stuck in the idea that you start in the village or town and eventually work your way to the big city but that is just me.
In the end I would suggest buying the module only if you have DDA1 already. It's strength is not going to be as a stand alone module but as a conclusion to DDA1. It does not have enough portable material to make it worth buying just for that reason either. I personally think I would use the modules as they are but up the level ranges and play Thyatis as a base of operations for some higher level characters.
From the back of the module:
"REVOLT OF THE GLADIATORS!
The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!). Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheels of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? YOU decide, in the chaotic swirl of the Thyatian capital's politics.
This module is designed especially for the DM who wants to sharpen his interactive skills.
- Recommended for four to six characters, levels 3-4
- Includes map of a realistic catacomb complex below Thyatis City
- Unique role playing climax tests players' integrity and skill
- New information on the military Legions of Thyatis
This module is a stand-alone sequel to DDA1: Arena of Thyatis."
Spell:
Mystic Reversal
Level: Fourth
Range: None
Duration: Special
Area of Effect: Individual or 6" Sphere
Components: V,S
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user will must choose between two options. They must decide if the spell will affect only them or if it will be an area of effect type spell. The spell will then prevent damage from spells and will in return heal the intended target.
Spells that would normally cause damage to the target will not cause them damage though the spell appears to function normally. The target will instead be healed one point per every level of the spell. Spells that do not do damage will not have their effect canceled. Spells that do damage and have another effect will have the damage canceled and still have the other effect occur unless it required the damage to occur.
If the spell is cast on just the caster the duration will be one round per level of the caster. If the spell is cast as an area of effect then the spell will prevent a number of instances of damage equal to twice the caster levels. In counting the number of instances of damage those that would affect the caster are not counted.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, October 31, 2011
DDA1 - Arena of Thyatis, Arcane Fire
DDA1 Arena of Thyatis was released in 1990 and was labeled a low level module. Since this followed the other B series modules I always wondered why it was not a B series module and thought they were set apart for some reason. I recently read that it was most likely because of the pending change over from the BECMI "system" to the Rules Cyclopedia that occurred the following year. I am not sure if that is accurate or not though.
The module is designed for four to six characters of second or third level. The suggestion is for seventeen levels though I am not sure that is too important. The module is as much about role playing and problem solving as it is combat. The module is very much a mix of A4 and B6 in plot and feel. I am sure that gives too much away but the module has been out for a bit.
The module's plot is one that is easy enough to follow and would most likely be a fun one to DM though I am not sure I would like it much as a player. The concept behind it is one that as a player would make me feel like I had no options in what was supposed to happen which would be an issue. In a module like A4 this carries the plot in a series along but in an introductory module I might find it hard to stomach. It also falls prey to one of my concerns in some story lines in that why are second level characters being sued for something important like this.
The module does have some great material in it. It presents reasons why the characters might be involved and why they have attracted the attention of the necessary parties. It also presents an optional character class the Rake. The Rake is a swashbuckler/thief which might be a good alternative if a thief and some of the baggage they carry with them does not fit into the realm of what the DM wants. It also features a down and dity unarmed combat system including the option to disarm.
The module itself is broken down into five parts. Like I said earlier the module has a good mix of combat, role playing and problem solving. The maps in the module are all well done and the map of the mansion is something I might "borrow" for use elsewhere. There is also a nice overview of Thyatis with the various zones of the city and some important locations mapped out.
The module finishes off with a society The Order of the Sands which I am not sure would have any interest for the players unless one of them was smitten with the idea of arena competition. It also has a page dedicated to Thyatian names. This might seem wasteful to some but if you are going to use Thyatis as a setting I think the names of NPCs are not used often enough to add local flavor. The module also earlier had a synopsis of the legal system which could be of use later.
Though this would not be my first choice of the lower level "B" modules to use it is one that I don't feel money was wasted on. It packs in more than some others and except for heavy handedness required for the plot it is well done. I see this one go for more than some other modules and I think it might be that the print run is lower but that is all conjecture though the label change may have some affect as well. Regardless of all that this is one that I would suggest picking up if you can get it for the right price.
From the back cover:
"It's party time in Thyatis...
And simply everyone is going to the magnificent VILLA OSTEROPOLUS, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won.
(But beware, oh Adventurer! The politics of Thyatis can be as labyinthine as the mazes beneath the Coliseum...)
This module is designed especially for the DM who wants to sharpen his interactive skills.
- Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis
- For four to six characters, levels 2-3
- Brief guide to Thyatis legal system
- New optional class, the Rake
- Fast unarmed combat system, including disarming attacks
- Special appendix on creating Thyatian names
- Featuring The DM's Guide to Winging It"
Spell:
Arcane Fire
Level: Second
Range: 6"
Duration: None
Area of Effect: Individual
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes another spell caster to be engulfed in an arcane fire. The fire will persist only for one round and may cause the target damage though there will be no effect on inanimate objects.
The fire will cause damage to the target only if they are another spell caster and only if they have spells remaining in their repertoire. If the target has no spells left to cast then there is not effect to them and the caster will know this.
