The Seventh Arm


Dungeon Magazine General Discussion


I was wondering if anyone had run The Seventh Arm (#88). I hope to be running it very soon. It reads as one of the best adventures I have read for a while - essentially a 'snatch-and-grab' like we've been talking about lately, but with a really interesting dungeon dynamic, huge potential for roleplay and some great locations.

As I said, it reads really well, but I know the proof is in the play. So did anyone memorable (good or bad) experiences with it?

Cheers
Llowellen


Llowellen wrote:

So did anyone memorable (good or bad) experiences with it?

Only good. I've read it several times, and enjoyed it. IMO the coolest Dungeon adventure ever.


I ran the 7th Arm a few years ago. I thought it was a very good adventure, and my players thoroughly enjoyed it. Some of the things that stand out in my memory from this one...

--A tense bugbear hunt in the woods where the party was being ambushed by bugbear snipers. They had a hard time tracking the bugbears with no PC ranger and the bugbear traps and tactics drove them nuts.

--Toadstool was one of the creepiest villans I've seen in a long while.

--The sorcerer, Jainos Tyskie was successful in bluffing the party into helping him and they even let him carry the medallion. Even after being caught trying to steal the medallion, the cleric of Heironeous let him go with a promise that he'd reform. Those were the early days of 3E, and nobody had realized the significance of bluff/sense motive.

--I really liked the whole concept of the medallion and the portal. The prismatic curtain trap was genius.

--Vrock spores and kyton chains in the same adventure!!

This adventure was great fun, but since it was one of the first 3E adventures published, it will need a little tweaking to fit with 3.5 rules. Some things just don't mesh well now that I look at it again. Toadstool is an atypical half-fiend, there is a polymorph trap that uses the old polymorph other spell...there are probably a few other little things like that too. Even still, I'd recommend running this one if you get the chance.

M@


I will concur with the general sentiments on this thread. Ran it a couple of years back and we really enjoyed it. My group had a little trouble with the portal, they couldn’t figure out the clues on the medallion to reveal the order of levers.

The one thing that I remember is the rogue in the party having the worst luck. When he found the unfinished cylinder & spike trap he obsessed with it. He was convinced it was a functional trap and his dice rolls were to low to detect it. The party went ahead leaving the rogue behind and they triggered the summoning of the Vrock. Without getting into the details of the ensuing battle the Vrock ended up teleporting back down the hall to where the rogue was obsessing with the unfinished trap. Seeing the spikes lying everywhere the Vrock used telekinesis to fire a whole whack of the spikes at the rogue doing enough damage to put him below 0 but still alive. Talk about bad karma!

As if that weren’t enough, the author (Teto I believe) created a nasty trap. He put a symbol of insanity on the inside of a door. So, the poor rogue, having been stabilized and healed by the party cleric, goes to work on the door. Checks for traps, opens the lock, listens at the door, everything is going well; he opens the door but figures he’s in the clear because he’s checked everything with no results so he doesn’t check for traps or make a spot check. Fine; he steps through the door, fails his saving throw and goes insane. The rogue’s insanity check for the round says he attacks the nearest creature; so, in an attempt to prevent him from damaging anyone the party’s wizard polymorphs the poor guy into a dung beetle (failed his save again). Poor guy. It was a bad day for the rogue but one we’ll always remember. He was eventually cured and returned to his own form; however, the dung beetle incident was the start of an ongoing rivalry the two players uphold between their characters in every game we play. It’s good natured because the players are mature but the rogue never forgot the insult and always looks for ways to get even. It’s never come to fruition yet but its hilarious when the secret notes start flying between the players and DM and suspicions run high.

Happy gaming!

Cheers,
C.


We just started the Seventh Arm, and the party really enjoyed the introduction. I use all module descriptions as suggestions so it did not playout exactly as written. I includes Odals as part of the attack on the Noble.
My party has been asking for more outdoor settings, and this one fits very nicely before going underground. I do really like the bugbear hunt and plan to have them blow a horn for two places so as to ramp up the terror factor.


Ours is a fifth level group of four players and we play (mostly) 3.5E.

Grand Lodge

There are so many fun adventures from this era of Dungeon. For me "Seventh Arm" was more of an inspiration for a new Marilith BBEG and a cool 'nickname' for the Marilith's top General. And I didn't really use the adventure, just Penvahsta the Marilith (spelling?) and her General, "The 7th Arm" for some other campaign.

Happy gaming!

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