Thursday, September 15, 2011
Crisis at Crusader Citadel, Wizards Recall
If the Keep on the Borderlands is, as many consider it, the most played and iconic module for D&D then Crisis is it's counterpart under the V&V game system. There are no hard and fast numbers but it is likely that there are few people who have played V&V who have not played Crisis at Crusaders Citadel. It is simple by today's standards but it accomplishes what it sets out today by giving players and the GM an introduction to the game.
As with most of the V&V modules the layout is pretty simple. The idea was to put as much content into the module as they could using as little space as possible or it seems that way. In my younger days the smaller compact font spacing was not an issue but I apparently have not aged as well as the module. It is not impossible to read but it is packed in there. The art more than makes up for any layout issues though. Jeff Dee's work is used throughout and as much as anything his art I think helped define the game. Having the module just for his work is a valid option even if you never play the game.
The module itself is as stated early pretty simple in its design. There is the introduction and setup and there are then two fight scenes. In my history of playing superhero games this is pretty standard really. You might have one more fight scene and a portion of the module dedicated to some research and therefore roleplaying but in the end if you are playing a superhero game you want the action maybe more so than in any other gaming genre.
I won't go into detail as to the scenario in the off chance that there is someone who has not played the game. The module is intended as an introductory module. The villains and heroes that are detailed inside the cover are 12 and 6 respectively. These are some of the best conceived characters outside the licensed material based games. The idea behind the groups may "borrow" a little but from published works but imitation is the sincerest form of flattery.
I can't recommend the game enough. I would say that you would want to have this module as well. In my looking around on the web while writing this I came across a great recap/write-up for a session that used the module. It made me want to play it all over again and is a great piece of game fiction in my opinion. You can find it here. If you like superhero games and comics you should read it.
Duration: One Day
Ares of Effect: Caster
Casting Time: One Turn
Saving Throw: None
By means of this spell the magic user is able to recall the spells that were memorized from one day on the next day. The recall takes place after the full required period of rest is completed by the caster. The spell restores the pathways that the memorized spells had previously created in the caster's mind.
The spells that the caster will recall must be exactly the same as what was memorized the previous day with no changes in the makeup. This spell will be cast before the the magic user goes to sleep for the required rest period. The pathways will be restored as they sleep. If for any reason the caster's rest is disrupted for more than a few turns the spell will have failed and spells must be memorized as normal.
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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