"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Saturday, September 10, 2011
A Lion in the Ropes - TLG, Fire Bane (R)
Sometimes gems will sneak by you and it takes someone else to point them out to you. The other problem is sensory overload and the fact that we sometimes get our attention stolen by shiny things. The module "A Lion In the Ropes" is one of those things that easily escapes notice.
The module was released by Troll Lord Games in 2001 during the height of the D20/3.0 module onslaught as I like to call it. The Open License sometimes made it hard to separate the wheat from the chaff. I think this has settled down today to some extent but the options for less expensive PDF option has made things better also.
"A Lion in the Ropes" is a horror/mystery/dungeon all rolled into one. The module is only 24 pages long but it packs a lot into those pages. It drives home the point that sometimes the story sells itself with out having to have a lot of fluff and glitter. The module allows the players a mix of mystery, problem solving and combat. It also allows for role playing as much, or even more so, as roll playing.
The module is designed for four to eight characters of levels two to four and is set in the world of Erde. The module would be one that could easily be scaled to fit higher level characters if needed since it is not all combat based. It can also be placed in the DM's world with a little work or even dropped into another setting. I think this module would be well received by players looking for a mix of thinking and fighting with a little darker feel to it. I think this is one of the better early D20 offerings but I still have a lot to go through.
From the back of the module....
Boots wet from crossing the river, you tramp up onto the remnants of an old Imperial road. A small village lies before you. Its cottages stand arrayed in neat order along either side of the way, muted and dark. The dinner hour is just passed, but no laughter or chatter disturbs the steady drizzle soaking your cloaks. Only the gentle clanking of weapons on armor and the ragged breaths of your band echo in the still quiet. A horror stalks the land, and it is left to you to unravel the mystery that is "A Lion in the Ropes".
The lands of Lord Galveston are plagued by murders. Rumors abound that a fiend from the Twilight Wood is responsible. When the deacon of Four Saints Church is found floating in the river, the terrified people under Galveston's protection cry out to him for aid. Brave adventurers are needed to delve into the secrets of the land, to investigate suspicious monks and aged battle lords, and to combat menacing foes.
Spell:
Fire Bane (R)
Level: Fifth
Range: 6"
Duration: 5 Rounds + 1 Round/Level
Ares of Effect: Special
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast it grants the magic user and a number of other party members protection from magical fire and invulnerability to normal fires. It will also give the recipients a shield that will damage any that attack them.
The protection granted to the caster will be complete protection to any form of normal or naturally occurring fire. The caster will also be protected from magical fire. The spell will absorb damage from magical fires. The amount absorbed will be equal to the caster level times their intelligence. Once this amount is exceeded the spell will have the same effect on the caster as it does others.
Recipients other than the caster will also be immune to all normal fires. They will not have the absorption shield though. They will be entitles to +4 to all saving throws versus magical fire though. In addition they will only suffer half damage and if the save is made quarter damage. The spell will affect one additional recipient for every two levels of the caster.
In addition to the protection the caster and the recipients will have a shield that damages any who attack them physically. Any attacking them will suffer one point of damage for every three levels of the caster. Creatures that are fire based or suffer additional damage from ice based attacks will instead suffer one point per level the caster.
This spell is reversible. The reverse casting will be Ice Bane. It will grant the same level of protection but it will be against anything cold related. The damage shield will cause ice based creatures to suffer additional damage.
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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1 comment:
There's really getting to be too much material out there for us to sort through, as individuals. That's why I feel that it's important that we share these finds as a community.
Thanks for bringing this module to our attention, Wymarc. I, for one, truly appreciate it.
Now I'll have to go about getting it!
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