"Go to the sign of Harvel'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

Wednesday, December 28, 2011

I12 Egg of the Phoenix, Wild Magic 3

Not on a theme but they just seem to be ordered this way for some reason. Today is another compilation module. I12 was originally released as much harder to find modules R1-R4. These were four RPGA modules that were originally used as GenCon tournament modules. The modules this were taken from are:

R1 - To the Aid of Falx
R2 - Investigation of Hydell
R3 - Egg of the Phoenix
R4 - Doc's Island

As with other modules that have been combined from separate entries this one went through a little tweaking to make it into combined product. I have never sat down trying to identify the differences but they are there. I have been told that the changes in this are much more dramatic that what has had to occur in others.

The module is set on Oerth but is on the opposite side of the world from the continent that is sued in the World of Greyhawk setting. It was said that this was to be incorporated into another setting that was planned by TSR but the departure of Gygax prevented this from ever happening.

The module says that it is designed for 5-6 characters of levels 5-9 and since it started as a tournament module this had to work. I am going to put out a slight spoiler but not too bad. I am not certain that a module that has a 20/25 Cleric/Magic User as an adversary is either not serious about the adversary or the levels are off. The module also tries to hit on all cylinders as it features dungeons, wilderness and planar adventures. Lest I be negligent I should also mention the time travel as well.

I am glad I own this. I am not sure I will ever be willing to shell out the $500 to $800 or more it would cost to have the originals. The module is not one of my favorites. I am not saying it is bad but I think it might be a little too over the top for me. I would say that this had more of a BECMI flavor and feel than an AD&D feel to it. There might be a reason for that since it was penned by none other than Frank Mentzer with help from Paul Jaquays so in the end how bad could it really be. It is still worth picking up and playing if you get the opportunity for either.

Published: 1987
Pages: 80

From the back of the module:

"Come on," they said, "It won't be so tough, just stopping a slavery ring," they said.

"I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?"

But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of - no, that's too disturbing to think about. There were the three daughters who - no, that's too painful to remember. Now there's this Egg of the Phoenix. What does that have to do with anything? This was supposed to be a cut-and-dried stop-the-slavers job. Who said anything about retrieving lost artifacts?

Trudging through forests, traipsing through castles, trotting through dungeons, traveling through other planes: this has turned into more than your run-of-the-mill adventure. The compensation had better be worth it!

Provided, of course, you're around at the end to collect your share. 


Wild Magic 3

Level: Fourth
Range: Special
Duration: Special
Area of Effect: Special
Components: Special
Casting Time: Special
Saving Throw: Special

With the casting of this spell the magic user is able to simulate the casting of any third or lower level spell. The spell will work best if it is a spell that the caster knows though this is not a requirement.

When this spell is used the caster will be able to use any third or lower level magic spell even it is is not one that they memorized or even know. If they have it in their spellbook the spell will go off without problem.

Spells that are not in their spellbook will be trickier. If they have seen the spell cast there is a 50/50 chance that it will work. If the spell fails then there is another 50/50 chance of things happening. It is possible that the spell will just out and out fail. The other is that it works but in reverse and in a negative way for the caster, possibly even affecting them.

The caster can even use this to try and create some new magical effect. The DM may choose not to allow this. If they do then they will need to impose strict limits on its use.

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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