Ascension of the Magdalene

A notorious painting, said to be a powerful artifact, has vanished -- and the trail leads straight to the palace of the mad emperor, where it lies guarded by clockwork monsters of steam and iron. Now the citys spiritual factions--priests, rabbis, knights, and sorcerers -- are at war, vying to steal back the painting. You and your comrades must enter the emperors subterranean wunderkammer, do battle with its magical guardians, and recover the mysteries of the ascended Magdalene . . . or die trying.

Ascension of the Magdalene is a dual-system D20 / Unknown Armies supplement for the Coriolis line.

  • Background on the historical setting of Prague, 1610 A.D., with conversion notes for any fantasy campaign.
  • Warring factions such as the Rosicrucians, the Knights of Malta, Rabbi Loew and his Golem, and others are described with plot hooks for future use.
  • New D20 rules for Mechanomancy, a steampunk magic school that creates mechanical monsters; Avatars, a new form of magic based on archetypes of mass consciousness; and Renaissance firearms and armor.
  • Two new Unknown Armies archetypes, the Magus and the Rake, and notes on using this tale of the 17th Century Occult Underground in your modern UA campaign
 

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Beware! This review contains major spoilers.
This is not a playtest review.

The Ascension of the Magdalene is a crossover adventure for both Atlas Games' Unknown Armies and their d20 Penumbra line. In terms of d20, it is suitable for PCs of levels 6-9.

At $13.95 for 64 pages, this is fairly average for the type of product. Space usage is not great in the book and this is exacerbated by the extra stats required for the two game systems.

The internal art is generally poor, sparse and large. The front cover is more interesting, showing a clockwork griffon and unicorn in front of a painting of the Magdalene of the title. The maps are dark, small and unscaled, and also lack compass direction. The quality of writing in the adventure and the editing are both generally good.

The adventure is set in 1610 AD in Prague but has significant fantasy elements. There is also advice given on converting it to work in any standard fantasy campaign, including alternative fantasy names for all the historical people and places given in the adventure.

The adventure begins with some adventure background. Six months ago the painter, Caravaggio, mysteriously disappeared soon after completing a commission for the papal Secretary of State. The painting was recovered from Caravaggio's workshop, but two other paintings also went missing, one of which is known as The Magdalene. This painting somehow found its way into the hands of Rudolf II, the Holy Roman Emperor, who has his palace in Prague. The insane emperor has secreted the painting in his Wunderkammer, his peronal museum of oddities and rare objects.

The crux of the adventure is the PCs are expected to retrieve the painting from the emperor's treasury via a secret passage. A number of possible patrons are discussed, including the occultist Edward Kelley, the Knights of Malta, the Order of Hero of Alexandria (an organisation of mechanomancers), the Rosicrucians and Prague's King of Thieves, Zuckerbastl. There is also information given on Rudolf II, and Rabbi Loew, the leader of the Jewish community in Prague, who has the ear of the emperor and seeks to aid him whenever possible. Above all these, there are a group of beings called the Invisible Clergy, avatars of mass conscious archetypes, who have a mysterious role to play in the adventure.

The adventure itself is fairly straightforward - the party must enter the Wunderkammer via the sewers facing skill checks, traps, guards, and a monster. They then enter the Wunderkammer, which contains various wondrous items that can help or hinder the PCs. These are made more dangerous by the existence of the Magdalene painting, which exudes a curious magical effect. There are also traps and creatures to face within the complex.

If the PCs manage to make it out of the Wunderkammer and back out to the surface with the mystical painting, the adventure goes into some detail about the possible consequences of the PCs actions, especially the actions of the patrons who may receive the painting into their hands. Four possible future adventures related to characters or situations within the adventure are briefly expounded.

Appendix One covers rules for renaissance arms and armour, including wheellock pistols and muskets.

Appendix Two covers d20 rules for Archetypes, discussing the magical power gained from following the tenets of archetypal behaviour. An Avatar is someone who attempts to follow certain archetypal behavioural patterns - for example, a merchant avatar would concern himself with the selling of goods and cutting deals as much as possible in his life. There are avatar skills (e.g. the Merchant avatar skill) which measure how close the avatar has become to the archetype. The avatar gains certain magical powers as he progresses in avatar skill ranks but he must wear certain symbols and heed special taboos as well. If the Avatar follows these tenets well enough, he will eventually become so close to the Archetype, he will become the Archetype itself, ascending to a semi-divine existence. Various sample archetypes are given.

Appendix Three gives a couple more archetypes, new to the Unknown Armies game - the Rake and the Magus.

