Monday, August 15, 2011
The Prison City of Hell's Reach - AEG, Mummy Touch
As many things have they ended up getting scanned and inventoried long before I ever got around to doing anything with them. I did look them over and I recall thinking that the idea was good but the ROI was just not there. The first issue was the size. I am not a fan of things that do not fit traditional gaming book sizes. Next I would rather have a single normal size book that I pay more for where there are multiple one shots. Still if you can get them cheap like I did then they work out OK. Below is the material from the back of the module.
According to myth, Hell spewed forth a foul seed of its damned terrain that took root in the world and yielded the ruined city known as Hell's Reach. Once a prosperous trading port that harbored pirates, outlaws, and worse within its walls, the gods themselves punished the city for turning its back on its one-time patron deity and embracing decadence, greed, and violence. A tremendous earthquake sundered the peninsula that connected the city to the mainland, leaving it a half-flooded island populated by small bands of desperate survivors. Hell's Reach is now a dumping ground for criminals deemed too dangerous to ever allow back into society and too likely to break free from prison.
Though warships constantly patrol the waters around Hell's Reach, travel to and from the city is not impossible. Smugglers and other criminals use magical means to ferry weapons, armor, and other goods to the ruins, trading such mundane items for poisons and worse. As a one-time prosperous port, many fabulous treasures lie hidden within the city's crumbling walls, and more than a few daring bands have ventured into the city. Those that make it out speak of desperate bands of cannibals, highly organized criminal gangs, and much worse that stalk the streets. Yet these same survivors often return laden with gold, jewels, and magic.
Duration: 1 Round/Level
Ares of Effect: Special
Casting Time: 3 Segments
Saving Throw: Special
When this spell is cast the magic user enchants a number of weapons with an effect that in all ways, except for the amount of damage done, acts like the touch of a mummy. All of the effects of the mummy's touch will be present and can affect victims hit by the weapons.
Any individual or creature hit by the weapons will need to make a saving throw versus poison every time they are struck. Those who fail will have contacted the mummy rot and will not need to make any further saves. The effect from this is not immediately apparent so the DM will want to make note of who is affected and adjust how healing affects them.
The number of weapons the caster can enchant is based on their level. The caster will be able to grant the effect to one weapon plus and additional weapon for every five levels of experience rounded down.
The material components of this spell will be the wrappings of a mummy that was at one point undead. The wrappings are not used up by the spell and may be reused for future castings of the spell.
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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