"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 Module. Show all posts
Showing posts with label Module. Show all posts
Sunday, August 19, 2012
Birthright - Warlock of the Stonecrowns
I am not sure if it is clear in the picture but this is one of those modules that I bought in the secondary market that are still in the shrink wrap. Since I bought it after I had stopped playing Birthright I have not been able to bring myself to open it. As a result I am not going to bring any level of in depth insight out about this module.
The premise sounds like something that would work well for the setting. I used a similar idea back in the early days of my Dm'ing. I want to say that it was planned out but back then I would start a party going somewhere and then start to improv as needed. It involved Lolth and the Codex of the Infinite Planes. She was using it to seal off the flow of magic to the various planes of the multiverse in retaliation for her plans being thwarted in the GDQ series.
I think this is the last of the Birthright items I will have to talk about for a period of time. I still have some others but they have not been cataloged yet.
Published: 1995
Pages: 64
From the Back of the Book:
High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking on their ability to cast the most powerful form of magic of all--realm magic!
If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns?
This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. You must have a copy of the AD&D games rules and the BIRTHRIGHT campaign setting to play.
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!"
Monday, April 23, 2012
B10 - Night's Dark Terror
B10 is a module that I am not sure why it is in the B line and not the X line. I guess the intent is to give players something that they can cross over with. I am just of the opinion that if it is a B module it should really be a module designed for the levels the set was written for.
The module is rare enough that I did not get it when it originally came out and I when I did get around to buying it I paid more for it than I should have had to. The module is not bad from what I can tell it is just something that is priced based on rarity rather than value. I am sure the Australian copy of G1 that sold for a hundred plus dollars a few months ago is just as good as an American monochrome copy of but the prices are a little different.
I would say buy the module if you can get it for a fair price but don't over pay like I did. In the end it is a module that was well worth the cover price but not what one would have to pay for it today.
Published: 1986
Pages: 64
From the publisher:
"Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at niht are far worse than any dungeon.
But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night?
This campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook.
With a 64-page booklet, 2 double-panel covers, a double-sided fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil."
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?"
Wednesday, April 11, 2012
B5 Horror on the Hill
The Horror on the Hill is a module I have used a few times for starting groups at first level. I prefer some other modules more but this is one that allows for a lot of adventure in one small package. I have often though of locating the Keep from B2 here and mashing the two up losing or changing the Caves of Chaos.
The adventure has some outdoor aspects which can be role played more than some of the encounters provided in the fist three of the B modules. These can be played seriously or with a little bit of whimsy depending on the group you are playing with. Once the players get to the meet of the module there is a sizable dungeon for them to make their way through.
The ecology of any dungeon is a hard thing to allow for. The one here is a little better than some of the others in early modules but it still has some concerns. This module does have a ending that the players will appreciate though. Nothing like living up to ones name sake in my mind.
Overall I think this is a module that it would not hurt one to spend money on. There are much worse ways to spend ones money. I think if I were to ever sue it again I would make it more of a mash up with B2 as I mentioned earlier. I can actually see a situation where I might take B1, B2 and B4 and make them all part of the same starting area though it would take some beefing up of some of the material as the party would be too high by the time the third adventure was used.
Published: 1983
Pages: 32
Description:
The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement.
The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurers' boat is waiting!
This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master.
Included in the module are:
11 maps
3 new monsters
a complete set of prerolled characters.
Tuesday, April 10, 2012
B4 - The Lost City
Yesterday I wrote about B2 the #7 module in Dungeons all time list. Today I will write a little bit about #28 which is B4 The Lost City. I will also try to not go off on tangents and slander anyone's reviews or their life's work. I said try so lets see how that works out for me.
The Lost City is written by Tom Moldvay and I think most everyone will recognize the name and as a result what they have contributed to the game. I remember reading a Blog some time ago where the author of the blog was going to sue this as the basis for a sandbox campaign. This module more than any of the other B series would be suited for this purpose though B7 could be used as the foundation for a campaign as well with very little work.
This is a module where actually only a portion of the entire area is written out in any detail. The reminder has suggestions and broad strokes laid out but the specifics are left to the discretion of the DM. The module also featured information on how the DM might get the characters to interact with the NPC and suggestions on how that might work out. All of these make it very well suited as the foundation for a campaign where the DM can place their take on it.
There will be those that will suggest that I am partial to the older material. To argue with that assumption would be sill as I will go on record that in this case older is better. I think technology improves with time but as far as gaming material is concerned once you get into the later 80's and early 90's I think things had gone down hill. If you don't own this module pick it up I will think that those who are disappointed in the investment will be few and far between.
Published: 1982
Pages: 32
From the cover:
Lost in the desert! The only hope for survival lies in a ruined city rising out of the sands. Food, water, and wealth await heroic adventurers inside an ancient pyramid ruled by a strange race of masked beings.
The module includes a cover folder with maps, and a descriptive booklet with a ready- made adventure for the DUNGEONS & DRAGONS Basic game. It also includes enough information to continue the adventure beyond level 3, using the DUNGEONS & DRAGONS Expert game rules.
Monday, April 9, 2012
B2 - The Keep on the Borderlands
There is not much more that I could add to what has already been said about the #7 ranked module of all time. I am actually more of a fan of B1 In Search of the Unknown more than I am of B2. Please don't get me wrong but I like the good old fashioned dungeon crawl factor of it. That and it has some things that became "standards" in dungeon design. But I digress.
There have been incredibly more pages written about "The Keep" than there are to "The Keep". If you factor out the useful DM material and resources this is further exaggerated. There are innumerable detractors of the module and it does have some issues. The ecology of the area is about as impracticable as it could be without being a zoo. Still that is the way it was some 32 years ago. Anyone who hates on the module really needs to learn to respect what has come before and appreciate the classics that laid the groundwork in a fledgling industry.
It was pointed out the review I mention below may have been meant as comedy. If so I misunderstood. I apologize if that is the case but I still hold true to the other comments about the newer stuff not holding up and the sue of the phrase Pirates of the Coast. Teach me to not look at Tags won't it!
I want to point on in the review here Mike Mearls told us in no uncertain terms how bad it was. I quote him as saying "It really is too late to warn you about this one, isn't it?" and "If you paid for it, you got ripped off". Not railing against 3e or 4e or whatever the next edition whose sole purpose is to bleed money off of people is but pointing out that this module will have more staying power than anything produced by Pirates of the Coast.
The other review on that site is a little more kind but wants to make fun of something Gary Gygax wrote. I have copied that below here but want to point out that James Landy gave much better reviews to a number of Pirates of the Coast and 3e modules that are really pretty bad. But below is what Gary Gygax with all his pretensions (his words) wrote...thank you for inspiring Gary rather than directing:
"You are not entering this world in the usual manner, for you are setting forth to be a Dungeon Master. Certainly there are stout fighters, mighty magic-users, wily thieves, and courageous clerics who will make their mark in the magical lands of D&D adventure. You however, are above even the greatest of these, for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to the all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow."
I have no qualms saying that this is a module that everyone should own. Not only because it is a worth owning and being run through or running by all at least once in a gamers life but because it is a piece of history. I feel certain that in 2033 there will not be one 3.x module that is considered in such regard as this one. If there is please let me know so I can but it now.
Published: 1980
Pages: 28
Excerpt from the adventure:
Background
The Realms of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off to the Borderlands to seek their fortune. (...)
You are indeed members of that exceptional class, adventurers who have journeyed to the Keep on the Borderlands in search of fame and fortune.
Sunday, April 8, 2012
A Distant Echo - Viking Games
I know I have mentioned many times that I have material that I am not too familiar with and even that I am not sure how I came to posses it. To date this may be the biggest mystery yet. Most often it is something I bought and never had a chance to use. I am a bit of a hoarder when it comes to RPG materials perhaps.
