"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 WotC. Show all posts
Showing posts with label WotC. Show all posts

Tuesday, February 28, 2012

Houses of Hermes, Disposable Wealth


In my entire collection (inventoried so far) I have two items from Ars Magica  that I can find. I suspect I have more but just not inventoried yet. I have  never played the game and know very little about it. I am actually surprised I  have anything from it and that I payed as much for this book as I did given I  know nothing about the game. It is packed away in storage so I can't speak to  why I bought it. I can only imagine it has to be amazing for me to pay $9 for a  game I have no interest in playing and have really no knowledge about. It is  possible I payed that much since it was a Wizards of the Coast product at one  point or that I recognized the name Jonathan Tweet. Regardless I am afraid I  can't offer much insight into it. I wish I could say more but I am only posting it because it was next in line in the inventory.


Published: 1994
Pages: 152

From the publisher website:


Learn the Secrets of the Magi

Houses of Hermes describes the twelve houses that compose the Order of Hermes,  their origins, their histories, and their recent actions. It provides important  and dynamic information for players and story guides alike, adding detail and  drama to any Ars Magica saga. It includes:

* A plot connected to each house. Each plot is grand enough to serve as the  focus of your troupe's saga.
* Story ideas for each house, for shorter-term play. These ideas bring the  natures and styles of the various houses to life.
* Sample magi who can serve as the player characters' masters, as non-player  character in your saga, or as models for mid-level magi.
* New spells and abilities representing the houses' differing specialties,  including faerie magic and the special spells of the quaesitoris.
* An in-depth treatment of apprenticeship, from the apprentice's and master's  points of view.
* A record of the Order's history, from ancient times to A.D. 1220, including  the crises that have shaken the Order and the growing threat from mundane  civilization.



From RPGGEEK:

This book was published with an Ars Magica fourth edition logo on the cover.  This logo does not refer to the fourth edition of Ars Magica that was eventually  published by Atlas in late 1996 (two years after Houses of Hermes) but to a  fourth edition that Wizards of the coast had planned to release in 1995.

The game mechanics in Houses of Hermes are completely compatible with third  edition Ars Magica they do not reflect the game mechanics changes that took  place with the release of fourth edition.




Spell:

Disposable Wealth


Level: Second
Range: 6"
Duration: Permanent
Area of Effect: 2" Sphere
Components: V,S,M
Casting Time: 2 Rounds
Saving Throw: None

With this spell the magic user is able to convert magical items directly into  coins or at their discretion gems. The amount received will be a small portion  of the actual value of the items.

When the spell is cast the magic user will need to have placed all of the items  they wish to convert into coins all in the same place. The items can not be  piled on top of each other and all of them must fit in a circle whose diameter  is no more than 20'.

When the spell is completed the coins or gems will appear in the middle of the  circle in place of the magical items. Only working magic items will be converted  and for items with charges the value will be a percentage based off of the  remaining charges. After the value is calculated the caster will receive 25% of  that value in money. This amount will be modified by the Reaction Adjustment percentage for the caster's charisma.

The material components of this spell will be the inks and chalks required to  draw the circle the items are to be placed in. This spell can not be cast  without some sort of magical items in the circle of course.

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.

Wednesday, January 11, 2012

Pool of Radiance: Attack on Myth Drannor, Swap Coins

Pool of Radiance: Attack on Myth Drannor is a module that I guess  I have been mistaken about for a long period of time. I knew that  there was a Pool of Radiance computer game and I always assumed  that the computer game was a derivative of the module. In getting  ready to write this I have found out the opposite was true.

I have not had a chance to play this module. It was a very early  3e module or perhaps the very first 3e module. I know it was  released in 2000 and was being written during the same time as  the rules were being written. The Wizards web site discusses this  and has corrections and errata for the module. My experience with  3e is very limited having become engrossed in the cult of  Everquest two weeks after release in 1999 and Magic the Gathering  before that.

The reviews I have been able to find have been fairly kind to the  module. There have been some that have not been nice though. The  major concern that I have been able to find and can see from the  module as I have read it is the very linear nature of the module.  It expects players to go from A to B to C and does not allow for  much variation. Being based off of a computer game this makes  sense.

Other concerns have been with the rationals for becoming involved  in the module being either very weak or even a little contrived.  I do not hold much stock or concern with that. A DM should be  able to tie a module into whatever else they have going on in  their campaign. If they can't find a way to this then simply  don't use the module.

Looking beyond all of the negatives above from what I have seen I  like the module. It brings to mind the line about having "3rd  edition rules, First edition feel" from Necromancer Games. This  module feels like a second edition TSR module which is not a bad  thing in my world. I prefer First edition but Second edition is  not bad.Not long after this I am certain this was lost as modules  designed under the new rules and not adapted lost that.

