Due to my power supply frying in my desktop PC, work has once again ground to a halt on the Revised Core Rules and Supplement II. All the files are safe and no data was lost (I back everything up in a crazy way now) but the software I use for everything and the pdf software is on the desk PC, so until I get a new one...I'm spinning my wheels.
I did finish off the monsters section and get started on the treasures section before everything happenned. I got as far as implementing a new/old treasure style more in line with D&D using Treasure Classes and designated A through K (there are no individual classes and group classes). Basically every group of monsters has a treasure class, whether they are encountered individually or not. The Referee can reduce the treasure by half for less than average numbers of monsters encountered or double it if more than average monsters appear. Also, the treasure list is expanding more, allowing for more miscllaneous treasures and more types of cursed treasures.
I also have rooms 7 thru 20 for the random dungean as well on that drive, so I may roll up new ones and save those for later.
I'll post more as news happens.
Wednesday, February 23, 2011
Thursday, February 10, 2011
Resource Updates
As of today, I have Sections 1 to 8 (124 pages of material) reformatted and only need to finish up Sections 9 (Monsters, nearly done), 10 (Magic Items), 11 (Atlas of Onn) and the Appendices of the Revised Core Rules. I decided not to split the book into seperate players's and referee's books and to keep it all in one volume as a matter of value to the people that will buy this and the fact that as far as all the retro-games/clones/remakes goes, Onn is the only resource that is a full rules resource for players and Referees as well as background material and information for a setting 99% compatible with Basic/Expert Dungeons & Dragons, AD&D, Swords & Wizardry, Basic Fantasy Role-Playing Game, Lybrinth Lord or almost any 'old school' RPG based on the d20.
As for Onn Supplement II for Swords & Wizardry, after i finish reformatting the RCR I'll have this done within a week or so, being able to use the format of the finished book for the rest of my projects. Things are moving slowly, but still moving.
As an aside, I've been fixing the monster section. Its only 47 pages, but has 170 seperate creature entries (not counting creature variants like Treants of 7-12 HD). So thus far with ploting all of the classes out to 25th level, adding 7th level Cleric, Druid and Illusionist spells and 8th-9th level Magic-user spells, a few more races and a new class, the page count hasnt blown up to an unrealistic level. I'm getting excited again about how his will turn out.
Frogligators
FROGLIGATOR
Some say once long ago, during the Zuhn Empire’s reign, the experiments carried out on monsters and animals in Darkmoor’s halls of science produced these monstrosities. These creatures resemble huge frogs nearly 10 ft around with short, sharp claws and topped by the head of an alligator. Frogligators are excellent swimmers in water and hop fast on land.
Frogligator hides have a slight adaptive ability, granting them a +1 bonus to be hidden and on surprise rolls. They possess the same lashing tongue attack of their normal-sized cousins, able to reach up to 15 ft distant. On a successful ‘to hit’ roll, the victim must succeed at a Strength check on 4d6 or be dragged into the mouth for automatic bite damage. Up to four smaller than man-size creatures, such as gnomes and halflings, can be swallowed whole and take 1d8 points of damage per round until retrieved.
Frogligator (L) – AC 4[16]; HD 6; Att claw (1d6) + bite (2d8) or tongue lash; Save 12; Morale 8; MR Nil; Special camoflague (+1), swim, tongue lash; Move 90 ft (30 ft) / 150 ft (50 ft) swim; TC A; CL/XP 7 / 600
[DISCLAIMER - Image used from the 'Alligator Frog' minaiture from Center Stage Miniatures site.]
[DISCLAIMER - Image used from the 'Alligator Frog' minaiture from Center Stage Miniatures site.]
Wednesday, January 26, 2011
Random Dungeon, Room 6
Another large chamber roughly 20 ft wide but 40 ft long. The ceiling in the southern half of the room looks as if it partially collapsed, as several feet of rock are shattered on the ground and the ceiling extends about 5 ft higher.
Hiding in the rubble is a giant snake (50% chance for either a constrictor or poisonous snake). If not discovered it will strike with surprise.
Snake, Giant (L) – AC 5[15]; HD 3; Att bite (1d4) + special; Save 14; Morale 6; MR Nil; Special constriction (2d6) or average poison; Move 90 ft (30 ft); TC A; CL/XP 4 / 120
Random Dungeon, Room 5
This plain stone chamber appears to be empty, near the center of the room some dark stains and a skull rest on the floor.
Running about 1 inch high along the east and west sides of the room are iron bands. They stick up from the floor and against the walls. When at least 2 man-size creatures move along the same wall, the entire floor tilts, dropping them into a 15 ft pit. The entire floor rests on a central stone beam (like a see-saw) that runs east/west and is counterweighted to spin two full rotations. On the second spin anyone in the pit of man-size or larger must successfully make a Dodge saving throw or be decapitated by the sharp iron edge of the floor. The rotation of the floor and the edge carry the head back up and the sudden stop usually bounces the head off the wall and rolls it in the general vicinity of the room’s center. There are 5 bodies of adventurers (long dead fighting-men, nothing usable) and 3 giant badgers (more fresh but rotting). One adventurer is decapitated.