Most often times I recall buying the item though because I don't buy just to buy 99% percent of the time or better I would say.This book though is a complete mystery to me. I even recall when I scanned it thinking to myself "Where did this come from?" Most often strange buys will be the $1 or $2 Half Price Books variety and I bought it just to see what it had idea wise. This is lacking the price tag I see all too often.
When I buy from eBay most often it is a more directed buy though. I am usually on a kick to try and finish off material in a particular system or on a topic such as magic items. This does not fall into that category that I can recall. My best guess is that a number of years ago I bought a fairly substantial bulk lot of Guido-the-Gypsy on eBay. It showed some older Traveller material and a few other items so I bought it. It had a mixed bag of goods but was a good purchase. I suspect this came in that lot.
As far as "A Distant Echo" by Viking Games. I have nothing to say except what I was able to find on RPG Geek. From what I was able to find out this was the only module offering from Viking Games and the only material specific to their world Axander. They only had one other product from what I could tell and it was a monster manual type offering. If anyone has any insight into this I would love to hear about it.
Published: 2001
Pages: 32
From the back of the book:
One Sword, One Word, One Way
Twin cities, two nations, vying for regional power have encountered a rise of goblin tribes and raids to their national coffers. After a brutal encounter, player characters are drawn into national intrigue, which must be handled quickly or else the region will fall to the hands of the goblins.
The first question that needs answering is: who is supplying the enemy with its quality weaponry?
On the Wrong Side of Loyalty
Designed as the first in a series of adventures detailing the Axandar world a the brink of chaos and war, this d20 system adventure is for characters of beginning levels. Referees will be able to start new campaigns, or add exciting new dimensions to their current campaigns.
Friday, April 6, 2012
Arcana Unearthed - Plague of Dreams
This is the first adventure in the Diamond Throne setting which is the default setting for Arcana Unearthed. Since I am not much of a D20 or 3.x player this is something that I have not had a chance to play in or run anyone through. It is most likely that I never will use it as is but I will be more than happy to mine it for ideas and from what I have seen the material is good.
By now many people who happen upon this may have played it but in the off chance that there are some who see this who might yet play in it I will refrain from talking too much about the specifics of the module. The adventure is a standard enough fair and should run first level characters to third level or so depending on how things go for them. The adventure uses the town of Gahanis as the backdrop for the adventure and this would be a fine base of operations for a few more adventures after this one.
The module itself is broken down into an introductions, six chapters that make up the meat of the module and then two appendixes. The first is one that has stat blocks and consolidated information for the DM and the other is the legal information connected with the OGL. The module does include a number of new (at that time) monsters and magic items.
The layout of the module is done well enough though I found the text a little too small and tight for my aging eyes. There are also some places where the page backgrounds caused problems reading the text. The art in the module is used in a quantity that is not too overpowering. The quality ranges from better than average to quite good in my opinion but your mileage may vary. To me perhaps the best part of the module is the cartography. The maps in the module are all well done and should be easy for the DM to read and use.
Published: 2003
Pages: 64
From the back cover:
"It seems simple enough.
Enter the abandoned fortress, track down the bandit spies, retrieve the treasure and collect the reward. But this simple task is only the first piece in a complicated puzzle, the first step in an adventure filled with intrigue and betrayal, where answers fade faster than ancient memories.
As the larger picture comes into focus, the heroes realize that a more complex mystery is at hand, focused on far more than some stolen treasure. When allies become enemies and simple assignments become epic struggles, the characters will have to tread carefully as they navigate between deadly bandits and dangerous outcasts. Will the heroes act as unwitting pawns in this contest of wills, or will they succeed despite the odds and prevent the plague of dreams?"
An adventure for four 1st level PCs.
Friday, March 16, 2012
Al-Qadim Reunion, Inner Demons
This is a module I have never had the opportunity to run or lay through. I t was apparently initially a three part GenCon tournament module. I will not give too much away but the premise makes it easy to see it as a three part tournament module. I am not sure how this would play out in a normal campaign type of situation. I really see this being better served as a one shot adventure perhaps to introduce the setting.
Published: 1998
Pages: 32
From the back cover:
Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind. Now, caged by an evil mage, these desert riders yearn for their lost freedom. But Fate takes a hand as a noble djinn seeks to fulfill an ancient wish....
In this unusual three-part scenario, players first take the roles of the men of the tribe, who stage a revolt after being enslaved in the Pit of the Laughing Efreeti and then try to battle their way to freedom. In the second part, the PCs are the women of the tribe, who must escape the evil flame mage's harem and use all their wits to win free of a strange city. Finally, the children of the tribe have to slip away from an evil temple before they can be sacrificed, which calls for them to embark on a magic carpet ride that promises to be the adventure of their lifetimes.
An AL-QADIM adventure for up to six characters.
Spell:
Inner Demons
Level: Fourth
Range: 9"
Duration: Instantaneous
Area of Effect: 1 Target/ 2 Levels
Components: V,S
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user will cause each target to be confronted with their "inner demons". These will take the form of some monster feared by the target or lacking knowledge of that a monstrosity apparently from the lower planes.
There is in reality no physical manifestation. The entity and the combat all take place in the mind of the victim. Since the manifestation is taking the form of something feared by the victim all attack and saving throw rolls will be made at -2. The attacker will have the exact same stats as the target and access to only the exact same spell, abilities or equipment though these will appear to be in other forms perhaps. It is important to note that none of what happens in this combat as far as damage or any spell/equipment use is real.
The outcome of the inner battle will determine the effect of the spell. If the target defeats the inner demon then they will receive a boon of +2 to all attack rolls and saving throws for the duration of the encounter with the caster. If they fail to defeat the inner demons then they will receive a -2 and will have their hit point total lowered by 25%. It is important to note that this spell will affect an individual who has had it cast on them before regardless of the previous outcome. They will simply be battling other inner demons.
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, February 23, 2012
All the King's Men, Rightful Owner
All the King's Men is a murder mystery. Many times these types of modules are written for lower level characters. This module is written for characters of seventh to ninth level which opens up the material that can be included.
The premise is pretty straight forward. The acting troupe known as The King's Men are accused of murdering the archbishop who is well known for his dislike of actors. The setting is very much a fantasy London and the them of the module is Shakespearean even to the point that the theater when the performances occur are the Orb Theater.
The module is written so as to be very non linear even presenting the DM with two different hooks that can be used to pull the characters into the story. After these all of the other events (called episodes) can be run in whatever order the players end up getting to them.
The module has enough combat to make it something that won't bore the players who like to roll dice. The real charm of the module is the level of role playing that will be required to make it work. The module is stocked with well written NPCs that will test the ability of the DM to role play. The story itself is well done with a plot rich in twists and turns that will make the detective portion fun as well. The module is also ripe with puns that will be painful to those who do not like a bad one.
I think the fact that the module is written for higher level characters and is written in such a way that it is generic enough to let it drop into most any campaign is a huger set of selling points for the module. By the time characters reach the levels the module are for they will most likely be thinking about settling down. What a great means on introduction for a possible kingdom for them to become involved in.
Published: 2002
Pages: 48
From the back cover:
Alas,poor Yorrick!
Filled with bizarre characters, twisted plots, and a macabre sense of humor, All the King's Men takes the PCs on a wild romp through the dark underbelly of Hamdon, a fantasy version of renaissance London. When the archbishop turns up dead at the production of the latest play, the acting troupe known as The King's Men is accused of murder. It's up to the PCs to track down the killer and prove the actors' innocence. But not everything is as it seems in the world of acts and actors.
