"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, December 27, 2011
Desert of Desolation, Wild Magic 2
After the success of the ToEE TSR seemed to have fallen in love with the idea of "supermodules". I myself like the idea but would have preferred that they release new ones and not reworking older modules into supermodules.
Desert of Desolation was one that works well for this treatment though. The core product was good with an interesting setting. The first module Pharaoh has enough history alone to make it worthy of special attention. The sequels Oasis of the White Palm and Lost Tomb of Martek were no slouches on their own either.
The combined module is not an exact duplicate of the original material. The modules were first reworked to fit inside the Forgotten Realm setting. This is not a major advantage or a deal breaker in my world so it is a push.
The module was also retrofitted to allow support for the Wilderness Survival Guide. I thought that the Survival Guides added to the first edition so this was a plus. I am not sure that there was all that much of a change adding this.
The module also added additional adventure material. This was done through additional encounters as well as overall material. The additional encounter material did not alter the overall feel or flow so it was not a bad addition. The module introduces ancient script that the players need to decipher. I like anything that takes the game away from hack and slash so this was not a bad thing.
In the end the option of buying this module or the three individual ones are both equally acceptable. If you want the setting to be form fitted for the Forgotten Realms then you will need to buy the compilation. The downside of this is that you will end up paying more as the individual modules are quite inexpensive while this wills set you back a fair bit online. Either way you decide to go this is a good addition to a DM's arsenal or a player's collection.
Published: 1987
Pages: 128
From the back of the module
Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust. As the cool night air drains the heat from the sand, you and your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance.
Gradually, the winds change direction, bearing a thin streak of white mist toward you from the pyramid. It swirls and takes shape as a faceless man dressed in ancient robes and an ornate head-piece; moonlight shining through his ghostly body and robes, he lifts his arms toward the pyramid and speaks.
It was magic that conveyed you all to Bralizar, and an ancient map that guided you through the pass in The Dustwall. But it was, after all, the tales that finally brought you to this place - tales of endless wealth, of spirit-guarded pyramids, of crystalline obelisks, of gemstones with mysterious properties.
Now, as the haunted voice of the specter before you begins his tale, you wonder if the treasure and the quest are worth the price...perhaps your very lives. Are you really the heroes of the prophecies, those who will overcome the foretold tests, and those for whom the treasure awaits? It is time to search your hearts before you venture further into the Desert of Desolation.
Spell:
Wild Magic 2
Level:Third
Range: Special
Duration: Special
Area of Effect: Special
Components: Special
Casting Time: Special
Saving Throw: Special
With the casting of this spell the magic user is able to simulate the casting of any Second or lower level level spell. The spell will work best if it is a spell that the caster knows though this is not a requirement.
When this spell is used the caster will be able to use any second or lower level level magic spell even it is is not one that they memorized or even know. If they have it in their spellbook the spell will go off without problem.
Spells that are not in their spellbook will be trickier. If they have seen the spell cast there is a 50/50 chance that it will work. If the spell fails then there is another 50/50 chance of things happening. It is possible that the spell will just out and out fail. The other is that it works but in reverse and in a negative way for the caster, possibly even affecting them.
The caster can even use this to try and create some new magical effect. The DM may choose not to allow this. If they do then they will need to impose strict limits on its use.
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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1 comment:
I still have this sitting next to me on my bookshelf, one of the few adventures I retained, since I gave all of my DnD stuff to my original DM. I moved to cali in '01 and didn't think i'd ever play again..I wish i'd kept all my stuff! I'm glad I kept this. It worked wonderfully with the campaign we were running at the time. I loved these adventures and playing through this module is still one of my most cherished DnD memories. ^_^
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