Random Dungeon, Room 4
A large stone chamber roughly 20 ft long and wide houses several large nests, of which are several large badgers the size of a man.
2 Badgers, Giant (M) – AC 4[16]; HD 3; Att 2 claws (1d3) + bite (1d6); Save 14; Morale 7; MR Nil; Special Nil; Move 60 ft (20 ft); TC A; CL/XP 3 / 60
Random Dungeon, Room 3
Camped in this stone room are 3 small creatures, barely 2 ft tall. They look as if they haven’t eaten a decent meal in weeks, their light grey skin pulled taught over their thin frames. Several bones and scraps of leather litter the room, but nothing appears intact. Several alcoves line one side of the room as well, their contents hidden by the darkness. The gremlins here have been starving for a good meal for a long time. The scraps of what’s left of their last meal has nothing of use or value. The alcoves are lined with statues of dwarven warriors, with the exception of location B; in this alcove is a dwarven magic-user whose hands are held out as if he were reading a scroll, but none is present. Each of the statues were previously living adventurers turned to stone long ago, then sold off to collectors. How they ended up here is anyone’s guess.
3 Gremlins (S) – AC 7[13]; HD 1d3 hp; Att 1 claw (1) and devour food; Save 18; Morale 6; MR 20%; Special bad luck aura, devour food, DR 1/arc wood; Move 120 ft (40 ft); TC B; CL/XP B / 10
Thursday, January 20, 2011
Random Dungeon, Room 2
2 - Heading Things Off Quick: The door to this room is locked with an easy lock. The room is lined with plain, upright stone coffins, all of which are opened. Inside are the dried husks of dead warriors, their ancient weapons and armor corroded beyond repair. The bodies themselves are unremarkable, but if anyone in the party inspects any of them closely without touching them, it will be noticed that the heads were cut cleanly from the bodies and set back on the neck stumps. If the bodies are touched or moved, the heads will roll off the bodies and attack! One of the bodies is concealing a wand of floating disc (39 charges, caster level 5).
12 Crawling Horrors, Head (S) – AC 6[14]; HD 1d6 hp each; Att bite (1d4); Save 18; Morale Nil; MR Nil; Special turn as skeleton, undead immunities; Move 60 ft (20 ft); TC A; CL/XP B / 10 each
Tuesday, January 18, 2011
Random Dungeon
Since the end of the X4 game (which was awesome if I say so myself), I've changed jobs and my regular tabletop game has been forced on hiatus. I still have a play by post and late night messenger game going, but these are more like situational sessions than campaigns. Anyway, I figured it would be neat to create a Random Dungeon using the tables for encounters/contents in the Expanded Core Rules every day or so to do up a short description of a room and its contents. Use it if you want or just steal a thing here or there for your own Onn/OD&D/S&W or B/X D&D games. As a new project, we'll start with a 1st level-type difficulty. Heres a larger size map, cause i know its tinyish over on the right.
Consider the squares to be 10 ft with a height of 10 ft, doors to be old iron-banded wood (not quite rotten yet), unless otherwise noted and no light.
Since Area 1 is the entry area, there are no encounters, treasure or traps (let the players feel a little safe before the carnage begins). The worn, winding stone stairs lead to a rough-hewn room about 30 ft square. The dank and musty air feels oppresive and the flickering light creates menacing shadows across the walls. From the base of the stairs you can see passages leading north and south from the far corners of the room.
Consider the squares to be 10 ft with a height of 10 ft, doors to be old iron-banded wood (not quite rotten yet), unless otherwise noted and no light.
Since Area 1 is the entry area, there are no encounters, treasure or traps (let the players feel a little safe before the carnage begins). The worn, winding stone stairs lead to a rough-hewn room about 30 ft square. The dank and musty air feels oppresive and the flickering light creates menacing shadows across the walls. From the base of the stairs you can see passages leading north and south from the far corners of the room.
