"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

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.

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