"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Wednesday, November 2, 2011

Escape From Ceranir, Haunting Music

Escape from Ceranir from Green Ronin is the sixth adventure in their Bleeding Edge Adventure line. It was written for four to six characters of sixth to eighth level. The module was released in 2007 and was intended for use under version 3.5 though a True20 conversion exists. It was written under the d20/OGL. I think this may have been the last of the series for whatever reason.

I had not had any experience with the Bleeding Edge Adventure series until I cam across this one. I really think I want to pick up more of them after reading this one. I know I will never play them under the system they are written for but the module is written well enough that I think it could be something that I might try and adapt to whatever system I might be playing.

The module is not your average dungeon crawl experience. It involves a "dungeon" but that is close to where it stops sharing common ground with other adventures. I don't want to give too much away but the goal of the adventure quickly changes once it actually begins in earnest. There is very little in the way of combat that is warranted and even less that is required. The module is very much one where problem solving and caution are warranted.

The module will also test the moral fiber of the players in some cases. I can only imagine how this would have played out if it were a 1e module that had been available when I first started playing. We left nothing that wasn't tied down (and in some cases not even that was safe) in the dungeon. I remember many an early session where the DM had to stop and figure out the weight and encumbrance of things that were not even thought of being loot.

The module's design is really well done. The layout is clean and the 3.5 stat blocks are clearly easy to find. The module includes a number of possible adventure hooks that the DM can use. It also includes a number of suggestions on how to scale the adventure should the players strength be too far on either side of the suggested number or level range. The illustrations are appropriate for the feel of the module and might have better served as illustrations to show the players. The maps for the dungeon are well designed and laid out. The map would be one that I might use outside of the module stocking it on my own.

I know D&D 3.5 is not the flavor of the month for many who might read this. That being said even if something is not your cup of tea it does not hurt to recognize it's value and if nothing else try to get something from it or convert it. As I said there is a True20 conversion and this would be something that might be nice to see converted into and OSR product.

From the back of the module:

Darkness Falls on Ceranir!

For centuries, the academy and fortress of Ceranir has kept the lands safe, but when no help emerged in the face of a terrible undead attack on the village of Erburg, the locals have become frightened and disturbed by the apparent silence from their protectors. Those messengers who have returned bring stories of an eerie silence, and no means to enter. It falls to a band of local heroes to solve the mystery of Ceranir and find out just what exactly happened to this famous stronghold.

Escape from Ceranir is the sixth installment of the Bleeding Edge Adventures, bringing thrilling combat, engaging NPCs, and dynamic environments straight to your 3rd Era games. While this adventure may seem like any other dungeon crawl, it has a twist, for those who enter have the hardest time getting out. Inside this adventure, you'll find:

    * A sprawling fortress consisting of more than 40 rooms.
    * Exciting combats featuring deadly opponents and vicious traps.
    * New monsters including the wand-wielding arakai and the ravenous rot monster.
    * Expanded stat-blocks to make running the adventure even easier.

Some secrets are best left undisturbed and nowhere is this truer than with the citadel of Ceranir. Can the adventurers uncover what tragedy befell the place, survive the perils of the complex, and escape its clutches to tell the tale? All the answers and more lay within Escape from Ceranir!



Spell:

Haunting Music


Level: Second
Range: 9"
Duration: One Round/Level
Area of Effect: 6" Radius Sphere
Components: V,S
Casting Time: 3 Segments
Saving Throw: Special

With this spell the magic user causes those not friendly to them in the area of effect to hear hints of what is both beautiful and eerie music. The effect of the music will vary based on the saving throw of the victim and from round to round.

Those in the area of effect will be entitled to a saving throw each round that they are in the area of effect. If the saving throw is made they will still be affected in some manner. They will suffer a possible negative to all rolls. This will range from a -0 to a -2 (1-2/3-4/5-6 on a d6).

Those who fail the saving throw will stand transfixed for the round. During this time they will not be able to do anything other than defend themselves and all saves or rolls will be made at a -4. The negative will also apply to the save against the spell for the following round. Characters that are attacked in any way while entranced will have the negative halved the following round.

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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