The Bane of Llywelyn is the fifth in the 'C' Competition series that was released by TSR for first edition AD&D. These were all at one time used as tournament models at various conventions. This was used at GenCon XVI in 1983. This was the the followup to C4 "To Find a King" and the two combined make up the "Prophecy of Brie" series.
The module after being used as a tournament module at the convention was released in a series of modules in Polyhedron magazine. This was the flagship magazine of the RPGA and the modules there were RPGA5 to RPGA8. They were published in issues 16 to 19 of Polyhedron. They were titled in order of appearance as follows below.
RPGA5 The Riddle of Dolmen Moor
RPGA6 The Incants of Ischcabeble
RPGA7 Llywellyn's Tomb
RPGA8 And the Gods Will Have Their Way
The actual C5 Bane of Llywellyn, as pictured above, was released in 1985. The cover art is bt Kieth Parkinson. It to me has always been a striking piece of art. I recall seeing it for the first time and more so than many other modules I wanted to know exactly what was going on in the module to cause that image to be used. The module was, as have all the other previous versions, written by Bob Blake and was made for six to ten characters of fourth to seventh level.
A summary of the module taken from Wikipedia follows:
Two hundred years ago, the royal line of kings of Pellham was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Excitement and unrest grip the land of Pellham, and the people agree that a drastic change is needed for the kingdom to survive. An ancient Prophecy of Brie foretells that a king from the past will return to restore the kingdom. The symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. The king's burial location remains unknown, and the player characters must discover it.
Below is the module summary from the back of the retail copy of the module.
Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent.
The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the realm. The time of the prophecy is now.
All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains - no one knows where the king is buried.
The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie - can YOU insure that the quest will be a success?
The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series.
Spell:
Mystic Eyes
Level: Fourth
Range: Special
Duration: Special
Ares of Effect: 2" Square Area
Components: V,S
Casting Time: One Round
Saving Throw: None
When this spell is cast the magic user causes a pair of magical eyes to be created in the location they specify. After being created these eyes will become inert and invisible until such time as they are triggered.
The caster can specify what will be the triggering event for the eyes to appear but it must be something that they are able to clearly speak in a period of thirty seconds or less. A caster can have no more pairs of eyes created than they have levels of experience. If new ones are needed beyond that number the caster must return to the site where a pair was created and command them to trigger and disperse. The eyes can remain in waiting long after the casters death.
Once activated the caster will immediately be able to see what they eyes see regardless of location or distance from the eyes. The eyes will function just as if they were the casters with the same limitations. Once they have been activated the eyes will remain active for a period of time equal to one turn per level of the caster (at the initial time of casting).
They eyes will then at the will of the caster or if they are dead then randomly pick one living creature in range. The eyes will then become a pair of visible disembodied eyes and follow the selected character or being for the remaining duration of the spell all the while allowing the caster to see what they are doing.
No other sensory input is granted so the DM can only describe what would be visible to the eyes. Spells that would affect the eyes will affect casters vision as well but only for the duration of the spell. They eyes will remain affixed to the selected creature regardless of effect though.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
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1 comment:
Excellent post. I came across many of those mods at Gencon one year. Though I doubt i'll ever run them, just owning them to see the art is worth the price. Today's D&D art just doesn't have the same fantastic feel.
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