If they do have spells to cast then the flames will give the magic user an idea of how many spells by the color of the flames. The flames will scale along the ROYGBIV scale with R being the lower number and V being the highest. The target will also suffer damage from the flames if they have spells to cast. They will suffer one point per their level plus one point per spell they have left to cast. The target is entitled to a save for half damage rounded up.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The module is designed for four to six characters of second or third level. The suggestion is for seventeen levels though I am not sure that is too important. The module is as much about role playing and problem solving as it is combat. The module is very much a mix of A4 and B6 in plot and feel. I am sure that gives too much away but the module has been out for a bit.
The module's plot is one that is easy enough to follow and would most likely be a fun one to DM though I am not sure I would like it much as a player. The concept behind it is one that as a player would make me feel like I had no options in what was supposed to happen which would be an issue. In a module like A4 this carries the plot in a series along but in an introductory module I might find it hard to stomach. It also falls prey to one of my concerns in some story lines in that why are second level characters being sued for something important like this.
The module does have some great material in it. It presents reasons why the characters might be involved and why they have attracted the attention of the necessary parties. It also presents an optional character class the Rake. The Rake is a swashbuckler/thief which might be a good alternative if a thief and some of the baggage they carry with them does not fit into the realm of what the DM wants. It also features a down and dity unarmed combat system including the option to disarm.
The module itself is broken down into five parts. Like I said earlier the module has a good mix of combat, role playing and problem solving. The maps in the module are all well done and the map of the mansion is something I might "borrow" for use elsewhere. There is also a nice overview of Thyatis with the various zones of the city and some important locations mapped out.
The module finishes off with a society The Order of the Sands which I am not sure would have any interest for the players unless one of them was smitten with the idea of arena competition. It also has a page dedicated to Thyatian names. This might seem wasteful to some but if you are going to use Thyatis as a setting I think the names of NPCs are not used often enough to add local flavor. The module also earlier had a synopsis of the legal system which could be of use later.
Though this would not be my first choice of the lower level "B" modules to use it is one that I don't feel money was wasted on. It packs in more than some others and except for heavy handedness required for the plot it is well done. I see this one go for more than some other modules and I think it might be that the print run is lower but that is all conjecture though the label change may have some affect as well. Regardless of all that this is one that I would suggest picking up if you can get it for the right price.
From the back cover:
"It's party time in Thyatis...
And simply everyone is going to the magnificent VILLA OSTEROPOLUS, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won.
(But beware, oh Adventurer! The politics of Thyatis can be as labyinthine as the mazes beneath the Coliseum...)
This module is designed especially for the DM who wants to sharpen his interactive skills.
- Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis
- For four to six characters, levels 2-3
- Brief guide to Thyatis legal system
- New optional class, the Rake
- Fast unarmed combat system, including disarming attacks
- Special appendix on creating Thyatian names
- Featuring The DM's Guide to Winging It"
Spell:
Arcane Fire
Level: Second
Range: 6"
Duration: None
Area of Effect: Individual
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes another spell caster to be engulfed in an arcane fire. The fire will persist only for one round and may cause the target damage though there will be no effect on inanimate objects.
The fire will cause damage to the target only if they are another spell caster and only if they have spells remaining in their repertoire. If the target has no spells left to cast then there is not effect to them and the caster will know this.
If they do have spells to cast then the flames will give the magic user an idea of how many spells by the color of the flames. The flames will scale along the ROYGBIV scale with R being the lower number and V being the highest. The target will also suffer damage from the flames if they have spells to cast. They will suffer one point per their level plus one point per spell they have left to cast. The target is entitled to a save for half damage rounded up.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Saturday, October 22, 2011
B8 - Journey to The Rock, Shadow Walk
There are modules that you find to be hidden gems or forgotten treasures. There are then those that for some reason you knew you just had to have and you knew that they would be something you would be using again and again. and then in reality that was not the case. I am afraid that in the case of B8 " Journey to The Rock" the latter and not the former is the case.
"Journey to The Rock", released in 1984, does sport a cover by Elmore which is never a bad thing though this is not one of my favorites of his. The module is also a departure in the B series that it includes a fair level of wilderness adventure. These departures are not always bad as was it was done in B6 though that had its issues as well. I had read somewhere that the module was based off of a tournament adventure which makes it very linear in its flow which will be a negative to many.
The module has a few other issues. One is the fact that a fair portion of the module will not get to be played. The idea of the adventure is that the party has three paths to get to their objective. Unless they split up two of these won't get used in the module though the DM could save them for later.
One other concern that came to me while looking it over was the lack of real material there. The module is 32 pages long which is of average size for modules from that time period. Then I started looking at the content. There are four full page illustrations in the module but there are no smaller illustrations so that might be within the normal range. There are also four pages dedicated to handouts and pregenerated characters. There is a one page players map and one page dedicated to post module adventure ideas. There are three pages for the ToC and the introduction and two pages dedicated to new monsters. This gives us a total of 15 pages that are not adventure at all.
Once you get to the actual adventure portion of the module there is one page dedicated to the start of the adventure and four pages dedicated to The Rock. That leaves 12 pages that are split between the three paths. This will work out to eight pages of material that can't be used in the module without some series redesign. Doing some quick math this gives us what is basically a 9 page adventure.
After spending all this time beating it up I have to say that the adventure idea is not bad. It is more of an execution issue and taking the fact that, if what I read was right, and that it was designed as a tournament module the 9 pages would be about right for a two to three hour session. In the end is it worth picking up. I will have to say that I am not kicking myself for having it but I am not sure it was the best gaming investment I ever made. It does seem to sell for a bit more than others in the series but the print runs got smaller after B6 as I recall so scarcity is the issue there. I see it got between $15 and $25 most of the time so you might get a better bang for your buck buying some of the newer stuff released online.