Spell:
Rightful Owner
Level: Fourth
Range: Touch
Duration: Special
Area of Effect: One Item
Components: V,S
Casting Time: 2 Rounds
Saving Throw: None
By means of this spell the magic user will cause any item to return to its rightful owner. The spell will require that the item be accompanied to make this possible though.
When the spell is cast the item that the spell is cast on will become invisible and levitate. It will then begin to head in the direction of it's rightful owner. The caster will need to follow the item once this begins. At no point in time can the item be out of line of sight of the caster. Once the item is within hte line of sight of its owner it will become visible again.
The item will continue to be invisible and levitate as long as it is in line of sight and making some progress towards the owner. If there is ever a period of time where caster falters in their attempt to return the item then it will immediately return back to its point of origin and the spell is broken. For this to occur then the caster will have had to have spent more than ten turns doing something not related to or a result of trying to get the item to the owner. Time spent resting overnight will not count as time not progressing.
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, February 18, 2012
Alice Through the Mirrorshades, Chaotic Arcana
Paranoia is one of the games I have always liked from the moment I played it. I have said before it takes a special group of players to have any sort of fun with it. Given the very idea that all of the players have their own agenda in addition to the overall agenda of the adventure can make for a stressful situation if there are any underlying animosities in the group.
Alice Through the Mirrorshades is the first in a trilogy of modules that take place after the Iceman Returneth. The module plays off the results of that module and tries to remedy the situation. The premise is that a group of troubleshooters will be sent back in time to makes changes in history to prevent the crash.
This module has often been spoken ill of for some reason in may reviews I have seen in the past. I myself don't find it to be a bad idea and if you are playing Paranoia you should have come to expect silly by now. We have a module that mashes up Alice in Wonderland with 12 Monkeys though it was published long before 12 Monkeys. I have to wonder if the author of the module had seen Le Jetee?
The module is also one that allows for crossover with Cyberpunk characters since there is an element of time travel involved. There are NPCs for that system included if the GM does not have the game and the module includes advice on how to translate the systems for characters.
I would say that if you can handle your adventures light of heart and a little silly then this would work for you. If you are not a fan of silly then why are you playing Paranoia anyway? This is for the second edition of Paranoia but I think players of any edition would appreciate it. Why is there no Paranoia love in the OSR?
Published: 1989
Pages: 40
From the back cover:
Help us, Troubleshooters... You're our only hope!
The Computer has crashed ... and that puts a lot of High Programmers out of work. Rather than stand for the ignominy of the welfare lines (not to mention to avoid a chainsaw haircut at the hands of disgruntled Infrareds), the High Programmers conceive a desperate plan: retroactively prevent the crash by traveling back in time to execute the man responsible. The success of the plan hinges on a squad of six crack Troubleshooters - the Vulture Warriors of Dimension X.
Which only goes to show how desperate the High Programmers really are.
Spell:
Chaotic Arcana
Level: Fifth
Range: None
Duration: Instantaneous
Area of Effect: Caster
Components: V
Casting Time: One Segment
Saving Throw: None
When this spell is cast the magic user is able to reset the number of spells that they can cast for the day. The spell is random in nature and the power does come with a cost in the way of spells.
When this spell is cast the magic user loses all of the remaining spells that they have memorized and will have them replaced with all new ones. The spell replaces can replenish all off available spell slots though more often than not this will not be the case.
The spells that replace the forgotten ones will be chosen totally at random from the spells that the caster knows for each of the levels that have spells replenished. The caster will in no way be able to determine what spells are used. There can be no duplication of spells though so they won't get five Find Familiars but they won't get five Magic Missiles either.
The spell has a 25% percent chance to restore all of the spells just as if the caster had just fully memorized their allotment for the day. There are other possible outcomes as well though. The chart for this is as follows based on the roll of a d4:
1 - Cater gains their full compliment of spells for each level
2 - Caster gains no first level spells
3 - Caster gains no spells of the highest level they know
4 - Caster Gains one less spell than normal for each level
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, January 31, 2012
King of Spring - Agone, Protect the Dead
Some time ago I wrote about Agone which is a game I am fascinated with but have never had a chance to give a full run through for any period of time. The King of Spring is the first adventure released for it (at least here in the United States). The system refers to them as dramas and given the higher level of role playing involved I think it deserves that label.
Though it is treated as an adventure the drama in my opinion would be better served as a drawn out story arc with other events placed between the three acts that make up the drama. This is not required but I think it would make the adventure play better. Using it as written though possible makes it seems a little rushed and perhaps contrived.
It is a drama that grows as it progresses starting out as a simple mystery to solve and growing into something much larger and more sinister eventually threatening the realms of the adventurers. The drama starts with the characters being asked to help the Baron of a neighboring realm stave off a curse that has plagued his family for over seven hundred years. I wont go into it much further than that except to say it becomes much more than that.
The cover of Agone is one of the first reason I ever picked up the game to see what it was all about. The cover to the King of Spring picks up right where the cover of the core rulebook left off. I wish more modules and games went with this type and level of art in their products. The interior art and layout though spartan is well done and has an overall appeal using if not the same page framing as the rulebook one that is very close.
The adventure is again one that is more roleplaying than combat though it is not without that. In the end it might take a special group to appreciate Agone in general and King of Spring specifically. If the group is looking for a dungeon crawl this won't be for them. If the players want a game steeped in drama and political intrigue with a number of mysteries to solve...and oh yeah combat in a level that might be realistic then this is for them. The game and the module can be picked up very reasonably so I think it is worth giving it a try.
Published: 2001
Pages: 64
From the back cover:
With the coming of winter, all doors and shutters in Gloomwind are locked tight. The inhabitants live along with their fear, as their baron suffers from his curse. The pall of death has fallen upon the Barony of Melif once again...
With the coming of winter, seasonlings of Spring and Summer are weakened by the bitter cold of the Draaken Mountains. Yet, war is imminent. The Decans have awoken ancient enmities.
With the coming of winter, the eminences grise ensconce themselves in safe hiding places and exchange dark secrets. They plot the destiny of Harmundia and its rulers. Perhaps, they may discover a Sentence from the immortal Janus to restore peace to the land.
The King of Spring is a ready-to-play Drama for a Troupe of four to six Inspired.
As the Troupe goes to the assistance of the Baron of Melif, the Inspired have many strange encounters and attract the attention of unexpected enemies to their Domain. War is at the gates. The Legions of the Seasons begin to confront one another openly, and to target the members of the Troupe.
What did the Inspired do?
Are they victims of someone's sinister machinations?
Or of destiny itself?
How can they overcome their unknown enemy?
Spell:
Protect the Dead
Level: Third
Range: 6"
Duration: 2 Rounds/Level
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user causes a sphere of protection to appear that will partially shield any undead in its area of effect from harm. It will also make the undead more effective in combat at the same time.
While in the area of effect any undead will have any damage done to them reduced by one point per every die that is rolled. In addition they will receive a +2 to any saving throw that they are required to make. If there are attempts to turn the undead by a cleric that roll will be made at a -4 and the undead can not be destroyed while under the spells effect. In addition to the protection the undead will get a +1 added to all to hit and damage rolls and any saves from special attacks by the undead will be made at a -2.
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, January 28, 2012
Liberation of Geoff, Know Age & Origin
Against the Giants - Liberation of Geoff is one of the 25th Anniversary module that were released by TSR back in 1999. This one unlike White Plume and Keep include versions of the original modules that inspired them. They are not the exact originals but versions that have been modified to be compatible with the 2e game. I would have thought it better to have included exact reprints but one takes what they can get. The original modules are classics and I won't discuss too much of them as I would prefer to write about the originals when the time comes.