I am mixed about suggesting that someone buy this. There are  items that could be borrowed and used outside the module so it is  most likely worth it. The fact that it is basically based off of  a computer game scares me since I have not actually ran it. Take  a look at it if you have a chance and if on the fence flip a coin  is what I would say. If anyone has experience with it please feel  free to chime in.

Published: 2000
Pages: 96



From the back of the module:

"Evil Reigns in the Elven Ruins

Where elves once built the shining city of Myth Drannor, demons  and devils now prowl in search of prey. Ancient evil slumbers  beneath mossy stones, waiting for those foolish enough to venture  within its grasp. Bold swordsmen, stealthy rogues, and skillful  wizards have all met their end within the walls of Myth Drannor.  But the lure of the city's magical treasures still draws heroes  and villains alike to tempt death - or worse.

Drawn by the dream of limitless magical power, the Cult of the  Dragon has carved out a secret stronghold in the heart of the  ruins. Using the power of a corrupted pool of radiance, the  Cultists stand poised to attain their goal of subjugating all of  Faerûn.

Unless a group of brave heroes can stop them first....

This adventure can be played as a stand-alone or as a tie-in with  Pool of Radiance: Ruins of Myth Drannor computer game."



Spell:

Swap Coins


Level: Zero
Range: 9"
Duration: Permanent
Area of Effect: 20 Coins + 20/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special

Through the use of this spell the magic user is able to become a petty thief of sorts. It allows them to swap coins in their possession out with those of another.

For this spell to work the target will have to have at least as many coins as the the caster is trying to swap them out for. If the target does not then the spell will fizzle and nothing will happen. The spell must also always use all the same type of coins on both sides of the swap.

There is a progression of coins in the casting of this spell. The progression goes as follows Slugs > Copper > Silver > Gold > Platinum. There is something in the nature of the magic that will not allow the spell to work on Electrum. The progression is important in that as long as the caster is only stepping up one then there is no save. If more than one step is being made then there is a save and for each jump over the first one then there is a +1 to the save. For example silver to Gold is no save. Copper to Gold gets a save and Copper to Platinum gets a +1 to the save.

The material component of this spell is a blank slug coin made of iron or other base metal of no real value. The slug is consumed by the spell when cast. There is only one slug used regardless of the number of coins being swapped.

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.

Thursday, December 8, 2011

Stronghold Builder's Guidebook, Living Shield

The Stronghold Builder's Guidebook was written for the 3e of Dungeons & Dragons but is one that can be used by a DM for almost any game system with a little bit of effort. I have not had a chance to compare it to the 2e DMGR2: The Castle Book but I am sure it is similar in nature.

The material presented in the Stronghold Builder's will give the players and the DM enough information so that they can build any size stronghold that they might want. The information is presented in a modular nature so that rooms and complex features can be done a la cart. The DM is also presented with five completed strongholds that can be used as examples. I would find myself using them as adventures eventually.

This book is one that transcends the edition it was written for in my opinion. If you want a resources for building castles, keeps or even manor houses and the like this will serve you will.

Published: 2002
Pages: 128

From the back of the book:

Stronghold Builder's Guidebook Accessory

Defenses wrought of mortar and magic

Heroes need impregnable fortresses to assault, wondrous towers to explore, and majestic castles to protect. This book is stocked with everything needed to design any fortified structure imaginable, including:

    * Over 150 new magic items.
    * More than two dozen magical augmentations for stronghold walls.
    * Rules for magic portals, mobile strongholds, and trap creation.
    * Five complete strongholds, including maps, ready for immediate use.

Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. 




Spell:

Living Shield


Level: Fourth
Range: Touch
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: None

When this spell is cast the magic user calls for a swarm of  insects from the surrounding area. The swarm will then cover the  target creatures body serving as a suit of living armor.

The swarm of insects will serve to improve the armor class of the  target by a factor of two. It will also mitigate dame that the  target might receive when they are struck. Any damage done to the  recipient of the spell from combat blows will be halved.

In addition to helping the armor class and prevent damage the  shield will also aid in offense as well. Whenever the recipient  of the spell is struck in melee combat a number of insects will  jump onto or crawl along the weapon of the attacker. These  insects will then crawl under the armor of the attacker biting  and stinging them. This will serve to do 1d4 points of damage and  cause them to attack at a -2 for the duration of the spell.

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.

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.

