The d20 adventure "The Village of Oester" is the second in the Whitethorn campaign setting. The adventure reads well though I have never had a chance to run it or be run in it. Since it is a 3.x adventure I will most likely never play it as it is or under the system it was created for but the material itself is well done but will not be noted for breaking new ground idea wise. The illustrations and maps are both well done and may be some of the best parts of the layout. It features two parts the journey and then the dungeon crawl. There is a curse, zombies and well written strange NPCs for the party to encounter. The GM may need to get the players some board passes to get them into the adventure though as the motivation for finding the place and investigating are thin to non existent. Still the module could be adapted with some effort though I think if I ever run it I will wing the conversion with some some basic stat block conversions and a little improvisation. Even though this came out in the early part of the last decade it is still seen on a regular basis in the aftermarket. I would pick it up if you can find it at a good price.
Spell:
Control Weapon
Level: Fourth
Range: 3"
Duration: 1 round/ level
Ares Effect: Single Weapon
Components: V,S,M
Casting Time: 4 segments
Saving Throw: Special
When this spell is cast the magic user is able to take control of any one weapon that is within the range of the spell. Any type of weapon can be controlled even those that would not normally be usable by the magic user. The weapon will attack with the same chance to hit as if it were wielded by a thief of the same level as the caster. The controlled weapon will act as a Dancing Sword for the caster one it is controlled. The controlled weapon will not need to be held and used once every five rounds though.
Should the caster attempt to take control of a weapon already in the possession of another then the possessor is entitled to make a saving throw versus magic and if successful the weapon does not fall under control of the caster though they can attempt to wrest control of another weapon the next round but not the same weapon. If the save fails then the weapon is ripped from the wielder and comes under control of the caster.
If control is attempted on an intelligent magical weapon then not only is the wielder of the weapon entitled to a save and if that fails then the caster is forced into an ego battle with the weapon. If the battle is successful then the caster can control the weapon as the spell would normally allow. Should the caster lose the ego battle they will suffer one point of damage for every point of intelligence the weapon possesses (save for half damage) and the weapon will fall to the ground for the duration of the spell unusable by anyone.
The material component of this spell is a small silver charm in the shape of any common weapon. The charm must be specifically crafted for this purpose. The cost of the charm will be not less than 10gp. The charm is not consumed by the casting of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up 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.
"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, May 6, 2011
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