From the back of the module:
"To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it - but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery.
But the road to The Rock leads to danger and hidden peril - dangers that hae claimed the lives of many brave adventurers. Rashness and folly will lead to quick death, but riches await the clever and the brave. Have you the wits, courage and skill to survive the Journey to The Rock?"
Spell:
Shadow Walk
Level: Second
Range: 3"
Duration: 2 turns + 1 Turn/Level
Area of Effect: Caster
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
By means of this spell the magic user is able to merge themselves with the shadow of another creature. The effect of this will be to allow the caster passage to where ever the target creature goes. Unless something similar to a True Seeing spell is used the caster will not be detectable and Detect Invisibility will not allow them to be seen.
The spell does have its limitations and possible peril though. The caster is limited to casting this on a creature that is able to and is actively casting a shadow. The caster is also bound to the shadow and is at the mercy of the creature as to where they go. The caster can break the merger at any time and will appear at a distance from the creature equal to what they were when the spell was cast. They will appear in a spot that is "safe" from environmental effects but perhaps not other dangers.
There is also another possible danger connected with the use of this spell. If the creature enters an area where they are not casting a shadow the DM will need to make note of this. For each round after the first that there is not a shadow being cast there is a 5% chance that the caster will lose the connection. When this happens there are two possible outcomes. There is 50/50 chance that the caster will either have the merge broken as described above or be cast into the demi-plane of Shadow.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Journey to The Rock", released in 1984, does sport a cover by Elmore which is never a bad thing though this is not one of my favorites of his. The module is also a departure in the B series that it includes a fair level of wilderness adventure. These departures are not always bad as was it was done in B6 though that had its issues as well. I had read somewhere that the module was based off of a tournament adventure which makes it very linear in its flow which will be a negative to many.
The module has a few other issues. One is the fact that a fair portion of the module will not get to be played. The idea of the adventure is that the party has three paths to get to their objective. Unless they split up two of these won't get used in the module though the DM could save them for later.
One other concern that came to me while looking it over was the lack of real material there. The module is 32 pages long which is of average size for modules from that time period. Then I started looking at the content. There are four full page illustrations in the module but there are no smaller illustrations so that might be within the normal range. There are also four pages dedicated to handouts and pregenerated characters. There is a one page players map and one page dedicated to post module adventure ideas. There are three pages for the ToC and the introduction and two pages dedicated to new monsters. This gives us a total of 15 pages that are not adventure at all.
Once you get to the actual adventure portion of the module there is one page dedicated to the start of the adventure and four pages dedicated to The Rock. That leaves 12 pages that are split between the three paths. This will work out to eight pages of material that can't be used in the module without some series redesign. Doing some quick math this gives us what is basically a 9 page adventure.
After spending all this time beating it up I have to say that the adventure idea is not bad. It is more of an execution issue and taking the fact that, if what I read was right, and that it was designed as a tournament module the 9 pages would be about right for a two to three hour session. In the end is it worth picking up. I will have to say that I am not kicking myself for having it but I am not sure it was the best gaming investment I ever made. It does seem to sell for a bit more than others in the series but the print runs got smaller after B6 as I recall so scarcity is the issue there. I see it got between $15 and $25 most of the time so you might get a better bang for your buck buying some of the newer stuff released online.
From the back of the module:
"To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it - but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery.
But the road to The Rock leads to danger and hidden peril - dangers that hae claimed the lives of many brave adventurers. Rashness and folly will lead to quick death, but riches await the clever and the brave. Have you the wits, courage and skill to survive the Journey to The Rock?"
Spell:
Shadow Walk
Level: Second
Range: 3"
Duration: 2 turns + 1 Turn/Level
Area of Effect: Caster
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
By means of this spell the magic user is able to merge themselves with the shadow of another creature. The effect of this will be to allow the caster passage to where ever the target creature goes. Unless something similar to a True Seeing spell is used the caster will not be detectable and Detect Invisibility will not allow them to be seen.
The spell does have its limitations and possible peril though. The caster is limited to casting this on a creature that is able to and is actively casting a shadow. The caster is also bound to the shadow and is at the mercy of the creature as to where they go. The caster can break the merger at any time and will appear at a distance from the creature equal to what they were when the spell was cast. They will appear in a spot that is "safe" from environmental effects but perhaps not other dangers.
There is also another possible danger connected with the use of this spell. If the creature enters an area where they are not casting a shadow the DM will need to make note of this. For each round after the first that there is not a shadow being cast there is a 5% chance that the caster will lose the connection. When this happens there are two possible outcomes. There is 50/50 chance that the caster will either have the merge broken as described above or be cast into the demi-plane of Shadow.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Tuesday, October 18, 2011
B7 - Rahasia, Reset
When a module has been printed by two different companies in three different formats can you can assume one of two things. That one of the companies had nothing better than to copy steal another company's work or that the module is just that darn good. In the case of B7 Rahasia the latter is the case.
Originally published in 1979 by Daystar West Media in their Night Ventures line Rahasia was written by Laura Hickman and is most often thought of as the first module written solely by a female writer. When TSR purchased Daystar West Media they released the module again in 1983 as the first in the RPGA line of modules. In 1984 it was merged with Black Opal Eye (RPGA2) and released as B7 Rahasia. It also then later appeared in the B1-9 compilation though I am not counting that as a different release.