The second half of the module is the "Liberation of Geoff" portion of the title. The premise is that the land of Geoff, located east of the Crystalmist Mountains, has been occupied by giants and their allies for eight years. It falls upon the player characters to help defeat the giants and surprise, surprise liberate Geoff. This section of the module has some good information in it and makes for a good adventure. The problem that it is not nearly the adventure that the first half of the book is.
There are no less than 16 towns and/or forts described in the second half of the module. These could be used even if the module is not played so it provides information that can be used outside the module which is always nice. The module provides the DM with three new magic items and a new monster the Horag which is the result of the union of a hill giant and an ogre. The module includes a section on giant names which can be used outside the module as well.
In the end this module si a good one to have. I am not sure I would ever use the second half but the module is one that is worth running. Add to that you have some version of the three giant modules helps make this something to own. There are other modules I would seek out first and I would not pay a huge amount of money for this but if you can find a reasonably priced copy you should pick it up.
Published: 1999
Pages: 96
From the back cover:
"A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant clans!
Contains the full text of three classic adventures by Gary Gygax:
G1 Steading of the Hill Giant Chief
G2 The Glacial Rift of the Frost Giant Jarl
G3 Hall of the Fire Giant King
Details eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign.
Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords."
Spell:
Know Age & Origin
Level: Third
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S
Casting Time: 6 Turns
Saving Throw: None
By means of this spell the magic user is able to determine the age and point of origin/creation for any item. This spell will not provide nearly the information level of a Legend Lore spell but will give the caster something to start with.
The spell will provide the caster with the age in years of the item. This spell can be used on remains and it will provide the age of birth for the former being. The spell will also provide an approximate point of origin for the target of the spell. It will allow the caster to know where the spell was created or the person born.
The casting of this spell requires that the caster be in physical contact with the target of the spell. This may in some cases cause the caster to suffer effects from the target. There is also a connection made between the caster and the item. There is a percentage chance equal to the xp value of the item in thousands (1,000 = 1%) that the interest in the item by the caster will be noticed by someone or something from the items past. If the item remains in the caster possession this will become a cumulative chance per week of possession.
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 second half of the module is the "Liberation of Geoff" portion of the title. The premise is that the land of Geoff, located east of the Crystalmist Mountains, has been occupied by giants and their allies for eight years. It falls upon the player characters to help defeat the giants and surprise, surprise liberate Geoff. This section of the module has some good information in it and makes for a good adventure. The problem that it is not nearly the adventure that the first half of the book is.
There are no less than 16 towns and/or forts described in the second half of the module. These could be used even if the module is not played so it provides information that can be used outside the module which is always nice. The module provides the DM with three new magic items and a new monster the Horag which is the result of the union of a hill giant and an ogre. The module includes a section on giant names which can be used outside the module as well.
In the end this module si a good one to have. I am not sure I would ever use the second half but the module is one that is worth running. Add to that you have some version of the three giant modules helps make this something to own. There are other modules I would seek out first and I would not pay a huge amount of money for this but if you can find a reasonably priced copy you should pick it up.
Published: 1999
Pages: 96
From the back cover:
"A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant clans!
Contains the full text of three classic adventures by Gary Gygax:
G1 Steading of the Hill Giant Chief
G2 The Glacial Rift of the Frost Giant Jarl
G3 Hall of the Fire Giant King
Details eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign.
Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords."
Spell:
Know Age & Origin
Level: Third
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S
Casting Time: 6 Turns
Saving Throw: None
By means of this spell the magic user is able to determine the age and point of origin/creation for any item. This spell will not provide nearly the information level of a Legend Lore spell but will give the caster something to start with.
The spell will provide the caster with the age in years of the item. This spell can be used on remains and it will provide the age of birth for the former being. The spell will also provide an approximate point of origin for the target of the spell. It will allow the caster to know where the spell was created or the person born.
The casting of this spell requires that the caster be in physical contact with the target of the spell. This may in some cases cause the caster to suffer effects from the target. There is also a connection made between the caster and the item. There is a percentage chance equal to the xp value of the item in thousands (1,000 = 1%) that the interest in the item by the caster will be noticed by someone or something from the items past. If the item remains in the caster possession this will become a cumulative chance per week of possession.
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.
Wednesday, January 11, 2012
Pool of Radiance: Attack on Myth Drannor, Swap Coins
Pool of Radiance: Attack on Myth Drannor is a module that I guess I have been mistaken about for a long period of time. I knew that there was a Pool of Radiance computer game and I always assumed that the computer game was a derivative of the module. In getting ready to write this I have found out the opposite was true.
I have not had a chance to play this module. It was a very early 3e module or perhaps the very first 3e module. I know it was released in 2000 and was being written during the same time as the rules were being written. The Wizards web site discusses this and has corrections and errata for the module. My experience with 3e is very limited having become engrossed in the cult of Everquest two weeks after release in 1999 and Magic the Gathering before that.
The reviews I have been able to find have been fairly kind to the module. There have been some that have not been nice though. The major concern that I have been able to find and can see from the module as I have read it is the very linear nature of the module. It expects players to go from A to B to C and does not allow for much variation. Being based off of a computer game this makes sense.
Other concerns have been with the rationals for becoming involved in the module being either very weak or even a little contrived. I do not hold much stock or concern with that. A DM should be able to tie a module into whatever else they have going on in their campaign. If they can't find a way to this then simply don't use the module.
Looking beyond all of the negatives above from what I have seen I like the module. It brings to mind the line about having "3rd edition rules, First edition feel" from Necromancer Games. This module feels like a second edition TSR module which is not a bad thing in my world. I prefer First edition but Second edition is not bad.Not long after this I am certain this was lost as modules designed under the new rules and not adapted lost that.
I am mixed about suggesting that someone buy this. There are items that could be borrowed and used outside the module so it is most likely worth it. The fact that it is basically based off of a computer game scares me since I have not actually ran it. Take a look at it if you have a chance and if on the fence flip a coin is what I would say. If anyone has experience with it please feel free to chime in.
Published: 2000
Pages: 96
From the back of the module:
"Evil Reigns in the Elven Ruins
Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death - or worse.
Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn.
Unless a group of brave heroes can stop them first....
This adventure can be played as a stand-alone or as a tie-in with Pool of Radiance: Ruins of Myth Drannor computer game."
Spell:
Swap Coins
Level: Zero
Range: 9"
Duration: Permanent
Area of Effect: 20 Coins + 20/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special
Through the use of this spell the magic user is able to become a petty thief of sorts. It allows them to swap coins in their possession out with those of another.
For this spell to work the target will have to have at least as many coins as the the caster is trying to swap them out for. If the target does not then the spell will fizzle and nothing will happen. The spell must also always use all the same type of coins on both sides of the swap.
There is a progression of coins in the casting of this spell. The progression goes as follows Slugs > Copper > Silver > Gold > Platinum. There is something in the nature of the magic that will not allow the spell to work on Electrum. The progression is important in that as long as the caster is only stepping up one then there is no save. If more than one step is being made then there is a save and for each jump over the first one then there is a +1 to the save. For example silver to Gold is no save. Copper to Gold gets a save and Copper to Platinum gets a +1 to the save.
The material component of this spell is a blank slug coin made of iron or other base metal of no real value. The slug is consumed by the spell when cast. There is only one slug used regardless of the number of coins being swapped.
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 have not had a chance to play this module. It was a very early 3e module or perhaps the very first 3e module. I know it was released in 2000 and was being written during the same time as the rules were being written. The Wizards web site discusses this and has corrections and errata for the module. My experience with 3e is very limited having become engrossed in the cult of Everquest two weeks after release in 1999 and Magic the Gathering before that.
