"Go to the sign of Harvel'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

Saturday, June 11, 2011

WG8 Fate of Istus, Cassandra's Wild Goose Chase

WG8 Fate of Istus was released by TSR  in 1989 as a mechanism to explain the transition between 1e AD&D and 2e AD&D in the World of Greyhawk. It has all the markings of a second edition module on the covers but inside it is written as a mostly first edition module though it has hints of what is to come in the "new" edition. We have the following as a hint of the outcome on the back cover...

"A dread plague has struck the world of Greyhawk, and the adventures must travel the length and breadth of the land seeking an explanation, and a cure. This is no ordinary plague, but one that seems almost like a punishment-or a test-meted out by some greater power."

The greater power is actually Istus. Istus is one of the deities in the World of Greyhawk.  Istus is the goddess of Fate, Destiny, Divination, the Future, and Honesty. She is known as the Lady of Our Fate and the Colorless and All-Colored. One part of the overall adventure targets each character class in the game at the time and at the end of the module all character classes have been modified to fit into second edition as a result of the judgment of Istus.

I know the above will turn some right away but the results can be changed. It is really quite a good resource for anyone using Greyhawk. It provides a good bit of detail for Rookroost, Rel Mord, Jurnre, Elredd, Wintershiven, Leukish, Rauxes, Chendl, Verbobonc, and Hesuel Ilshar. This alone makes it worth picking up and it can be found cheap if you are patient.

In addition to the information on the various cities and important NPCs it contains ten distinct adventures that can be played individually, as part of the overall adventure or ripped off and adapted for your own use. The list of adventures are...

The Sage's Tower
Swords for Hire
Countdown in Jurnre
Diambeth's Delving
Service for the Dead
The Garden of Evil
Down with the Wizard
At the King's Right Hand
Iuz's Gambit
The Scarlet Mosque

Spell:

Cassandra's Wild Goose Chase


Level: First
Range: 6"
Duration: Special
Ares Effect: Special
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: Negates

The casting of this spell will send a number of creatures on a specific errand for the caster. In reality the errand must be a farce with the intent of getting rid of them. This spell does not impart the ability to communicate with the victims if the caster is not already able to do so.

The number of creatures that can be affected will vary on the level of the caster. The caster can send two creatures plus one per level over first one the errand. The intended victims are entitled to a saving throw modified by any wisdom bonus they might posses. Those who save are unaffected and may or may not be ill disposed to the caster as a result. Those who fail will immediately leave with their sole purpose being that of completing the errand.

Those affected and on the errand will continue to try and complete the errand for the caster for a period of one turn at which time they will be entitled to another saving throw this time at +2. If the save is failed they will continue the errand for another turn at which time they will make another save this time at +4. The process will continue until a save is made with each subsequent save being made at a cumulative +2.

When a save is made the spell will have the affect of not allowing the victim to remember the errand. They will not remember why they went on it nor who sent them on it. They will recall they were trying to do something important but it ended up not being all so important after all and will wonder why they thought it was so important. If at any time the victims life comes in danger as a result of the errand the spell is negated but with the same after effect.

The material components of this spell are the tail feather from a goose and one gold piece per individual affected. The feather will not be used up by the spell but the gold piece must be given to the individuals and will stay in their possession.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

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