The module is different in a number of ways from the other modules in the B series. The setting of the module though cantering around an elven village has a very definite Arabic flavor to it. Another item is that for a very specific reason the module does not focus on killing things. The focus needs to be on stealth, roleplaying and creative problem solving. The name of the module Rahasia is Indonesian for secret and there is perhaps a reason for that being used.
The module is only 32 pages long but most of it is actually dedicated to the major area of the adventure. The adventure is large enough that I would suspect it will last two good sessions for normal party and it might last even more depending on the players. There is combat to be had but again the module is going to focus more on problem solving and players who enjoy combat more might be a bit put off by some concerns the module will raise.
I am a fan of most of the B series modules. The level range for this is not my favorite but all of the B series modules seem to make it enjoyable enough to be a low level character that I think that I have run and/or played them all. I would hate to have to pick which of the B series would be my favorite but I think B7 would have to be in the running is at worst in the top three. But then they are for the most part all better than much of what is commercially released today. If you can find this pick it up.
From the back of the module:
Grey Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib.
Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees. Trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia"
A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat.
Gripping the panther's leash, the Rahib paces again, speaking out load. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer."
For character levels 1-3
Spell:
Reset
Level: Eighth
Range: None
Duration: Instantaneous
Area of Effect: 6" Sphere
Components: V,S
Casting Time: 3 Segments
Saving Throw: None
When this spell is cast the magic user causes their party to travel backwards in time. This will reset them to a specific point in time. The caster will pick the point in time when the spell is cast.
The caster will need to pick a point in time that is no farther back then their intelligence score plus three in rounds (minutes). When the spell is complete the casters party will immediately be reset. The part will have knowledge of what has transpired previously. There is nothing to say that if they change their course of action that other things won't change as well. Anything that the party may have acquired in the first run through the timeline will need to be removed and any items used restored.
The spell will have some negative side effects though due to the nature of what it does and the powerful magic involved. When the party is reset they will need to make a saving throw versus magic. If they save then they will only be stunned for one round while those that fail will be stunned and disoriented for two rounds.
The magic user will not be stunned but will suffer other effects. They will be aged five years by the powerful energies involved in the casting of the spell. They will also need to make two rolls. The first is for the spell itself as the magic for this spell is bound powerfully to its inscription. There is a 5% cumulative chance per use that the spell will vanish from the spell book after casting and will become such that it can't be memorized by that caster for a period of one year. The other will be a saving throw that if failed will cause the caster to lose 1d4 points of intelligence. These will be regained at a point per day.
Originally published in 1979 by Daystar West Media in their Night Ventures line Rahasia was written by Laura Hickman and is most often thought of as the first module written solely by a female writer. When TSR purchased Daystar West Media they released the module again in 1983 as the first in the RPGA line of modules. In 1984 it was merged with Black Opal Eye (RPGA2) and released as B7 Rahasia. It also then later appeared in the B1-9 compilation though I am not counting that as a different release.
The module is different in a number of ways from the other modules in the B series. The setting of the module though cantering around an elven village has a very definite Arabic flavor to it. Another item is that for a very specific reason the module does not focus on killing things. The focus needs to be on stealth, roleplaying and creative problem solving. The name of the module Rahasia is Indonesian for secret and there is perhaps a reason for that being used.
The module is only 32 pages long but most of it is actually dedicated to the major area of the adventure. The adventure is large enough that I would suspect it will last two good sessions for normal party and it might last even more depending on the players. There is combat to be had but again the module is going to focus more on problem solving and players who enjoy combat more might be a bit put off by some concerns the module will raise.
I am a fan of most of the B series modules. The level range for this is not my favorite but all of the B series modules seem to make it enjoyable enough to be a low level character that I think that I have run and/or played them all. I would hate to have to pick which of the B series would be my favorite but I think B7 would have to be in the running is at worst in the top three. But then they are for the most part all better than much of what is commercially released today. If you can find this pick it up.
From the back of the module:
Grey Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib.
Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees. Trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia"
A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat.
Gripping the panther's leash, the Rahib paces again, speaking out load. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer."
For character levels 1-3
Spell:
Reset
Level: Eighth
Range: None
Duration: Instantaneous
Area of Effect: 6" Sphere
Components: V,S
Casting Time: 3 Segments
Saving Throw: None
When this spell is cast the magic user causes their party to travel backwards in time. This will reset them to a specific point in time. The caster will pick the point in time when the spell is cast.
The caster will need to pick a point in time that is no farther back then their intelligence score plus three in rounds (minutes). When the spell is complete the casters party will immediately be reset. The part will have knowledge of what has transpired previously. There is nothing to say that if they change their course of action that other things won't change as well. Anything that the party may have acquired in the first run through the timeline will need to be removed and any items used restored.
The spell will have some negative side effects though due to the nature of what it does and the powerful magic involved. When the party is reset they will need to make a saving throw versus magic. If they save then they will only be stunned for one round while those that fail will be stunned and disoriented for two rounds.
