I have written a couple of times how my superhero game of of choice was V&V but we ended up playing Champions. In the comic worl I have always been more in the Marvel camp than I have in the DC camp. It is odd that we did not play more of Marvel Super Heroes given that. I think it was because the other person who GM'ed other than me and ran most of the non D&D stuff was a Champions fan.
Fault Line (MH-8) is one of the adventures for Marvel Super Heroes than I own but have never really played. There are some of the modules for the game that appeal to me much more than others. This is actually in the group that does not appeal. I am not sure it is the least appealing but it is close. I think the mixture of the characters in the module seems a bit contrived and unless played as a one shot then it will most likely never work.
The plot in the module is one that when written did not seem like it was that catastrophic. In the post 9/11 world the plot is one that I am not sure I would want to use in a campaign I was running. I won't talk any more about it but I think what I have written already explains it. This is most likely going to be a me issue being over sensitive to the location. It just wouldn't be anything I would use in a game anymore.
This module uses a different format than the previous modules released for the game. Previous modules used chaptered adventures that most often needed to be run in sequence. This module is written in a format that uses a timeline and events. This seems at least in theory make the adventure more variable in nature.
The module itself is short coming in at 16 pages which as I recall in 1985, when it was released, was short for a module of that time period. The content of the module is well done and the write up for various location in the city would serve the GM well. Even if you never run it I am going to guess some of the flavor material could be used. The two sided map works with the one in the basic set so that is a benefit as well. The mix of heroes again is one of my concerns but it was nice to see the Black Knight get a nod. In the end I would say you can pass on it as a scenario but maybe own it for the parts.
Front cover blurb:
"Three AVENGERS and SPIDER-MAN must unravel the mysterious message, beat the clock, and find the Fault Line before New York runs out of time!"
From the back cover:
They are the last words of a dying man. "Fault... Line." What do they mean? How does it threaten New York? Who would kill to keep it a secret? Is there a rupture in the foundation under the Big Apple, or is there another meaning lurking in the cryptic confession?
Can SPIDER-MAN, CAPTAIN AMERICA, the WASP, and the BLACK KNIGHT save the city from certain destruction? Can the heroes solve the mystery, find the villain behind the evil plot, and beat the clock before the mighty metropolis runs out of time?
Spell:
Decay (R)
Level: Third
Range: Touch
Duration: Permanent
Ares of Effect: Item Touched
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
When this spell is caste the magic user causes the target item touched to decay rapidly. The change in the item will occur over a period of one round. The effectiveness of this spell is going to depend on the item it is used on.
The spell may only be cast on a non-living item. It can be used on organic items that were once alive though. When the spell is cast the affected item will age 100 years plus an additional 100 years per level of the caster. Depending on the item this may or may not have an effect. The GM will need to determine exactly how the item is affected. The decay affect will be such that it will determine if the slain can be affected by clerical spells where the time period dead is an issue.
The reverse of this spell will allow the caster to cause the touched item to be restored back a similar period of time for aging/decay purposes. If the item is newer than the time it would be restored back it will be restored to a state as if it were new. This being used on a corpse will restore it back to a state it was in for the period of time and again if dead less than that the corpse will be as if it was just slain. This will also affect the ability of the corpse to be affected by clerical spells. This spell can not affect the undead.
The material component for this spell will be a small pinch of dust from a tomb or grave that is at least as old as the spell will age an item. If used to age the item then the dust will not be affected and can be reused. If the reverse of the spell is cast then it consumes the dust.
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
Friday, September 30, 2011
Thursday, September 29, 2011
Chromebook, Wizard's Breath
In doing these recaps/reviews of the books in my collection I have been able to find a few gems that I did not know that I had. The biggest of these so far has been the entire Cyberpunk line. I have known that the game was good but I have not paid attention to the accessories as well as I should have perhaps.
Chromebook is the first in a series of what would become four books dedicated to the accessories that would be available to characters in the Cyberpunk 2020 world. Much as was done in the Night City accessory this book packs a ton of information into it's 96 pages. One of the nice touches is that it is written as if it is an actual "catalog" and not a gaming accessory. It declares itself the "digital styleguide and techbook for Cyberpunk 2020". It does well in fulfilling this claim.
This book more so than others that would follow is not focused so much on the combat aspect of the game. This first volume though full of useful stuff for the action side of the game also has a good amount of what would be considered fluff by some. To me this helps make the setting more real though. The book is broken down into ten sections. These are as follows:
Electronics & Miscellaneous
Vehicles
Cyberware
Fashion
Executive Services
Chipware
Housing
Software
Price List & Index
The sections of the book are all well done and in addition to describing the items often have images as one would expect a catalog or styleguide to have. The art though not great is passable. The books art adds some color when it gets to the Fashion section. This is a nice touch and it might serve to emphasize that section of the book in the readers mind.
The one drawback is one that other material for the game has suffered from. The materials presented in some cases either in function or form are archaic in today's world let alone what will be in less than 10 years. This often the case for books dealing with technology that are were written twenty years ago so I will have to give it a pass. One can always think of it as a throwback to a vintage feel.
I have to say that this book would be one that any GM of the Cyberpunk game will want to have in their bookcase. It would also serve well someone running Shadowrun or any modern/future type game. It is also just a fun book for anyone to read through and see how close they writers from 1991 came to getting things right. Avery Brooks did a great commercial for IBM where he decried the present the lack of flying cars. This book does not promise those but it does have somethings that are still perhaps too far off. I for one though still want the flying car I was promised.
Spell:
Wizard's Breath
Level: Fifth
Range: None
Duration: One Turn + 1 Turn/Level
Ares of Effect: Caster
Components: V,S
Casting Time: 1 Round
Saving Throw: None
When this spell is cast the magic user makes it so that they can breath and function in in any environment in regards to breathing. The spell does not impart any other immunities or abilities to adapt to harsh environments.
This spell will allow the caster to breath under water. It will even allow them to function in environments with noxious fumes. Other aspects of the certain environments will limit the spells functionality though. The caster could breath submersed in lava but the lava would kill them in other ways. The vacuum of space is not a problem but the cold and pressure issues would be a problem.
In addition to the obvious benefits the spell also grants the caster some offensive capabilities as well. These can be used up to three times during the duration of the spell. If used the three times then the spell will expire with the third use. Each use will allow the caster to have their breath affect a single target within 1" of them. The effect of their breath will serve as a single target Sleep, Friendship or Hold Person spell. The victim of the caster's breath is not entitled to a save versus these effects.
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.
Chromebook is the first in a series of what would become four books dedicated to the accessories that would be available to characters in the Cyberpunk 2020 world. Much as was done in the Night City accessory this book packs a ton of information into it's 96 pages. One of the nice touches is that it is written as if it is an actual "catalog" and not a gaming accessory. It declares itself the "digital styleguide and techbook for Cyberpunk 2020". It does well in fulfilling this claim.
This book more so than others that would follow is not focused so much on the combat aspect of the game. This first volume though full of useful stuff for the action side of the game also has a good amount of what would be considered fluff by some. To me this helps make the setting more real though. The book is broken down into ten sections. These are as follows:
Electronics & Miscellaneous
Vehicles
Cyberware
Fashion
Executive Services
Chipware
Housing
Software
Price List & Index
The sections of the book are all well done and in addition to describing the items often have images as one would expect a catalog or styleguide to have. The art though not great is passable. The books art adds some color when it gets to the Fashion section. This is a nice touch and it might serve to emphasize that section of the book in the readers mind.
The one drawback is one that other material for the game has suffered from. The materials presented in some cases either in function or form are archaic in today's world let alone what will be in less than 10 years. This often the case for books dealing with technology that are were written twenty years ago so I will have to give it a pass. One can always think of it as a throwback to a vintage feel.
I have to say that this book would be one that any GM of the Cyberpunk game will want to have in their bookcase. It would also serve well someone running Shadowrun or any modern/future type game. It is also just a fun book for anyone to read through and see how close they writers from 1991 came to getting things right. Avery Brooks did a great commercial for IBM where he decried the present the lack of flying cars. This book does not promise those but it does have somethings that are still perhaps too far off. I for one though still want the flying car I was promised.
Spell:
Wizard's Breath
Level: Fifth
Range: None
Duration: One Turn + 1 Turn/Level
Ares of Effect: Caster
Components: V,S
Casting Time: 1 Round
Saving Throw: None
When this spell is cast the magic user makes it so that they can breath and function in in any environment in regards to breathing. The spell does not impart any other immunities or abilities to adapt to harsh environments.
This spell will allow the caster to breath under water. It will even allow them to function in environments with noxious fumes. Other aspects of the certain environments will limit the spells functionality though. The caster could breath submersed in lava but the lava would kill them in other ways. The vacuum of space is not a problem but the cold and pressure issues would be a problem.
In addition to the obvious benefits the spell also grants the caster some offensive capabilities as well. These can be used up to three times during the duration of the spell. If used the three times then the spell will expire with the third use. Each use will allow the caster to have their breath affect a single target within 1" of them. The effect of their breath will serve as a single target Sleep, Friendship or Hold Person spell. The victim of the caster's breath is not entitled to a save versus these effects.
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.
Wednesday, September 28, 2011
Who Watches the Watchmen, Counterspell
For the longest time my favorite super hero movie was the first Batman with Michael Keaton and Jack as the Joker. The first Iron Man usurped that but it's reign was short lived as Dark Knight replaced it quickly. The reign of Dark Knight was ended with the release of Zack Snyder's Watchmen in 2009.
In comics Alan Moore has always held a high place in the pantheon of comic book writers. I am not sure anyone can touch him except for perhaps Frank Miller. Neil Gaiman is someone that one day might be considered a contender but that is yet to be determined. The man that has given us The Killing Joke, V for Vendetta and The Watchmen will be hard to topple.
Who Watches the Watchmen is a a module released in 1987 for the first edition of DC Heroes. It was one of the harder modules to find and easily out prices others from the era except for the Watchmen source book. Taking Out the Trash can also sell for higher prices. This module is set about 20 years before the main story in The Watchmen. I won't go into too much detail on it.
The module is a nice one to have in that it has game stats for all of the characters in the Watchmen even the one that is really not used in the adventure. It also has stats for one of the major villains. If you do not have the Watchmen Sourcebook this is the next best thing to have. The adventure itself is one that will focus more on investigation and role playing than it does on combat. There will be both but it is an adventure more in line with the comic. The module is also good in that it is designed to allow all of the heroes to be a focus at some point in the adventure.
Being set in 1966 changes the atmosphere of the setting quite a bit from the book and the gritty setting is part of the comics charm. This will be a detractor for some and I would prefer the later setting myself but this gives the players a chance to be a lot less cynical in how they play the characters. With all that being said the theme is right in line with what I would like to see.
I can not recommend this module enough. I am not saying it is the best adventure ever written but it does get you the stats for some of the best comic book heroes ever written. On the flip side if you like a more traditional comic book adventure or super heroes this will not be for you. It is still a good one to have though as it is most likely the best of the early DC Hero modules. Let me close by saying, and I mean this in the most heterosexual way possible, that Rorschach is a stud!
Spell:
Counterspell
Level: Second
Range: 9"
Duration: Permanent
Ares of Effect: Target Spell
Components: V,S
Casting Time: One Segment
Saving Throw: None
The use of this spell will allow the magic user to counter the magic of the spell that this one targets. The magic connected with countering the other spell is not something that the caster will want to take using lightly though. The Counterspell caster actually absorbs the energy of the target spell internally.
Counterspell will counter the magic of a spell as it is being cast. It will not work on a spell that has already been successfully cast. The spell that is being countered will finish being cast but the magic connected with it never happens. The spell is used up by the caster though.
The magic user countering the spell will have a number of side effects from casting this spell though. The first effect is that the caster will not be able to cast any further spells for a number of rounds equal to half the level of the spell rounded up. There is also a cumulative chance equal to the level of the spell countered that the caster will age 11 to 20 years and suffer a loss of one point of constitution. If the casters constitution were to ever drop below three they will become a Shadow and be flung into the Ethereal plane. In addition for each time this spell is cast there is a 5% chance that the caster will suffer some permanent random physical side effect or deformity.
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.
In comics Alan Moore has always held a high place in the pantheon of comic book writers. I am not sure anyone can touch him except for perhaps Frank Miller. Neil Gaiman is someone that one day might be considered a contender but that is yet to be determined. The man that has given us The Killing Joke, V for Vendetta and The Watchmen will be hard to topple.
Who Watches the Watchmen is a a module released in 1987 for the first edition of DC Heroes. It was one of the harder modules to find and easily out prices others from the era except for the Watchmen source book. Taking Out the Trash can also sell for higher prices. This module is set about 20 years before the main story in The Watchmen. I won't go into too much detail on it.
