Dragons of Weng T'sen is a module released by Role Aids in 1983. It states on the front cover that it is compatible with Advanced Dungeons & Dragons. It also states on the back that Advanced Dungeons & Dragons is a trademark of TSR and use of that trademark is not sanctioned by the holder.
The module si designed for three to six characters of sixth to ninth level. The setting is one that I wish there were more of. The setting very much mimics medieval China and in particular the Han dynasty. The method the characters are introduced is not one of my favorites but every now and then you have to ride the railroad. I want to be sure and point out that some of the art in the module is quite amazing and overall it is better than what is found in some early modules.
After making their way to the land where the adventure is set the module first begins with a journey through the valley of Weng T'sen. This is probably my favorite part of the adventure. I am a huge fan of the outdoor adventure and the environment for the valley is different and the encounter areas all are interesting. I have often thought of using the special weather situation in the valley elsewhere.
The module next presents the DM with information on the Dragon Lords. These will not be needed now and might have been better serves being at the end of the module. The Dragon Lords could also very well be lifted and used as part of a pantheon for dragons in another setting.
The next section of the module is the one that deals with getting to and the upper levels of the tower that is occupied by Weng T'sen. The tower is a pagoda shaped structure. It is 120 feet high and consists of seven levels. There are quite a few encounters here and it may take a few sessions to work through the valley and the tower areas.
The underground chambers portion of the tower is described next. This is a much smaller area than the previous portion as the dungeon area is not very large at all. Weng T'sen himself is described in this section. He is a very powerful opponent and handling this section of the module could end in a loss of the entire party. There are ways to mitigate this or avoid the problem entirely though that opens up some role playing questions should it happen.
Most of the Role Aids modules and accessories that were released for Advanced Dungeons & Dragons were well done. They were also better when they were originally written. Like many early products the scope and detail of some newer products make the older products seem inferior in many ways. This one seems to hold up better than some of the others. This module seems to go for more than many others from Role Aids but it is still worth picking up.
Spell:
Mutation
Level: Eighth
Range: 6"
Duration: Permanent
Ares Effect: One Creature
Components: V,S
Casting Time: 1 Round
Saving Throw: Negates
When this spell is cast the magic user causes the victim of the spell to undergo a number of mutations. These mutation will alter the physical nature of the victim but not their mental nature. These effect are permanent unless removed via a Wish or some level of divine intervention.
The victim of this spell is entitles to a saving throw. If hte save is made then there is no effect. If the victim failed their save they will undergo a random number of mutations. The number is determined by rolling a d20. The mutations will take affect one per day until the cycle is complete. During this time the victim will be incapacitated with pain once the mutations begin in two to twelve turns.
The mutations will be based off the Appearance table in Appendix D of the First edition Dungeon Masters Guide. The DM will either select tables or roll for them randomly. No table should be duplicated unless there are no other options. The tables are on pages 194 and 195. The list of tables are below and if the DM does not have access to them they should come up with their own options for each area or make the decision on their own.
01) Head
02) Head Adornment
03) Overall Visage
04) Ears
05) Eye Color
06) Eyes
07) Nose
08) Mouth
09) Body Attribute (1-4 Bipedal, 5-6 Quadrupedal)
10) Bipedal Torso
11) Quadrupedal Torso
12) General Characteristics
13) Tail
14) Body Odor
15) Skin
16) Predominant Color
17) Back
18) Arms
19) Hands
20) Legs & Feet
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:
Interesting that the module is a pseudo-China, but the writing on the cover is Japanese. And it says "Weng T'sen of Dragons" actually. :D
Sounds like a cool module, though. I should try to locate a copy.
Actually the title is竜のウエンセン (Ryuu no uensen), which means 'Weng Seng of Dragons'. Whoever translated got it bass ackwards!!
It should read ウエンセンの竜 (Uensen no Ryuu).
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