Tuesday, December 6, 2011

Monsters of Faerun, Ricochet


Monsters of Faerun is a book that I have never used. It is not possible to have too many books filled with monsters though. The conversion process to something I would use might be daunting though. I know that there are people out there that convert older modules into the newer editions. Is there any movement to do the reverse? I know that many of the newer items might not convert well but some of the things like monsters, magic items and spells would have to be easier.

Published: 2001
Pages: 96

From the back cover:

Mighty Heroes Deserve Wicked Foes

Demons and half-demons, dragons and dragonkin, animated corpses and restless spirits, wielders of magic and eaters of spells: These are the creatures of Faerûn, the monsters of the FORGOTTEN REALMS(R) campaign setting.

Monster Compendium: Monsters of Faerûn contains scores of new monsters for use in DUNGEONS & DRAGONS(R) adventures. From the aarakocra to the Tyrantfog zombie, these monsters present a whole new range of challenges.

Although usable in any campaign, these monsters are especially suited for the FORGOTTEN REALMS setting--a world of great magic, terrible villains, and high adventure.



Spell:

Ricochet


Level: Third
Range: 6"
Duration: 1 Round/Level
Area of Effect: Special
Components: V,S
Casting Time: 5 Segments
Saving Throw: None

When this spell is cast the magic user will bestow an  invulnerability to missile weapons of all types as well as  selected spells that would qualify as missile weapons. In addition  the attacks can be redirected at others as a result of the spell.

All normal missile attacks will be affected by this spell. This  will not include missile attacks that would be area of effect from  a single projectile though. This will also affect missiles that  are spell based such as the projectiles from a Magic Missile  spell.

When the projectile is deflected the DM will need to select  another target in in the range of the projectile. The range will  be exactly as if the caster were the point of origin. The spell  effect will always deflect the projectile towards another  target. The caster will need to make a to hit roll just as if  they were making the attack. The DM will need to adjust the  attack roll according to the combat situations as they exist.

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.

Sunday, August 21, 2011

Dungeon #150 - WotC, Spell Catching

Yesterday I spoke about the ending of the print run for Dragon  magazine and how it marked the end of an era for me in my gaming  life. The same month and Dragon magazine ended as a print product  the same occurred for its sister magazine Dungeon. This was marked  with a little less significance in my world.

I had subscribed to Dungeon the same time I finally broker down  and bought the subscription to Dragon magazine. This was done  simply because it seemed expedient and I thought maybe I might  start using Dungeon. I had started buying Dungeon once it became publicly available through retail channels. My dedication to  buying it was no where near as religions as for Dragon though.

I am not sure why I never took to Dungeon the way I did Dragon  magazine. I suspect it was more me than anything about the  magazine. I had also slowed down the amount of DM'ing I did  before Dungeon became readily accessible. It was also at point in  my life where like the song says 'painted wings and giants' rings  make way for other toys".

Even now in looking at the contents of the final issue I don't  feel the same since of loss. The lackluster look back I  complained about for Dragon 359 is perfected in Dungeon 150. The  only redeeming item I can find in is is the index of offerings  which is impressive but I also found that part of the reason it  never took is that it was a 2e, 3.x and 4e product much longer  than a 1e one.

Still it deserved a mention of its own. I am not sure I ever used  any of the encounters/settings offered through it but it was part  of a routine near the end of its run and connected with something  much more significant so I owed it this much.


Spell:

Spell Catching


Level: Seventh
Range: None
Duration: Special
Ares of Effect: Caster
Components: V,S
Casting Time: 1 Round
Saving Throw: None

When this spell is cast the magic user gives themselves the ability to catch spells that are cast at them. This will allow the caster to absorb the magical energy of the spell rather than suffering the effects of the spell. The ability only affects spells where the caster is a target of the spell and not simply caught in the area of effect. The caster may choose to not catch any spell even if catching it is possible.

The spell will remain in effect until the caster has captured all the spells that they can or until they either sleep, lose consciousness or die. The number of spells that the caster can catch and absorb energy from is a function of their intelligence and the level of the spells caught.

The caster can never catch a number of spells greater than one quarter of their intelligence rounded up. The caster is also limited to catching spells that are no higher than sixth level. The final limitation is that the total number of spell levels caught can be no more than their intelligence.

When a spell is captured the caster has to review the spell that they caught will be handled. If the caster has a vacant slot from a previously cast spell of that level and they know the spell they can store the energy for future casting. If they have a vacant slot but do not know the spell they can try and convert the enegy into that of a spell they know to store it to cast. To accomplish this they must make a save versus magic and if successful the spell is converted and stored. If they fail the energy fizzles away.

