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Ascension of the Magdalene
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009774" data-attributes="member: 18387"><p>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.</p><p></p><p></p><p>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 </p><p>The module is broken up into five chapters and four appendices as follows.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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 </p><p></p><p></p><p>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. </p><p></p><p></p><p>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. </p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009774, member: 18387"] 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. [/QUOTE]
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