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Sunday, July 20, 2014

New Campaign 2014 Update

We've been playing 11 session now into the new campaign. The players had some hairy encounters with Proud, Spider-eye Goblins and Quill Wolves (along with a group of kobolds and Ogres) before finally getting to the city of...Mithril. After a few sessions of the Druid generating heat every time he cast a spell, the stars not making any familiar alignments and all these weird creatures no one could identify, I let the group find some civilization and let the players really know where they were...the Scarred Lands!

Early in I used 2 former PCs from my previous campaign, Massit and Durok (2 dwarves from different points of that campaign) as 'adventuring patrons'. They gave the party the glorious task of sweeping the sewers for them (something that needs done every so often or creatures from the Blood Sea would have an easy time overrunning the city from underneath).

The party got to explore the first 5 areas of the sewers, owing the fact that green slimes, blood-vipers, a blood-cube, a gnoll warband, sewer gators and a band of thugs with some nefarious plan for the docktown potion of the city all had an issue with adventurers being down there.

I'm shocked that despite heavy damage, there were only 3 NPC losses.

The characters range from a mad gnome Psychic, to a Forged Man Druid, to a boisterious Halfling Bard, to a just on the right side of the line kelptomaniac Halfling Fortune Hunter, to 2 very devout Crusaders and 2 very kick ass Fighting-women. I love these guys and girls because they keep me entertained while I'm trying to do the same for them.

We spent alot of time hacking and slashing and a whole session doing RP as they learned about where they are exactly and what's been going on. There's been some weirdness too (the Bard's named a new instrument and his war puppy was killed, but not...that one got left unresolved so far...grins evilly).

Session 12 and beyond I handed off to another player/referee for the time being as life and work reared their ugly faces in my gaming. Fortunately I'll be able to play since I can show up later in the evening though. I can't wait to play with everyone on the other side of the screen.

Have fun and keep gaming!

New Spell: Thorn Whip

Thorn Whip
Spell Level: Druid 1
Range: Touch
Duration: 6 turns
When this spell is cast, the Druid can touch any flexible length of plant material such as a blade of grass or plant stalk of 5 ft long or less. The plant material transforms into a thorny vine-like object that can be wielded like a 5 ft whip dealing 1d4+1 points of damage.

New Spell: Thunderwave

Thunderwave
Spell Level: Druid 3
Range: Self
Duration: Instant
Similar to the shockwave spell, once the Druid completes the casting he raps his staff or cudgel on the ground. The sound caused from the rap is increased many-fold into a thunderous boom that affects every creature in a 10 ft radius around the Druid. Victims suffer 1d6 points of damage plus an additional 1d6 per 4 caster levels. If the victims fail a Toughness saving throw, they are struck deaf as well. A silence spell or similar effect will negate this spell for anyone within its area of effect.

Saturday, April 26, 2014

New Campaign 2014 begins...

Tonight began a new campaign for my World of Onn group. We've been playtesting the 2nd Edition for about a year really hard and 99% of the Player's Handbook is locked down now, it was time to run the system in a different game world and see how it holds up. For the time being I'm leaving the game world unnamed as some of the players aren't familiar with it and I'd like them to enjoy discovering it through play.

The new group consists of:

  • Autlyn, a female wood elf Fighter
  • Basia, a female hin (halfling) Fortune Hunter
  • Mendibium Mindbender, a male gnome Psychic
  • Rinvon, a male human Crusader
  • Saileine, a female asarlai Fighter
  • Stump, a forged man Druid
  • Tygon, a male giantkin Crusader
  • Zagloba, a male hin (halfling) Bard
The group consists mostly of players that had their first experiences in 3e or Pathfinder before joining the Onn game, in fact all but one player have never played anything older than 3e as far as I can remember.

We generated characters at the start of the session, something I like to do when there are new players learning the system and 2 players that are friends with one of the current players were invited to join us. Things went smoothly, there were normal questions during creation but everyone got done fairly quickly.

The gaming part of the session began with the PCs going about their normal lives, some of which knew each other, some did not. That all changed in a heartbeat as each was ripped from their own life and appeared near a dark elf summoner that commanded them to kill a strange-looking human who was chanting over a glowing pool of water filled with glowing motes of light. Two PCs made Ego saves and resisted the compulsion to follow the dark elf's orders. One, Rinvon, attacked the dark elf, while the rest made short work of the chanting human and subdued his giantkin bodyguard. The human though, didn't go quietly. On his death, all of his blood poured from his wounds and rose up, flowing into the pool of magical water. Magicalness things happened while the hin Fortune Hunter was checking a door to get out of the room.