The module is a nice one to have in that it has game stats for all of the characters in the Watchmen even the one that is really not used in the adventure. It also has stats for one of the major villains. If you do not have the Watchmen Sourcebook this is the next best thing to have. The adventure itself is one that will focus more on investigation and role playing than it does on combat. There will be both but it is an adventure more in line with the comic. The module is also good in that it is designed to allow all of the heroes to be a focus at some point in the adventure.
Being set in 1966 changes the atmosphere of the setting quite a bit from the book and the gritty setting is part of the comics charm. This will be a detractor for some and I would prefer the later setting myself but this gives the players a chance to be a lot less cynical in how they play the characters. With all that being said the theme is right in line with what I would like to see.
I can not recommend this module enough. I am not saying it is the best adventure ever written but it does get you the stats for some of the best comic book heroes ever written. On the flip side if you like a more traditional comic book adventure or super heroes this will not be for you. It is still a good one to have though as it is most likely the best of the early DC Hero modules. Let me close by saying, and I mean this in the most heterosexual way possible, that Rorschach is a stud!
Spell:
Counterspell
Level: Second
Range: 9"
Duration: Permanent
Ares of Effect: Target Spell
Components: V,S
Casting Time: One Segment
Saving Throw: None
The use of this spell will allow the magic user to counter the magic of the spell that this one targets. The magic connected with countering the other spell is not something that the caster will want to take using lightly though. The Counterspell caster actually absorbs the energy of the target spell internally.
Counterspell will counter the magic of a spell as it is being cast. It will not work on a spell that has already been successfully cast. The spell that is being countered will finish being cast but the magic connected with it never happens. The spell is used up by the caster though.
The magic user countering the spell will have a number of side effects from casting this spell though. The first effect is that the caster will not be able to cast any further spells for a number of rounds equal to half the level of the spell rounded up. There is also a cumulative chance equal to the level of the spell countered that the caster will age 11 to 20 years and suffer a loss of one point of constitution. If the casters constitution were to ever drop below three they will become a Shadow and be flung into the Ethereal plane. In addition for each time this spell is cast there is a 5% chance that the caster will suffer some permanent random physical side effect or deformity.
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.
Tuesday, September 27, 2011
GW1 - Legion of Gold, Spell Lock
Gamma World holds a place near and dear in my heart. There is no other game that I like more and seem to play the least. I am a sucker for the end of the world stories and games. I have played Morrow Project and Aftermath which are both more realistic games in the same genre but at the end of the day I want mutated talking mastiffs or flying laser shooting sunflowers.
GW1 - Legion of Gold was the first module released for the Gamma World setting. It came out in 1981 and was written, at least in part, by none other than Gary Gygax himself. It is labeled as an Exploration Module but in the end it is really more of a dungeon crawl with a few side adventures. Not that there is anything wrong with this as the module is open ended enough that the players may end up taking things in a whole different direction.
The module starts by giving the GM an introduction and a setting that could serve as the basis for the setting used throughout a long running campaign if the GM wanted. The location is the Barony of Horn which bears a strange resemblance to an area of the world that was probably well known to the author. There is a map of the areas as well as the actual city of Horn provided.
The module then has three mini-adventures that will help guide the adventurers to the final conclusion of the module. Each of these mini-adventures is different enough that they will not seem to drag out the modules eventual goal. In some ways they are more interesting than the actual end game of the module. The module is
32 pages long so each of the mini-adventures will be long enough to take a single session depending on how much the players explore and role play. I won't go into too much detail about the mini-adventures and the module cover, as if often the case, gives too much away about what the Legion of Gold end game is.
The module is chock full of new game material as well as the adventure. There are no less than seven new creatures presented in the module. I can't recall if any of these make it into later editions of the game but it would not surprise me. There is then expanded information on guns for use in the module and then the game with some nice tables that will need to be copied. The next item will be a short description of the 14 villages in the Barony. This gives an idea as to how easy it would be to make this the setting for the campaign. Finally comes one of my favorite Gamma World items. There are two loot tables. I loved the lists of mixed everyday junk to useful items that made up these tables. Though comical at times it helped in my mind to paint a picture of the chaos that was left.
In the end this module is worth picking up. The fact that it could end up being a campaign setting is nice. The additional game material in the shape of creatures, baddies and gun rules is nice as well. Add those up, mis in the art by the likes of Otis and Willingham and the fact that it is a Gygax piece and it deserves a place in the collection of any Gamma World GMs collection.
From the back cover...
Excerpts from notes made by Ydal Eilffik, professor at the University of Horn:
"All know that there is much to worry about in these difficult times, but the skies have grown darker in the past few weeks, as if an omen of destruction hangs over us all.
"Baron Jemmas, the Warder, has been very preoccupied in the recent weeks. This bothers me, for the mind of the ruler of the Barony of Horn ought to be clear, since his decisions affect us all.
"I can only hazard a guess at the problem that afflicts him for only vague rumors of the trouble have reached my ears.
"In the past several weeks there have been raids on several outlying towns of the Barony by mysterious golden marauders. Whether these creatures are robots, mutants or men, none can be sure for reports are scarce. The monsters are rumored to have struck from nowhere, then vanished without a trace, leaving only destruction in their wake.
"The Warder fears that unless something is done the very heart of the Barony will fall victim to this threat. It is rumored that he had offered a substantial reward for the destruction of this 'Legion of Gold;. I only hope it is not already too late."
This is the first GAMMA WORLD module to be produced by the Game Wizards at TSR Hobbies, Inc. This module includes the main Legion of Gold adventure, several mini-adventures which lead up to it, background information, suggestions for the referee, a special players' map and numerous referee's maps.
Spell:
Spell Lock
Level: Fourth
Range: 6"
Duration: Special
Ares of Effect: One Spell
Components: V
Casting Time: 1 Segment
Saving Throw: Special
When this spell is cast the magic user causes a spell being cast by another to become locked in mid-cast in the mind of the other caster. This will have a number of possible outcomes depending on the levels of the casters as well as the saving throw. The actual casting of the spell is but a single word and can therefore affect any spell regardless of where the casters action might fall in the combat round.
When the spell is cast the DM will need to compare the level of the two casters. If the caster of Spell Lock is higher than that of the other spell caster then the spell will go off with no required rolls. If the other caster is a higher level than the caster od Spell Lock then the caster is entitled to an initial save to see if Spell Lock even affects and interrupts the casting.
If Spell Lock has an effect the then the target will need to make a second saving throw. Regardless of the outcome of the saving throw the casting of the spell will be locked in the mind of the caster. This will mean that the spell is not completed and may not be cast again for a period of time.
If the saving throw is made then the spell will be locked in the mind of the caster for a number of rounds equal to the level of the caster of Spell Lock. If the saving throw is not made then the spell will be locked into the mind of the caster for a number of days equal to the level of the caster of Spell Lock. In either case the effect can be removed by a successful casting of Dispel Magic or Remove Curse on the victim.
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.
GW1 - Legion of Gold was the first module released for the Gamma World setting. It came out in 1981 and was written, at least in part, by none other than Gary Gygax himself. It is labeled as an Exploration Module but in the end it is really more of a dungeon crawl with a few side adventures. Not that there is anything wrong with this as the module is open ended enough that the players may end up taking things in a whole different direction.
The module starts by giving the GM an introduction and a setting that could serve as the basis for the setting used throughout a long running campaign if the GM wanted. The location is the Barony of Horn which bears a strange resemblance to an area of the world that was probably well known to the author. There is a map of the areas as well as the actual city of Horn provided.
The module then has three mini-adventures that will help guide the adventurers to the final conclusion of the module. Each of these mini-adventures is different enough that they will not seem to drag out the modules eventual goal. In some ways they are more interesting than the actual end game of the module. The module is
32 pages long so each of the mini-adventures will be long enough to take a single session depending on how much the players explore and role play. I won't go into too much detail about the mini-adventures and the module cover, as if often the case, gives too much away about what the Legion of Gold end game is.
The module is chock full of new game material as well as the adventure. There are no less than seven new creatures presented in the module. I can't recall if any of these make it into later editions of the game but it would not surprise me. There is then expanded information on guns for use in the module and then the game with some nice tables that will need to be copied. The next item will be a short description of the 14 villages in the Barony. This gives an idea as to how easy it would be to make this the setting for the campaign. Finally comes one of my favorite Gamma World items. There are two loot tables. I loved the lists of mixed everyday junk to useful items that made up these tables. Though comical at times it helped in my mind to paint a picture of the chaos that was left.
In the end this module is worth picking up. The fact that it could end up being a campaign setting is nice. The additional game material in the shape of creatures, baddies and gun rules is nice as well. Add those up, mis in the art by the likes of Otis and Willingham and the fact that it is a Gygax piece and it deserves a place in the collection of any Gamma World GMs collection.
From the back cover...
Excerpts from notes made by Ydal Eilffik, professor at the University of Horn:
"All know that there is much to worry about in these difficult times, but the skies have grown darker in the past few weeks, as if an omen of destruction hangs over us all.
"Baron Jemmas, the Warder, has been very preoccupied in the recent weeks. This bothers me, for the mind of the ruler of the Barony of Horn ought to be clear, since his decisions affect us all.
"I can only hazard a guess at the problem that afflicts him for only vague rumors of the trouble have reached my ears.
"In the past several weeks there have been raids on several outlying towns of the Barony by mysterious golden marauders. Whether these creatures are robots, mutants or men, none can be sure for reports are scarce. The monsters are rumored to have struck from nowhere, then vanished without a trace, leaving only destruction in their wake.
"The Warder fears that unless something is done the very heart of the Barony will fall victim to this threat. It is rumored that he had offered a substantial reward for the destruction of this 'Legion of Gold;. I only hope it is not already too late."
This is the first GAMMA WORLD module to be produced by the Game Wizards at TSR Hobbies, Inc. This module includes the main Legion of Gold adventure, several mini-adventures which lead up to it, background information, suggestions for the referee, a special players' map and numerous referee's maps.
Spell:
Spell Lock
Level: Fourth
Range: 6"
Duration: Special
Ares of Effect: One Spell
Components: V
Casting Time: 1 Segment
Saving Throw: Special
When this spell is cast the magic user causes a spell being cast by another to become locked in mid-cast in the mind of the other caster. This will have a number of possible outcomes depending on the levels of the casters as well as the saving throw. The actual casting of the spell is but a single word and can therefore affect any spell regardless of where the casters action might fall in the combat round.
When the spell is cast the DM will need to compare the level of the two casters. If the caster of Spell Lock is higher than that of the other spell caster then the spell will go off with no required rolls. If the other caster is a higher level than the caster od Spell Lock then the caster is entitled to an initial save to see if Spell Lock even affects and interrupts the casting.
If Spell Lock has an effect the then the target will need to make a second saving throw. Regardless of the outcome of the saving throw the casting of the spell will be locked in the mind of the caster. This will mean that the spell is not completed and may not be cast again for a period of time.
If the saving throw is made then the spell will be locked in the mind of the caster for a number of rounds equal to the level of the caster of Spell Lock. If the saving throw is not made then the spell will be locked into the mind of the caster for a number of days equal to the level of the caster of Spell Lock. In either case the effect can be removed by a successful casting of Dispel Magic or Remove Curse on the victim.
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.
Monday, September 26, 2011
Hex Pad - TSR, Spell Storage III
Short post today. I am a little under the weather.
The Hex Pad was released by TSR in 1979. The hex pad is exactly what it says it is. It is a sheets of hexagonal mapping paper. There is no cardboard backing and they are held together at the top with a wax binding agent. This is one of those items that is hard to find and when you do see it they usually go for too much money. Let's be honest you can print hex paper for free of the the Internet so this is merely a collectors item. I can't recall what I paid for this copy as I bought it more than a few years ago. The last one I saw on eBay had an opening bid of $70 but never got any takers.
I hope to return to more productive posts tomorrow.
Spell:
Spell Storage III
Level: Ninth
Range: None
Duration: Special
Ares of Effect: Special
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
Please not that except for the level of spells that can be stored this spell is identical to Spell Storage I.
When this spell is cast the magic user is able to then cast additional spells into special designed foci. These will hold a spell for later casting. These devices can only be used by the caster that originally put the spell into the device.
The caster will be able to store one spell per device. The spells must be between Seventh and eigth level with the use of this particular spell. The caster may cast a limited number of spells into any number of foci. The limit on this is that they must have the spell to cast and they must be cast continuously with no more than one round of break per spell.
The number of foci that a caster can have is limited by their level. The caster can have a number of foci equal to one plus their level at the time the spell was cast into the foci. The spell will remain in the item for a period of 24 hours. At the end of that time the spell energy dissipates.
The material components of this spell will be a small foci that is designed specifically for a particular spell level. The cost of the foci will be 50gp per level of the spell it is intended to hold. Each foci may hold one spell. The foci may be reused after the spell it contains is used or has lost the energy stored within it.
