Monday, September 19, 2011
Castle Sites - TSR, Seizures
Each of the castles will have a fairly detailed write up. There will be a description of the area surrounding the castle with information on the castle's appearance and history. There will then be detailed maps of the castle itself with descriptions of important areas along with statistics for any important NPCs connected with the site. Finally the DM is presented with a number of adventure hooks that can be used to draw the players into the area.
There are seven castles that are described within the setting. There are some that are larger than others but even the smallest would seem to be enough of an adventure to occupy a party for at least a full nights adventuring. The larger ones might take all of two sessions or more depending on the party. Some of the castles provided would be simple enough to drop into an evening session for use in a hex crawl. Others are specific enough that the DM might need to work a little bit to fit them into their campaign.
Castle sites is the second in the "Sites" series. The other two products are City Sites and then the third is Country Sites. I found all of these to be useful for the environs they each cover. It is nice to have something to fall back on if you are not ready for where the players may have taken you on the map as it were. These seem to be pretty easy to locate and can be picked up for less than cover price most of the time.
From the back of the book:
A man's castle is his home!
"Castle Sites offers a fascinating and detailed look into the workings of seven fantastic fortresses:
• Kaurak Kholzil, a dwarven bastion built into the face of a cliff to protect a rich adamantium mine;
• Cloud Keep, the flying fortress of a storm giant clan;
• Dragon's Coffin, built to keep an ancient black dragon trapped inside its subterranean lair;
• plus a walled valley, the ruined castle of a lich, a border fort, and a frontier outpost.
Each entry includes a description of the site's appearance, history, and layout, a detailed floorplan, complete data on the NPCs who live (or died) there, and adventure hooks to draw player characters into the setting.
Castle Sites is easily adaptable to any AD&D campaign and is suitable for all levels of play. Also in this series of accessories: City Sites and Country Sites."
Ares of Effect: One Creature
Casting Time: 4 Segments
Saving Throw: Special
When this spell is cast the magic user causes a wave of magical energy to wash across the mind of the intended victim. The wave of energy will cause an overload in the mind of the victim. The effect this will have depends on the the outcome of the victims saving throw.
Victims who fail the saving throw will begin to suffer the effects the round after the spell is cast. For the first round they will become disoriented and suffer minor shaking. This will cause them to suffer a -2 to all saves and attack rolls. The next round the effects will worsen and all saves and attacks are at -4 and casting of spells will fail. The next round the victim will fall to the ground and begin having violent seizures. These will last for 2-5 rounds.
Victims who make their save are still affected but to a lesser degree. They will suffer a -2 to all save and attack rolls for 2-5 rounds. They will also be very disoriented and suffer from the shaking. Any attempt to use a special ability or cast a spell with require an additional save.
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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