The magic user will not be stunned but will suffer other effects. They will be aged five years by the powerful energies involved in the casting of the spell. They will also need to make two rolls. The first is for the spell itself as the magic for this spell is bound powerfully to its inscription. There is a 5% cumulative chance per use that the spell will vanish from the spell book after casting and will become such that it can't be memorized by that caster for a period of one year. The other will be a saving throw that if failed will cause the caster to lose 1d4 points of intelligence. These will be regained at a point per day.
Wednesday, October 12, 2011
B6 - The Veilded Society, Berserker
There are some modules that seem to be harder than they should for me to get copies of for one reason or another. B6 - The Veiled Society was such a module for the longest time. The problem was wanting one with the cardboard buildings, and such, intact. I am not sure if this copy or another is the final one that allowed me to stop looking at these.
The Veiled Society is an unusual offering in that it is a city based encounter in the B series. I do not think that there is another urban based adventure in the B series. If I am mistaken please be sure and post letting me know. The atmosphere for this is also a little darker than any of the other modules in the line up to it.
The module was released in 1984 and was penned by David "Zeb" Cook. The module portion of B6 is only sixteen pages long but there are another sixteen pages in cardboard buildings and paper miniatures. It was the latter of these that seemed to never be present when I found a copy in a good enough shape that I would buy it. The setting is the city of Specularum in the Grand Duchy of Karameikos.
The adventure in the module is not your average module fare for the Basic series of modules. This involves political intrigue and a power struggle to gain control of the city. There are three major factions involved and then the mysterious Veiled Society. The module allows the players the option to take one or more sides and either aid or hinder the plots of the other factions. The players might even end up playing one off against another to aid the third and then switch allegiances. I won't go into too much more detail.
The module contained a flowchart of encounters which I do not think had been used before in any of the earlier TSR modules. This is quite common now but was a new idea back then. The total number of encounters is actually quite small coming in at seven. Each of these will have a block of dialogue that is intended to be commentary from the Veiled Society.
In the end the module is not one of the great ones but it is a nice diversion from the other modules in the Basic series. It also has some ideas that can be pulled out even if the adventure as whole is not used. The module will allow for a little more role playing than some others so that is always a plus. I am glad I was finally able to get my copy of the module but to be honest in this case the chase was better than the reward.
From the back of the module:
The Widow insists there are demons in her house. She hears them at night in her root cellar, and now they call out to her. But she is old and nervous and her mind often plays tricks on her.
Two men, their heads fully sheathed in large black hoods, dig quickly in the darkness of the cellar. The hole grows deeper as their shovels bit into the earth.
"This will teach those meddlers their place," laughs the tall, hefty figure.
"But it's too bad this was an accident," the shorter, slim figure says haltingly.
"But don't you see the advantage?" snapped the tall man. "They will fear us now. They will fear for their lives."
Grunting, they heave a sailcloth bundle into the hole. As it falls, a woman's hand dangles lifelessly from the folds.
Who is the woman? Why will her death trigger riots and unrest in the city of Specularum?
And the assassins: Are they Torenescu, Radu, or Vorloi? Or, curse of curses, the Veiled Society?
This special game adventure provides a section of paper buildings and figures to cut out and use, giving you three dimensions to your game play!
Spell:
Berserker
Level: Sixth
Range: Touch
Duration: 2 Rounds + 2 Rounds/Level
Ares of Effect: One Character
Components: V,S,M
Casting Time: 4 Rounds
Saving Throw: None
When this spell is cast the magic user is able to turn the target creature into a death dealing machine. The target creature must be willing and the cater must be able to touch the creature to make the spell take hold.
The effects of the spell will not be visible but they will be dramatic none the less. The creature will have their total hit points doubled. The will also have all attacks they may at an additional +4 to hit and will do double damage as a base number. In addition the normal number of attacks they are allowed will be doubled. Their effective armor class will be lessened by a factor of four though and they can not stop attacking until the spell expires even if that means going after allies or innocents.
The great benefits of the spell do not come without cost though. When the spell expires they will lose one quarter of their remaining hit points and then the bonus hit points will be removed. They will then need to make a saving throw versus Death or fall into a deep slumber (if they did not go into negative hit points already) for a number of rounds equal to the time they spent under the effect of the spell. They will also temporarily lose 3-9 points of constitution but will regain these at a rate of three points per day. They must make another saving throw versus magic on the final day or one point of the constitution loss will be permanent.
The material component of this spell is an alcoholic concoction that is imbues with other components. The mixture will be consumed by the caster during the casting of the spell. At the end of the spells duration the caster will need to make a save versus poison or become inebriated.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The Veiled Society is an unusual offering in that it is a city based encounter in the B series. I do not think that there is another urban based adventure in the B series. If I am mistaken please be sure and post letting me know. The atmosphere for this is also a little darker than any of the other modules in the line up to it.
The module was released in 1984 and was penned by David "Zeb" Cook. The module portion of B6 is only sixteen pages long but there are another sixteen pages in cardboard buildings and paper miniatures. It was the latter of these that seemed to never be present when I found a copy in a good enough shape that I would buy it. The setting is the city of Specularum in the Grand Duchy of Karameikos.
The adventure in the module is not your average module fare for the Basic series of modules. This involves political intrigue and a power struggle to gain control of the city. There are three major factions involved and then the mysterious Veiled Society. The module allows the players the option to take one or more sides and either aid or hinder the plots of the other factions. The players might even end up playing one off against another to aid the third and then switch allegiances. I won't go into too much more detail.