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.
The Hex Pad was released by TSR in 1979. The hex pad is exactly what it says it is. It is a sheets of hexagonal mapping paper. There is no cardboard backing and they are held together at the top with a wax binding agent. This is one of those items that is hard to find and when you do see it they usually go for too much money. Let's be honest you can print hex paper for free of the the Internet so this is merely a collectors item. I can't recall what I paid for this copy as I bought it more than a few years ago. The last one I saw on eBay had an opening bid of $70 but never got any takers.
I hope to return to more productive posts tomorrow.
Spell:
Spell Storage III
Level: Ninth
Range: None
Duration: Special
Ares of Effect: Special
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
Please not that except for the level of spells that can be stored this spell is identical to Spell Storage I.
When this spell is cast the magic user is able to then cast additional spells into special designed foci. These will hold a spell for later casting. These devices can only be used by the caster that originally put the spell into the device.
The caster will be able to store one spell per device. The spells must be between Seventh and eigth level with the use of this particular spell. The caster may cast a limited number of spells into any number of foci. The limit on this is that they must have the spell to cast and they must be cast continuously with no more than one round of break per spell.
The number of foci that a caster can have is limited by their level. The caster can have a number of foci equal to one plus their level at the time the spell was cast into the foci. The spell will remain in the item for a period of 24 hours. At the end of that time the spell energy dissipates.
The material components of this spell will be a small foci that is designed specifically for a particular spell level. The cost of the foci will be 50gp per level of the spell it is intended to hold. Each foci may hold one spell. The foci may be reused after the spell it contains is used or has lost the energy stored within it.
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.
Sunday, September 25, 2011
The Complete Book of Villains, Entropy
"The greatest trick the devil ever pulled was convincing the world he did not exist."
That may not be the best line to open the post with but how bad can it be to quote "the Usual Suspects" in a post about villains. In some movies it is the villain that makes the story. They may not be the main character but they end up making the story. From Keyser Soze to Hannibal Lecter to Khan we find villains that we love to hate and in some cases can even root for.
In a long term campaign one thing that is needed is going to be goals for the characters long term. In most cases the journey for the goals will not be enough. They will need a long term adversary that is going to be one of if not the major obstacles along the way. That is where a well done villain comes in.
The Complete Book of Villains is one of those special supplements that cross system and genre in their usefulness. I have found myself looking back to this even when not playing D&D or AD&D. With this you can create a villain that will be able to replace the quest. The villain you create will not be the big baddie at the end of the dungeon that gets killed at the end. They will become the long term nemesis that players will talk about after the game is over.
One of the problems with this book though is that it gets sold short. It helps create great villains but doesn't get used for the creating other great NPCs. With just a little creativity the book can be used to help create any type of character. I have even read of this book being used by fiction writers to help them flesh out characters in stories. It was pegged as one of the five old school products for new school DMs at the RPG Athenaeum.
There may be other products that I would put in a list of cross system & genre musts but this would be on my list as well. This would probably be at the top of that list. Some of the Gygax Builder books would also make that list. The Complete Book of Villains could be released again today without being system specific and be a big seller. Below is a the Table of Contents for the book. I strongly suggest you find a copy of this and pick it up.
Introduction
CH 1 - Defining your Villain
CH 2 - Henchmen, Flunkies & Lackeys
CH 3 - Villainous Organizations
CH 4 - Introducing Your Villain
CH 5 - Delivering the Goods
CH 6 - Monsters Into Villains
CH 7 - Advanced Villains
CH 8 - Creative Villainy
CH 9 - A Compendium of Villains
CH 10 - A Catalog For Villains
Villain Tables
From the back of the book:
There is no little enemy -- French proverb
A paranoid warlord, a bitter drow priestess, a power-mad archmage, a sly dwarven assassin - not all the characters in the AD&D game went the way of the heroes. Villains - beings dedicated to committing evil - are the most dangerous of all foes, and thus the most useful of all tools that a Dungeon Master has to create a memorable campaign. This book presents the most complete guidelines ever offered on creating villains for role-playing games. Miss this advice at your own peril!
Spell:
Entropy
Level: Sixth
Range: 6"
Duration: 6 Rounds
Ares of Effect: 6" Radius Sphere
Components: V,S
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user causes any spell cast in the area of effect to act as another spell. This will also have an effect on magical devices that are triggered if they are used in the sphere. Items that have a constant effect will not suffer from the changes.
When a spell is cast the DM will need to determine what level the spell being cast is and then roll randomly to determine what the effect is. The spell will still be removed from the list of spells that individual may cast but the effect will not be what they want.
Another effect of the spell is that the caster not perceive that the wrong spell is cast. They will see the effect they expect in addition to what really happens. The same will hold true for effects from wands and other triggered devices. The entropy will affect any spell caster that enters into the area of effect including the caster 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.
That may not be the best line to open the post with but how bad can it be to quote "the Usual Suspects" in a post about villains. In some movies it is the villain that makes the story. They may not be the main character but they end up making the story. From Keyser Soze to Hannibal Lecter to Khan we find villains that we love to hate and in some cases can even root for.
In a long term campaign one thing that is needed is going to be goals for the characters long term. In most cases the journey for the goals will not be enough. They will need a long term adversary that is going to be one of if not the major obstacles along the way. That is where a well done villain comes in.
The Complete Book of Villains is one of those special supplements that cross system and genre in their usefulness. I have found myself looking back to this even when not playing D&D or AD&D. With this you can create a villain that will be able to replace the quest. The villain you create will not be the big baddie at the end of the dungeon that gets killed at the end. They will become the long term nemesis that players will talk about after the game is over.
One of the problems with this book though is that it gets sold short. It helps create great villains but doesn't get used for the creating other great NPCs. With just a little creativity the book can be used to help create any type of character. I have even read of this book being used by fiction writers to help them flesh out characters in stories. It was pegged as one of the five old school products for new school DMs at the RPG Athenaeum.
There may be other products that I would put in a list of cross system & genre musts but this would be on my list as well. This would probably be at the top of that list. Some of the Gygax Builder books would also make that list. The Complete Book of Villains could be released again today without being system specific and be a big seller. Below is a the Table of Contents for the book. I strongly suggest you find a copy of this and pick it up.
Introduction
CH 1 - Defining your Villain
CH 2 - Henchmen, Flunkies & Lackeys
CH 3 - Villainous Organizations
CH 4 - Introducing Your Villain
CH 5 - Delivering the Goods
CH 6 - Monsters Into Villains
CH 7 - Advanced Villains
CH 8 - Creative Villainy
CH 9 - A Compendium of Villains
CH 10 - A Catalog For Villains
Villain Tables
From the back of the book:
There is no little enemy -- French proverb
A paranoid warlord, a bitter drow priestess, a power-mad archmage, a sly dwarven assassin - not all the characters in the AD&D game went the way of the heroes. Villains - beings dedicated to committing evil - are the most dangerous of all foes, and thus the most useful of all tools that a Dungeon Master has to create a memorable campaign. This book presents the most complete guidelines ever offered on creating villains for role-playing games. Miss this advice at your own peril!
Spell:
Entropy
Level: Sixth
Range: 6"
Duration: 6 Rounds
Ares of Effect: 6" Radius Sphere
Components: V,S
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user causes any spell cast in the area of effect to act as another spell. This will also have an effect on magical devices that are triggered if they are used in the sphere. Items that have a constant effect will not suffer from the changes.
When a spell is cast the DM will need to determine what level the spell being cast is and then roll randomly to determine what the effect is. The spell will still be removed from the list of spells that individual may cast but the effect will not be what they want.
Another effect of the spell is that the caster not perceive that the wrong spell is cast. They will see the effect they expect in addition to what really happens. The same will hold true for effects from wands and other triggered devices. The entropy will affect any spell caster that enters into the area of effect including the caster 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.
Saturday, September 24, 2011
Atlas of the Young Kingdoms, Cassandra's Wave of Disjunction
Atlas of the Young Kingdoms: Volume One is a supplement for Elric. Elric is one of the later editions of the original Stormbringer game by Chaosium. The Atlas was released in 1996 and is described as the first n a series of four. The intent was to break the Young Kingdoms up into quadrants and describe them in great detail. As is often the case the later promised volumes never appeared.
It is really too bad that the other three volumes were never produced. The level of detail provided for first the game world and then the areas covered in this quadrant of the map were really quite amazing. I have read all of the Elric books and do not recall the level of detail in the books being this rich. If the author did not have input from Michael Moorcock then they went above and beyond in the level of detail.
The book starts with an introduction and then spends about seven pages providing the GM with more information about the world of Elric than was ever provided in the books or at least more than I can ever recall being there. Next we are provided with information on seven distinct kingdoms or important locations. These seven descriptions occupy the vast majority of the book. The book finishes with a section of story seeds that are really more than seeds. They are actually full scenario outlines without any stats or maps. Finally there are calendars provided. There is one for the Young Kingdoms and the Melnibonean calender is also provided. There is also a full index which is always nice to have in a 148 page supplement.
The areas covered in this book are gone over in a level of detail that will make things easy for the GM if they want to run adventures in these areas. They are present with a wealth of maps of both the kingdoms and of individual cities. Each area is also presented with a history and places of note. Varied across the areas described there are also descriptions of customs, society, ways of life and important NPCs. The locations described are as follows:
Vilmir
Ilmiora
The Weeping Waster
Nadsokor
Org and the Forest of Troos
The Sighing Desert
Tanelorn
Unless you plan on running Elric or an adventure set in the Young Kingdoms this may not be very portable. The setting is very specific as is the history connected with these locations. I know Tanelorn can exist anywhere so that is the exception. This is still a great book to have as there are things that can always be taken and used even if the whole can not. In the end the worst part of this book is that the other three were never made.
From the back of the book:
"Great Imperial Melniboné lay swollen across the world. Her fingers wound through the planes of the multiverse a hundred times.
Among the earthly slaves of the great Melniboné were grunting ape-men who ploughed and harvested the fields and vineyards.
When the ape-men changed, they challenged their betters, and won against them. New kingdoms were gathered, this time by human hands.
The Atlas of the Young Kingdoms: The Northern Continent discusses the Sighing Desert, the Weeping Waste, heavenly Tanelorn, horrible Nadsokor (the kingdom of beggars), the ancient evil of Org, and the Forest of Troos, free-trading and progressive Ilmiora, and the Lawful hell of dying Vilmir. We learn the origin of the Young Kingdoms and the great rebellion of Vil Valario, the ways of the people, histories, products, and attitudes, customs and holidays, provinces and towns, and important leaders. There are plot ideas and story seeds, scores of illustrations, full-page national and regional maps, city plans, a Lormyrian and a Melnibonéan calendar, and an index."
Spell:
Cassandra's Wave of Disjunction
Level: Seventh
Range: None
Duration: Special
Ares of Effect: Special
Components: V,S
Casting Time: 2 Segments
Saving Throw: Special
When this spell is cat the magic user caused a cone shaped wave to eminate from their hands. The wave will affect all magic items or spell affects that are caught in the area effect. The wave will cause the magical bonds that hold the effect to the item to break. The effect the wave has will depend on the saving throw.
The wave will begin at the casters hand with a base of 1/2" (5') and extend out for a range of 6" (60'). At its end the cone effect will be 3" (30') wide. The height of the wave will match the height of the room.
Every magic items in the areas of effect as well as anyone or anything with a magical effect on it will be required to make a saving throw. Items or effects that make their save will have their abilities disrupted for 2-5 rounds. Items or effect that fail the save will have the bonds of the magical effect permanently broken. Magic Items with pluses will receive those as pluses to their saving throw. The save of the items will be made as if the owner of the item is making a save versus death.
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.
It is really too bad that the other three volumes were never produced. The level of detail provided for first the game world and then the areas covered in this quadrant of the map were really quite amazing. I have read all of the Elric books and do not recall the level of detail in the books being this rich. If the author did not have input from Michael Moorcock then they went above and beyond in the level of detail.
The book starts with an introduction and then spends about seven pages providing the GM with more information about the world of Elric than was ever provided in the books or at least more than I can ever recall being there. Next we are provided with information on seven distinct kingdoms or important locations. These seven descriptions occupy the vast majority of the book. The book finishes with a section of story seeds that are really more than seeds. They are actually full scenario outlines without any stats or maps. Finally there are calendars provided. There is one for the Young Kingdoms and the Melnibonean calender is also provided. There is also a full index which is always nice to have in a 148 page supplement.
The areas covered in this book are gone over in a level of detail that will make things easy for the GM if they want to run adventures in these areas. They are present with a wealth of maps of both the kingdoms and of individual cities. Each area is also presented with a history and places of note. Varied across the areas described there are also descriptions of customs, society, ways of life and important NPCs. The locations described are as follows:
Vilmir
Ilmiora
The Weeping Waster
Nadsokor
Org and the Forest of Troos
The Sighing Desert
Tanelorn
Unless you plan on running Elric or an adventure set in the Young Kingdoms this may not be very portable. The setting is very specific as is the history connected with these locations. I know Tanelorn can exist anywhere so that is the exception. This is still a great book to have as there are things that can always be taken and used even if the whole can not. In the end the worst part of this book is that the other three were never made.