The reviews I have been able to find have been fairly kind to the module. There have been some that have not been nice though. The major concern that I have been able to find and can see from the module as I have read it is the very linear nature of the module. It expects players to go from A to B to C and does not allow for much variation. Being based off of a computer game this makes sense.
Other concerns have been with the rationals for becoming involved in the module being either very weak or even a little contrived. I do not hold much stock or concern with that. A DM should be able to tie a module into whatever else they have going on in their campaign. If they can't find a way to this then simply don't use the module.
Looking beyond all of the negatives above from what I have seen I like the module. It brings to mind the line about having "3rd edition rules, First edition feel" from Necromancer Games. This module feels like a second edition TSR module which is not a bad thing in my world. I prefer First edition but Second edition is not bad.Not long after this I am certain this was lost as modules designed under the new rules and not adapted lost that.
I am mixed about suggesting that someone buy this. There are items that could be borrowed and used outside the module so it is most likely worth it. The fact that it is basically based off of a computer game scares me since I have not actually ran it. Take a look at it if you have a chance and if on the fence flip a coin is what I would say. If anyone has experience with it please feel free to chime in.
Published: 2000
Pages: 96
From the back of the module:
"Evil Reigns in the Elven Ruins
Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death - or worse.
Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn.
Unless a group of brave heroes can stop them first....
This adventure can be played as a stand-alone or as a tie-in with Pool of Radiance: Ruins of Myth Drannor computer game."
Spell:
Swap Coins
Level: Zero
Range: 9"
Duration: Permanent
Area of Effect: 20 Coins + 20/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special
Through the use of this spell the magic user is able to become a petty thief of sorts. It allows them to swap coins in their possession out with those of another.
For this spell to work the target will have to have at least as many coins as the the caster is trying to swap them out for. If the target does not then the spell will fizzle and nothing will happen. The spell must also always use all the same type of coins on both sides of the swap.
There is a progression of coins in the casting of this spell. The progression goes as follows Slugs > Copper > Silver > Gold > Platinum. There is something in the nature of the magic that will not allow the spell to work on Electrum. The progression is important in that as long as the caster is only stepping up one then there is no save. If more than one step is being made then there is a save and for each jump over the first one then there is a +1 to the save. For example silver to Gold is no save. Copper to Gold gets a save and Copper to Platinum gets a +1 to the save.
The material component of this spell is a blank slug coin made of iron or other base metal of no real value. The slug is consumed by the spell when cast. There is only one slug used regardless of the number of coins being swapped.
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, January 10, 2012
Mad Monkey vs The Dragon Claw, Know Wealth
Mad Monkey vs the Dragon Claw - OA5 is a module that was available online for a period of time through the TSR web site. Like all the other links to the free material this one no longer works. If anyone knows if there is still a valid link to the site and the module it would be great to hear about it.
As I said before I have not had a chance to play or run too much in the Oriental Adventure line. I have not had a chance to run any of the retail modules at all and would really like to some day if given the chance. From what I can tell they are all well done modules and all have received better than average reviews.
I do not want to give too much of the module away but this is most definitely one that I would enjoy running as a DM. I would also most likely enjoy it as a player. I have used similar plot tools in adventures I have designed. I am not saying that this is any way unique though. Just that sometimes things are not what they seem.
The module is one that can be played at the beginning as a very light hearted adventure that end up growing into much more than it started as. Depending on the play style of the group and the DM this module should be good for two to four sessions. If there is no side treks and the sessions go smooth two would not be a problem. I think the module could actually be expanded and turned into a pseudo campaign that could go for even more than four.
If you want to run something in the OA line this would be a good module to use. If you can find a link to the free version the price is most definitely right.
Published: 1988
Pages: 56
From the back of the book:
Kara-Tur The Eastern Realms
The followers of the many gods of Kara-Tur have always fought, to prove the superiority of their martial discipline and the greater wisdom of their deities. The strict hierarchy of the gods is now threatened by the sudden prominence of the followers of the Dragon Claw, a new and deadly school of martial arts that threatens to destroy all other schools. The players, recruited by a mysterious old monk with a bizarre fighting style, must find out what's behind the emergence of the Dragon claw and put a stop to it.
Mad Monkey vs the Dragon Claw will take the players across the entire country of T'u Lung, from the mouth of the great river Fenghsintzu to its headwaters, where they must deal with the legendary Cult of the Black Leopard-all in the name of the Mad Monkey.
Mad Monkey vs the Dragon Claw is a scenario for the ORIENTAL ADVENTURES supplement for the AD&D game. It is set in KARA-TUR, the oriental world in the Forgotten Realms. Mad Monkey vs the Dragon Claw is designed for five to eight characters of Levels 6 -9.
Spell:
Know Wealth
Level: Second
Range: 9"
Duration: 2 Turns + 2 Turns/Level
Area of Effect: Caster
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast the magic user is granted an extra sensory ability to know the value of items that an individual has one them. The ability allows for both cursory and in depth knowledge.
The caster will know after looking at some more for more than a few segments the approximate value of coins, gems and jewelery that the individual has on them. If the caster spends a full round in deep concentration on an individual them more knowledge will be gleaned. The caster will know the approximate value of any magical items on them as well.
The spell does not allow the caster to know the exact break down of any coins, gem or jewelry but an approximate total value. The value will be plus or minus 1% for every point of intelligence the caster has less than 24. The same will be true for magical items. The caster will not know the exact items or their individual values but an overall value.
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.
As I said before I have not had a chance to play or run too much in the Oriental Adventure line. I have not had a chance to run any of the retail modules at all and would really like to some day if given the chance. From what I can tell they are all well done modules and all have received better than average reviews.
I do not want to give too much of the module away but this is most definitely one that I would enjoy running as a DM. I would also most likely enjoy it as a player. I have used similar plot tools in adventures I have designed. I am not saying that this is any way unique though. Just that sometimes things are not what they seem.
The module is one that can be played at the beginning as a very light hearted adventure that end up growing into much more than it started as. Depending on the play style of the group and the DM this module should be good for two to four sessions. If there is no side treks and the sessions go smooth two would not be a problem. I think the module could actually be expanded and turned into a pseudo campaign that could go for even more than four.
If you want to run something in the OA line this would be a good module to use. If you can find a link to the free version the price is most definitely right.
Published: 1988
Pages: 56
From the back of the book:
Kara-Tur The Eastern Realms
The followers of the many gods of Kara-Tur have always fought, to prove the superiority of their martial discipline and the greater wisdom of their deities. The strict hierarchy of the gods is now threatened by the sudden prominence of the followers of the Dragon Claw, a new and deadly school of martial arts that threatens to destroy all other schools. The players, recruited by a mysterious old monk with a bizarre fighting style, must find out what's behind the emergence of the Dragon claw and put a stop to it.
Mad Monkey vs the Dragon Claw will take the players across the entire country of T'u Lung, from the mouth of the great river Fenghsintzu to its headwaters, where they must deal with the legendary Cult of the Black Leopard-all in the name of the Mad Monkey.
Mad Monkey vs the Dragon Claw is a scenario for the ORIENTAL ADVENTURES supplement for the AD&D game. It is set in KARA-TUR, the oriental world in the Forgotten Realms. Mad Monkey vs the Dragon Claw is designed for five to eight characters of Levels 6 -9.
Spell:
Know Wealth
Level: Second
Range: 9"
Duration: 2 Turns + 2 Turns/Level
Area of Effect: Caster
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast the magic user is granted an extra sensory ability to know the value of items that an individual has one them. The ability allows for both cursory and in depth knowledge.
The caster will know after looking at some more for more than a few segments the approximate value of coins, gems and jewelery that the individual has on them. If the caster spends a full round in deep concentration on an individual them more knowledge will be gleaned. The caster will know the approximate value of any magical items on them as well.
