"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

Friday, March 16, 2012

Al-Qadim Reunion, Inner Demons


This is a module I have never had the opportunity to run or lay through. I t was  apparently initially a three part GenCon tournament module. I will not give too  much away but the premise makes it easy to see it as a three part tournament  module. I am not sure how this would play out in a normal campaign type of  situation. I really see this being better served as a one shot adventure perhaps  to introduce the setting.

Published: 1998
Pages: 32

From the back cover:

Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind.  Now, caged by an evil mage, these desert riders yearn for their lost freedom.  But Fate takes a hand as a noble djinn seeks to fulfill an ancient wish....

In this unusual three-part scenario, players first take the roles of the men of  the tribe, who stage a revolt after being enslaved in the Pit of the Laughing  Efreeti and then try to battle their way to freedom. In the second part, the PCs  are the women of the tribe, who must escape the evil flame mage's harem and use  all their wits to win free of a strange city. Finally, the children of the tribe  have to slip away from an evil temple before they can be sacrificed, which calls  for them to embark on a magic carpet ride that promises to be the adventure of  their lifetimes.

An AL-QADIM adventure for up to six characters.




Spell:

Inner Demons


Level: Fourth
Range: 9"
Duration: Instantaneous
Area of Effect: 1 Target/ 2 Levels
Components: V,S
Casting Time: 6 Segments
Saving Throw: None

When this spell is cast the magic user will cause each target to be confronted  with their "inner demons". These will take the form of some monster feared by  the target or lacking knowledge of that a monstrosity apparently from the lower  planes.

There is in reality no physical manifestation. The entity and the combat all  take place in the mind of the victim. Since the manifestation is taking the form  of something feared by the victim all attack and saving throw rolls will be made  at -2. The attacker will have the exact same stats as the target and access to  only the exact same spell, abilities or equipment though these will appear to be  in other forms perhaps. It is important to note that none of what happens in  this combat as far as damage or any spell/equipment use is real.

The outcome of the inner battle will determine the effect of the spell. If the  target defeats the inner demon then they will receive a boon of +2 to all attack  rolls and saving throws for the duration of the encounter with the caster. If  they fail to defeat the inner demons then they will receive a -2 and will have  their hit point total lowered by 25%. It is important to note that this spell  will affect an individual who has had it cast on them before regardless of the  previous outcome. They will simply be battling other inner demons.

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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