The module contained a flowchart of encounters which I do not think had been used before in any of the earlier TSR modules. This is quite common now but was a new idea back then. The total number of encounters is actually quite small coming in at seven. Each of these will have a block of dialogue that is intended to be commentary from the Veiled Society.
In the end the module is not one of the great ones but it is a nice diversion from the other modules in the Basic series. It also has some ideas that can be pulled out even if the adventure as whole is not used. The module will allow for a little more role playing than some others so that is always a plus. I am glad I was finally able to get my copy of the module but to be honest in this case the chase was better than the reward.
From the back of the module:
The Widow insists there are demons in her house. She hears them at night in her root cellar, and now they call out to her. But she is old and nervous and her mind often plays tricks on her.
Two men, their heads fully sheathed in large black hoods, dig quickly in the darkness of the cellar. The hole grows deeper as their shovels bit into the earth.
"This will teach those meddlers their place," laughs the tall, hefty figure.
"But it's too bad this was an accident," the shorter, slim figure says haltingly.
"But don't you see the advantage?" snapped the tall man. "They will fear us now. They will fear for their lives."
Grunting, they heave a sailcloth bundle into the hole. As it falls, a woman's hand dangles lifelessly from the folds.
Who is the woman? Why will her death trigger riots and unrest in the city of Specularum?
And the assassins: Are they Torenescu, Radu, or Vorloi? Or, curse of curses, the Veiled Society?
This special game adventure provides a section of paper buildings and figures to cut out and use, giving you three dimensions to your game play!
Spell:
Berserker
Level: Sixth
Range: Touch
Duration: 2 Rounds + 2 Rounds/Level
Ares of Effect: One Character
Components: V,S,M
Casting Time: 4 Rounds
Saving Throw: None
When this spell is cast the magic user is able to turn the target creature into a death dealing machine. The target creature must be willing and the cater must be able to touch the creature to make the spell take hold.
The effects of the spell will not be visible but they will be dramatic none the less. The creature will have their total hit points doubled. The will also have all attacks they may at an additional +4 to hit and will do double damage as a base number. In addition the normal number of attacks they are allowed will be doubled. Their effective armor class will be lessened by a factor of four though and they can not stop attacking until the spell expires even if that means going after allies or innocents.
The great benefits of the spell do not come without cost though. When the spell expires they will lose one quarter of their remaining hit points and then the bonus hit points will be removed. They will then need to make a saving throw versus Death or fall into a deep slumber (if they did not go into negative hit points already) for a number of rounds equal to the time they spent under the effect of the spell. They will also temporarily lose 3-9 points of constitution but will regain these at a rate of three points per day. They must make another saving throw versus magic on the final day or one point of the constitution loss will be permanent.
The material component of this spell is an alcoholic concoction that is imbues with other components. The mixture will be consumed by the caster during the casting of the spell. At the end of the spells duration the caster will need to make a save versus poison or become inebriated.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Sunday, August 7, 2011
CM4 Earthshaker!, Cassandra's Mystical Scibe, Origins - Theodore Dobbins
CM4 Earthshaker! is a Companion level module written by Zeb Cook and released in 1985 by TSR. The module is twenty four pages long with a cover by Clyde Caldwell. This is a module I have never had a chance to run or even play in. The level range is set for 18-22 which makes it higher than any characters I have ever had in a legitimate campaign. I say legitimate as I have had one or two DM's that were way to liberal with experience and let the games get out of hand.
Unlike what the cover would represent the adventure is not the players versus the Earthshaker. The adventure deals with the players versus groups that want to take control of the Earthshaker. The Earthshaker is an invention of the gnomes. It is controlled from the inside and this is where a portion of the adventure actually takes place.
The adventure also has to deal with the players acting as stewards for the Barony of Vyolstagrad. They are assigned the task of running the realm while the Baron is away at the king's court. As if that was not enough of a problem a carnival comes to town and with it the attraction that is Earthshaker. The attraction would not normally be any problems but there is a group that want to attain control of it for nefarious reasons.
I am guessing the module could be scaled down if the DM really wanted to have a giant robot be part of their adventure. The idea sounds cut and would probably make a great short story or an animated bit for some show. The idea to me always seemed a little too lighthearted in nature for someone who has characters who are that high a level. I guess I am a bit of a hypocrite though because somehow having 8-12 level characters exploring a spaceship on the Barrier Peaks is OK.
Spell:
Cassandra's Mystical Scribe
Level: Sixth
Range: None
Duration: Special
Ares of Effect: One Tome
Components: V,S,M
Casting Time: One Round
Saving Throw: None
When this spell is cast the magic user summons to them a magical entity whose sole purpose it to transcribe a single tome or similar writing. The Mystical Scribe will appear as a glowing vapor like human. They will not be able to communicate to the caster but will follow directions given them as long as they pertain to transcription.
The writing that they are assigned to copy may be a tome of any size. It can be a mundane book or a spell book. If the tome is non magical in nature then the transcription will be flawless.
If the writing is magical in nature then there is a base 5% chance of there failure with an additional 5% chance per maximum level of the spell in the tome. The percentage of the tome that is faulty will be determined by taking the number the chance failed by multiplied by two. The DM will then start with the highest level spell and continue on until the percentage is met. At no time should the player know if there was failure or what percentage.