The spell does not allow the caster to know the exact break down of any coins, gem or jewelry but an approximate total value. The value will be plus or minus 1% for every point of intelligence the caster has less than 24. The same will be true for magical items. The caster will not know the exact items or their individual values but an overall value.
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.
Labels:
1e,
ADnD,
Forgotten Realms,
Module,
Oriental Adventures,
Spell,
TSR
Sunday, January 8, 2012
I11 Needle, Painful Enchantment
Needle is an adventure that people seem to love or hate with little room in the middle. I am not sure why this is but I never hear it is OK all that often. People talk about how much they like it or how much they hate it when I bring it up. I am one of the people who are in the middle on it though.
I like the module as a whole and generally like anything that Mr. Mentzer does. The module started as a GenCon tournament module with three rounds. This may be part of the reason some dislike it as tournament modules by design can be a little railroad'ish. I rarely keep a module as designed so this is not something that bothers me.
The fact that it was a three part tournament module makes it easy to break into sections. This allows the module to be run amongst other items if the DM wants to. There are specific easy breaking points in play that will allow the DM to even end the module if the players end up not liking it. The three parts are different enough in scope and feel that this may cause some concern for players and the DM though.
The plot of the module is not in and of itself all that unique but combined with the setting, the details and some of the locals the module is different. This may be something that will put off some players and some DMs. I can understand this in a way asn I am going to have a spoiler moment here. I loved S3 to no end. The idea was great and I love the idea of finding technology in small doses. I do not like it as much as it has been used. I can see how this might put some off.
My only other complaint about the module is the names that were assigned to the pregenerated characters. I know this is a minor item but in my opinion it detracts from the module and makes it seem less serious. This also extends to a few of the NPCs used in the module. Nothing against the state but I am not sure Montana is an appropriate name for a fantasy character. If there is some other ise of that name other than a state I will retract this concern.
In the end the module has enough to offer that I think it is worth picking up. At one time it was available for free as a download on the TSR then WotC site. Any links to it that I have found recently do not work. If anyone knows of a good link to it still they might want to share it. Even if you can't get it for free it usually not cost prohibitive to buy it still.
Published: 1987
Pages: 48
From the back cover:
"The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered.
The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle.
Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk?
Don't forget to pack you bug repellent!
An adventure for 6-8 Characters, Levels 8-10"
Spell:
Painful Enchantment
Level: Seventh
Range: Touch
Duration: Permanent
Area of Effect: One Weapon
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
By means of this spell the magic user is able to create a permanent magic weapon in a very short period of time. This ability is done at a painful personal cost to the caster though.
The magic user will be able to create a weapon up to +3 in nature. They can also assign it other abilities based on spell that they may have access to. All of these options will cost the caster in some fashion.
The caster will permanently lose 2 hit points per plus that the weapon is assigned. These hit points may be replaced as the caster rises in level but nothing short of a Wish would replace them and then at a cost of one Wish spell per two points. The caster will also lose one point of constitution total with the casting of this spell. This can be replaced though lesser means than a Wish though.
If the caster wants to grant other abilities to the weapon then they will need to base these off of spells that they have in their repertoire though they do not need to be memorized. The caster can put no more than three different abilities into the weapon in this manner. Doing so is at great peril to the caster.
Each additional ability can be used once per day and the caster has a 50% chance of losing one point of intelligence while placing the spell ability. The caster can increase the number of times per day (up to three) the ability can be used though this will make the chances of losing a point of intelligence 100% and then 200% (meaning they lose 2). Any points lost by the caster are permanent and may not be restored short of a Wish spell.
Finally with this spell there is a 5% cumulative chance that the soul/spirit of the caster will be pulled into the weapon. If this occurs then the new weapon is treated as an intelligent weapon with the intelligence and other attributes based on the caster's information. Anyone possessed by the sword will be controlled to find a means of releasing the caster. The DM will need to arrive at some quest line to accomplish this as even a Wish spell will not release the caster.
The material component of this spell is the weapon that will be enchanted. There are no special requirement about the quality of the weapon though. Any weapon can be enchanted regardless of quality and type.
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 like the module as a whole and generally like anything that Mr. Mentzer does. The module started as a GenCon tournament module with three rounds. This may be part of the reason some dislike it as tournament modules by design can be a little railroad'ish. I rarely keep a module as designed so this is not something that bothers me.
The fact that it was a three part tournament module makes it easy to break into sections. This allows the module to be run amongst other items if the DM wants to. There are specific easy breaking points in play that will allow the DM to even end the module if the players end up not liking it. The three parts are different enough in scope and feel that this may cause some concern for players and the DM though.
The plot of the module is not in and of itself all that unique but combined with the setting, the details and some of the locals the module is different. This may be something that will put off some players and some DMs. I can understand this in a way asn I am going to have a spoiler moment here. I loved S3 to no end. The idea was great and I love the idea of finding technology in small doses. I do not like it as much as it has been used. I can see how this might put some off.
My only other complaint about the module is the names that were assigned to the pregenerated characters. I know this is a minor item but in my opinion it detracts from the module and makes it seem less serious. This also extends to a few of the NPCs used in the module. Nothing against the state but I am not sure Montana is an appropriate name for a fantasy character. If there is some other ise of that name other than a state I will retract this concern.
In the end the module has enough to offer that I think it is worth picking up. At one time it was available for free as a download on the TSR then WotC site. Any links to it that I have found recently do not work. If anyone knows of a good link to it still they might want to share it. Even if you can't get it for free it usually not cost prohibitive to buy it still.
Published: 1987
Pages: 48
From the back cover:
"The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered.
The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle.
Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk?
Don't forget to pack you bug repellent!
An adventure for 6-8 Characters, Levels 8-10"
Spell:
Painful Enchantment
Level: Seventh
Range: Touch
Duration: Permanent
Area of Effect: One Weapon
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
By means of this spell the magic user is able to create a permanent magic weapon in a very short period of time. This ability is done at a painful personal cost to the caster though.
The magic user will be able to create a weapon up to +3 in nature. They can also assign it other abilities based on spell that they may have access to. All of these options will cost the caster in some fashion.
The caster will permanently lose 2 hit points per plus that the weapon is assigned. These hit points may be replaced as the caster rises in level but nothing short of a Wish would replace them and then at a cost of one Wish spell per two points. The caster will also lose one point of constitution total with the casting of this spell. This can be replaced though lesser means than a Wish though.
If the caster wants to grant other abilities to the weapon then they will need to base these off of spells that they have in their repertoire though they do not need to be memorized. The caster can put no more than three different abilities into the weapon in this manner. Doing so is at great peril to the caster.
Each additional ability can be used once per day and the caster has a 50% chance of losing one point of intelligence while placing the spell ability. The caster can increase the number of times per day (up to three) the ability can be used though this will make the chances of losing a point of intelligence 100% and then 200% (meaning they lose 2). Any points lost by the caster are permanent and may not be restored short of a Wish spell.
Finally with this spell there is a 5% cumulative chance that the soul/spirit of the caster will be pulled into the weapon. If this occurs then the new weapon is treated as an intelligent weapon with the intelligence and other attributes based on the caster's information. Anyone possessed by the sword will be controlled to find a means of releasing the caster. The DM will need to arrive at some quest line to accomplish this as even a Wish spell will not release the caster.
The material component of this spell is the weapon that will be enchanted. There are no special requirement about the quality of the weapon though. Any weapon can be enchanted regardless of quality and type.
