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?

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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. This adventure is nothing like you've ever played before.

An adventure for Immortal level characters. 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. Now it was Frank Mentzer's turn to take on the topic.

He did so with visits to New York and Chicago. Adventure Tropes: An Immortal Adventure. 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. Though it's an epic adventure, Mentzer falls back on a classic trope: a multi-part MacGuffin hunt. The players must put together five different items to save the multiverse. Step 4: Travel the Planes. The Masters adventures tended to focus on other planes of existence, and that's even more the case here, as the players travel across outer planes and elemental planes alike. 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.

It's quite abstract, but there's some information on damage from guns and from vehicles. Exploring the Spheres. In "The Immortal Storm", they'll visit: the elemental plane of fire , the home plane of the tonals , the home plane of the notions , and the elemental plane of earth before visiting the "outer plane" of modern-day Earth.

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. These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.

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Im1 Immortal Storm by Frank Mentzer

The Immortal Storm is a scenario for novice Immortal-level characters. Immortals from the five spheres of power matter, energy, thought, time, and entropy must stop a cosmic storm. To do so, the characters must quest through the planes to obtain the Key to Eternity. A supernatural storm threatens the entire multiverse. Mysteriously, a supernatural eye sits in the center of the storm watching the Hierarchs, who cannot dissipate the storm.


The Immortal Storm Im1 Dungeons & Dragons Basic TSR 9171

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IM1 - The Immortal Storm

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