The time it takes for the scribe to copy is a tome is not the same it would take a human. The time required will be reduced by a factor of four. The magic user can task the scribe with taking twice as long when doing magical writings which will halve the chance of failure.
The material components of the spell will begin with the actual materials it will take to copy the book in question as these are not provided by the scribe. The caster must also provide the scribe at the beginning of the work a gem whose value is equal to 2 gp per page for mundane works and 5 gp per page for magical writings.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Origins - My Best Acquisition
Since GenCon is going on it seemed like a good time to write about my experience at Origins :)
Actually not my experience but one of the best items I brought back.
I know it is sort of taboo to talk about characters so I won't go into detail on them. In short the character I have played the longest is Theodore Dobbins. He started as a one shot NPC for a session I DM's and I ended up playing him out of need the next week and I just kept going. He did start at 1st level so I don't feel like it was cheating.
The item I brought back is a character sketch. The icon I use on the blog is from White Plume Mountain and I have always associated that with what Theo looked like. At origins I asked Lorraine Schleter who was one of the artist to do a sketch for me of him. You can find her work using her name as a link above. Below is what she provided me. I would make one or two minor changes but over all I think she captured what I gave here well. I welcome your feedback and I promise not to talk abut my characters again!
Unlike what the cover would represent the adventure is not the players versus the Earthshaker. The adventure deals with the players versus groups that want to take control of the Earthshaker. The Earthshaker is an invention of the gnomes. It is controlled from the inside and this is where a portion of the adventure actually takes place.
The adventure also has to deal with the players acting as stewards for the Barony of Vyolstagrad. They are assigned the task of running the realm while the Baron is away at the king's court. As if that was not enough of a problem a carnival comes to town and with it the attraction that is Earthshaker. The attraction would not normally be any problems but there is a group that want to attain control of it for nefarious reasons.
I am guessing the module could be scaled down if the DM really wanted to have a giant robot be part of their adventure. The idea sounds cut and would probably make a great short story or an animated bit for some show. The idea to me always seemed a little too lighthearted in nature for someone who has characters who are that high a level. I guess I am a bit of a hypocrite though because somehow having 8-12 level characters exploring a spaceship on the Barrier Peaks is OK.
Spell:
Cassandra's Mystical Scribe
Level: Sixth
Range: None
Duration: Special
Ares of Effect: One Tome
Components: V,S,M
Casting Time: One Round
Saving Throw: None
When this spell is cast the magic user summons to them a magical entity whose sole purpose it to transcribe a single tome or similar writing. The Mystical Scribe will appear as a glowing vapor like human. They will not be able to communicate to the caster but will follow directions given them as long as they pertain to transcription.
The writing that they are assigned to copy may be a tome of any size. It can be a mundane book or a spell book. If the tome is non magical in nature then the transcription will be flawless.
If the writing is magical in nature then there is a base 5% chance of there failure with an additional 5% chance per maximum level of the spell in the tome. The percentage of the tome that is faulty will be determined by taking the number the chance failed by multiplied by two. The DM will then start with the highest level spell and continue on until the percentage is met. At no time should the player know if there was failure or what percentage.
The time it takes for the scribe to copy is a tome is not the same it would take a human. The time required will be reduced by a factor of four. The magic user can task the scribe with taking twice as long when doing magical writings which will halve the chance of failure.
The material components of the spell will begin with the actual materials it will take to copy the book in question as these are not provided by the scribe. The caster must also provide the scribe at the beginning of the work a gem whose value is equal to 2 gp per page for mundane works and 5 gp per page for magical writings.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Origins - My Best Acquisition
Since GenCon is going on it seemed like a good time to write about my experience at Origins :)
Actually not my experience but one of the best items I brought back.
I know it is sort of taboo to talk about characters so I won't go into detail on them. In short the character I have played the longest is Theodore Dobbins. He started as a one shot NPC for a session I DM's and I ended up playing him out of need the next week and I just kept going. He did start at 1st level so I don't feel like it was cheating.
The item I brought back is a character sketch. The icon I use on the blog is from White Plume Mountain and I have always associated that with what Theo looked like. At origins I asked Lorraine Schleter who was one of the artist to do a sketch for me of him. You can find her work using her name as a link above. Below is what she provided me. I would make one or two minor changes but over all I think she captured what I gave here well. I welcome your feedback and I promise not to talk abut my characters again!
Monday, June 6, 2011
AC2 Combat Shield & Mini-adventure, Summon Lesser Elemental
AC2 is a game shield designed for the second edition of the Basic and Expert editions. It is hard to tell the players without a program so I am guessing you can't really call that B/X but it would be BECMI though only working for the B and E portions.It may or may not work with the earlier editions as I have not compared the tables.
In addition to the Combat Shield there is also the mini-adventure. The adventure is an eight page module titled "The Treasure of the Hideous One". It is a fairly straight forward adventure where the players find information suggesting that there is a long hidden treasure in a near by bog. There has been at least one expedition to locate it that ended badly.
After going through a serious of encounters the party can find out the fate of the previous expedition and secure the treasure. The actual treasure is picked by the DM from a list of possible options. Though not a very elaborate adventure the final encounter might be considered over powered by some.
This was released in 1984 as a stand alone product but it was also included in the 10th Anniversary product that was released at GenCon 17 that was held that year. There were only 1,000 of the 10th Anniversary Dungeons & Dragons Collector's Sets produced but the print run of the shield alone is unknown. I find it odd that the AD&D game had a screen as early as 1979 but this as far as I can tell is the first TSR published screen for any of the other editions.
