Wednesday, January 11, 2012
Pool of Radiance: Attack on Myth Drannor, Swap Coins
I have not had a chance to play this module. It was a very early 3e module or perhaps the very first 3e module. I know it was released in 2000 and was being written during the same time as the rules were being written. The Wizards web site discusses this and has corrections and errata for the module. My experience with 3e is very limited having become engrossed in the cult of Everquest two weeks after release in 1999 and Magic the Gathering before that.
The reviews I have been able to find have been fairly kind to the module. There have been some that have not been nice though. The major concern that I have been able to find and can see from the module as I have read it is the very linear nature of the module. It expects players to go from A to B to C and does not allow for much variation. Being based off of a computer game this makes sense.
Other concerns have been with the rationals for becoming involved in the module being either very weak or even a little contrived. I do not hold much stock or concern with that. A DM should be able to tie a module into whatever else they have going on in their campaign. If they can't find a way to this then simply don't use the module.
Looking beyond all of the negatives above from what I have seen I like the module. It brings to mind the line about having "3rd edition rules, First edition feel" from Necromancer Games. This module feels like a second edition TSR module which is not a bad thing in my world. I prefer First edition but Second edition is not bad.Not long after this I am certain this was lost as modules designed under the new rules and not adapted lost that.
I am mixed about suggesting that someone buy this. There are items that could be borrowed and used outside the module so it is most likely worth it. The fact that it is basically based off of a computer game scares me since I have not actually ran it. Take a look at it if you have a chance and if on the fence flip a coin is what I would say. If anyone has experience with it please feel free to chime in.
From the back of the module:
"Evil Reigns in the Elven Ruins
Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death - or worse.
Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn.
Unless a group of brave heroes can stop them first....
This adventure can be played as a stand-alone or as a tie-in with Pool of Radiance: Ruins of Myth Drannor computer game."
Area of Effect: 20 Coins + 20/Level
Casting Time: 2 Segments
Saving Throw: Special
Through the use of this spell the magic user is able to become a petty thief of sorts. It allows them to swap coins in their possession out with those of another.
For this spell to work the target will have to have at least as many coins as the the caster is trying to swap them out for. If the target does not then the spell will fizzle and nothing will happen. The spell must also always use all the same type of coins on both sides of the swap.
There is a progression of coins in the casting of this spell. The progression goes as follows Slugs > Copper > Silver > Gold > Platinum. There is something in the nature of the magic that will not allow the spell to work on Electrum. The progression is important in that as long as the caster is only stepping up one then there is no save. If more than one step is being made then there is a save and for each jump over the first one then there is a +1 to the save. For example silver to Gold is no save. Copper to Gold gets a save and Copper to Platinum gets a +1 to the save.
The material component of this spell is a blank slug coin made of iron or other base metal of no real value. The slug is consumed by the spell when cast. There is only one slug used regardless of the number of coins being swapped.
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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