From the back of the book:
"Great Imperial Melniboné lay swollen across the world. Her fingers wound through the planes of the multiverse a hundred times.
Among the earthly slaves of the great Melniboné were grunting ape-men who ploughed and harvested the fields and vineyards.
When the ape-men changed, they challenged their betters, and won against them. New kingdoms were gathered, this time by human hands.
The Atlas of the Young Kingdoms: The Northern Continent discusses the Sighing Desert, the Weeping Waste, heavenly Tanelorn, horrible Nadsokor (the kingdom of beggars), the ancient evil of Org, and the Forest of Troos, free-trading and progressive Ilmiora, and the Lawful hell of dying Vilmir. We learn the origin of the Young Kingdoms and the great rebellion of Vil Valario, the ways of the people, histories, products, and attitudes, customs and holidays, provinces and towns, and important leaders. There are plot ideas and story seeds, scores of illustrations, full-page national and regional maps, city plans, a Lormyrian and a Melnibonéan calendar, and an index."
Spell:
Cassandra's Wave of Disjunction
Level: Seventh
Range: None
Duration: Special
Ares of Effect: Special
Components: V,S
Casting Time: 2 Segments
Saving Throw: Special
When this spell is cat the magic user caused a cone shaped wave to eminate from their hands. The wave will affect all magic items or spell affects that are caught in the area effect. The wave will cause the magical bonds that hold the effect to the item to break. The effect the wave has will depend on the saving throw.
The wave will begin at the casters hand with a base of 1/2" (5') and extend out for a range of 6" (60'). At its end the cone effect will be 3" (30') wide. The height of the wave will match the height of the room.
Every magic items in the areas of effect as well as anyone or anything with a magical effect on it will be required to make a saving throw. Items or effects that make their save will have their abilities disrupted for 2-5 rounds. Items or effect that fail the save will have the bonds of the magical effect permanently broken. Magic Items with pluses will receive those as pluses to their saving throw. The save of the items will be made as if the owner of the item is making a save versus death.
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.
Friday, September 23, 2011
Thrilling Locations - VG, Fire Walk
James Bond as movies seem to be something you either love or hate. I fall into the former camp. I have know I have seen every Bond movie and have seen most more times than I care to share. I know part of it is the action in the movies. There is also the great gadgets and then there are the ladies but in the I think it is something else. Bond movies are like travel brochures of great places many of us will never get to go. But then again the ladies aren't bad either.
Thrilling Locations is one of the better supplements for the James Bond game by Victory games. I have written about the Q Manual before. Even more so than perhaps with D&D he James Bond game can really be run with just three books. The rulebook, the Q Manual and this book. You really don't need this book either but it helps give you ideas.
Released in 1985 Thrilling Locations presents the GM with information on locations that seem to be common in all James Bond movies and will most likely be ever present in the game if it holds true to the genre. The book has two major sections. The first is Where to Go and the second is How to Get There.
The book presents these locations and methods of travel broken down into chapters that go over the different types for each. Each chapter will have at least one sample for it provided. It will then have something specific to that type of location that can be added to the game. Each will then have a "Notes for the Gamemaster" section. They will then present encounters that would be specific to that location. The chapters are then rounded off with NPCs that would be present and floor-plans. The various chapters are:
Where To Go
Casinos
Hotels
Restaurants
How to Get There
Trains
Boats
Planes & Airports
As nice as the sample locations are I think the book actually shines in a couple of other portions. The sections specific to that chapters such as in Casinos it is Gambling offer great ideas for the GM on creating new locations or information to help in designing adventures. The other section is the Encounters section. When I hear or see Encounters I go right to combat but these are better thought of as plot hooks.
In the end this is a great book for the James Bond game. It will also be something that any Modern type game could be well served using. The one flaw is that being published in 1985 is is 26 years old and some of the information might need to be tweaked and updated to be true to today's world. Don't let that deter you though. If you like the world of Bond, spy based games or have any need for modern era game information this will be of use.
Spell:
Fire Walk
Level: Third
Range: Special
Duration: Instantaneous
Ares of Effect: 1" Radius
Components: V,S
Casting Time: 1 Round
Saving Throw: None
This spell will allow the magic user and others to travel between two locations in an instant. Both locations will need to have some sort of open flame present. The size of the flame present in either location will not be important and they need not match.
The travel between the two points will be handled differently depending on how the caster is using the spell. If the caster knows the location of the destination flame the distance between the two flames can be up to one mile distant.
If the caster does not know the location of the secondary flame then distance will be limited to 300 yards (90"). The caster will have no information about the area surrounding the destination flame. The DM should map out all the open flames location in the area of effect with no other information except dots. The caster can then pick any one of those in range and that is where the group will appear.
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.
Thrilling Locations is one of the better supplements for the James Bond game by Victory games. I have written about the Q Manual before. Even more so than perhaps with D&D he James Bond game can really be run with just three books. The rulebook, the Q Manual and this book. You really don't need this book either but it helps give you ideas.
Released in 1985 Thrilling Locations presents the GM with information on locations that seem to be common in all James Bond movies and will most likely be ever present in the game if it holds true to the genre. The book has two major sections. The first is Where to Go and the second is How to Get There.
The book presents these locations and methods of travel broken down into chapters that go over the different types for each. Each chapter will have at least one sample for it provided. It will then have something specific to that type of location that can be added to the game. Each will then have a "Notes for the Gamemaster" section. They will then present encounters that would be specific to that location. The chapters are then rounded off with NPCs that would be present and floor-plans. The various chapters are:
Where To Go
Casinos
Hotels
Restaurants
How to Get There
Trains
Boats
Planes & Airports
As nice as the sample locations are I think the book actually shines in a couple of other portions. The sections specific to that chapters such as in Casinos it is Gambling offer great ideas for the GM on creating new locations or information to help in designing adventures. The other section is the Encounters section. When I hear or see Encounters I go right to combat but these are better thought of as plot hooks.
In the end this is a great book for the James Bond game. It will also be something that any Modern type game could be well served using. The one flaw is that being published in 1985 is is 26 years old and some of the information might need to be tweaked and updated to be true to today's world. Don't let that deter you though. If you like the world of Bond, spy based games or have any need for modern era game information this will be of use.
Spell:
Fire Walk
Level: Third
Range: Special
Duration: Instantaneous
Ares of Effect: 1" Radius
Components: V,S
Casting Time: 1 Round
Saving Throw: None
This spell will allow the magic user and others to travel between two locations in an instant. Both locations will need to have some sort of open flame present. The size of the flame present in either location will not be important and they need not match.
The travel between the two points will be handled differently depending on how the caster is using the spell. If the caster knows the location of the destination flame the distance between the two flames can be up to one mile distant.
If the caster does not know the location of the secondary flame then distance will be limited to 300 yards (90"). The caster will have no information about the area surrounding the destination flame. The DM should map out all the open flames location in the area of effect with no other information except dots. The caster can then pick any one of those in range and that is where the group will appear.
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.
Thursday, September 22, 2011
RQ - The Gateway Bestiary, Wizard's Images
The Gateway Bestiary was published by Chaosium in 1980. It was designed for use with RuneQuest. It beasrs the Gateway name though to indicate that it is not tied directly with Glorantha. This allowed the inclusion of entries that would not be appropriate for a campaign using Glorantha as the setting. I am not sure why this was deemed necessary but I am sure it was important.
The Bestiary includes what the advertising says is 99 new monsters for the GM to use in their campaign. I counted the list but did not come up with that exact number but I am sure there are variations and a few not on the list. Each of the entries has statistics that the GM will need to run the creatures that are described. The entries except in a few instances do not have any images though. The book says complete with illustrations but they are used very sparingly. The ones used vary in quality but in some cases are nicely done. For me the cover has always been one that I liked and it evoked a a gaming feel more than some other covers I have seen.
The creatures provided are broken down into seven different categories. Some of these will be more useful than others as some are very specific in the niche that they fill. Legendary beings are a very much Greek/Roman in flavor and the Celtic Horrors will best fit into a campaign using that type of setting. The most specific will the the H.P. Lovecraft Creations entries. They avoid the big baddies but still have some nasty very specific in flavor entries included. The full list of sections is:
Giant Anthropods
Legendary Beings
Celtic Horrors
H.P. Lovecraft Creations
Natural Animals
Dinosaurs
Miscellaneous Types
In the end the book was a nice addition at its time. I am not sure how many of it's entries have been adopted to later editions through out the years though. I have seen this go for a fair amount at times so it might take some waiting or luck to find it cheap enough to warrant purchasing by the non collector. I would still suggest at least find a copy to at least look over if you can at some point.
From the back of the book:
Expand the horizons of your RuneQuest campaign with the exotic creatures in this book. All new, they can be used to create numerous interesting encounters.This book contains 99 new monsters from a variety of sources, presented in the clear and concise format of RuneQuest, complete with illustrations. This is the first of our Gateway products, which are designed to aid the referee who desires to run a RuneQuest campaign without the restrictions of the limited flora and fauna of Glorantha.
GIANT ANTHROPODS - This section includes your favorite insects in human size forms such as giant ants, spiders, or wasps capable of carrying a rider.
LEGENDARY BEINGS - Provides monsters from terrestrial mythos, such as the hydra, gorgon, lamia, or sphinx.
CELTIC HORRORS - Contains terrifying creations of the Gaelic mind. These include kelpies, voughs, and more.
H. P. LOVECRAFT CREATIONS - These are the otherworld nightmares of Lovecraftian mythos such as the rmi-go, nightgaunt, or shoggoth.
NATURAL ANIMALS - This section fills the more obvious omissions of the original RuneQuest rules by including stats on frightening carnivores like lions or bears, and the smaller animals useful as familiars, such as owls or monkeys.
DINOSAURS - Here are the giant prehistoric creatures... from the bulky sauropods that are likely to crush an adventuring party by accident to the terrifying carnosaurs which should make any batch of Rune level characters turn and run.
MISCELLANEOUS TYPES - These include the whimsical creations of Lewis Carroll to the fatal anthropophage from a well-known science fiction movie.
Complete statistics are provided, just roll them up and see the players try to figure out what they're up against!
Spell:
Wizard's Images
Level: Third
Range: 3"
Duration: Special
Ares of Effect: One Item
Components: V,S
Casting Time: One Round
Saving Throw: None
When this spell is cat the magic user will cause the selected item the spell is being cast on to vanish. At the same time a lifelike image of the item will appear on the caster's body. The image will appear where the caster desires so it may or may not be visible.
The image that appears will be the actual item that vanished. The energies of the spell have converted the item to an image that will allow the caster to carry items with them that they might not normally have been able to carry. The item must be non living and can also not be undead.
The item that can be copies will need to be one that would normally be considered a single item. A raging bonfire or the corpse of a fallen comrade could be copied but a pile of gold coins or a dragons hoard could not. The image of the item copied to the casters body can be increased or decreased in size by a factor of up to ten. This will not affect the item's size when it is restored. The caster can restore an item at will simply by willing the item to be restored.
Items copied in this manner can remain on the body of the caster for an extended period of time. There is a limit on the magics involved though. There is a five percent cumulative chance per week after one initial week that the magic will fail and the item will become locked on the casters body. The caster may also only have one item per every two levels, up to a maximum of eight, on their body at any given time. Items which have become locked onto the caster will count against these.
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.
The Bestiary includes what the advertising says is 99 new monsters for the GM to use in their campaign. I counted the list but did not come up with that exact number but I am sure there are variations and a few not on the list. Each of the entries has statistics that the GM will need to run the creatures that are described. The entries except in a few instances do not have any images though. The book says complete with illustrations but they are used very sparingly. The ones used vary in quality but in some cases are nicely done. For me the cover has always been one that I liked and it evoked a a gaming feel more than some other covers I have seen.
The creatures provided are broken down into seven different categories. Some of these will be more useful than others as some are very specific in the niche that they fill. Legendary beings are a very much Greek/Roman in flavor and the Celtic Horrors will best fit into a campaign using that type of setting. The most specific will the the H.P. Lovecraft Creations entries. They avoid the big baddies but still have some nasty very specific in flavor entries included. The full list of sections is:
Giant Anthropods
Legendary Beings
Celtic Horrors
H.P. Lovecraft Creations
Natural Animals
Dinosaurs
Miscellaneous Types
In the end the book was a nice addition at its time. I am not sure how many of it's entries have been adopted to later editions through out the years though. I have seen this go for a fair amount at times so it might take some waiting or luck to find it cheap enough to warrant purchasing by the non collector. I would still suggest at least find a copy to at least look over if you can at some point.
