"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
Showing posts with label Green Ronin. Show all posts
Showing posts with label Green Ronin. Show all posts

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.

Tuesday, August 30, 2011

Character Record Folio 3.0, Syphon Youth

The Character Record Folio by Green Ronin pictured here is for  the 3.0 edition of Dungeons & Dragons. There are newer version  available for the two later versions of the game. This product  was released in 2001 and won an Origins award.

The Record Folio is very much the son of the Permanent Character  Folder released for AD&D back under first edition. It features  all that was there and more. I am not sure I need to know all of  this information about my characters. The product features 16  pages of record keeping goodness if that is what you want to call  it.

The information below is for the newer version of the Character  Record Folio that is available for the fourth edition. I am not  sure that all of the items listed for the new version were  present in the older one. The copy I have is packed away so I  can't confirm everything. Still this gives you a good idea.

One Sheet to Rule them All!

The character sheet is the cornerstone of your Player Character  in any roleplaying game. As campaigns go on, your sheet can get  overloaded with abilities, magic items, powers, and notes. It is  way more than one measly sheet can hold, but that's all the  rulebook gives you to work with.

In 2001 Green Ronin changed all that with the d20 System  Character Record Folio, which went on to win an Origins Award and  provide yeoman's service to tens of thousands of gamers. Now the  original and best Character Record Folio is back for 4E, updated  and ready for the latest edition of the world's most popular RPG.  Now you can track your character for a whole campaign and then  some. Inside its 16 beautifully designed pages you'll find:

    * Forms for all your powers, including those gained from  magic items.
    * A character Advancement Tracker that lets you see and plan  your development.
    * A special page for your rituals.
    * A Campaign Log where you can record the details of your  adventures.
    * A page for your companions and another for henchmen,  animals, and hirelings.
    * Stats of legend, a record of your mightiest deeds.
    * Interior pockets that give you a place to store handouts,  index cards, and other papers.

And of course all the essentials you'd expect from a great  character sheet. Doesn't your character deserve the very best?



Spell:

Syphon Youth


Level: Seventh
Range: 6"
Duration: Permanent
Ares of Effect: One Creature
Components: V,S,M
Casting Time: 6 Segments
Saving Throw: Halves/Special

When this spell is cast the magic user will cause the life energy  of the creature attacked to syphon into them. In game terms this  will have the effect of causing the victim to age and the caster  to absorb the energy thus becoming younger. The effect from this  is permanent and the morality of this might need to be considered  if the spell is used by a player character.

The inital round of the spell will cause five years of life  essence plus one for every two levels of the caster to be  syphoned. This will have the effect of causing two points of  damage for every years worth of energy pulled away. It will also  heal the caster for a like amount. The victim is entitled to a  saving throw and if successful, for the first round, then they  only suffer half the loss and damage and the tether between the  two is broken.

If the saving throw fails then the caster continues the  connection and the victim will lose a like amount of life energy  the next round. They are again entitled to a save and if made  then the connection is broken but they will lose the full amount  of life essence and take full damage though they only lose one  year per every two levels and only take one point per year on  rounds after the first. This continues until a save is made, the  caster stops or the victim dies of old age. If the caster is in  direct contact with the victim saves are made with an adjustment  of -4.

The material component of this spell will be physical remnants of  a ghost that was slain on the Ethereal Plane. The remains of the  ghost are no used up with the casting and may be reused.

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.

Monday, August 1, 2011

Mutants & Masterminds - Green Ronin, Dual Location

Mutants & Masterminds is yet another of the games I have bought over the  years and have never had a chance to play yet. After fantasy games I may have  played superhero games the most. The vast majority of that was Champions and  then Villains & Vigilantes. There were also brief periods of Heroes  Unlimited thrown in there as well as some DC Heroes and Marvel Super Heroes.

I own a few books in the Mutants & Masterminds line. I was told at one point  that I need to be aware of the edition as they are not 100% compatible but  that may or may not be true. I pick them up to read the characters and  back story more than anything else. The Wild Cards supplement was really well  done in my opinion.

The game must be popular as it went into its third edition late last year.  Since I was told that some products are not fully compatible I am not sure  how I feel about that. Three editions for a game that has been out for less  than 10 years may be a bit too much change for me. Even Wizards doesn't  update editions that fast (hope my math was right there).

The next convention I am at I am going to try and find either a demo of this  game or a scheduled session and give it a run. Of the non licensed products  it seems to have the most longevity after Champions. I say that but then I  will get there and they will have a dealer room and perhaps a multi-day  auction and next year I will be saying the same thing. I guess the good news  is that I might learn it before the fourth edition makes it out sometime in  2012!



Spell:

Dual Location


Level: Seventh
Range: Unlimited
Duration:  5 Rounds + 1 Round/Level
Ares Effect: Caster
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None

By means of this spell the caster is able to cause themselves to exist in two locations at one. The spell does not copy the caster buy alters reality allowing the actual caster to exist in both places at the same point in time.

The caster is limited in where they can cause the second instance of themselves to appear. They must be very familiar with the place the other them will appear. They will need to have spent at least a full 24 hours in the location within one game month per point of intelligence. Attempting to cause themselves to appear in a location that does not fit the criteria will cause the spell to fail.

The caster will be able to fully function in both locations. They will also be able to operate simultaneously even to the extent of casting at the same time. Spells cast will draw from the same list of available spells though. Actions taken by the caster at either location will remain in effect when the spell ends. This extends to items so anything the caster may have on them when the spell expires will be at the original location though there will be no duplication.

The spell range is unlimited as long as both location are on the same plane. There will be consequences if the two locations are too close though. If both instances of the caster are within 500 yards of each othr there is a 10% cumulative chance that the two instances will be pulled together and appear at a random location between the two spots.

The material component of this spell is a token made of silver or other precious metal. The token must have the image of the caster engraved on it. The caster flips the token in the air and it will appear where the other instance is to appear along with the other instance.

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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