A riddle has been presented that must be decoded, then executed. The characters, all relatively new immortals, have been summoned by their various sphere heads to decode this message, and follow the instructions contained therein, thereby saving the known multiverse. You know, the usual immortal fare. The Immortal Storm Part 1 - The Storm In The Eye This presents the puzzle that the players will have to decode, and discusses the strategies of decoding the puzzle, and ultimately what the solution means.
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Average Rating 1 rating "The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs, "I fear we are doomed. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule.
The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm?
This first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. It was published in August Origins I : The Immortals. This was in part because he was largely free from the tyranny of "smaller projects" during the BECMI years.
However, after the completion of the Immortal Rules, Mentzer was handed a new assignment: the first Immortals adventure. Mentzer was pleased to write an adventure that really showed how Immortals worked, but he was less pleased that the Marketing Department had already come up with a name and was publicizing it.
Thus, Mentzer had to write an adventure that fit with the existing title: "The Immortal Storm". The last part of "The Immortal Storm" takes place on an outer plane where "the most advanced known technological society exists. He did so with visits to New York and Chicago.
Adventure Tropes: An Immortal Adventure. He presented many new tropes and some old ones too : Step 1: Imagine an Epic Scope. Here, a massive storm with a big eye! Step 2: Delegate. The major immortals ask the minor player immortals to take on the task.
Step 3: Fall Back on Traditional Tropes. The players must put together five different items to save the multiverse. Step 4: Travel the Planes. Option: Strip Away Their Powers. If you want to annoy your immortals, strip away their powers just when things look the most dire here, when they visit modern Earth.
Exploring the Spheres. Monsters of Note. Obviously, this is an adventure that focuses on notionals, tonals, and elementals. Both the fire and earth elemental planes also get nice encounter tables that include some interesting variations of the elementals. NPCs of Note.
The players are set on their task by the hierarchs of the five spheres. About the Creators. His first adventure for them, "The Convert" , would have the misfortune of becoming involved with legal action from TSR. Please feel free to mail corrections, comments, and additions to shannon. Customers Who Bought this Title also Purchased.
IM1 THE IMMORTAL STORM PDF
Nelmaran Add tags Tags separate by space: To do so, the characters must quest through the planes to obtain the Key to Eternity. It has been your support, financial and otherwise, that has allowed this site ikmortal become what it is today. A riddle has been presented that must be decoded, then executed. People who bought this also bought.
IM1 - The Immortal Storm