From the back of the book:
Expand the horizons of your RuneQuest campaign with the exotic creatures in this book. All new, they can be used to create numerous interesting encounters.This book contains 99 new monsters from a variety of sources, presented in the clear and concise format of RuneQuest, complete with illustrations. This is the first of our Gateway products, which are designed to aid the referee who desires to run a RuneQuest campaign without the restrictions of the limited flora and fauna of Glorantha.
GIANT ANTHROPODS - This section includes your favorite insects in human size forms such as giant ants, spiders, or wasps capable of carrying a rider.
LEGENDARY BEINGS - Provides monsters from terrestrial mythos, such as the hydra, gorgon, lamia, or sphinx.
CELTIC HORRORS - Contains terrifying creations of the Gaelic mind. These include kelpies, voughs, and more.
H. P. LOVECRAFT CREATIONS - These are the otherworld nightmares of Lovecraftian mythos such as the rmi-go, nightgaunt, or shoggoth.
NATURAL ANIMALS - This section fills the more obvious omissions of the original RuneQuest rules by including stats on frightening carnivores like lions or bears, and the smaller animals useful as familiars, such as owls or monkeys.
DINOSAURS - Here are the giant prehistoric creatures... from the bulky sauropods that are likely to crush an adventuring party by accident to the terrifying carnosaurs which should make any batch of Rune level characters turn and run.
MISCELLANEOUS TYPES - These include the whimsical creations of Lewis Carroll to the fatal anthropophage from a well-known science fiction movie.
Complete statistics are provided, just roll them up and see the players try to figure out what they're up against!
Spell:
Wizard's Images
Level: Third
Range: 3"
Duration: Special
Ares of Effect: One Item
Components: V,S
Casting Time: One Round
Saving Throw: None
When this spell is cat the magic user will cause the selected item the spell is being cast on to vanish. At the same time a lifelike image of the item will appear on the caster's body. The image will appear where the caster desires so it may or may not be visible.
The image that appears will be the actual item that vanished. The energies of the spell have converted the item to an image that will allow the caster to carry items with them that they might not normally have been able to carry. The item must be non living and can also not be undead.
The item that can be copies will need to be one that would normally be considered a single item. A raging bonfire or the corpse of a fallen comrade could be copied but a pile of gold coins or a dragons hoard could not. The image of the item copied to the casters body can be increased or decreased in size by a factor of up to ten. This will not affect the item's size when it is restored. The caster can restore an item at will simply by willing the item to be restored.
Items copied in this manner can remain on the body of the caster for an extended period of time. There is a limit on the magics involved though. There is a five percent cumulative chance per week after one initial week that the magic will fail and the item will become locked on the casters body. The caster may also only have one item per every two levels, up to a maximum of eight, on their body at any given time. Items which have become locked onto the caster will count against these.
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.
Wednesday, September 21, 2011
Idylls of the Rat King DCC#1, Alignment Fear
Idylls of the Rat King is the first in the Dungeon Crawl Classics series from Goodman Games. It was first released in 2003 for use with D&D 3.0. It has been relesed two more times and updated to D&D 3.5. The version pictured above is the first printing released for the earlier edition.
The module is designed for a party of four to six characters or are between levels one and three. The party mixture will need to be diverse and it would be best if the group contained a rogue as well as a good aligned cleric. The equipment will not be as important provided someone remembers that silvered weapons are always a good thing to have if you don't have magic weapons.
Since the line of adventures is Dungeon Crawl Classics it is appropriate that the focus of this adventure is a dungeon and there is little else that the module requires the payers to do other than to find the dungeon and work it. The dungeon here is an abandoned silver mine. It features four levels for the players to explore. These levels have a fine mix of monsters to kill, secret doors to find and some traps. In its attempt to pay homage to the old dungeons from back in the day it does not fail. Please do not look to this for in depth role playing or problem solving though.
The DCC series has grown to be a collection of over 50 titles at the time of this writing. There has even been a sequel to this module added into the mix. This is not going to make anyone's top 10 lists as far as best modules but it got the ball rolling on what has grown to be a popular and interesting series. I was lucky enough to pick up the first twelve in a lot a number of years ago. I am glad I got them and have picked up a few more here and there. I plan to eventually make a point of finishing off the series.
Adventure Summary from inside the module:
The characters have arrived in the small mining town of Silverton two days after a group of wererat goblin bandits attacked a caravan carrying silver to the city of Archbridge, to the north. The goblin tribe has taken up residence in an abandoned silver mine to the northwest of town and has been conducting these daring raids against the caravans for several months, crippling Silverton’s silver trade. These wererat goblins are under the leadership of a powerful human wererat bard named Lawrence Gannu, who is exacting his family’s revenge on the town of Silverton for killing his grandfather and cursing his then-infant father and grandmother before exiling them to the southern city of Soulgrave many years ago. With help from the desperate townsfolk, the characters have found their way to the entrance of the abandoned Gannu family silver mine.
Spell:
Alignment Fear
Level: Fifth
Range: None
Duration: Special
Ares of Effect: 3" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user causes those of alignments other than theirs to flee in panic. Those who are of the same alignment or in the caster party are unaffected. After running for a period of time the victims will then spend time hiding as well. The greater the variance from the casters alignment the longer they will run and hide for.
For each place the victim is removed from the casters alignment they will be affected for one round per level of the caster. The number of places removed will be used by moving clockwise or counterclockwise on the alignment chart (using whichever means the least number of spaces). Those of a Neutral alignment will only be affected by one place unless the caster is neutral in which case they are unaffected. The maximum number of spaces will always be four.
LG NG CG
LN N CN
LE NE CE
Those affected by the spell will spend one round per level of the caster running in fear. They will then spend the remainder of the the time affected hiding. While hiding they will be as quiet as they possibly can doing nothing in fear of alerting the caster to their location.
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.
The module is designed for a party of four to six characters or are between levels one and three. The party mixture will need to be diverse and it would be best if the group contained a rogue as well as a good aligned cleric. The equipment will not be as important provided someone remembers that silvered weapons are always a good thing to have if you don't have magic weapons.
Since the line of adventures is Dungeon Crawl Classics it is appropriate that the focus of this adventure is a dungeon and there is little else that the module requires the payers to do other than to find the dungeon and work it. The dungeon here is an abandoned silver mine. It features four levels for the players to explore. These levels have a fine mix of monsters to kill, secret doors to find and some traps. In its attempt to pay homage to the old dungeons from back in the day it does not fail. Please do not look to this for in depth role playing or problem solving though.
The DCC series has grown to be a collection of over 50 titles at the time of this writing. There has even been a sequel to this module added into the mix. This is not going to make anyone's top 10 lists as far as best modules but it got the ball rolling on what has grown to be a popular and interesting series. I was lucky enough to pick up the first twelve in a lot a number of years ago. I am glad I got them and have picked up a few more here and there. I plan to eventually make a point of finishing off the series.
Adventure Summary from inside the module:
The characters have arrived in the small mining town of Silverton two days after a group of wererat goblin bandits attacked a caravan carrying silver to the city of Archbridge, to the north. The goblin tribe has taken up residence in an abandoned silver mine to the northwest of town and has been conducting these daring raids against the caravans for several months, crippling Silverton’s silver trade. These wererat goblins are under the leadership of a powerful human wererat bard named Lawrence Gannu, who is exacting his family’s revenge on the town of Silverton for killing his grandfather and cursing his then-infant father and grandmother before exiling them to the southern city of Soulgrave many years ago. With help from the desperate townsfolk, the characters have found their way to the entrance of the abandoned Gannu family silver mine.
Spell:
Alignment Fear
Level: Fifth
Range: None
Duration: Special
Ares of Effect: 3" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user causes those of alignments other than theirs to flee in panic. Those who are of the same alignment or in the caster party are unaffected. After running for a period of time the victims will then spend time hiding as well. The greater the variance from the casters alignment the longer they will run and hide for.
For each place the victim is removed from the casters alignment they will be affected for one round per level of the caster. The number of places removed will be used by moving clockwise or counterclockwise on the alignment chart (using whichever means the least number of spaces). Those of a Neutral alignment will only be affected by one place unless the caster is neutral in which case they are unaffected. The maximum number of spaces will always be four.
LG NG CG
LN N CN
LE NE CE
Those affected by the spell will spend one round per level of the caster running in fear. They will then spend the remainder of the the time affected hiding. While hiding they will be as quiet as they possibly can doing nothing in fear of alerting the caster to their location.
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.
Tuesday, September 20, 2011
City Sites - TSR, Deaden Sound
Yesterday I wrote about Castle Sites. Today I will put together a few words about the first in the Sites series from TSR. City Sites was released by TSR in 1994 under the Second Edition. It describes different locations within a city that the DM can use within their campaign. This is not a city in and of itself but locations in a city.
Castle Sites from yesterday is a product that I mentioned had varied layers of ease of use. Some of the locations it had would be much easier for the DM to use than others. City Sites has much less of an issue where the locations might be hard for the DM to use. The limitation in this case will be the size of the city the DM is trying to use them in. As long as they are used in what would be classified as a city then all could be used with little change.
As one might expect the number of locations presented in City Sites are more than what were presented in Castle Sites. There are a total of thirteen different locations described in City Sites. The locations are broken down into two types. The first are public locations and the second are business. The Public Locations section has five entries and the Businesses section has eight.
All of the locations described in the book provide the DM with a map that provides them with the layout of the establishment or building. This even more so than the actual described area will be a boon to the time stretched, creatively challenged or even just lazy DM. The maps can even be recycled for later use in other locations because very few players bother to map shops and city buildings.
There will perhaps be an obvious comparison to this product and the City Book products from Flying Buffalo. The comparison isn't really comparing apples to oranges but it comes close. The offerings in this book are much more detailed and come closer to being encounters in my mind. The offerings in City Book and the later offerings are painted with much broader strokes, In the end I am much more likely to steal maps from this book or use it as a single shot and I am much more likely to look at City Book for inspiration and also for fun reading. All that said both serve a well defined purpose and a DM could not be hurt by having both.
From the back cover:
"Come to the city and take a look around!
City Sites, the first in a series of AD&D game floorplans, includes extensive details on urban settings that player characters are likely to visit in any campaign. For instance, there's:
* A smithy run by gnomes
* A temple that's home to an orphaned dragon
* A tavern that patrons can't enter until they give the password
This book also describes two inns, a singing fountain, a jail, and much more!
Each site's entry tells the Dungeon Master what the place looks like at first glance and offers a detailed floorplan of the interior as well as a picture of the exterior. Readers also find fascinating notes about the characters who live and work in each site, and one or two ideas for personalizing the spot to suit any adventure.
From now on, make a trip to the city easy - and exciting!
Also in this series of accessories: Castle Sites and Country Sites."
Spell:
Deaden Sound
Level: First
Range: 3"
Duration: 1 Turn + 1 Round/Level
Ares of Effect: Special
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user causes the sound caused by a person or creature to be deadened. This will allow the affected to move and operate with little chance of being detected because of the sounds that they might be making.
Recipients of the spell must be willing. If they are not the spell will not have any affect on them. The caster will be able to target who the spell will affect. The spell will affect a number of creatures based on the level of the caster. The caster can affect themselves and then one other target for every level of experience they have.
This spell does not have the same effect as a Silence spell as that prevents all sound in the area of effect. This spell causes the sounds from the affected or anything they had on them for any part of a round to not cause any sound. Sounds from others or things can still be heard. Since this affects individuals it will move as they move and not be a static area of effect.
Items on the affected will not produce or cause sound either. A toll or weapon dropped on the ground will produce no sound provided it was in the possession of the affected for part of the round. This spell will have the side effect of limiting audible communication between affected individuals. The effect will also prevent the casting of spells with a vocal component. Affected individuals can drop the effect at will at any point.
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.
Castle Sites from yesterday is a product that I mentioned had varied layers of ease of use. Some of the locations it had would be much easier for the DM to use than others. City Sites has much less of an issue where the locations might be hard for the DM to use. The limitation in this case will be the size of the city the DM is trying to use them in. As long as they are used in what would be classified as a city then all could be used with little change.
As one might expect the number of locations presented in City Sites are more than what were presented in Castle Sites. There are a total of thirteen different locations described in City Sites. The locations are broken down into two types. The first are public locations and the second are business. The Public Locations section has five entries and the Businesses section has eight.
All of the locations described in the book provide the DM with a map that provides them with the layout of the establishment or building. This even more so than the actual described area will be a boon to the time stretched, creatively challenged or even just lazy DM. The maps can even be recycled for later use in other locations because very few players bother to map shops and city buildings.
