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The Tide of Years
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009773" data-attributes="member: 18387"><p>The Tide of Years is an adventure for characters of 4th to 6th level. It offers a GM an easy way to add time travel to his or her campaign, included are new spells, a new clerical domain and a new god. Also included are few new monsters, along with some interesting traps that deal with time. This adventure is broken up into four chapters as follows.</p><p></p><p>Chapter one deals with the story so far. This chapter has an adventure overview along with what is open gaming content and how to get the PCs involved. It also has most of the new information. This is where you will find information on the god of time along with the time domain, followed by five new time spells.</p><p></p><p></p><p>Chapter two deals with the PCs gathering what they need to finish the main adventure. In this part there are six random encounters including (one with a new monster) that help to enforce the time travel aspect of the adventure. There are two other encounters but depending on what the party has (magic items, spells, etc.) only one may be required to be completed. This chapter also has a brief review of underwater perception rules.</p><p></p><p></p><p>Chapter three is the core of the adventure. In this chapter you will find three new monsters and three new traps all dealing with time. Also included are rules for underwater movement and combat along with a table that allows you to apply a simple form of water damage to items. There is also a useful checklist for GMs to use, listing penalties for (movement, weapons, etc.). The two page map might be a little confusing until you get to the cross section nine pages later, although the description of the rooms does aid in understanding the map.</p><p></p><p>The last chapter deals with the conclusion of the adventure. This chapter is where the fun begins, allowing the GM to rewrite history or even add a complete city to their campaign world. The Gm can even open up an entirely new world for the PCs to explore. This chapter also has a list of all challenge ratings and encounter levels along with the experience totals of every thing in the module.</p><p></p><p>This adventure was well written (no typographical errors or mistakes) and the art is good. If you want to give your players a jaunt through time than this module is for you. However if you want a fully detailed time travel system this is not it. For a one time thing it is great with a few ideas for continuing time travel in your campaign and to keep your players on their toes.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009773, member: 18387"] The Tide of Years is an adventure for characters of 4th to 6th level. It offers a GM an easy way to add time travel to his or her campaign, included are new spells, a new clerical domain and a new god. Also included are few new monsters, along with some interesting traps that deal with time. This adventure is broken up into four chapters as follows. Chapter one deals with the story so far. This chapter has an adventure overview along with what is open gaming content and how to get the PCs involved. It also has most of the new information. This is where you will find information on the god of time along with the time domain, followed by five new time spells. Chapter two deals with the PCs gathering what they need to finish the main adventure. In this part there are six random encounters including (one with a new monster) that help to enforce the time travel aspect of the adventure. There are two other encounters but depending on what the party has (magic items, spells, etc.) only one may be required to be completed. This chapter also has a brief review of underwater perception rules. Chapter three is the core of the adventure. In this chapter you will find three new monsters and three new traps all dealing with time. Also included are rules for underwater movement and combat along with a table that allows you to apply a simple form of water damage to items. There is also a useful checklist for GMs to use, listing penalties for (movement, weapons, etc.). The two page map might be a little confusing until you get to the cross section nine pages later, although the description of the rooms does aid in understanding the map. The last chapter deals with the conclusion of the adventure. This chapter is where the fun begins, allowing the GM to rewrite history or even add a complete city to their campaign world. The Gm can even open up an entirely new world for the PCs to explore. This chapter also has a list of all challenge ratings and encounter levels along with the experience totals of every thing in the module. This adventure was well written (no typographical errors or mistakes) and the art is good. If you want to give your players a jaunt through time than this module is for you. However if you want a fully detailed time travel system this is not it. For a one time thing it is great with a few ideas for continuing time travel in your campaign and to keep your players on their toes. [/QUOTE]
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