The last and most amazing one for the caster is if they capture the spell and they do not already know it they can try to learn the spell from the energy it contains. The chance for them to do this is equal to five times their level as a percentage minus five times the level of the spell as a percentage plus their intelligence as a percentage. After all that math is done if successful the caster must make a save versus spells at a minus four to learn it. If they fail the save they suffer two points of damage per spell level. If they learn it the spell must be scribed into their book within one day per level of the spell or the information needed to scribe it is lost and the spell is lost to them.

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.

Saturday, August 20, 2011

Dragon #359, Cassandra's Smoke Screen

September 2007 marked the end of an era for me in my gaming life. One of the  things I connected most with gaming ended. There will be people that say it  did not end as it is still published electronically but to me it ended. A  digital magazine is not the same. I prefer hard copy gaming material to a PDF  copy. The only PDF material I have ever bought were the Dragon Magazine and White Dwarf archives and copies of the RPGA  modules through Pazio a few years, or more, back.

Dragon 359 is what I am referring to as you already know. For the last five  or six years of its existence I had subscribed to the magazine, and before  that I made pilgrimage to either the FLGS or Borders, even though I had not  played any of the version of the game it was supporting at that time. I still  opened up every issue and at least skimmed every article though many I still  read in full. There is always something you can take from almost anything is  the way I try and look at it.

The issue was very much a serious let down. I am harsh with goodbyes and last  issues/episodes of anything. I want them to be full of things that will  remind me of the good times and both make me sad to see them go but feel good  about it at the same time. The final episodes of MASH and Babylon 5 come to  mind as good examples of this. Issue 359 of the Dragon was not. In the end  the best thing about it ended up being the Dork Tower strip but I love the line "So long, and thanks for all the fish!"

The only other redeeming parts of the issue were the cover art...thank you  Mr. Elmore though I did not really see it as all that much of a tribute to  the first issues cover. The next is the article "Unsolved Mysteries of D&D"  which was moderately reflective. Lastly was the Top Ten issues of Dragon  Magazine. I include the list only because it really let me know that it was  time for the publication to go. Below is the list of issues as they ranked  them:

1) #75
2) #76
3) #318
4) #336
5) #3
6) #72
7) #127
8) #315
9) #298
10) #116

I won't make commentary on this other than that they got two issues in the  list that deserved to be and close to where they should. To have three issues  in the 300s is just not right. Goodbye Dragon Magazine you had a great run and me from 50 to 359 which is longer than anything else other than the game  that started you.


Spell:

Cassandra's Smoke Screen


Level: Third
Range: 9"
Duration: 5 Rounds + 1 Rounds/Level
Ares of Effect: 1" Sphere/Level
Components: V,S
Casting Time: 4 Segments
Saving Throw: None

When this spell is cast the magic user causes a stationary field of smoke to  come into existence. The field will be centered at the point they specify  during casting. The field is composed of a smoke that is not physically  harmful in and of itself to those caught in it.

Beings caught in the field can not be detected by normal vision nor with  infravision or ultravision work. Those inside will not be able to see via  those methods either. Those in the field will be basically bind not being  able to see past one actual inch.

Those trying to move in the field will have a 16% or 25% chance, the actual  number is based on the sue of squares or hexes for mapping, of moving in the  right direction. For each turn moved the DM should roll a d4/D6 and on a one  the victim moves in the right direction. While in the field in addition to  the disorientation effect movement rates are halved.

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.

Saturday, August 6, 2011

Alternity Campaign Kit, Delayed Suggestion

Alternity is a system that I have had limited experience with. I have read the core rule book and looked over the supplemental material. I have not eve played it though. It looks like it would be a fun game to play but I have said in the past space type adventures are fifth on the list of genres I would line up to play.

The Alternity Campaign Kit is what back in the day we purchased as a GM screen. This is more of a kit though as it does contain additional material that will help the GM in the record keeping for their campaign. In the end this is probably better than having to buy  what would have been sold as three or four products back under first edition AD&D.

The campaign kit starts off with what makes it one of the essential products for any GM running a game system. That is the GM Screen. It is a four panel full color heavy card stock screen. The art on the cover is nice and I think pays homage to Aliens for some reason. I think it is the doll head but not sure. That being said Ripley never looked that good. There is some rearranging of charts and information on the panel that could be done but overall it does what is expected of it.

The additional material consists first of character sheets. The character sheets are not general character sheets but are specialized for each profession including combinations of Diplomats and secondary professions. Mindwalker, Mutant and cybertech options are included. Those are the bulk of the forms. The others included are forms for Supporting Cast, Ship Diagrams, a Ship Log and a Hero Roster. So the kit does replace five individual items you might have bought for an earlier published system...though you have to photocopy these forms.