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, January 7, 2012
Ninja Wars, Faithful Guardian
When Oriental Adventures came out it was something that I took an immediate like to. I think it was it's difference from the then standard fantasy flavor. It was so different that it reinvigorated by desire for the game and desire to play. Sadly life situations at that time squashed that. Nothing bad just friends moving away and me getting involved with a more rowdy crowd.
I was only able to play a few sessions using the setting and by the time I was back to a place where playing was something that I had time to do and a group that was interested in playing this had faded from memory. I still have never been able to give the setting the attention I wish I had been able to. I hope to some day find a time to run an oriental based campaign.
I think that the oriental setting seems to support role playing much more than what the traditional western setting does. I attribute this to the nature of honor being important and there being a strong need to adhere to protocol and appearance. I like killing monsters and accumulating treasure as much as the next gamer but it is role and not roll playing after all.
Ninja Wars is a module I really enjoy the idea behind. It involves all the things that I think make up a good adventure. There is a good mixture of opportunities to both role play both combat problem solve. The module will also require the adventures to figure out a fairly involved plot line for a module.
The module is 96 pages long but it concludes in just over the first half of that. There are a fair number of plot hooks included though the module calls them mini-adventures I think they fall somewhere between both.
The module also includes a detailed section on the NPCs that the layers might encounter in the adventure. The module goes into more detail than a stat block and three or four sentences on then important ones. It provides enough information that the DM will ot have to wing many of the things that might normally have to when the players ask questions.
The module also includes something that you normally will not find in a module. It has a two page section on generating random encounters. These are not encounters specific to the adventure which makes it sort of different. The tables they provide though general could be used as a template for almost any setting. I am not going to say it is a great set of tables but it is passable.
The final section of the module is a series of I think five much more detailed adventures. These again fall somewhere in between what I would call a mini-adventure and something you would find in a module. Some of them are more detailed than others and some are better than others but it is still a nice inclusion.
In going over this module again I find myself wondering if this was not something that ended up being cobbled together from a number of different planned projects. The other option is that it was a start of a another setting. It may just be me though. I think this would be a great module for any DM to have and say buy it if you can find it.
Published: 1990
Pages: 96
From the back cover:
"Behold The Shining Temple of Bishamon!
Located above the city of Aru on the island nation of Wa, this shrine is the focus of a great pilgrimage. Every year, thousands of people travel here to celebrate the Ceremony of the Three Thousand Steps. For townsfolk and travelers alike, it is a time of great celebrations and revelry.
For Benju Matsutomo, Daimyo of Aru, it is a time of worry and concern. Something is wrong this year. A political rival has hired a clan of ninja to disrupt the pilgrimage and disgrace Matsutomo. But the daimyo has his own ninja, and just to be safe, he decides to hire a party of adventurers to make sure everything runs smoothly.
Of course, it doesn't...
Spell:
Faithful Guardian
Level: Fifth
Range: Touch
Duration: Permanent
Area of Effect: One Creature
Components: V,S
Casting Time: 6 Turns
Saving Throw: None
When this spell is cast the magic user is able to turn a currently friendly animal into much more. The animal will become an animal guardian of the casters tower, stronghold or base of operations.
The spell will grant the animal an increased intelligence raising it to that of an average human. The guardian will also have it's hit points increased by the an amount equal to the caster intelligence. The guardian is close to a familiar in what it does but is less and more at the same time. It is possible for the caster to have only one guardian at a time.
The guardian must stay at the caster's base of operations where the spell must be cast. It is possible for them to go other places but the effects of the spell will be canceled while they are away. If the guardian is away from the location for more than one day per point of intelligence the caster has the spell will be broken. The caster must wait a period of time equal to their level in months before the spell can be cast on a new guardian.
As long as the guardian is at the caster's base of operations then it will have other abilities besides the increased intelligence. While there is will not require food or water and will have it's aging process halted at the point where the spell was cast. It will also gain the ability to speak but only the caster will understand it. The guardian will also gain the ability to regenerate health at the rate on one hit point per round.
The caster will have some options available to them as well. They will immediately know if the guardians life is in danger or if they were to die. The caster will be able to contact the guardian up to three times per day and ask for an update. The update can be up to two rounds in duration. Finally once per day the caster can connect with the guardian and see what they see and hear for a period equal to their intelligence in rounds.
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 was only able to play a few sessions using the setting and by the time I was back to a place where playing was something that I had time to do and a group that was interested in playing this had faded from memory. I still have never been able to give the setting the attention I wish I had been able to. I hope to some day find a time to run an oriental based campaign.
I think that the oriental setting seems to support role playing much more than what the traditional western setting does. I attribute this to the nature of honor being important and there being a strong need to adhere to protocol and appearance. I like killing monsters and accumulating treasure as much as the next gamer but it is role and not roll playing after all.
Ninja Wars is a module I really enjoy the idea behind. It involves all the things that I think make up a good adventure. There is a good mixture of opportunities to both role play both combat problem solve. The module will also require the adventures to figure out a fairly involved plot line for a module.
The module is 96 pages long but it concludes in just over the first half of that. There are a fair number of plot hooks included though the module calls them mini-adventures I think they fall somewhere between both.
The module also includes a detailed section on the NPCs that the layers might encounter in the adventure. The module goes into more detail than a stat block and three or four sentences on then important ones. It provides enough information that the DM will ot have to wing many of the things that might normally have to when the players ask questions.
The module also includes something that you normally will not find in a module. It has a two page section on generating random encounters. These are not encounters specific to the adventure which makes it sort of different. The tables they provide though general could be used as a template for almost any setting. I am not going to say it is a great set of tables but it is passable.
The final section of the module is a series of I think five much more detailed adventures. These again fall somewhere in between what I would call a mini-adventure and something you would find in a module. Some of them are more detailed than others and some are better than others but it is still a nice inclusion.
In going over this module again I find myself wondering if this was not something that ended up being cobbled together from a number of different planned projects. The other option is that it was a start of a another setting. It may just be me though. I think this would be a great module for any DM to have and say buy it if you can find it.
Published: 1990
Pages: 96
From the back cover:
"Behold The Shining Temple of Bishamon!
Located above the city of Aru on the island nation of Wa, this shrine is the focus of a great pilgrimage. Every year, thousands of people travel here to celebrate the Ceremony of the Three Thousand Steps. For townsfolk and travelers alike, it is a time of great celebrations and revelry.
For Benju Matsutomo, Daimyo of Aru, it is a time of worry and concern. Something is wrong this year. A political rival has hired a clan of ninja to disrupt the pilgrimage and disgrace Matsutomo. But the daimyo has his own ninja, and just to be safe, he decides to hire a party of adventurers to make sure everything runs smoothly.
Of course, it doesn't...
Spell:
Faithful Guardian
Level: Fifth
Range: Touch
Duration: Permanent
Area of Effect: One Creature
Components: V,S
Casting Time: 6 Turns
Saving Throw: None
When this spell is cast the magic user is able to turn a currently friendly animal into much more. The animal will become an animal guardian of the casters tower, stronghold or base of operations.
The spell will grant the animal an increased intelligence raising it to that of an average human. The guardian will also have it's hit points increased by the an amount equal to the caster intelligence. The guardian is close to a familiar in what it does but is less and more at the same time. It is possible for the caster to have only one guardian at a time.
The guardian must stay at the caster's base of operations where the spell must be cast. It is possible for them to go other places but the effects of the spell will be canceled while they are away. If the guardian is away from the location for more than one day per point of intelligence the caster has the spell will be broken. The caster must wait a period of time equal to their level in months before the spell can be cast on a new guardian.
As long as the guardian is at the caster's base of operations then it will have other abilities besides the increased intelligence. While there is will not require food or water and will have it's aging process halted at the point where the spell was cast. It will also gain the ability to speak but only the caster will understand it. The guardian will also gain the ability to regenerate health at the rate on one hit point per round.
