"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

Wednesday, August 10, 2011

San Francisco Knights, Mystical Jailer

The final in the Cyborg Commando Trilogy....well actually this was the of the modules. I did a Lucas and ran them out of order. Not sure this is the Cyborg Commando Return of the Jedi since I figure it does not have Ewoks. This is again a module I know next to nothing about. I am certain I opened this one at least...though the scan is not definitive on that.

The information below is from Heroic Worlds. I should probably post on that some day. If you do not own a copy of Heroic Worlds by Lawrence Schick pick it up. It was, and basically still is, the definitive work on anything RPG related published prior to 1991.

San Francisco Knight: 48 pages, 1987, Penny Petticord - Three linked scenarios involving establishing a new CC base on the California coast near Big Sur (since the Xenoborgs have wiped out the San Francisco base).

There was apparent a limited edition module that was sent for free to those that bought a prepublication offering of the Cyborg Commando game. It was called Project Code CCF-1. I will not post about Cyborg Commando again, unless it is for that or I decide to read the game and do it up right.


Spell:

Mystical Jailer


Level: Ninth
Range: 9"
Duration: 1 Day/Level
Ares of Effect: One Room & One Creature
Components: V,S,M
Casting Time: 6 Segments
Saving Throw: None

When this spell is cast the magic user causes a Mystical Jailer to appear in the room the spell is cast in. The rooms points of egress will also be blocked with mystical bar. The jailer and the bars will only be visible to the caster and the individual the spell is meant to confine.

Once this spell is cast the affected individual can not leave the area without defeating the jailer. The jailer will have the exact same statistics and abilities as the jailed individual. They will also have a copy of any equipment. In addition to any of those abilities the jailer will also regenerate 2 hp/round. Only the individual affected can fight the jailer or affect it in any way. If the jailer is defeated the bars will disappear.

In addition to their guard duties the jailer will also provide to the confined person food and water to sustain them. The food will be passable as far as quality until the last day. The evening meal on the last day of the spells duration will have the jailer present a feast of epic proportions and quality to the confined individual.

The material component of this spell is a small gold key of no less than 100 gp in value. The key is in the possession of the jailer. If the victim is able to defeat the jailer then the key will all to the floor for their taking.

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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