A GM screen is an essential product. This version does a well enough job. It is truly hard to botch a GM screen but I bet if you looked long enough you could. The forms are nice and usable so in the end the product should be picked up if you want to play Alternity at some point.


Spell:

Delayed Suggestion


Level: Fifth
Range: 3"
Duration: 6 Turns + 6 Turns/Level
Ares Effect: One Creature
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Negates

This spell will have the exact same effect as the third level spell  Suggestion. It will also have the same limitations and specifications. The  material components will be the same as well.

The difference between Suggestion and this spell is when the spell is  triggered. This spell will remain dormant in the mind of the victim until a  specified period of time or specific trigger event occurs. The trigger event  could be set as a date and time, when a specific person is encountered, when  something is read or when a trigger phrase is heard. It is at that time that  the duration of the spell begins. The victim will also make their saving  throw at this time.

Phrase from the movie that I attribute the idea of this spell for below.  Bonus points to anyone that recognizes it without the use of Google...

"The woods are lovely, dark, and deep, but I have promises to keep. And miles  to go before I sleep, and miles to go before I sleep. Remember. Miles to go  before I sleep."


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.

Thursday, August 4, 2011

Assault on the Fane of Lolth, Cassandra's Mystical Armor

I do not know much about this or even how I came to posses it. I suspect it was included with something else I purchased on eBay. It is possible that I picked it up in some box set or other item I purchased used locally. I really can't recall when I got it. I was able to find information on it online though and have copied it below.

This adventure was released as a free promo for Game Day 2005. The adventure is designed for a group of 4th-level characters.

A Fane of Lolth, hidden under the city of Anserell, has reveled itself by attacking the local Temple of Pelor. The drow were defeated and chased back underground. Weakened by the attack the priests of Pelor have decided to hire adventurers to go underground and complete the job of clearing out the drow.

A very simple one-shot adventure meant to last no longer than a few hours.


I am glad to have it as it is a Greyhawk adventure and it deals with the Drow. I am just afraid that it may end up not being the Drow that I am used to.

It is packed away so I can't speak to the content. It is reported as being eight pages long so I would suspect it would have to be less than a dozen or so rooms. If anyone has a copy they have access to I would love to hear about your experience with it.


Spell:

Cassandra's Mystical Armor


Level: Second
Range: None
Duration: Special
Ares Effect: Caster
Components: V,S
Casting Time: 2 Segments
Saving Throw: None

When this spell is cast the magic user cloaks themselves in an invisible shield that will improve their base armor class. In addition to the armor class adjustment the mystical armor will also provide the caster with a level of damage mitigation.

The amount the spell will improve the base armor class of the caster is based on their level. The base armor class of the caster will improve by one factor for every two levels they posses rounded up. This means at third level the base armor class is adjusted by two and the same amount at fourth level. Magical bonuses from other items will still work though items that adjust the base will only be effective if the armor class provided is better than the spell.

The armor will provide protection for a limited period of time. The armor will last for a limited number points of damage. The number of points it can suffer is equal to the caster level times their intelligence. The armor created by a fifth level caster with a sixteen would last for eighty points of damage (5*16=80). Once the armor has suffered damage in excess of the amount it came into existence with the armor reduction fades.

The armor also provides a minor level of damage reduction to the caster. While the spell is in effect the caster will reduce any damage they suffer by ten percent rounded down.

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.

Thursday, July 7, 2011

Dragon #285, Sound Manipulation

The last Dragon Magazine review I did pointed out that I though that the  quality of the magazine had slipped considerably. The issue that I am going  to discuss here shows that there has been improvement though it is still  much a it or miss offering.

I grabbed this one because I have always been a fan of halflings. My primary  character over all of the years I have been gaming has been a halfling thief.  This issue focused on halflings so why not. Plus a map of Hommlet and stuff  for the Temple of Elemental Evil...how could I go wrong. Sometime I am going  to need to learn how not to ask that question.

The cover features Lidda who is the poster child for thieves in third  edition. The art is done by Larry Elmore and I have always liked his work.  This makes her look a little bit "mature" than I picture halflings but it is  a spin I could learn to like. In the editor section they go back and forth  between mocking the shorter races and pointing out positive halflings.  Starting to get a bit of a bad feeling here.

The letter section is still there and still called Scale Mail. Getting this  far in you have to notice it has become a lot more graphical in nature and  seems to advertise a bunch of WotC products (it is their magazine after all).
Mixed in amongst the articles so far and the full color page ads are some  sidebars which are nice and a Nodwick cartoon.