PC introductions were made at this point. Some of the characters harvested the glowing, floating crystals from the pool, and discovered they were immune to Psychic power as well. The group decided to rest after some went outside and discovered there was the coppery tinge of blood mixed with sea salt in the air and the stars didn't align in any known patterns.

The Bard and Druid were standing on a small hill when the Bard turned and was face to face with a huge snout full of huge teeth. The Druid, frozen in shock and the Bard, sound of his wits but unable to move, watched as the creature lept into the night sky. The Bard, getting the best look, claimed to the group when they reported back it seemed to be made of wood (which he was ridiculed for).

The next day, the group followed the Druid to the source of the ocean sounds to the east. They found themselves standing on a cliff that extended as far as they could see to the northeast and south, and before them was a vast red-tinged sea.

They decided to return to the hill, but discovered the doors to the interior were gone, as if they never existed. After some discussion, they headed to the north into the savannah with the Bard playing a traveling song on his bagpipes. The session ended with the group coming within long distance sight of a keep or small castle off in the distance.

Saturday, February 22, 2014

New Spell: Expeditious Magic

Expeditious Magic
Level: Cleric 6; Magic-user 7
Range: Self
Duration: 1 round / 2 levels
This spell causes other spells cast by the caster to take less time to invoke. The Initiative adjustment of spells cast are cut in half (round fractions down) while this spell is in effect.

Thursday, February 06, 2014

Psychic Wild Talents

Psychic Powers (Wild Talents)

For some mysterious reason, some very few people develop minor Psychic ability. They never gain enough mental energy to become a full Psychic (and those that develop these wild talents cannot ever become Psychics).

Every sentient creature has a 1% chance to develop wild talents if they possess a Charisma score of 12 or greater. For every 4 points of Intelligence and Wisdom, add another 1%; every point of Charisma over 12 adds an additional 1%. If a 100 is rolled on the check, the character’s mind burns itself out when the wild talents manifest, reducing Intelligence, Wisdom and Charisma by 1d4 each.

Those with wild talents gain a Psychic Point pool of 1d3 points, plus an additional 1d3 per point of Charisma adjustment. Wild Talents gain a number of Devotions equal to 1 plus their Charisma adjustment, chosen at random.

Wild talented characters determine their statistics for mental combat the same way Psychics do. A wild talent's powers are unaffected by their level, for all psychic purposes they are treated as 1st level Psychics.

Saturday, February 01, 2014

Psychic Powers

It's been a long slow process, but Psychics are finally almost done. Here's their Power List as a preview:




Psychic Powers List
 
Psychic Devotions
1
Auro Sight
21
Empty Mind
41
Overland Flight
2
Bestow Power
22
Energy Adaption
42
Power Leech
3
Body Adjustment
23
Energy Push
43
Precognition, Defensive
4
Body Equilibrium
24
Energy Retort
44
Precognition, Offensive
5
Body Purification
25
Energy Stun
45
Prescience, Offensive
6
Bolt
26
Energy Wall
46
Psionic Divination
7
Cloud Mind
27
Entangling Ectoplasm
47
Recall Agony
8
Conceal Thoughts
28
Farhand
48
Sense Link
9
Concussion Blast
29
Force Screen
49
Sustenance
10
Control Flames
30
Id Insinuation
50
Swarm of Crystals
11
Control Lights
31
Inertial Armor
51
Synsethete
12
Create Sound
32
Insanity
52
Telekinetic Maneuver
13
Crystal Shard
33
Knock
53
Telekinetic Force
14
Daze
34
Levitate
54
Telekinetic Thrust
15
Deceleration
35
Matter Agitation
55
Telempathic Projection
16
Dimension Door, Psionic
36
Mental Barrier
56
Thought Shield
17
Disable
37
Mental Disruption
57
Tongues
18
Distract
38
Mind Thrust
58
Ubiquitous Vision
19
Ego Whip
39
Mind Trap
 
 
20
Empathy
40
Missive
 
 
 
Psychic Sciences
1
Adapt Body
10
Empathic Feedback
19
Psychic Crush
2
Affinity Field
11
Energy Conversion
20
Psychic Reformation
3
Apopsi
12
Intellect fortress
21
Shadow Body
4
Bend Reality
13
Matter Manipulation
22
Teleport
5
Catapsi
14
Microcosm
23
Timeless Body
6
Cloud Mind Mass
15
Mindwipe
24
Touchsight
7
Correspond
16
Plane Shift
25
Tower of Iron Will
8
Disintegrate
17
Power Resistance
26
True Metabolism
9
Dispel Powers
18
Psychic Blast
27
Ultra-blast