"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, December 7, 2011
Red Hand of Doom, Teleport Item
Red Hand of Doom is a super-adventure published for the Dungeons & Dragons 3.5 game system. It has received many good reviews among the places I have found information on it. It has even been compared favorably to the Temple of Elemental Evil. I know that Richard Baker, who is listed as one of the authors, is someone who receives praise often in the gaming community.
I have not had an chance to run this and given my predilection for 1e or even 2e I am not sure this is something that I would ever run native to the system it was designed for. Still it gets good reviews and anything is possible. I found it cheap as you can see from the scan which is the real reason I have it. To be honest when I bought it based on the cover I had the idea it was written for the short lived Chainmail game.
Published: 2006
Pages: 128
From the back of the book
Who can stand against the Son of the Dragon?
The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms. "I am Azarr Kul, Son of the Dragon!" the warlord bellowed, "Hear me! Tomorrow we march to war!"
Red Hand of Doom is a Dungeons & Dragons adventure designed to take characters from the 6th level to the 12th level. Confronted with the relentless advance of Azurr Kull's horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul's dreams rain destruction upon the human lands?
Spell:
Teleport Item
Level: Fourth
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user is able to cause on item to be teleported to a known location. The spell will cause just one item to be teleported and the item must be an inanimate object.
The caster must be in direct physical contact with the item that will be teleported while the spell is being cast. In addition to being inanimate the item can not ever have been a living creature. At the discretion of the DM the spell can be allowed to affect items such as plants.
The location the item can be sent to is one that the caster has physically been at previously. An "item" must be a single individual item but it can contain other items. A chest of gold pieces could be teleported but not a pile of gold pieces. The total weight of the item being teleported can not exceed the weight of the caster.
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:
It's a good adventure alright but suffers in places where the characters are expected to undertake tactically unsound missions. At one point, they essentially are expected to abandon a bunch of refugees and go off adventuring. It's still a very excellent book with some great potential for sandbox style play during the war. But, like most of the later 3rd ed products, it suffers from Adventure Path style rail-roading at times.
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