Tuesday, August 9, 2011
Film at Eleven - Cyborg Commando, Dream Walk
""Attention all units! A huge Xenoborg strike force is in space above your area. All resistance forces must evacuate immediately. CC operatives must stop this force from landing!" In this adventure, the characters are assigned to contact Major MacDonald, leader of a group of resistance fighters in southern Indiana, and secure his cooperation with the CCF. They must also deliver a new microwave device for cleaning up Xenoborg remains. But once they arrive, the situation heats up - the Xenoborgs have brought in reinforcements! With the help of a human traitor, they have captured several civilians, and plan to execute them on the six o'clock new unless the resistance fighters surrender. Once the execution has been stopped, the characters must locate the Xenoborg camp where the remaining hostages are being held. And there they find an even bigger threat - an Aerial Teleborg and its Xenoborg Captain! This booklet includes six ready-to-play characters (with both Basic and Advanced stats), maps of post invasion Indiana and Illinois, and a detail map of a Xenoborg camp. This is the second adventure for Cyborg Commando Game by Gary Gygax, Frank Mentzer, and Kim Mohan. You will need the game to use this accessory. This hard-science game is set fifty years in the future. In the year 2035, alien invaders conquer the Earth in a matter of days. Man's only hope is the Cyborg Commando Force - a cadre of super-soldiers who are part man and part machine. Pick up a copy today and join the Cyborg Commando Force!"
Luckily there is only one more after today's!
Duration:1 Turn + 1 Round/Level
Ares of Effect: Caster
Casting Time: 2 Rounds
Saving Throw: None
By use of this spell the magic user enters into a dream link trance. When in this state they will be able to interact with the world but it will be the world as it exists in the dream state. While in this trance they are able to leave there body for the purpose of exploration of the surrounding area. This will be the world as it was when they entered the trance so it is possible that when they awake it may be different and creatures or people may have moved location.
They are also capable of traveling to a specific location in order to retrieve something or perform a similar task. The distance they can travel is limitless but it must be a location they have been to in the past. While there they can do research or explore. They can also retrieve personal items that they own. This would allow them, for example, to return to their base of operations and retrieve a magic item or spell components. To bring they item back they must be physically holding it in their hands when the spell expires or they opt to exit the trance.
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.
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