Appendix Four introduces the art of Mechanomancy, the science of creating clockwork objects and infusing them with the memories of their creator to give them a semblance of life. Some example clockwork creatures are given.

Conclusion:
I am a big fan of pseudo-historical adventures and I really enjoyed the background information given in the adventure. The NPCs were brought to life effectively, the political and religious ramifications of the situation were clear and important, and the consequences of stealing the painting were made clear. The clockwork creatures and the effect of the mystical painting were interesting and fun. I felt the adventure would sit very well in Privateer Press' Iron Kingdoms setting.

However, I found the adventure hook to be weak and the adventure itself rather simplistic in plot. The adventure was overwhelmed by the background material (taking up only 19 pages of the 64). Also, some of the ELs seem to be a bit out, and seem better suited for PCs on the low end of the stated suitability (6th-9th). Finally, some of the items in the Wunderkammer seem to be very powerful (for instance, a deck of tarot cards that could give the PCs the ability to 'contact other plane' once a day at 6th level). GMs will need to do some tweaking, both in terms of the historical setting and rules game balance.
 


The Ascension of the Magdalene is an Unknown Armies/D20 crossover adventure for four to six characters of levels 6 to 9 and as such it has information for both systems. Since I have never read the Unknown Armies rulebook I will concentrate mostly on the D20 aspect of it. I will say that it has all the information required to be used in either system, as long as you have the main rulebooks for your respective systems.


This is a historical adventure set in Prague in the 1600’s with a slight fantasy element. Included in this module are background on the city of Prague, a new magic school, a new form of magic and rules for firearms and armor. Two new archetypes are included for Unknown Armies
The module is broken up into five chapters and four appendices as follows.


Chapter one deals with the background of the adventure. This chapter also includes information on how to distinguish between what can be used by Unknown Armies and what can be used by the D20 rules. It also states what is open gaming content and what is not. Also included is a section on how to use Prague or an equivalent city in a fantasy setting along with a list of fantasy names for all relevant people and places in this module.


Chapter two is about the city and with all the NPCs and groups involved in the adventure. All groups and NPCs have both Unknown Armies and D20 stats (which are easily distinguishable between each other). Included are two maps, one of the city and another of the main castle, neither of which are very detailed (although there is enough information to use the module). There is also a small section on money of the time with an equivalent gold piece value; this part is a little confusing because they only give you a gold piece equivalent for the highest rated piece of currency of the time.


Chapter three is the main part of the adventure where most of the action and combat takes place. There are a few new monsters created by the use of mechanomancy which is one of the new forms of magic. Also included in this chapter are two minor artifacts and one major artifact which might cause a problem in some campaigns. All of the relevant information is presented for both systems.


Chapter four is small, only a page and a half and it deals with the party returning either victorious or as failures to their benefactors. It also details what each group of NPCs do at this point in the adventure.


The last chapter has the consequences for each group of NPCs based on the outcome of the adventure and what the PCs have done. It also has four adventure hooks for the dm to continue using the city and certain npc’s or areas from the module


Appendix one has information on the firearms and armor of the renaissance period, listing two types of firearms and one type of armor. The information is presented for use in both systems.


Appendix two introduces the new magic system of Avatars and Archetypes for the D20 system; these are conversions from the Unknown Armies rules. Archetypes are the equivalent of demigods and based on an idea in the collective consciousness of masses of people, avatars are people who follow archetypes almost like paladins gaining powers the closer they reflect the archetype. It also goes into detail on the skills, symbols and powers avatars gain for following the archetype. There are five archetypes along with their respective symbols, taboos, and powers they grant for following them.


Appendix three describes two new archetypes for both the Unknown Armies and the D20 system, The Magus and the Rake. The Magus deals with magic as you can tell by its name and the Rake is a cross between a rogue and a bard.


Appendix four introduces Mechanomancy, a steampunk like school of magic which is used to create clockwork creatures or items. Included here are the mechanomancy skill and feat, along with a detailed description of how to create clockwork creatures. Also included are seven general clockwork constructs and three sample clockwork constructs, all for the use in the D20 system. The only drawback to the new magic is that the person creating the constructs has to give up memories to make them, with this being the case it is eventually possible to forget how to create the constructs although it would take an incredibly long time to do so.

This module would be great if you were running a historical or steampunk-like campaign. Although the author did a good job of doing most of the work for you, there are some things you would have to work on before being able to use them in a traditional fantasy setting. Overall the adventure was well written (no typographical errors or mistakes) and offers something a little different for DMs to bring to their players.
 

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