Spell:
Summon Lesser Elemental
Level: Third
Range: 6"
Duration: Concentration
Ares Effect: One Creature
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
By means of this spell the magic user summons to the Prime Material Plane a lesser elemental from one of the four primary elemental planes. The creatures summoned will be true elementals though they will be weaker versions than those summoned by the high level spell.
The creature summoned will will have a base armor class of six though the armor class of the creature summoned will be one better for every three levels the caster has over fifth. The elemental will have three hit dice with a bonus of two hit points per level of the caster. They will have two attacks per round with each doing 1d6.
The summoned elemental will be under the complete control of the summoner and will do anything it is told to do to the best of it's abilities. The control will last as long as the magic user maintains concentration on controlling the elemental. This will preclude the magic user from casting any other spells.
Should the caster lose their concentration the elemental will either immediately return to their native plane or stay for an additional 5-8 rounds under no form of control (50/50 chance of either). Uncontrolled elementals will 50% of the time wander away doing something to further their own end. Another 25% of the time the elemental will continue performing the last action the caster assigned it to do. The final 25% of the time the elemental goes berserk, attacking first the caster and then each round the closest living being until such time the elemental is destroyed or the additional time it was determined to stay elapses.
The material component for this spell will vary based on the type of elemental to be summoned. Summoning of a Fire Elemental will require the caster to have a special combination of sulfur and phosphorus which is ignited during the summoning. Summoning a Water Elemental will require a vial of purified water which is used up in the summoning. Air Elementals will require the burning of a unique combination of incense. Finally summoning an Earth Elemental will require a quantity of crushed and powdered precious stones which is used up in the summoning process. The cost for any of the above material components will be no less than 50 gold pieces.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
In addition to the Combat Shield there is also the mini-adventure. The adventure is an eight page module titled "The Treasure of the Hideous One". It is a fairly straight forward adventure where the players find information suggesting that there is a long hidden treasure in a near by bog. There has been at least one expedition to locate it that ended badly.
After going through a serious of encounters the party can find out the fate of the previous expedition and secure the treasure. The actual treasure is picked by the DM from a list of possible options. Though not a very elaborate adventure the final encounter might be considered over powered by some.
This was released in 1984 as a stand alone product but it was also included in the 10th Anniversary product that was released at GenCon 17 that was held that year. There were only 1,000 of the 10th Anniversary Dungeons & Dragons Collector's Sets produced but the print run of the shield alone is unknown. I find it odd that the AD&D game had a screen as early as 1979 but this as far as I can tell is the first TSR published screen for any of the other editions.
Spell:
Summon Lesser Elemental
Level: Third
Range: 6"
Duration: Concentration
Ares Effect: One Creature
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
By means of this spell the magic user summons to the Prime Material Plane a lesser elemental from one of the four primary elemental planes. The creatures summoned will be true elementals though they will be weaker versions than those summoned by the high level spell.
The creature summoned will will have a base armor class of six though the armor class of the creature summoned will be one better for every three levels the caster has over fifth. The elemental will have three hit dice with a bonus of two hit points per level of the caster. They will have two attacks per round with each doing 1d6.
The summoned elemental will be under the complete control of the summoner and will do anything it is told to do to the best of it's abilities. The control will last as long as the magic user maintains concentration on controlling the elemental. This will preclude the magic user from casting any other spells.
Should the caster lose their concentration the elemental will either immediately return to their native plane or stay for an additional 5-8 rounds under no form of control (50/50 chance of either). Uncontrolled elementals will 50% of the time wander away doing something to further their own end. Another 25% of the time the elemental will continue performing the last action the caster assigned it to do. The final 25% of the time the elemental goes berserk, attacking first the caster and then each round the closest living being until such time the elemental is destroyed or the additional time it was determined to stay elapses.
The material component for this spell will vary based on the type of elemental to be summoned. Summoning of a Fire Elemental will require the caster to have a special combination of sulfur and phosphorus which is ignited during the summoning. Summoning a Water Elemental will require a vial of purified water which is used up in the summoning. Air Elementals will require the burning of a unique combination of incense. Finally summoning an Earth Elemental will require a quantity of crushed and powdered precious stones which is used up in the summoning process. The cost for any of the above material components will be no less than 50 gold pieces.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Sunday, April 17, 2011
B1-9 In Search of Adventure
In the wake of the success of T1-4 "The Temple of Elemental Evil" TSR began to publish what were marketed as super-modules. These were almost all 128 page (or so) perfect bound compilations of older modules. There were a few that were compilation of shorter new material which were designed to be one or two session adventures used a filler between other modules or inserted into home brew campaigns. None of these super modules met with the same success as TEE except for the GDQ1 which surpassed it and this one. This is perhaps my favorite other than TEE. This gives the DM a combined source of starter modules and these span the entire range of Holmes, B/X and BECMI. I can't recall if any of the included modules were published after the Rules Cyclopedia was. Regardless this is my second favorite and what I feel to be the third best of all the super modules. It won't take your characters from 1- 8 (or higher level) and it is not the world/plane spanning epic of GDQ but it does give the sometime novice or sometime lazy DM a nice selection of kick off points for a campaign.
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