Trigger Spell Classes Mystic 1-6 School Divination Casting Time 1 standard action or varies Range touch Targets one living creature or item creature is holding Duration varies Saving Throw Will half (harmless); Spell Resistance yes (harmless) Description With the authority of all magic behind you, you proclaim to be cast in the future specifying a trigger. Choose a spell that is cast as this spell is cast and a trigger for the spell. If the other spell is longer than one action, the casting time of this spell changes to that spell’s plus one action. The other spell is cast or must be cast at the time of casting trigger spell. That other cast spell will be case whenever the trigger occurs. If that spell would occur and prevent an event from occurring like a mystic cure preventing a target from reaching zero hit points, that the creature never hit zero hit points. If cast on a weapon and that weapon strikes a target then any spell with a target of creature touched would count as touched. If a spell requires an attack roll or a save and the trigger was not striking a target, then the spell would use your current ranged attack roll or save DC values. You can only have one trigger spell active on you or your carried gear at a time. The duration of the spell depends on the level you it as. 1st: 1 hour 2nd: 1 day 3rd: 1 week 4th: 1 month 5th: 1 year 6th: until triggered
TL; DR-Solid adventure with a bit of crazy ending. 97%
Basics– Who wants a drink? Drawn to a small town where a particularly special liquor is made, you find a massive idol barking orders. Can you find the liquor before the idol counts down to… something?
Mechanics or Crunch– Ah first level Goodman Game scenarios! These guys know their mechanics, so everything is solidly done with the right amount of random and fun monsters to fight. My players and I all had a blast killing monsters, searching, and finding the secrets of the idol. 5/5
Theme or Fluff– Overall this is fun, but I feel the ending gets a bit off. There are a ton of fun in this adventure and has some crazy turns that are just perfect for the Dying Earth. There is one problem with the adventure. I won’t spoil anything, but I feel like one enemy would not attack the players at the end. That said, if you run it how you want, it won’t be a problem!. 4.5/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Yep! This is what I expect from a Goodman Games adventure. Solid work Goodman games! 5/5
Summary– Ah crazy Dying Earth fun. This with all the other adventures makes me want to read more Vance. I love the crunch and the design, but I have a few issues with the ending. That said, you write your own story as the Judge, so fix it on the fly! This is a solid adventure that I loved, and I think you will too! 97%
Cryo ammo is used with projectile weapons and is available for most projectile weapons and other weapons that fire arrows and darts, as noted on Table 1–8. A weapon firing cryo ammo deals its normal amount of damage, but half of this damage is cold damage and grants the weapon the bleed critical hit effect depending on the weapon. If the weapon already has a critical hit effect, the bleed critical hit effect is added and considered part of the weapon’s normal critical hit effect. If the weapon normally already has the bleed critical hit effect, it instead gains the bind critical hit effect in addition to bleed, and this considered part of the weapon’s normal critical hit effect.
Transmutation Magical Price 3000 gp Usage etched onto a melee weapon
When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain any alchemical item. Stowing or retrieving an item in the space requires an Interact action, except when using the rune’s activation.
Activate reaction, command; Trigger You hit a foe with the rune etched weapon. Effect You choose to have the alchemical item to spray onto you or your foe. If you choose you, you are subject to the alchemical items effect and it does not affect any other targets. If you choose to affect the enemy, the alchemical item affects the target as if it was hit by the object including any critical effects if weapon attack was a critical as well. Any splash effects do not effect you and instead become a cone of equal length to the space radius instead with all effects and saves as before.
Level: 1 Range: Touch Duration: 1 turn or more Casting time: 1 action Sava: Will
General The cleric asks their god to bestow a horrible curse upon the enemy causing the enemy to fail actions or other misfortunes.
Manifestation Roll 1d4: (1) foul purple light surround the target; (2)the area around the target dims; (3)demonic crows smash into the target; (4) discordant music fill the area round the target.
The target has a -1 penalty to all attack rolls for 1 round
The target gains a -1 penalty to all attack rolls for 1 turn
The target gains a -1 penalty to all rolls and last for 1 turn.
The target gains a -2 penalty to all rolls for 1 turn.
The target gains a penalty to all rolls equal to 1d3+CL and last for 1 turn. In addition all targets friendly to the target with in 5′ gain the same curse while in the area.
The target gains a penalty to all rolls equal to 1d3+CL and last for 1 turn. In addition all targets friendly to the target with in 10′ gain the same curse while in the area.
The target is unmade and removed from the stream of time as it is punished for its sins. Only the favor of another god can restore the target to existence. This may upset other gods and powers and the caster may choose a lower result instead.
Still on God of War and I want my bullets to explode more!
Concussive Rounds, mark 1
Level 2; Price 60 + base price Hands 1; Proficiency Ammo Damage —; Critical — Capacity as normal ammo Bulk L; Special 1d6 additional damage
Concussive ammo adds an additional damage as the round has a small blast charge inside it doing additional damage upon entering the target. Concussive rounds are available for any firearm that fires cartages. On a natural one, the weapon gains the broken condition. You can not use concussive rounds in a weapon that is of a lower level than than the rounds.
Concussive Rounds mark 2
Level 6; Price 450 + base price
Hands 1; Proficiency Ammo Damage —; Critical — Capacity as normal ammo Bulk L; Special 2d6 additional damage
Concussive Rounds, mark 3
Level 11; Price 2700 + base price
Hands 1; Proficiency Ammo Damage —; Critical — Capacity as normal ammo Bulk L; Special 3d6 additional damage
Concussive Rounds, mark 4
Level 16; Price 16200 + base price
Hands 1; Proficiency Ammo Damage —; Critical — Capacity as normal ammo Bulk L; Special 4d6 additional damage
Basics– Time for the trip! You are all traveling for a possibly once in a lifetime religious trip across the dying earth. Will you survive and thrive or will you die along the way? What will your god have to say about the things you do along the way?
Mechanics or Crunch– This is a fun multichoice adventure, but it’s short. There are three paths the players can take, but the paths might need a bit more. I like what’s here, but if your players don’t roleplay a ton, you will get this done in about two hours. That’s pretty short! 4.5/5
Theme or Fluff– This does feel like DCC, and now I want to read some Vance. I didn’t read a ton of Jack Vance before this. I know its where DnD magic comes from, but that was the extent of my knowledge. After reading this, I feel its themed enough to feel like a DCC funnel as I kill loads of PCs, but I also feel like I want to learn more about the world this comes from. 5/5
Execution– PDF? Yep. Funnel? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? This is what I expect from Goodman Games and a funnel. Solid work Goodman games! 5/5
Summary– This was a fun adventure to get my players into the world of the Dying Earth. Heck it got ME into the world of the Dying Earth! I want to read more of this to get deeper in, so mission accomplished there adventure! The crunch is good with the only real problem being the length of the adventure. It’s not bad by any stretch, but it is short. At a con on the last day, that might be a godsend for BOTH the GM and the players as you want to keep having fun, but you need a rest. But, as a start, it’s a few points off. That said, if my only real complaint about this product is I want more, then this is a solid product! 97%