There will perhaps be an obvious comparison to this product and the City Book products from Flying Buffalo. The comparison isn't really comparing apples to oranges but it comes close. The offerings in this book are much more detailed and come closer to being encounters in my mind. The offerings in City Book and the later offerings are painted with much broader strokes, In the end I am much more likely to steal maps from this book or use it as a single shot and I am much more likely to look at City Book for inspiration and also for fun reading. All that said both serve a well defined purpose and a DM could not be hurt by having both.
From the back cover:
"Come to the city and take a look around!
City Sites, the first in a series of AD&D game floorplans, includes extensive details on urban settings that player characters are likely to visit in any campaign. For instance, there's:
* A smithy run by gnomes
* A temple that's home to an orphaned dragon
* A tavern that patrons can't enter until they give the password
This book also describes two inns, a singing fountain, a jail, and much more!
Each site's entry tells the Dungeon Master what the place looks like at first glance and offers a detailed floorplan of the interior as well as a picture of the exterior. Readers also find fascinating notes about the characters who live and work in each site, and one or two ideas for personalizing the spot to suit any adventure.
From now on, make a trip to the city easy - and exciting!
Also in this series of accessories: Castle Sites and Country Sites."
Spell:
Deaden Sound
Level: First
Range: 3"
Duration: 1 Turn + 1 Round/Level
Ares of Effect: Special
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user causes the sound caused by a person or creature to be deadened. This will allow the affected to move and operate with little chance of being detected because of the sounds that they might be making.
Recipients of the spell must be willing. If they are not the spell will not have any affect on them. The caster will be able to target who the spell will affect. The spell will affect a number of creatures based on the level of the caster. The caster can affect themselves and then one other target for every level of experience they have.
This spell does not have the same effect as a Silence spell as that prevents all sound in the area of effect. This spell causes the sounds from the affected or anything they had on them for any part of a round to not cause any sound. Sounds from others or things can still be heard. Since this affects individuals it will move as they move and not be a static area of effect.
Items on the affected will not produce or cause sound either. A toll or weapon dropped on the ground will produce no sound provided it was in the possession of the affected for part of the round. This spell will have the side effect of limiting audible communication between affected individuals. The effect will also prevent the casting of spells with a vocal component. Affected individuals can drop the effect at will at any point.
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.
Monday, September 19, 2011
Castle Sites - TSR, Seizures
Castle Sites is an accessory released by TSR in 1995 for the second edition of Advanced Dungeons & Dragons and is 96 pages long. The title pretty much gives away what it is. In here you will find seven different castles. There are no specific levels given for the product over all and it says suitable for all levels of play.
Each of the castles will have a fairly detailed write up. There will be a description of the area surrounding the castle with information on the castle's appearance and history. There will then be detailed maps of the castle itself with descriptions of important areas along with statistics for any important NPCs connected with the site. Finally the DM is presented with a number of adventure hooks that can be used to draw the players into the area.
There are seven castles that are described within the setting. There are some that are larger than others but even the smallest would seem to be enough of an adventure to occupy a party for at least a full nights adventuring. The larger ones might take all of two sessions or more depending on the party. Some of the castles provided would be simple enough to drop into an evening session for use in a hex crawl. Others are specific enough that the DM might need to work a little bit to fit them into their campaign.
Castle sites is the second in the "Sites" series. The other two products are City Sites and then the third is Country Sites. I found all of these to be useful for the environs they each cover. It is nice to have something to fall back on if you are not ready for where the players may have taken you on the map as it were. These seem to be pretty easy to locate and can be picked up for less than cover price most of the time.
From the back of the book:
Castle Sites
A man's castle is his home!
"Castle Sites offers a fascinating and detailed look into the workings of seven fantastic fortresses:
• Kaurak Kholzil, a dwarven bastion built into the face of a cliff to protect a rich adamantium mine;
• Cloud Keep, the flying fortress of a storm giant clan;
• Dragon's Coffin, built to keep an ancient black dragon trapped inside its subterranean lair;
• plus a walled valley, the ruined castle of a lich, a border fort, and a frontier outpost.
Each entry includes a description of the site's appearance, history, and layout, a detailed floorplan, complete data on the NPCs who live (or died) there, and adventure hooks to draw player characters into the setting.
Castle Sites is easily adaptable to any AD&D campaign and is suitable for all levels of play. Also in this series of accessories: City Sites and Country Sites."
Spell:
Seizures
Level: Third
Range: 6"
Duration: Special
Ares of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: Special
When this spell is cast the magic user causes a wave of magical energy to wash across the mind of the intended victim. The wave of energy will cause an overload in the mind of the victim. The effect this will have depends on the the outcome of the victims saving throw.
Victims who fail the saving throw will begin to suffer the effects the round after the spell is cast. For the first round they will become disoriented and suffer minor shaking. This will cause them to suffer a -2 to all saves and attack rolls. The next round the effects will worsen and all saves and attacks are at -4 and casting of spells will fail. The next round the victim will fall to the ground and begin having violent seizures. These will last for 2-5 rounds.
Victims who make their save are still affected but to a lesser degree. They will suffer a -2 to all save and attack rolls for 2-5 rounds. They will also be very disoriented and suffer from the shaking. Any attempt to use a special ability or cast a spell with require an additional save.
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.
Each of the castles will have a fairly detailed write up. There will be a description of the area surrounding the castle with information on the castle's appearance and history. There will then be detailed maps of the castle itself with descriptions of important areas along with statistics for any important NPCs connected with the site. Finally the DM is presented with a number of adventure hooks that can be used to draw the players into the area.
There are seven castles that are described within the setting. There are some that are larger than others but even the smallest would seem to be enough of an adventure to occupy a party for at least a full nights adventuring. The larger ones might take all of two sessions or more depending on the party. Some of the castles provided would be simple enough to drop into an evening session for use in a hex crawl. Others are specific enough that the DM might need to work a little bit to fit them into their campaign.
Castle sites is the second in the "Sites" series. The other two products are City Sites and then the third is Country Sites. I found all of these to be useful for the environs they each cover. It is nice to have something to fall back on if you are not ready for where the players may have taken you on the map as it were. These seem to be pretty easy to locate and can be picked up for less than cover price most of the time.
From the back of the book:
Castle Sites
A man's castle is his home!
"Castle Sites offers a fascinating and detailed look into the workings of seven fantastic fortresses:
• Kaurak Kholzil, a dwarven bastion built into the face of a cliff to protect a rich adamantium mine;
• Cloud Keep, the flying fortress of a storm giant clan;
• Dragon's Coffin, built to keep an ancient black dragon trapped inside its subterranean lair;
• plus a walled valley, the ruined castle of a lich, a border fort, and a frontier outpost.
Each entry includes a description of the site's appearance, history, and layout, a detailed floorplan, complete data on the NPCs who live (or died) there, and adventure hooks to draw player characters into the setting.
Castle Sites is easily adaptable to any AD&D campaign and is suitable for all levels of play. Also in this series of accessories: City Sites and Country Sites."
Spell:
Seizures
Level: Third
Range: 6"
Duration: Special
Ares of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: Special
When this spell is cast the magic user causes a wave of magical energy to wash across the mind of the intended victim. The wave of energy will cause an overload in the mind of the victim. The effect this will have depends on the the outcome of the victims saving throw.
Victims who fail the saving throw will begin to suffer the effects the round after the spell is cast. For the first round they will become disoriented and suffer minor shaking. This will cause them to suffer a -2 to all saves and attack rolls. The next round the effects will worsen and all saves and attacks are at -4 and casting of spells will fail. The next round the victim will fall to the ground and begin having violent seizures. These will last for 2-5 rounds.
Victims who make their save are still affected but to a lesser degree. They will suffer a -2 to all save and attack rolls for 2-5 rounds. They will also be very disoriented and suffer from the shaking. Any attempt to use a special ability or cast a spell with require an additional save.
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.
Sunday, September 18, 2011
Heroes Magazine #5 - Avalon Hill, Dodge
I think I have said before how much I love magazines. Not just gaming magazines but magazines in general. Still gaming magazines have an exalted place in the realm of magazines. I have tried to get an example of all the different magazines I run across. I in many cases have tried to complete runs and in the case of Heroes this was something that could be done.
Heroes was the house magazine for Avalon Hill. It ran articles on the four role playing games they had at the time. These were James Bond, Lords of Creation, Powers & Perils and lastly RuneQuest. I know there is a reason to have a magazine dedicated to your games specifically but this limits your audience. I still prefer the older Dragons & White Dwarf magazines that ran articles on everything under the sun.
The articles in Heroes are great for the games that they support though. Since the print run on the magazine was only ten issues i have been able to go through all of them. Issue number fives stands out in my mind as being my favorite. I would have used the word best in place of my favorite but other issues are just as good. It is just that the content in issue five seems to be more portable than others.
Issue #5 had a total of ten articles and a special pull out section in it. It is the pull out section that sold me on the issue. The pull out portion is the Royal City of Donara. Donara is set in the Powers & Perils game but as in any city except for stat blocks they can be easily ported. I won't say this is a fully detailed city as the section is only nine pages in length. It would better be described a well sketched out city. It has twenty six neighborhoods and twenty two places of note described along with some history, policies, laws and statistics as well as important people described. It will not beat the Irilian offering from White Dwarf but it comes in second from what I have found.
The issue also has some other articles that make it worthwhile. There is an article on Powers & Perils magic items and then a larger companion piece on magic item creation in the game. There is also a piece on gambling for RuneQuest that could be ported. There is also an interesting piece on swordsmen from history and cinema. Finally there is the entry on the History of the Lunar Empire which I have a soft spot for fantasy history pieces.
It will not be for everyone and there are other issues that may be just as good but this one has stayed in my mind throughout the years. If you have not had a chance to check out Heroes magazine you might want to give at least one issue a try. You can usually find it fairly prices on eBay and I have even seen them in places like Half Price Books on occasion.
Spell:
Dodge
Level: Fifth
Range: Touch
Duration: Special
Ares of Effect: Creature Touched
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
With the casting of this spell the magic user causes the recipient to become impossible to hit for a period of time. The spell will grant the recipient a level of agility that will allow them to dodge any attack unerringly.
The recipient will be able to dodge any number of attacks per round. They will still be able to attack the standard number of times in the round as well. The ability to dodge is not due to a speed increase though that will appear to be the case as a result of the ability to dodge so many attacks. There is no speed increase and the movement rate and attack speed stay the same.
The dodge ability will extend to both missile and melee combat. The recipient is even able to dodge attacks that normally can not be dodges such as missiles from the Magic Missile spell. The recipient will even dodge attacks they cna not see such as surprise attacks from behind.
The spell will remain in effect for a different period of time depending who it is cast on. If it is cast on the magic user then it will last one round for every two levels. If it is cast on anyone else it drops to one round for every three levels.
The material component of this spell will be a mixture of dragonfly wings and essence from a will-o-the wisp. The mixture will cost no less than 200 gp to make. The mixture is not used up in the casting buy will ony remain fresh for a period time. It will remain viable for 3-6 months before it must be refreshed.
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.
Heroes was the house magazine for Avalon Hill. It ran articles on the four role playing games they had at the time. These were James Bond, Lords of Creation, Powers & Perils and lastly RuneQuest. I know there is a reason to have a magazine dedicated to your games specifically but this limits your audience. I still prefer the older Dragons & White Dwarf magazines that ran articles on everything under the sun.
The articles in Heroes are great for the games that they support though. Since the print run on the magazine was only ten issues i have been able to go through all of them. Issue number fives stands out in my mind as being my favorite. I would have used the word best in place of my favorite but other issues are just as good. It is just that the content in issue five seems to be more portable than others.
Issue #5 had a total of ten articles and a special pull out section in it. It is the pull out section that sold me on the issue. The pull out portion is the Royal City of Donara. Donara is set in the Powers & Perils game but as in any city except for stat blocks they can be easily ported. I won't say this is a fully detailed city as the section is only nine pages in length. It would better be described a well sketched out city. It has twenty six neighborhoods and twenty two places of note described along with some history, policies, laws and statistics as well as important people described. It will not beat the Irilian offering from White Dwarf but it comes in second from what I have found.
The issue also has some other articles that make it worthwhile. There is an article on Powers & Perils magic items and then a larger companion piece on magic item creation in the game. There is also a piece on gambling for RuneQuest that could be ported. There is also an interesting piece on swordsmen from history and cinema. Finally there is the entry on the History of the Lunar Empire which I have a soft spot for fantasy history pieces.
It will not be for everyone and there are other issues that may be just as good but this one has stayed in my mind throughout the years. If you have not had a chance to check out Heroes magazine you might want to give at least one issue a try. You can usually find it fairly prices on eBay and I have even seen them in places like Half Price Books on occasion.
Spell:
Dodge
Level: Fifth
Range: Touch
Duration: Special
Ares of Effect: Creature Touched
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
With the casting of this spell the magic user causes the recipient to become impossible to hit for a period of time. The spell will grant the recipient a level of agility that will allow them to dodge any attack unerringly.
