Sunday, January 8, 2012
I11 Needle, Painful Enchantment
I like the module as a whole and generally like anything that Mr. Mentzer does. The module started as a GenCon tournament module with three rounds. This may be part of the reason some dislike it as tournament modules by design can be a little railroad'ish. I rarely keep a module as designed so this is not something that bothers me.
The fact that it was a three part tournament module makes it easy to break into sections. This allows the module to be run amongst other items if the DM wants to. There are specific easy breaking points in play that will allow the DM to even end the module if the players end up not liking it. The three parts are different enough in scope and feel that this may cause some concern for players and the DM though.
The plot of the module is not in and of itself all that unique but combined with the setting, the details and some of the locals the module is different. This may be something that will put off some players and some DMs. I can understand this in a way asn I am going to have a spoiler moment here. I loved S3 to no end. The idea was great and I love the idea of finding technology in small doses. I do not like it as much as it has been used. I can see how this might put some off.
My only other complaint about the module is the names that were assigned to the pregenerated characters. I know this is a minor item but in my opinion it detracts from the module and makes it seem less serious. This also extends to a few of the NPCs used in the module. Nothing against the state but I am not sure Montana is an appropriate name for a fantasy character. If there is some other ise of that name other than a state I will retract this concern.
In the end the module has enough to offer that I think it is worth picking up. At one time it was available for free as a download on the TSR then WotC site. Any links to it that I have found recently do not work. If anyone knows of a good link to it still they might want to share it. Even if you can't get it for free it usually not cost prohibitive to buy it still.
From the back cover:
"The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered.
The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle.
Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk?
Don't forget to pack you bug repellent!
An adventure for 6-8 Characters, Levels 8-10"
Area of Effect: One Weapon
Casting Time: 1 Round
Saving Throw: None
By means of this spell the magic user is able to create a permanent magic weapon in a very short period of time. This ability is done at a painful personal cost to the caster though.
The magic user will be able to create a weapon up to +3 in nature. They can also assign it other abilities based on spell that they may have access to. All of these options will cost the caster in some fashion.
The caster will permanently lose 2 hit points per plus that the weapon is assigned. These hit points may be replaced as the caster rises in level but nothing short of a Wish would replace them and then at a cost of one Wish spell per two points. The caster will also lose one point of constitution total with the casting of this spell. This can be replaced though lesser means than a Wish though.
If the caster wants to grant other abilities to the weapon then they will need to base these off of spells that they have in their repertoire though they do not need to be memorized. The caster can put no more than three different abilities into the weapon in this manner. Doing so is at great peril to the caster.
Each additional ability can be used once per day and the caster has a 50% chance of losing one point of intelligence while placing the spell ability. The caster can increase the number of times per day (up to three) the ability can be used though this will make the chances of losing a point of intelligence 100% and then 200% (meaning they lose 2). Any points lost by the caster are permanent and may not be restored short of a Wish spell.
Finally with this spell there is a 5% cumulative chance that the soul/spirit of the caster will be pulled into the weapon. If this occurs then the new weapon is treated as an intelligent weapon with the intelligence and other attributes based on the caster's information. Anyone possessed by the sword will be controlled to find a means of releasing the caster. The DM will need to arrive at some quest line to accomplish this as even a Wish spell will not release the caster.
The material component of this spell is the weapon that will be enchanted. There are no special requirement about the quality of the weapon though. Any weapon can be enchanted regardless of quality and type.
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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