At page twenty-two we get our fist thing that will pass for an article. I  skipped the Previews section since it was really just wordy pimping of WotC  materials the coming magazines. The first real article, one page in length,   is a Profiles section wring on a WotC employee David Noonan who apparently  wrote the 3.x Manual of the Planes amongst other things. This gives us  insight into industry professionals. I wonder if they were always WotC  employees though?

Skimming some more ads we get to page twenty-eight there is a Dork Tower full  page comic. I like Dork Tower so it was a good diversion from the  catalog...err...I mean the full page ads in my magazine. Finally page thirty  is hit and I get my article on halflings. Then I see 'most halflings live in  semi-nomadic groups called commonwealths..." and there is a burning in the  pit of my stomach. Then I see "halfling infants are not named until they can  speak. Until this time the parents refer to their child only by such loving  nicknames as "Scout," "Sprig," or "Dandelion". There are most likely parts of  the article that are good and can be used but I stopped reading it very early  on and skimmed. Halfling gangs, really? What is this Clockwork Shire? The  feeling is spreading out from my stomach now. Thanks for nothing James Jacobs. Apparently not only does it take a village to raise a halfling it  takes...be nice, be nice.

The cover article idea ran for twelve pages and had it been written by  someone who did not want to make sure no one ever played a halfling again or  whose agenda was to not make them a laughing stock this would have been good.  Next we come up The article "Little Wizards - You Can Call Him Mini Mage" by  Jesse Decker. This is the article on halfling wizards. I had seen this on the  cover and thought maybe it might work. Had this not followed the previous  affront it might have been palatable. It is third edition after all and anyone  can be anything if you want to powergame it enough. Did not even read more  than things highlighted or in bold type and still felt I spent too much time.

Wanting to finish the trip I move forward to find a missive by Monte Cook.  "Four In Darkness - A Guide To Elemental Evil". Even though written for the  third edition version of ToEE it was like an Oasis in the magazine. I can see  things I would use and it is not something whose sole purpose is to smear crap  all over something that was already in existence. It gives us four new  monsters and a fair number of new spells. It then has a template on creating  demonically fused elementals (where is Rona now) and an example using the  template. Over all a useful offering.

Leaving the garden in the desert of despair I find a caravan leading  somewhere good in a piece of fiction by Ben Bova called Enchantment. I won't  tell you about it but it was worth the read. It clocked in at about eleven  pages so it was a longer read than some fiction I had seen in the magazine  previously but it was from Ben Bova so that is not a bad thing.

Next after a page of puzzles is an offering called Campaign Corner which  features plot hooks for many of the various WotC campaign sponsored worlds.  These all seems to be viable hooks and noting too crazy like nomadic street  gang of halfling wizards in the commonwealth.

Next we get a prestige class for Gnomes & Halflings offered to us by Monte  Cook. The class is Lightbearer. They are special heroes for the two  aforementioned races. They can best be called racial paladins perhaps. The  concept is one I am not sure I would use but it is well presented and not  overpowering.

The next section "The Bestiary" presents us with a handful of monsters that  are supposed to be connected with the Temple of Elemental Evil. The offerings  are solid and can be used even if not connected with the ToEE with a minor  bit of work in some cases and not much in others. I am starting to not feel  so bad about the magazine by now but I still have issues.

The next section "City of the Ages" reviews cities from the past and presents  them in terms that could be used in the game. The city presented here is  Prague. I have often thought that the cities of eastern Europe are overlooked  gems for gaming material. This proved my point and though presented with some  game stats it is generic enough to be used in any fantasy type game.

The next two sections are Faith of Faerun and Elminster's Guide To The  Realms. The former deals with special followers of Selune called Silverstars  and the latter with The Shrine of Swords which are roadside shrines to  Tempus. Though Forgotten realm specific these are good and could be adapted  easily enough.

These are followed by a section dealing with Pixies. Is is only one page long  but is a good read. It deals with dealing with pixies. Then is a two page  Nodwick comic. I guess we get multiple offerings but in the end it is a comic  after all.

The final section is actually a section with a number of short offerings. It  is called Wizard's Workshop. This is arguably the most useful and best part  of the magazine. The sections contained here offer a wealth of good gaming  advise and information on related topics. The section here are listed below.

Chainmail
Forum
Silicon Sorcery
Sage Advise
The Play's The Thing
PC Portraits
Dungeoncraft
Role Models
DM's Toolbox


The issue ends with a full page What's New with Phil and Dixie. There was  also the enclosed map of Hommlet which will come in handy either as intended  or as some yet to be named village. Overall the issue was good once we got  past the Halfling Hate. I would say that the quality had improved in the  years since the last reviewed issue was published. It is for the third  edition and that makes it not really so OSR friendly but much of the  information could be converted. I am more interested in the quality than the  edition so this was a step up....except for the halfling crap!

