The Prison City of Hell's Reach. With a a name like that how could you not want to buy this. Actually I did not buy any of the AEG mini-modules individually. I purchased a stack of a dozen or more off eBay for a insanely low price. I thought I would buy them and then convert them to whatever system I was playing at the time.
As many things have they ended up getting scanned and inventoried long before I ever got around to doing anything with them. I did look them over and I recall thinking that the idea was good but the ROI was just not there. The first issue was the size. I am not a fan of things that do not fit traditional gaming book sizes. Next I would rather have a single normal size book that I pay more for where there are multiple one shots. Still if you can get them cheap like I did then they work out OK. Below is the material from the back of the module.
According to myth, Hell spewed forth a foul seed of its damned terrain that took root in the world and yielded the ruined city known as Hell's Reach. Once a prosperous trading port that harbored pirates, outlaws, and worse within its walls, the gods themselves punished the city for turning its back on its one-time patron deity and embracing decadence, greed, and violence. A tremendous earthquake sundered the peninsula that connected the city to the mainland, leaving it a half-flooded island populated by small bands of desperate survivors. Hell's Reach is now a dumping ground for criminals deemed too dangerous to ever allow back into society and too likely to break free from prison.
Though warships constantly patrol the waters around Hell's Reach, travel to and from the city is not impossible. Smugglers and other criminals use magical means to ferry weapons, armor, and other goods to the ruins, trading such mundane items for poisons and worse. As a one-time prosperous port, many fabulous treasures lie hidden within the city's crumbling walls, and more than a few daring bands have ventured into the city. Those that make it out speak of desperate bands of cannibals, highly organized criminal gangs, and much worse that stalk the streets. Yet these same survivors often return laden with gold, jewels, and magic.
Spell:
Mummy Touch
Level: Fifth
Range: 6"
Duration: 1 Round/Level
Ares of Effect: Special
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: Special
When this spell is cast the magic user enchants a number of weapons with an effect that in all ways, except for the amount of damage done, acts like the touch of a mummy. All of the effects of the mummy's touch will be present and can affect victims hit by the weapons.
Any individual or creature hit by the weapons will need to make a saving throw versus poison every time they are struck. Those who fail will have contacted the mummy rot and will not need to make any further saves. The effect from this is not immediately apparent so the DM will want to make note of who is affected and adjust how healing affects them.
The number of weapons the caster can enchant is based on their level. The caster will be able to grant the effect to one weapon plus and additional weapon for every five levels of experience rounded down.
The material components of this spell will be the wrappings of a mummy that was at one point undead. The wrappings are not used up by the spell and may be reused for future castings of the 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.
"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
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From back of book: THE EVERLASTING. . . IT'S MORE THAN A ROLEPLAYING GAME The Secret World , a daydream shadow of our reality, wait...
-
From the web: This is the ancient stronghold of Yrammag with six tower levels and five dungeon levels. It is designed for very advanced cha...
-
From the web: A deadly solitaire dungeon for 1-4 players. Designed for 1st and 2nd level characters of any class. Solo dungeon for Dungeons...
-
From the back cover: "The Free City of Greyhawk beckons. Touted as the Gem of the Flanaess, it offers excitement and adventure in th...
-
From the back of the book: In proud Nyrond, a young king struggles to pull his wounded nation from the brink of civil war. In the demonic ...
-
From the web: Your character is ready for the new DUNGEONS & DRAGONS game. Are you? You know where to start. Find the new D&D Playe...
-
From the web: The Catalog featured coated interior pages and a heavy, embossed cardstock cover. In included a fold-out calendar that coul...
-
From the back cover: "Lost spells and skills, artifacts and magical treatises, tidbits of history forgotten since the days of the A...
-
From the back cover: The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a stan...
-
From the back cover: Combat Isn't Everything - It's the Only Thing The masters of armed and unarmed combat, fighters and monks, ...
1 comment:
Some of these little modules were pretty good for filling out your sandbox or covering up for a week when DM imagination left the building. On the other hand, some of them were downright awful!
Post a Comment