Sunday, August 28, 2011
The Red Mausoleum - AA#2, Cassandra's Vorpal Wires
The module was written by James C. Boney and is sixteen pages long saddle stitched with a black and white interior. The actual module portion of the product is fourteen pages long and packs in a good bit in those pages. The cover art on this module was done by the same person that did the art on first module they released in the line. Both did a good job of evoking that first edition feel.
The module is written for six to eight characters between levels 12 and 15. To this day I still don't have any characters created under OSRIC that could play in this so the GM might need to create some pregenerated characters for the players to use unless they have characters that high already. The module has a three level dungeon that will be challenging even to well played and equipped characters of those levels.
I won't go into too much detail about the module itself for the sake of anyone who might read this and intendeds to play in it sometime as a player. I will point out that the module does add two new magic items and a number of new monsters. I would really like to have seen the module expanded with more time spent at the modules beginning and middle portions. The outdoor portion of the module could have been expanded in detail and encounters but I am a fan of outdoor adventures.
Below is the module summary presented on the product itself:
The populated regions north of the Sistermoors have enjoyed over a century of respite from the wars that once plagued the area. However, within the past year, baronial patrols have reported clashes with undead and other dark creatures brave enough to strike out from the moors into the forests of men and elves. The Baron’s sage suspects that the undead issue out of the mysterious ancient landmark known as the Red Mausoleum located somewhere on the wild stretches of the moors! The Red Mausoleum is designed for 6-8 characters of levels 12-15 and is compatible with 1st Edition gaming.
I really need to make a point of picking up more of these modules. I go back and forth between AD&D and BECMI as being my games of choice and I often use a blending of the two. The modules I have seen by Expeditious Retreat Press have been well done and well received by the OSR community from what I can see.
Cassandra's Vorpal Wires
Duration: Six Rounds + 1 Round/Level
Ares of Effect: 9" Sphere
Casting Time: 6 Segments
Saving Throw: Halves
When this spell is cast the magic user causes a sphere of nearly invisible shifting wires to appear around them. The sphere can be set out to a maximum of 9" in diameter but can be made smaller if desired. The wires when seen will look like glittering metallic strands of spider webs.
As beautiful as the strands may appear to be when seen they can be deadly to those that pass through them. Anyone not in direct contact with the caster that pass through the sphere will immediately suffer five d4+1 in damage and be incapacitated from performing any other actions for that round. Those affected will suffer four d4+1 damage the next, then three d4+1 the next with each round the damage done decreasing by one dice for a total of four rounds. In addition the first round after being affected any saves and attacks will be made at -4 and then -3 the next decreasing by one each round as the damage does. Those who make their save will suffer only half damage but will suffer the full negatives.
Other caster who are affected by this will need to make a saving throw each round they try to cast a spell while taking damage. Those who make the save successfully cast the spell while those who fail have the spell casting interrupted. The magical nature of the damage and depth of the wounds from these wires will cause any healing effects to be halved unless a Heal spell is used.
The material component of this spell is a number of braided strands of wire. The wire will be a combination of mithril, adamantine and other wires that would be used in the manufacture of a vorpal weapon. They must then be enchanted in a process that will take eight hours. The cost of the manufacture of these wires will be no less than 500 gp and the DM may require the caster to quest for them. The wires are not consumed with the casting of the spell and may be reused.
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.
From the web: "An adventure in the wilderness stronghold of a band of brigands that includes the background and statis...
From the inside cover, 1st paragraph: "I would guess that the whole idea behind the publishing of a magazine is that someone has...
From the web: The fourth and final supplement in Judges Guild's Wilderness series. It details the villages, castles, citadels, lair...
From the web: " Glimmerdrift Reaches is the second entire Traveller Sector produced by Judges Guild. The three-color map g...
From the web: The second supplement in Judges Guild's Wilderness series. It details the villages, castles, citadels, lairs, isla...
From the web: Columns: Jocular Judgements by Chuck Anshell 03 ...
From the web: " This book provides a basic, modularized map of a border fort (all Kelnore forts were designed to these...
From the web: This eight page publication from 1977 contained the following articles and items of interest. Jocular Judgements Shre...
From the web: Additional charts, rules and background data for Thunderhold and the Sunstone Caverns . The installment includes Rea...
From the back cover: "An Ancient Evil has overtaken a once holy shrine. Thus, a sleepy mountain hamlet becomes a focal point fo...