Spell:

Sound Manipulation


Level: Third
Range: None
Duration: Five Rounds + 1 Round/Level
Ares Effect: 9" Radius
Components: V   
Casting Time: 3 Segments
Saving Throw: None

Bu means of this spell the magic user is able to manipulate and control the  sounds that occur within the area of effect. The ability will be limited to  the sounds that they themselves are able to hear.

The manipulation ability can be applied to any number of sounds  simultaneously. The caster can either deaden a sound or amplify it so as to  be unbearably loud. They can also make an existing sound seem to be something  other than what it really is but it must be similar in nature. The footsteps  of a party member could be modified to into the skittering of a rat or  similar sound.

While the caster is manipulating the sound they must remain in a constant  state of concentration. If their concentration is broken at any point the  spell will end and all sounds will return to normal.

It is important to note that the sounds are manipulated and not the  perception. This will mean that sounds will be heard as manipulated outside  the area of effect but once the area of effect is left it will be heard as  normal inside the area of effect.

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. 

Saturday, June 25, 2011

Caves of Shadow - WotC, Awaken

Caves of Shadow is one of the fast play free games that were released by  Wizards of the Coast to introduce gamers to the various offerings they had.  This one was written by Monte Cook and was released in 2000. This one comes  in at sixteen pages. The module is sometimes listed as a 3e fast play or a d20 fast play. I am not sure myself which it was so if anyone knows please feel free to chime in!

The system detailed in this product is a very simple one and would in no way  mimic anything used in a retail product. It seems to be more of an  introduction to role playing more than an introduction to a system. This  would be a nice product to use for children regardless of the system they  would eventually be playing.

The book has a simple seven encounter scenario involving amazingly enough a  cave system. The product is about as DM friendly as it can be covering almost  any action the DM might reasonably expect the players to take. It even  discusses how to handle an rather dastardly action the players might chose  to take early on. I really hope it does not happen often since this seems to  be geared towards children.

The book also has some premade characters that the players can use. This will  limit the number of players to four unless the DM copies the players and  renames them. Each of the four core classes are represented as are three  races (not sure why the doubled up on humans).

The four characters used will be familiar to any who have used any fairly  recent WotC game. There is Redgar who is a human fighter. The next character  is Mialee who is an elf wizard. The third character is our second human. They are Jozan who is a human cleric and finally there is Lidda the halfling  rogue.

Each of the half page characters sheets begins with a large picture of the  character. Next it describes first who the characters is and a little on  their motivations or expected behavior. The sheet then describes the role  they will most likely need to perform in an adventuring party. The sheet then  describes actions they might perform in the course of the adventure. One the  back is information on damage they do, their armor class, the hit points they  have (nice mark off bubbles make it easy for kids to use), then spell if  appropriate and finally strategy. Lidda has a special section on Sneak Attack  since she is a rogue.

The module is one that I would use if I were to introduce a younger person  (child) into role playing. It is generic enough to make it simple to use and  not teach them a mechanic that they would never use again. The module is also still available for download from the WotC site so it can be downloaded and printed as  needed. 

 Spell:

Awaken

Level: 0
Range: 6"
Duration: 24 Hours
Ares Effect: Special
Components: V,S
Casting Time: 1 Segment
Saving Throw: Special

This cantrip will allow the magic user to specify a time when the recipient will be awakened if asleep. The spell will have no effect on individuals if they are awake when cast.

The spell will by default affect one person which the caster may select. The spell can then affect one additional person for every level the caster has over one. The time specified must be within 24 hours from the time cast. The time specified for each individual may differ.

The saving throw for this spell is required by all recipients even if they are willing recipients. The saving throw actually is made at the specified time the recipient is to awaken. They are required to make a saving throw versus spells as +4 with an additional +1 per point of wisdom over 14. Those who fail have decided to sleep in. A DM may add other bonuses or minuses to the save based on the situation and condition of the recipient.

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.

Wednesday, June 22, 2011

D&D Conversion Manual, Ability Transfer


The Wizards of the Coast Dungeons & Dragons Conversion Manual is intended to  help layers convert their older characters and gaming material to the then  new D&D 3rd Edition. The conversion manual is either A4 size or perhaps even  smaller since I am not sure of the exact dimension of A4. The manual was  released sometime in 2000 prior to August. I think it was included with Dragon  Magazine though I can not recall exactly where I got mine.

