When it comes to comic books I have always collected a cross section of the comic industry but when you look at the collection I will be mostly Marvel. I remember when Marvel Super Heroes cam out I just had to have the game. Sadly it never measured up to the other super heroes games. It was a good game and there is a huge fan base for it I just found other games either easier to create a balanced session in (Champions) or just more appealing (V&V).
After beating it up let me say again though that MSH is a fun game and the Time Trap module is a good example of why this is so. This was published in 1984. As is often the case in some earlier modules it is not all that big. The adventure itself is only sixteen pages long. For the size it packs a lot in though.
The module features Earth Mightiest Super Heroes in a battle across time and dimensions. The module has six different sections with an optional seventh that may or may not be used but is not really needed. Each involves a different villain from the Marvel universe that may or may not normally be associated with the Avengers.
The module features statistics for six different Avengers though this is not a line up that I think I ever saw in any run of any length. It will allow the players to use some characters that might not get played too often. It also features statistics for the same number of villains. There is also a double sided map that will be used in play. One side of which is the Avengers Mansion.
All in all it will be a fun little romp for the players. It will give a them enough opportunity for action while in the end giving them cause to think. It is worth picking up as most of the MSH modules are. It can be found cheap enough in the usual places and can sometimes be found brand new like this copy I found.
Spell:
Animal Sleep
Level: Second
Range: 3" + 1"/Level
Duration: 5 Rounds/level
Ares Effect: Special
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None
This spell where not specifically different will resemble the first level Sleep spell. The major difference will be that this will only affect non-humanoid creatures. It will affect any thing that would be considered an animal. For this affect monsters of a non-humanoid nature will be treated as animals. It will also affect double the number of hit dice that a Sleep spell would affect.
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.
"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
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2 comments:
Nice spell.
@Trey Works better on Animals I bet!
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