The caster will have some options available to them as well. They will immediately know if the guardians life is in danger or if they were to die. The caster will be able to contact the guardian up to three times per day and ask for an update. The update can be up to two rounds in duration. Finally once per day the caster can connect with the guardian and see what they see and hear for a period equal to their intelligence in rounds.
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.
Labels:
2e,
Forgotten Realms,
Module,
Oriental Adventures,
Spell,
TSR
Tuesday, January 3, 2012
FMA2 Endless Armies, Focus Hatred
FMA2 Endless Armies is the set in the Maztica setting. This is a setting I have written about before. The first time was for FMA1 Fires of Zatal and then for FMQ1 City of Gold. The FMA modules are adventures while the other is a setting with some adventure included.
It was said with FMA1 that this is a setting that I have a hard time getting excited about. The Al-Qadim setting of Zakhara is one that I find much more interesting and exciting. Maztica is still a setting is different enough that it may cause players to have renewed interest if theirs is waning. Both are outside the norm of what most fantasy games are based on that they stand out.
Endless Armies is very much a tried and true adventure trope though I use that word not in a bad way. Most adventures could be described using that word. This is a module that if you changed the just a few words with find and replace you could use is a 50's radioactive horror setting or in Call of Cthulhu. With that being said it would be enjoyable in any of them.
The premise is that someone wants to bring forth a old forgotten entity that will then provide them with power to rule over peoples who have wronged or misjudged them. I won't go into too much detail as there may be some that are inspired to run this or have them run through it at some point. I am not sure that writing much more would hurt though as the cover gives most of the key plot points away.
The module provides us with the Bacar who serve as the minions in the story. They are a race that could easily be exported out and used in a setting even outside the Maztica line with very little effort. I again can see them just as easily in another genre of gaming as well though.
In the end this is a module that is worth picking up. The players may very well figure out the plot line and be able to predict what is going to happen well down the line. This is true with many modules. The encounters are well done and a timeline for the end is provided if that is needed. These are seen off and on in the secondary market so I am not sure what the print run was like but it may have been smaller than some other modules from that era.
Published: 1991
Pages: 32
From the back of the module:
Deep within the heart of the jungles of Far Payit is a city lost to time and the modern people of Maztica. Long ago abandoned by its people, it holds a deadly secret deep beneath its ruined surface, a secret held safe by a tribe of inhuman guardians.
A secret that has remained inviolate until now.
A cleric of the church of Helm has disappeared. A piece of a map to the lost city of Ixtzul has been found. Great armies of ants perform deadly assassinations. And in the jungle, a new leader has appeared, promising power to those who follow her into the forbidden vale.
Now the heroes must follow as well, to uncloak the mystery and prevent the unleashing of a deadly force on the surface world of Maztica, a force that threatens both people of Payit and the newcomers' civilization in Helmsport. Should the heroes fail to defeat the endless armies of their foe, all in Maztica will perish!
Spell:
Focus Hatred
Level: Fifth
Range: 9"
Duration: 1 Round + 2 Rounds/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user will cause the target creature to become the focus of anger for all they may be in combat with. This will have the effect of making all involved ignore all others to focus on the selected target.
In game terms this will mean that any opponents who are actively involved in melee combat will be required to focus their attacks on the target creature. When this spell goes into effect even those actively engaged in combat with others will move to fight the target of the spell.
If there are more opponents involved than can reach the target they will try and force their way into range to attack the target. If this occurs all trying to attack who are impacted by others trying to get into attack them will have their attack rolls modified by a -2.
It is possible for the caster to change the target of the spell after it is cast. Doing so will cut the remaining time of the spell in half though. The target of this spell must be a willing target and trying to cast it on a non willing target will cause the spell to fizzle. When the spell expires those affected will spend one round regaining the command over their targeting and will not be able to attack.
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, January 2, 2012
The Land Beyond the Magic Mirror, Wild Magic 8
Let me start off by saying that I love the idea behind these modules. The concept of converting a child's story into an adventure was a good one. I fully enjoyed reading them and seeing how the characters and events in the module were handled using game mechanics.
On the flip side as much as I loved reading them and the idea behind them they seem to be one of those great ideas on paper and in planning but when done they don't live up to expectations. The modules can be fun but would require the right group of players in the right mindset. I am certain I would also never use this in an existing ongoing campaign (though I do have an idea how that I will mention at the end).
EX2 "The Land Beyond the Magic Mirror" is the companion piece to Dungeonland. I found that Dungeonland had more of the material I I liked though the inclusion of Humpty and the twins in this module made it memorable as did the Jabberwock. For the record though the Jabberwock deserved a better treatment.
The artwork was not as good in EX2 as it was in EX1. It is not that the art is bad in anyway it is just that I liked the earlier modules art better and there was more there. I am not certain but that he did all of it but James Holloway did most of the art from what I could tell. I like his art and as I said the art was good it was just that EX1 had more and I liked it better.
The module is going to be one that will test the players. Just because the theme is a child's tale the players might want to take it as something they can walk through. Nothing would be further from the truth. If they are not well seasoned players who are familiar with running higher level characters they will most certainly meet with characters dying unless the GM takes pity on them.
As to my idea on how to use these modules. I was thinking of using them as a "Dallas" or "Newhart" TV show situation. Where in the end it was all a dream but used as a test. To make the players even more uncomfortable I thought about making a situation where they had to swap characters they played. This would test them and make all of them uneasy. In the end the possible benefactor who placed them there would allow them to keep some magic item that they got from the adventure but in the end none of it was real.
Published: 1983
Pages: 32
From the back cover:
Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios.
This module was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the ADVANCED DUNGEONS & DRAGONS(R) game. It is finally available to all players and can be added to your existing campaign with ease.
The Land Beyond the Magic Mirror is designed so that it may be used with its companion scenario, Dungeon Module EX1, Dungeonland. Still, The Land Beyond the Magic Mirror may easily be played on its own, and should offer hours of excitement in its strange landscape!
Spell:
Wild Magic 8
Level: Ninth
Range: Special
Duration: Special
Area of Effect: Special
Components: Special
Casting Time: Special
Saving Throw: Special
With the casting of this spell the magic user is able to simulate the casting of any eighth or lower level spell. The spell will work best if it is a spell that the caster knows though this is not a requirement.
When this spell is used the caster will be able to use any eighth or lower level magic spell even it is is not one that they memorized or even know. If they have it in their spellbook the spell will go off without problem.
Spells that are not in their spellbook will be trickier. If they have seen the spell cast there is a 50/50 chance that it will work. If the spell fails then there is another 50/50 chance of things happening. It is possible that the spell will just out and out fail. The other is that it works but in reverse and in a negative way for the caster, possibly even affecting them.
The caster can even use this to try and create some new magical effect. The DM may choose not to allow this. If they do then they will need to impose strict limits on its use.
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.
Subscribe to:
Comments (Atom)
Popular Posts
-
There is not much more that I could add to what has already been said about the #7 ranked module of all time. I am actually more of a fa...
-
I am not sure what set these were from. I don't think it is a complete set either. Any insight would be greatly appreciated.
-
Finieous Fingers is the self proclaimed "World's Greatest Thief". The Finieous Treasury was published in 1981 and included all...
-
Faeries get a bad rap in my opinion. Even the cover of this book sends the idea that they are all the commercialized version of elves (b...
-
The Gateway Bestiary was published by Chaosium in 1980. It was designed for use with RuneQuest. It beasrs the Gateway name though to indic...
-
One of the pluses of the D20/OGL era is the veritable glut of material that became available from a broad spectrum of publishers. As shou...