The manual goes through all the major aspects of the game and advises players  and DM's on how they can convert to the new system. The book is broken down  into four major sections. The first is Characters from Earlier Editions. The  second area is Character Troubleshooting. The third section covers Magic and  the last goes over Monsters.

The section of Characters goes over all aspects that would be integral to character generation and game rules. The items covered are:

Level and Experience
Ability Scores
Character Race
Character Class
AC and Movement Rate
Initiative
Feats
Skills
Equipment

The Character Troubleshooting section covers some possible issues that may be  encountered in the conversion process. Some examples are where a spell or  magic item is not included in the new system or characters that were creating  using a kit from one of the old class books. The material here is not  exhaustive but there are some major issues covered in mechanics and also in  what the players may feel is ot working right.

The next section is the Magic section. This covers not only spell conversion  and the new magic system but also magical items. There are a number of  different portions in this section. They are as follow:

Renamed Spells
Wizard Spells with New Schools
Converting Old Spells
Spells You Shouldn't Convert
Renamed Magic Items
Converting Old Magic Items

The final section in the Conversion Manual is the one covering monsters. The  new edition changed to a great extent how monsters were handled and really  made them a little more thre dimensional (though also silly in many cases  IMHO). They were given the built in ability to exist at many levels and  mechanics were given to do this. The sections in the Monster portion are:

Converting Old Monsters
Skills and Feats
Description
Creatures that Affect Surprise
Climate/Terrain
Organization, Challenge Level, and Treasure
Alignment
Advancement Range

Throughout the books there are a number of sidebars. These are i found in  many cases just as useful as some of the other text. Some explain new  mechanics and other game functionality. Others are simple conversion tables  for terminology which is really useful. The sidebars are:

New Names for Some Old Terms
What's New about Ability Scores?
What's New about Character Races?
What's New about Proficiencies?
What's New about Dual and Multiclassed Characters?
What's New about THAC0 and Armor Class?
What's New about Saving Throws?
What's New about Spells?
What's New about Character Classes?

The Conversion Manual is an essential tool (o was) is you were going to  convert older characters or game material to the new system. I am not sure  how it translates to D&D 3.5 and am sure it is woefully out of date for D&D  4.0. I am not sure if they did a conversion manual to the latest edition.

In the end I know many who might read this won't ever play the new edition so  it may be easy to shrug this off. I for one think it's real value may be  using it in reverse. There are some good products out there that were made  for the newer editions that would be fun to play. This could serve as a road  map to convert the material the other way.

Spell:

Ability Transfer


Level: Third
Range: Touch
Duration: 1 Turn/Level
Ares Effect: Target Touched
Components: V,S
Casting Time: 1 Round
Saving Throw: Special

The casting of this spell by the magic user will enable the transfer of basic physical or mental abilities (attributes) between two individuals. The transfer can be one or two ways and can affect up to two attributes though if two are done then they transfer must go both ways. If either originator is unwilling the cater must make a successful To Hit roll. Then they are entitled to a saving throw which if successful renders the spell useless.

When the spell is cast the attribute to be transferred are are compared. The difference between the two are calculated and then the difference is taken from the individual giving the attribute and given to the recipient. Using this in a situation where the originator has a higher ability results in the spell failing.

It is possible that this spell will take an individual's ability score lower than three. If this occurs then the individual falls becomes incapacitated for the duration of the spell. If it is a mental attribute they are still ambulatory though they will require constant guidance. In no case can an attribute be brought to zero and the amount transferred will be limited by that. Once the duration expires the attributes will automatically transfer back.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written 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.

Sunday, April 3, 2011

Stormwatch Newsletter #1 - Dragon Storm

Stormwatch was the house newsletter for the Dragon Storm card based RPG. This came out during what I like to call the dark days of RPGs. M:tG was in its heyday and in something that I thought would never happen a once upstart card company that had been turned down by most of the industry giants bought the once 800 pound gorilla in the room. I know because at one time I had become an card flipper.

Dragon Storm was at best a fringe game in either genre but it and the other failed attempt by WotC called Everway had already done their damage. The seed long planted will sometimes take sprout as evidenced by Hasbro's new-found desire to make everything RPG into a card based system.  Somewhere in the corporate offices some boy genius who was never a real RPG player but had for three months played 3e remembered this game and mentioned how easy it was to get gamers to pay $2 to $3 for a pack of cards and making some more rare than others just ups the ante. I personally think that this is the death throws of what was D&D. In the long run that may be the best thing for the industry but it is sort of like seeing Carrie Fisher in Sorority Row...I would rather have remembered he in the gold bikini.

PS. There were actually some nice ideas for adventures passed along in these newsletters.

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