The recipient will be able to dodge any number of attacks per round. They will still be able to attack the standard number of times in the round as well. The ability to dodge is not due to a speed increase though that will appear to be the case as a result of the ability to dodge so many attacks. There is no speed increase and the movement rate and attack speed stay the same.
The dodge ability will extend to both missile and melee combat. The recipient is even able to dodge attacks that normally can not be dodges such as missiles from the Magic Missile spell. The recipient will even dodge attacks they cna not see such as surprise attacks from behind.
The spell will remain in effect for a different period of time depending who it is cast on. If it is cast on the magic user then it will last one round for every two levels. If it is cast on anyone else it drops to one round for every three levels.
The material component of this spell will be a mixture of dragonfly wings and essence from a will-o-the wisp. The mixture will cost no less than 200 gp to make. The mixture is not used up in the casting buy will ony remain fresh for a period time. It will remain viable for 3-6 months before it must be refreshed.
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.
Saturday, September 17, 2011
What's That Smell? , Improved Magic Mouth
"What's That Smell" is a module released by WICKed Press in 2001. It is another D20/OGL released for the 3e of D&D. The module was written in part by John Wick who is not an unknown in the gaming industry. The module is 32 pages long and it is intended for characters of 4th to 7th level and is the first in what is marketed as a multi-module.
The multi-module concept is supposed to allow the same module to be run multiple times and each will be different. It sets forth to accomplish this by strategic elements in the module being variable and letting the GM choose between them and then the module will flow differently from there. I like this idea though I see it as more of a benefit for the DM as there is rarely a reason to run the same module for the same group more than once.
The adventure portion of the module is broken down into two parts. The first is the village of Nobbletog Grove. This is normally a thriving halfling village that the adventures now find abandoned. The module uses this part to set up a feeling of uneasiness and dread. There are suggestions provided in the module to further this along. The adventurers will also find clues here that will aid them in the second portion.
The second part of the adventure will be the catacombs that are below Nobbletog Grove. The reason for the village being deserted is located in the catacombs. Without giving too much away the cause is a spell that has gone wrong and opened a portal to a space between worlds. Being a fan of Lovecraft I love the idea of extra-dimensional beings as antagonists. The weirder the better and a fine job of making them weird is done in the module.
Under the multi-module concepts much of the adventure is variable. This includes the maps. The effect of the portal causes the rooms to shift locations. I am going to steal this idea for a dungeon sometime and merge it with the movie Cube....back to the review though. The dungeon portion is a little on the smallish side will be more than enough for a nights playtime. The maps are presented in a geomorph format which can be copied and enlarged and then used as needed.
The module will end up throwing some curve balls at the adventuring party. These could end up causing a TPK situation if the DM plays it right and to its full extent. I would temper this in some fashion. It might even be possible for the players to figure out what is going on first and turn the tables on what is suggested in the module.
At the end of the module there are a number of appendixes that will aid the GM in running the module and understanding how various portions should be played. They will also contain stat blocks for the new creatures and information on the NPCs the module contains. There are also a number of tables spread throughout the module which a DM could take and use later for other purposes.
One final note is about the encounters in the module. Each is presented in a four part fashion. The first is the "Run-down" which will provide the DM information on the encounter and what it is about in game terms. The second is the "Set-up" which will feature the traditional real aloud portion that seems to be ever present in modules anymore. The third is the "Action" section that describes the events that could happen in the encounter. The fourth and final is the "Follow-up" which suggests the possible means to further the adventure along. I got the feeling it was close to being a script and in this module naming the characters Gorman, Vasquez, Hudson and Hicks might be appropriate.
Spell:
Improved Magic Mouth
Level: Fifth
Range: 1/2"/Level
Duration: Special
Ares of Effect: One Object
Components: V,S,M
Casting Time: 2 Segments + Other Casting Time
Saving Throw: Special
This spell allows the magic user to cast a version of the standard Magic Mouth spell. This version will be in all ways identical to the original spell except that it will allow the Mouth to carry a spell payload.
The spell will still only allow the mouth to speak for a message of twenty-five words which can last no longer than one turn. The trigger effect can also be either very simple or very complex based on the desire of the caster. The trigger event also must occur within the range based on the level but can be made to be less than that. The material component is still the piece of honeycomb but the other spells components will be required as well.
The difference is that this version will have the mouth reactivate the round after the message is delivered. It will then cast the spell the magic user cast into it. There is no save for the magic mouth but the cast spell will have its normal saving throw.
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.
The multi-module concept is supposed to allow the same module to be run multiple times and each will be different. It sets forth to accomplish this by strategic elements in the module being variable and letting the GM choose between them and then the module will flow differently from there. I like this idea though I see it as more of a benefit for the DM as there is rarely a reason to run the same module for the same group more than once.
The adventure portion of the module is broken down into two parts. The first is the village of Nobbletog Grove. This is normally a thriving halfling village that the adventures now find abandoned. The module uses this part to set up a feeling of uneasiness and dread. There are suggestions provided in the module to further this along. The adventurers will also find clues here that will aid them in the second portion.
The second part of the adventure will be the catacombs that are below Nobbletog Grove. The reason for the village being deserted is located in the catacombs. Without giving too much away the cause is a spell that has gone wrong and opened a portal to a space between worlds. Being a fan of Lovecraft I love the idea of extra-dimensional beings as antagonists. The weirder the better and a fine job of making them weird is done in the module.
Under the multi-module concepts much of the adventure is variable. This includes the maps. The effect of the portal causes the rooms to shift locations. I am going to steal this idea for a dungeon sometime and merge it with the movie Cube....back to the review though. The dungeon portion is a little on the smallish side will be more than enough for a nights playtime. The maps are presented in a geomorph format which can be copied and enlarged and then used as needed.
The module will end up throwing some curve balls at the adventuring party. These could end up causing a TPK situation if the DM plays it right and to its full extent. I would temper this in some fashion. It might even be possible for the players to figure out what is going on first and turn the tables on what is suggested in the module.
At the end of the module there are a number of appendixes that will aid the GM in running the module and understanding how various portions should be played. They will also contain stat blocks for the new creatures and information on the NPCs the module contains. There are also a number of tables spread throughout the module which a DM could take and use later for other purposes.
One final note is about the encounters in the module. Each is presented in a four part fashion. The first is the "Run-down" which will provide the DM information on the encounter and what it is about in game terms. The second is the "Set-up" which will feature the traditional real aloud portion that seems to be ever present in modules anymore. The third is the "Action" section that describes the events that could happen in the encounter. The fourth and final is the "Follow-up" which suggests the possible means to further the adventure along. I got the feeling it was close to being a script and in this module naming the characters Gorman, Vasquez, Hudson and Hicks might be appropriate.
Spell:
Improved Magic Mouth
Level: Fifth
Range: 1/2"/Level
Duration: Special
Ares of Effect: One Object
Components: V,S,M
Casting Time: 2 Segments + Other Casting Time
Saving Throw: Special
This spell allows the magic user to cast a version of the standard Magic Mouth spell. This version will be in all ways identical to the original spell except that it will allow the Mouth to carry a spell payload.
The spell will still only allow the mouth to speak for a message of twenty-five words which can last no longer than one turn. The trigger effect can also be either very simple or very complex based on the desire of the caster. The trigger event also must occur within the range based on the level but can be made to be less than that. The material component is still the piece of honeycomb but the other spells components will be required as well.
The difference is that this version will have the mouth reactivate the round after the message is delivered. It will then cast the spell the magic user cast into it. There is no save for the magic mouth but the cast spell will have its normal saving throw.
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.
Friday, September 16, 2011
Evael - Kingdom of the Elves, Cassandra's Mask of Charisma
Evael is a product from Columbia Games that lays out an Elven Kingdom. The product described allows it for use with Harnmaster as well as with any D20 game setting. This is a reprint and update of a previously released version though I do not have the original so I can not compare them. This version was released in 2002 and is 72 pages long. It should be noted that the pages are three hole punched and seem to be better suited to be placed in a binder.
The books describes the kingdom, the eleven culture, the history of the kingdom as well as describing the capital of the kingdom and three other cities. The book also includes an adventure in the kingdom that the GM can use to get players started there. It also feature information on adding elven characters to Harnmaster and rules governing them in D20.
The adventure in the book though short and simple is one that can be expanded upon greatly by a GM. The adventure as written also focuses more on interaction and role playing than on combat. I favor adventures of this nature as may be apparent in some of my posts. I won't go too much into it but it is different than most published adventures in the theme and content.
Overall Evael works great as an add or to Harnmaster or Harnworld which is good since it is a reprint of something designed for that purpose previously. Harn as a setting was always very detailed and the products released for it well done so this is no surprise. The quality of the product also makes it something that with a minimal level of effort could be incorporated into an existing campaign.
From the back of the book
Evael: Kingdom of the Elves
EVAEL - Bring your players to the mysterious Kingdom of the Elves in three related adventures. Elven culture, clans, magic and religion are detailed.
ELSHAVEL - The beautiful capital city of the elves has wide avenues, pristine parks and magnificent buildings. Includes plans of a typical Sindarin clanhouse, details on elven government and religion.
ULFSHAFEN - The city of Ulfshafen is Evael's only open port. The settlement has a small human population and conducts a rich maritime trade in elven artefacts. Includes plans of a local inn and seaman's hostel.
BEJIST - An ancient Sindarin fortress and prison and now the refuge of a Navehan sect. The priests of Naveh grow and assortment of interesting herbs which they use to subdue the regions warlike Pagaelin barbarians, while they loot Bejist.
PESINO - An ancient Sindarin and Khuzdul trading center, Pesino is today a forbidden ruin guarded by the elves. Pesino includes a color site map, extensive interior plans and site legends.
Spell:
Cassandra's Mask of Charisma
Level: Fourth
Range: None
Duration: 1 Turn + 1 Round/Level
Ares of Effect: 6" (60')
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will be endowed with an unearthly charisma. In game terms this will raise the charisma stat of the caster to a 22 and will grant them the full affect as if this was a divine level charisma.
Other than the charisma increase and the awe effect it causes the only other effect will be the ability to affect one of the group in range of them as if they had been affected by a Suggestion spell. Once this ability is used though the casters effective charisma will drop by one point each round, beginning the round after the ability is used, for all other than the affected creature (the others do not like the singled out attention given to the victim).
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.
The books describes the kingdom, the eleven culture, the history of the kingdom as well as describing the capital of the kingdom and three other cities. The book also includes an adventure in the kingdom that the GM can use to get players started there. It also feature information on adding elven characters to Harnmaster and rules governing them in D20.
The adventure in the book though short and simple is one that can be expanded upon greatly by a GM. The adventure as written also focuses more on interaction and role playing than on combat. I favor adventures of this nature as may be apparent in some of my posts. I won't go too much into it but it is different than most published adventures in the theme and content.
Overall Evael works great as an add or to Harnmaster or Harnworld which is good since it is a reprint of something designed for that purpose previously. Harn as a setting was always very detailed and the products released for it well done so this is no surprise. The quality of the product also makes it something that with a minimal level of effort could be incorporated into an existing campaign.
From the back of the book
Evael: Kingdom of the Elves
EVAEL - Bring your players to the mysterious Kingdom of the Elves in three related adventures. Elven culture, clans, magic and religion are detailed.
ELSHAVEL - The beautiful capital city of the elves has wide avenues, pristine parks and magnificent buildings. Includes plans of a typical Sindarin clanhouse, details on elven government and religion.
ULFSHAFEN - The city of Ulfshafen is Evael's only open port. The settlement has a small human population and conducts a rich maritime trade in elven artefacts. Includes plans of a local inn and seaman's hostel.
BEJIST - An ancient Sindarin fortress and prison and now the refuge of a Navehan sect. The priests of Naveh grow and assortment of interesting herbs which they use to subdue the regions warlike Pagaelin barbarians, while they loot Bejist.
PESINO - An ancient Sindarin and Khuzdul trading center, Pesino is today a forbidden ruin guarded by the elves. Pesino includes a color site map, extensive interior plans and site legends.
Spell:
Cassandra's Mask of Charisma
Level: Fourth
Range: None
Duration: 1 Turn + 1 Round/Level
Ares of Effect: 6" (60')
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will be endowed with an unearthly charisma. In game terms this will raise the charisma stat of the caster to a 22 and will grant them the full affect as if this was a divine level charisma.
Other than the charisma increase and the awe effect it causes the only other effect will be the ability to affect one of the group in range of them as if they had been affected by a Suggestion spell. Once this ability is used though the casters effective charisma will drop by one point each round, beginning the round after the ability is used, for all other than the affected creature (the others do not like the singled out attention given to the victim).
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.
