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Has a typo on the module booklet cover: it states that the adventure is for 5-10 characters levels 4-8, when in fact, the module is for 4-6 characters of levels 1-4. [6] In 1998 the module was re-released for 2nd Edition AD&D. N4 9185: Treasure Hunt: 0–1: Aaron Allston: 1986: FR module (retroactive) N5 9212: Under Illefarn: 0–3: Steve ...
The Wand of Orcus in the original Monster Manual (1977).. The Wand of Orcus is a fictional magical weapon described in various Dungeons & Dragons media. Because of the popularity of Orcus as a villain within the Dungeons & Dragons universe, many different authors have written materials describing artifacts created by or associated with the character.
The module includes a substantial section on running games with 100th level characters. The guidance rests on three principles: 100th-Level characters are not ten times more powerful than 10th-level characters; Apply all the rules strictly; Never give a 100th-level character an even break; The module includes two sets of pre-generated characters.
The DCC module series migrated to the new system in 2012 with the release of module 66.5, Doom of the Savage Kings by Harley Stroh. The game requires the Zocchi dice set , meaning the d3, d5, d7, d14, d16, d24 and d30 dice are required in addition to the standard set of 7 polyhedrals (d4, d6, d8, d10, d12 and d20).
Kiaransalee had sent two of her drow followers to bury his powerful artifact, the Wand of Orcus, in an unreachable vault of stone on the plane of Pandemonium. In his search for his Wand, Tenebrous used the Last Word to slay Primus, the lord of the modrons, and using Primus's form he began using the modrons to search for his Wand. When the ...
The Perseids are back to dazzle the sky with bursts of light and color. More than 50 meteors per hour are expected, according to the American Meteor Society. Here’s what to know about the ...
In 1974, the 36-page "Volume 1: Men & Magic" pamphlet was published as part of the original Dungeons & Dragons boxed set and included 12 pages about magic.It primarily describes individual spells where the "spells often but not always have both duration and ranges, and the explanation of spells frequently references earlier Chainmail materials".
The central body of a death kiss has no mouth. Its central eye gives it 120-foot infravision, but the death kiss has no magical powers. A death kiss is 90% likely to be taken for a beholder when sighted. The 10 tentacles largely retract into the body when not needed, resembling eyestalks, but can lash out to a full 20-foot stretch with blinding ...