"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
Sunday, February 5, 2012
Heroes Magazine #2, Might Makes Right
Issue #2 of Heroes magazine picks up right where issue one left off. This issue features a pair of items that really make it stand out for me though. The first is the articles on the personalities from Elric. I strongly advise anyone who has not read the books and will eventually to avoid this. If you do not plan on picking them up then this will provide you will an understanding of the characters and for the DM ideas for some great NPCs. This I am also connecting with the different Elric scenarios which are designed for the Elric game which I have always felt was an underrated gem.
The largest article in the magazine is the Doom Manor adventure that was written for Powers & Perils. It consumes almost half of the magazine and is worthy of that much space. The only problem with the adventure is that it is written for Powers & Perils which means that most people will never have had the chance to play it. I think that this adventure is very deserving of a conversion to either a universal format or better yet some version of D&D prior to 3e. This adventure alone makes the issue worth picking up.
Published: 1984
Pages: 48
Contents:
- "The Making of Goldfinger, the Roleplaying Adventure" by Robert Kern
- "Alienating Yourself: Science Fiction Races for Lords of Creation: Part One" by Tom Moldvay
- "History of the Lunar Empire, Part Two: Skyburn and the Coming of the Conquering Daughter" by Greg Stafford
- "Of Hordes and Heroes: The Personalities of Elric" by Glenn Rahman
- "The White Wolf's Revenge: More Elric Scenarios" by Jeffrey K. Seiken
- "Doom Manor" by Richard L. Snider
- "What Does a Hero Want: A Selection of Artile Topics for Heroes Magazine" by Heroes staff
- "War Fleets of Glorantha: Or, Cement Ships and Leafy Sails" by Greg Stafford
- "Hero at Work: James Bond 007" by Neil Randall
- "Once More Against the Hun" by David Kuijt
Spell:
Might Makes Right
Level: Fourth
Range: 9"
Duration: None
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes all in the area of effect to suffer damage. The amount of damage suffered will be determined by each victims lack of physical prowess.
When the spell is cast DM will need to determine the Strength score of all in the area of effect. Each affected individual will then suffer damage based on their strength subtracted from 18. The damage will be equal to that number plus a d6 for each point of difference as well. The victim is entitled to a saving throw versus the d6 damage and if successful suffers half 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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