"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, January 3, 2012
FMA2 Endless Armies, Focus Hatred
FMA2 Endless Armies is the set in the Maztica setting. This is a setting I have written about before. The first time was for FMA1 Fires of Zatal and then for FMQ1 City of Gold. The FMA modules are adventures while the other is a setting with some adventure included.
It was said with FMA1 that this is a setting that I have a hard time getting excited about. The Al-Qadim setting of Zakhara is one that I find much more interesting and exciting. Maztica is still a setting is different enough that it may cause players to have renewed interest if theirs is waning. Both are outside the norm of what most fantasy games are based on that they stand out.
Endless Armies is very much a tried and true adventure trope though I use that word not in a bad way. Most adventures could be described using that word. This is a module that if you changed the just a few words with find and replace you could use is a 50's radioactive horror setting or in Call of Cthulhu. With that being said it would be enjoyable in any of them.
The premise is that someone wants to bring forth a old forgotten entity that will then provide them with power to rule over peoples who have wronged or misjudged them. I won't go into too much detail as there may be some that are inspired to run this or have them run through it at some point. I am not sure that writing much more would hurt though as the cover gives most of the key plot points away.
The module provides us with the Bacar who serve as the minions in the story. They are a race that could easily be exported out and used in a setting even outside the Maztica line with very little effort. I again can see them just as easily in another genre of gaming as well though.
In the end this is a module that is worth picking up. The players may very well figure out the plot line and be able to predict what is going to happen well down the line. This is true with many modules. The encounters are well done and a timeline for the end is provided if that is needed. These are seen off and on in the secondary market so I am not sure what the print run was like but it may have been smaller than some other modules from that era.
Published: 1991
Pages: 32
From the back of the module:
Deep within the heart of the jungles of Far Payit is a city lost to time and the modern people of Maztica. Long ago abandoned by its people, it holds a deadly secret deep beneath its ruined surface, a secret held safe by a tribe of inhuman guardians.
A secret that has remained inviolate until now.
A cleric of the church of Helm has disappeared. A piece of a map to the lost city of Ixtzul has been found. Great armies of ants perform deadly assassinations. And in the jungle, a new leader has appeared, promising power to those who follow her into the forbidden vale.
Now the heroes must follow as well, to uncloak the mystery and prevent the unleashing of a deadly force on the surface world of Maztica, a force that threatens both people of Payit and the newcomers' civilization in Helmsport. Should the heroes fail to defeat the endless armies of their foe, all in Maztica will perish!
Spell:
Focus Hatred
Level: Fifth
Range: 9"
Duration: 1 Round + 2 Rounds/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user will cause the target creature to become the focus of anger for all they may be in combat with. This will have the effect of making all involved ignore all others to focus on the selected target.
In game terms this will mean that any opponents who are actively involved in melee combat will be required to focus their attacks on the target creature. When this spell goes into effect even those actively engaged in combat with others will move to fight the target of the spell.
If there are more opponents involved than can reach the target they will try and force their way into range to attack the target. If this occurs all trying to attack who are impacted by others trying to get into attack them will have their attack rolls modified by a -2.
It is possible for the caster to change the target of the spell after it is cast. Doing so will cut the remaining time of the spell in half though. The target of this spell must be a willing target and trying to cast it on a non willing target will cause the spell to fizzle. When the spell expires those affected will spend one round regaining the command over their targeting and will not be able to attack.
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:
Hey, cool, a module review. There need to be more of these! :)
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