"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

Tuesday, June 28, 2011

The Iron Crypt of the Heretics - GenCon Edition, Dream Curse

I have never been to GenCon. There was someone online who posted a message about going to GenCon and they offered to grab people a copy of this module. I for the life of me can't recall who that was. Thank you in absentia and I feel terrible I can't recall who it was!

This is the 1e version of the D20 DCC module 12.5. It is a followup to DCC #12 The Blackguards Revenge. It was released in two different version and the 1e version was only available ag GenCon where it sold out. Other than the rule set the modules are identical at least that is what I was told.

This module like most of the other Dungeon Crawl Classics is a well written product. It is designed for a higher level party. They suggest that the characters be levels 11-13 and a party size of of four to six. They suggest a good cross mix of characters though they suggest that skilled thieves and good aligned clerics or paladins will greatly aid in the party's chance of success. The module presents some ideas for scaling if the party is too weak or are too strong. The module also has a some traps that may very well prove deadly so it is possible to have a TPK.

Since this is a continuation of DCC#12 it is best that it be played as part of that though this is not required. The information needed from the earlier module is presented in this one. The module also suggests some plot hooks to pull parties in that did not play the first module.

The module itself is twenty-four pages long with ten of that either being the introduction portion at the beginning or player handouts etc at the end of the module. The module has nineteen keyed encounter areas. These will challenge a well played and well equipped party. Again it is important to suggest that the taps in this are deadlier than in many other modules so caution is advised.

I won't point them out but I am certain there are some Easter eggs to older products in this module. If you have a chance to pick it up I would suggest doing so. I am eventually going to pick up a copy of the standard version so I can compare them.

Spell:

Dream Curse


Level: Eighth
Range: Special
Duration: Permanent
Ares Effect: One Creature
Components: V,S,M
Casting Time: Special
Saving Throw: Negates

Dream Curse allows the caster to visit the intended target in their dreams. Once in the dream of the victim the caster will be able to interact with the victim and bestow a curse upon them.

The curse effect will enable the caster to use a Limited Wish type of effect to negatively impact the victim. The effect of the curse will be specified by the player but it is limited to a spell effect or item effect that would be negative to the recipient. The effect of the curse unlike a Limited Wish effect will be permanent until it is removed via some magical means including a Wish spell or Remove Curse.

The DM will need to interpret the curse an may take the effect as literal as needed. This means that the effect may or may not happen exactly as the caster sees it but if the save is not made then the effect will occur. The save will be made normally with some modifications. If the victim is of a higher level than the caster it is made at +2 plus an additional +2 for each difference in level. The victim may also apply any bonus for Wisdom they may have.

When the victim awakes they will know that they have been affected in some way. Depending on the curse it may take some time to manifest but it should happen within twenty-four to forty-eight hours unless specified longer in the dream or it has a trigger event. The victim will also know who they encountered in the dream and will be able to remember it without error.

The material component of this spell will be a personal possession of the victim. If the caster does not have an item then they must have been in direct personal contact with the victim within twenty-four hours of the casting. If there is not a personal possession the victim receives and additional +4 to their save. The caster will also have the effect of aging no less than three years with the casting of this spell.

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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