Thursday, September 15, 2011
Crisis at Crusader Citadel, Wizards Recall
There's A Crisis at Crusader Citadel is a module written for the Villains & Vigilantes game system. It was actually the first module released for the game by Fantasy Games Unlimited. The module was released in 1982 and is twenty pages ling. It was included in the box set of the game as well as being available individually.
If the Keep on the Borderlands is, as many consider it, the most played and iconic module for D&D then Crisis is it's counterpart under the V&V game system. There are no hard and fast numbers but it is likely that there are few people who have played V&V who have not played Crisis at Crusaders Citadel. It is simple by today's standards but it accomplishes what it sets out today by giving players and the GM an introduction to the game.
As with most of the V&V modules the layout is pretty simple. The idea was to put as much content into the module as they could using as little space as possible or it seems that way. In my younger days the smaller compact font spacing was not an issue but I apparently have not aged as well as the module. It is not impossible to read but it is packed in there. The art more than makes up for any layout issues though. Jeff Dee's work is used throughout and as much as anything his art I think helped define the game. Having the module just for his work is a valid option even if you never play the game.
The module itself is as stated early pretty simple in its design. There is the introduction and setup and there are then two fight scenes. In my history of playing superhero games this is pretty standard really. You might have one more fight scene and a portion of the module dedicated to some research and therefore roleplaying but in the end if you are playing a superhero game you want the action maybe more so than in any other gaming genre.
I won't go into detail as to the scenario in the off chance that there is someone who has not played the game. The module is intended as an introductory module. The villains and heroes that are detailed inside the cover are 12 and 6 respectively. These are some of the best conceived characters outside the licensed material based games. The idea behind the groups may "borrow" a little but from published works but imitation is the sincerest form of flattery.
I can't recommend the game enough. I would say that you would want to have this module as well. In my looking around on the web while writing this I came across a great recap/write-up for a session that used the module. It made me want to play it all over again and is a great piece of game fiction in my opinion. You can find it here. If you like superhero games and comics you should read it.
Spell:
Wizard's recall
Level: Second
Range: None
Duration: One Day
Ares of Effect: Caster
Components: V,S
Casting Time: One Turn
Saving Throw: None
By means of this spell the magic user is able to recall the spells that were memorized from one day on the next day. The recall takes place after the full required period of rest is completed by the caster. The spell restores the pathways that the memorized spells had previously created in the caster's mind.
The spells that the caster will recall must be exactly the same as what was memorized the previous day with no changes in the makeup. This spell will be cast before the the magic user goes to sleep for the required rest period. The pathways will be restored as they sleep. If for any reason the caster's rest is disrupted for more than a few turns the spell will have failed and spells must be memorized as normal.
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.
If the Keep on the Borderlands is, as many consider it, the most played and iconic module for D&D then Crisis is it's counterpart under the V&V game system. There are no hard and fast numbers but it is likely that there are few people who have played V&V who have not played Crisis at Crusaders Citadel. It is simple by today's standards but it accomplishes what it sets out today by giving players and the GM an introduction to the game.
As with most of the V&V modules the layout is pretty simple. The idea was to put as much content into the module as they could using as little space as possible or it seems that way. In my younger days the smaller compact font spacing was not an issue but I apparently have not aged as well as the module. It is not impossible to read but it is packed in there. The art more than makes up for any layout issues though. Jeff Dee's work is used throughout and as much as anything his art I think helped define the game. Having the module just for his work is a valid option even if you never play the game.
The module itself is as stated early pretty simple in its design. There is the introduction and setup and there are then two fight scenes. In my history of playing superhero games this is pretty standard really. You might have one more fight scene and a portion of the module dedicated to some research and therefore roleplaying but in the end if you are playing a superhero game you want the action maybe more so than in any other gaming genre.
I won't go into detail as to the scenario in the off chance that there is someone who has not played the game. The module is intended as an introductory module. The villains and heroes that are detailed inside the cover are 12 and 6 respectively. These are some of the best conceived characters outside the licensed material based games. The idea behind the groups may "borrow" a little but from published works but imitation is the sincerest form of flattery.
I can't recommend the game enough. I would say that you would want to have this module as well. In my looking around on the web while writing this I came across a great recap/write-up for a session that used the module. It made me want to play it all over again and is a great piece of game fiction in my opinion. You can find it here. If you like superhero games and comics you should read it.
Spell:
Wizard's recall
Level: Second
Range: None
Duration: One Day
Ares of Effect: Caster
Components: V,S
Casting Time: One Turn
Saving Throw: None
By means of this spell the magic user is able to recall the spells that were memorized from one day on the next day. The recall takes place after the full required period of rest is completed by the caster. The spell restores the pathways that the memorized spells had previously created in the caster's mind.
The spells that the caster will recall must be exactly the same as what was memorized the previous day with no changes in the makeup. This spell will be cast before the the magic user goes to sleep for the required rest period. The pathways will be restored as they sleep. If for any reason the caster's rest is disrupted for more than a few turns the spell will have failed and spells must be memorized as normal.
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.
Wednesday, September 14, 2011
The Haunted Highlands - TLG, Mage Scream
I normally try to mix things up a little better unless I run a series of products together like I did with the Drow series a couple of moths ago. It seems that I am stuck on campaign settings right now. I will try and break the chain tomorrow. For today though I will talk briefly on "The Haunted Highlands"
"The Haunted Highlands" is the first in a series of modules released by Troll Lord Games for Castles & Crusades. They all center around the same specific area and this one lays out the area in some detail. There are a total of six modules that were released in the series so far.
As stated earlier the module was released by Troll Lord Games for the Castle & Crusades system. The module is twenty four pages long and was released in 2006. The parchment cover is the first printing. It was later printed with a green colored cover to match the later printings of C&C.
The module packs a lot of information into its twenty four pages and it perhaps tries to do too much. In addition to being able to download a pay copy PDF of the module online you can actually see a six page sample and then another section were the deities are presented as well. This gives you a look at half the module. I wish they had either broken it up into two expanded products or made the current product either half again or double the size.
Even being as small as it is the information it presents is well done. This product gives the DM more wiggle room that Westbrook did if they want to put their own stamp on it. In my mind neither is better they are just geared towards different audiences. Either can serve as the start of a campaign area or be dropped into an existing product or creation as well.
From the Troll Lord Games site....
Upon the bloody northern marches lies a curious Roadhouse. Here are gathered the flotsam of the world: miscreants, mercenaries, soldiers of fortune, adventurers. Dirty Bowbe's they call it and its as rough and safe a sanctuary as any will find in those dark and bloody grounds! For once, long ago, a Kingdom thrived here and the wealth of its coffers flowed across the lands as honey from a jar. But those days are long past and nothing but memories remain . . . memories and the shadows of yesterday.
To the northeast of Dirty Bowbe's lie the ruins of Bortenski and the hazardous wastes known as the Witch Moor. To the north lies the village of the Ugashtan and further still lie the broken crags of the Mythnoc Cairns where the proud barbarian people once buried their cherished dead. To the Northwest stand the tall trees of the Grove of the Green Man, where the druids who worship the old ways still rule.
Four short adventures, plus a stand alone fantasy RPG setting! Welcome to the Haunted Highlands, an adventure setting for the Castles & Crusades fantasy role playing game. In the haunted highlands, players face dangerous foes as they attempt to collect bounties and challenge foes as they carve a name for themselves in a land fraught with peril.
Included here are three developed areas of adventure, two fully detailed and distinct Karboskian cultures and of course the infamous and always rowdy Roadhouse. The Roadhouse serves as a unique gathering place for adventurers and scoundrels where stories may be swapped, bounties collected and adventurers recruited, should they be brave enough to face the challenges which the highlands have in store.
The Haunted Highlands includes four short adventures for varying character levels and offers a stand alone fantasy role playing setting ready to be dropped into any campaign.. Extensive random encounter tables allow for continuing wilderness adventure. Details on a brand new pantheon featuring over a dozen new deities and one new monster help bring life to your new Castles and Crusades campaign.
Spell:
Mage Scream
Level: Second
Range: None
Duration: 2 Rounds + 1 Round/Level
Ares of Effect: 9" Sphere
Components: V
Casting Time: 1 Segment
Saving Throw: None
When this spell is cast the magic user emits a scream that will exist on the entire range of the audible spectrum of sound. The scream is such that any hearing it will be affected. The only people exempt from the initial affect will be those that are actually deaf or have no sense of hearing. Even the deaf could be affected by the secondary effect.
The scream will have the effect that it was initially researched for. It will cause all who hear it to be stunned for the remainder of the round it is first heard and the entirety of the following round, unable to take any actions. This will include all who are in the range of the effect which centers off the caster. This will include the caster and their party.
The secondary effect was found to exist once the spell is cast. In addition to the audible effect the scream affects the bounds in the mind of any spell caster that allow them to store and cast spells. For a number of rounds equal to the caster's level, after the first two, all casters will be required to make a saving throw to cast spells. The save will be made at a -4 for anyone other than the caster. The caster will only be at a -2 as they were the epicenter of the scream and slightly less affected. The spell affects the bonds of magic and will also affect creatures using innate magical abilities.
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.
"The Haunted Highlands" is the first in a series of modules released by Troll Lord Games for Castles & Crusades. They all center around the same specific area and this one lays out the area in some detail. There are a total of six modules that were released in the series so far.
As stated earlier the module was released by Troll Lord Games for the Castle & Crusades system. The module is twenty four pages long and was released in 2006. The parchment cover is the first printing. It was later printed with a green colored cover to match the later printings of C&C.
The module packs a lot of information into its twenty four pages and it perhaps tries to do too much. In addition to being able to download a pay copy PDF of the module online you can actually see a six page sample and then another section were the deities are presented as well. This gives you a look at half the module. I wish they had either broken it up into two expanded products or made the current product either half again or double the size.
Even being as small as it is the information it presents is well done. This product gives the DM more wiggle room that Westbrook did if they want to put their own stamp on it. In my mind neither is better they are just geared towards different audiences. Either can serve as the start of a campaign area or be dropped into an existing product or creation as well.
From the Troll Lord Games site....
Upon the bloody northern marches lies a curious Roadhouse. Here are gathered the flotsam of the world: miscreants, mercenaries, soldiers of fortune, adventurers. Dirty Bowbe's they call it and its as rough and safe a sanctuary as any will find in those dark and bloody grounds! For once, long ago, a Kingdom thrived here and the wealth of its coffers flowed across the lands as honey from a jar. But those days are long past and nothing but memories remain . . . memories and the shadows of yesterday.
To the northeast of Dirty Bowbe's lie the ruins of Bortenski and the hazardous wastes known as the Witch Moor. To the north lies the village of the Ugashtan and further still lie the broken crags of the Mythnoc Cairns where the proud barbarian people once buried their cherished dead. To the Northwest stand the tall trees of the Grove of the Green Man, where the druids who worship the old ways still rule.
Four short adventures, plus a stand alone fantasy RPG setting! Welcome to the Haunted Highlands, an adventure setting for the Castles & Crusades fantasy role playing game. In the haunted highlands, players face dangerous foes as they attempt to collect bounties and challenge foes as they carve a name for themselves in a land fraught with peril.
Included here are three developed areas of adventure, two fully detailed and distinct Karboskian cultures and of course the infamous and always rowdy Roadhouse. The Roadhouse serves as a unique gathering place for adventurers and scoundrels where stories may be swapped, bounties collected and adventurers recruited, should they be brave enough to face the challenges which the highlands have in store.
The Haunted Highlands includes four short adventures for varying character levels and offers a stand alone fantasy role playing setting ready to be dropped into any campaign.. Extensive random encounter tables allow for continuing wilderness adventure. Details on a brand new pantheon featuring over a dozen new deities and one new monster help bring life to your new Castles and Crusades campaign.
Spell:
Mage Scream
Level: Second
Range: None
Duration: 2 Rounds + 1 Round/Level
Ares of Effect: 9" Sphere
Components: V
Casting Time: 1 Segment
Saving Throw: None
When this spell is cast the magic user emits a scream that will exist on the entire range of the audible spectrum of sound. The scream is such that any hearing it will be affected. The only people exempt from the initial affect will be those that are actually deaf or have no sense of hearing. Even the deaf could be affected by the secondary effect.
The scream will have the effect that it was initially researched for. It will cause all who hear it to be stunned for the remainder of the round it is first heard and the entirety of the following round, unable to take any actions. This will include all who are in the range of the effect which centers off the caster. This will include the caster and their party.
The secondary effect was found to exist once the spell is cast. In addition to the audible effect the scream affects the bounds in the mind of any spell caster that allow them to store and cast spells. For a number of rounds equal to the caster's level, after the first two, all casters will be required to make a saving throw to cast spells. The save will be made at a -4 for anyone other than the caster. The caster will only be at a -2 as they were the epicenter of the scream and slightly less affected. The spell affects the bonds of magic and will also affect creatures using innate magical abilities.
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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