Thursday, September 8, 2011
Assault on Raven's Ruin, Create Wizard's Staff
The module was released in 1992 and is sixteen pages long. It includes a poster map that can be used with miniatures as well as fold up cardboard characters. The setting is an underground mansion which has 15 or so distinct encounters. The mix is your traditional split among rooms that are empty, contain monsters and treasure or have just a trap or trap plus treasure.
There are eight other modules in the Thunder Rift line. A list of these are below. In the end there is an option that will allow the DM an opportunity to let the characters into either their own world or one of the larger TSR settings. The list of modules and the information from the back of Assault are below.
Thunder Rift (Setting)
Quest for the Silver Sword
In the Phantom's Wake
Sword and Shield
The Knight of Newts
Rage of the Rakasta
Assault on Raven's Ruin
DM Screen & Escape From Thunder Rift
From the back of the module....
ATTENTION: ALL ENTRY LEVEL DUNGEON MASTERS AND PLAYERS! THE SCEPTER OF TRUTH HAS BEEN STOLEN, AND A CALL HAS GONE OUT FOR A FEW BRAVE HEROES TO BRING IT HOME
In the canyon of Thunder Rift, in the village of Kleine, goblins have always been a nuisance, but the natives have dealt with them and continued an otherwise peaceful existence. Now, a valuable magical item, called the scepter of truth, has disappeared! The ingenuity of the crime bears the mark of the goblins' leader, the Master Thief Raven. The scepter must be recovered, but there is no one in Kleine with the strength and courage to penetrate Raven's trap-laden hide-out, deep in goblin territory. A party of stout adventurers might survive the mission, but they will have to be quick, smart, and especially careful.
This module has been created especially for the inexperienced Dungeon Master and players who are interested in the exploration of dungeons and ruins.
# Recommended for four to six characters, level 2-3
# A large map sheet and stand-up figures are provided
# Only the DUNGEONS & DRAGONS Game Box is needed to play this adventure
# Can be used in conjunction with several other adventures and accessories based in Thunder Rift, or it can stand alone
# Features easy-to-follow rules for smoother role-playing
Create Wizard's Staff
Ares of Effect: One Staff
Casting Time: 24 Hours
Saving Throw: None
This spell allows the magic user to create a magical staff that will be bound to them. This spell will allow the staff to have a special ability that is randomly determined. It will also allow the caster a number of free spells per day.
The staff when created will be bound with the magic users very being. If the staff is out of their possession for more than twenty four hours they will cast spells as if they were one level lower for each day it is out of their possession to a maximum of four levels. As a result of this the caster will always be able to determine the approximate location of their staff. If the staff is ever destroyed they will immediately and permanently lose one level of experience, one point of intelligence and 2-5 hit points.
The caster will need to spend twenty four hours in the casting of the spell. They will also be required to have a staff that is created specifically for the spell. The cost of the staff can vary but the cost should be no less than 500 gp. The DM can instead have the caster perform a minor quest to obtain the staff.
The staff will have the ability to cast a light spell at will for the caster. The spell will also allow the caster to imbue the staff with three different types of first level spells. The spells the caster can chose from are as follows:
Protection from Evil
The caster will be able to select one from each list when the spell is initially cast. Then at levels 12, 15 and 18 the caster can add another from each of the lists. The caster must know the spells to add them. The caster must update the spell at each of these levels. The update process will cost no less than 250 gp each time.
The caster will be able to cast the spells a number of times per day based on their level. The table for this follows below.
Utility Defensive Offensive
9th 3 1 1
12th 4 2 1
15th 5 3 1
18th 6 3 1
In addition to all of the above the staff will have a randomly determined benefit that the caster will gain while the staff is in their possession and is being held. The options are outlines below
01-25 Protection +1
26-75 +1 Hit and +1 Damage
76-90 Spells are cast as one level higher
91-95 +1 to Random Attribute
96-00 Roll Twice ignoring rolls over 95
The material component of this spell will be the staff that the caster will bind to them. The caster will also need an assortment of rare herbs and incense. The cost of these will be no less than 250 gp.
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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