Saturday, January 15, 2011
Tunnel Horror
Inhabiting the dark places under the earth, tunnel horrors are large, bug-like terrors best avoided by those that know of their existance. Tunnel horrors are beetle-like creatures that walk upright on four thick legs, their other four legs ending in wickedly sharp and strong pick-like claws. They can feel the vibrations of creatures moving on stone (a type of tremor-sense) within 200 ft. Tunnel horrors have the a fanged maw as well and a single, compound eye on their heads. Their eye glows with a soft limunescence and at a distance can be mistaken for a faint lantern. In combat, those looking at the eye (25% chance per round unless the attacker is avoiding looking at the monster's upper half, suffering a -2 penalty on 'to hit' rolls) suffer the same effects as a confusion spell for 1d3 rounds, plus the difference of the failed saving throw. They can burrow through solid rock at the rate of 10 ft per round. A favorite tactic of tunnel horrors is to wait behind a wall of rock a few feet thick and then burst through when the feel something approach the other side, gaining a +1 suprise bonus.
| Tunnel Horror (L) | |
| Armor Class: | 2[18] |
| Hit Dice: | 8 |
| Attacks: | 4 claws (1d6) + bite (1d8) |
| Saving Throw: | 8 |
| Morale: | 8 |
| Magic Resistance: | Nil |
| Special: | burrow, confusion |
| Move: | 90ft(30ft) / 30ft(10ft) burrow |
| Challenge Level/XP: | 10 / 1,400 |
Friday, December 24, 2010
Merry Christmas Delays
Well another Christmas deadline, another year missed...Happy Holidays to everyone from Rogue Ranger Games and the World of Onn! I actually started a new job on December 20th and on the weekend of the 18th and 19th found a huge layout problem that affected all the projects I've been working on. With the Holidays here though no work will get done until after the 1st of the New Year, but even though with a delay, in the end a better book will be done!
Thank you all who continue to support Onn with your emails! May your stockings be full and your Holiday be felled with the love of Family and Friends!
James
Thank you all who continue to support Onn with your emails! May your stockings be full and your Holiday be felled with the love of Family and Friends!
James
Saturday, November 20, 2010
State of Affairs
Things are coming to a close now for work on the Onn Player's Guide, Onn Referee's Guide and Onn Supplement II for Swords & Wizardry. It's taken way longer than anticipated with several RL interruptions to my gaming and work on the projects. Suffice to say, I hope for those of you that find the material useful and interesting to your tables, these new items retain those qualities.
I still have a few things to iron out among the playtests of changes that have been made, but I'm shooting for at least a week before Christmas.
Keep watching for further news!
James
I still have a few things to iron out among the playtests of changes that have been made, but I'm shooting for at least a week before Christmas.
Keep watching for further news!
James
Thursday, October 14, 2010
Hit Dice Beyond Name Level
Ok, so with damage scaling uncapped by most spells (as it should be), eventually you get to a point where even saving for half will decimate characters and kills them. I've been thinking about something Bart (a good friend in one group I played with in the past), made a suggestion that a character should continue to get new HD, but a slower progression. Instead of gaining a fixed number of HP at levels beyond Name Level, the character would have levels where no HD or HP are gained, but then gain an additional HD (adjusted by Constitution).
This is twofold in nature by not just allowing Constitution to play a factor in the acquisition of HP of the early levels and to continue to be a factor for the character throughout his career, but something else as well. HD is also used to determine when characters and monsters become immune to the effects of certain spells and effects and not their level. This would mesh well (in theory) with that, especially in the case of higher level magic. I've been turning this over in my head and came up with this (extremely untested):
This is twofold in nature by not just allowing Constitution to play a factor in the acquisition of HP of the early levels and to continue to be a factor for the character throughout his career, but something else as well. HD is also used to determine when characters and monsters become immune to the effects of certain spells and effects and not their level. This would mesh well (in theory) with that, especially in the case of higher level magic. I've been turning this over in my head and came up with this (extremely untested):
| Optional HD at Higher Levels |
Level | Cleric | Fighting-man | Magic-user |
8 | 8d6 | 8d8 | 8d4 |
9 | - | 9d8 | 9d4 |
10 | - | - | 10d4 |
11 | 9d6 | 10d8 | 11d4 |
12 | - | - | - |
13 | - | 11d8 | - |
14 | 10d6 | - | 12d4 |
15 | - | 12d8 | - |
16 | - | - | - |
17 | 11d6 | 13d8 | 13d4 |
18 | - | - | - |
19 | - | 14d8 | - |
20 | 12d6 | - | 14d4 |
Friday, September 17, 2010
New Forum
I repurposed my old NWN forum for the World of Onn and S&W game discussion. If anyone is interested, the forum can be found here: http://rifthaven.19.forumer.com/index.php the main reason being its easier to deal with any opinions, questions, or whatevers in a forum setting where everyone can see and respond instead of 15 emails floating around at various times.
I still plan on keeping the blog moving along, posting more as the workload of the 3 books winds down.
Thanks all, for your continued support!
James
I still plan on keeping the blog moving along, posting more as the workload of the 3 books winds down.
Thanks all, for your continued support!
James
Wednesday, August 25, 2010
Vendee's Missile Magnifier
Vendee's Missile Magnifier
Spell Level: Magic-user, 2nd Level
Range: Touch
Duration: 48 turns (8 hours)
Spell Level: Magic-user, 2nd Level
Range: Touch
Duration: 48 turns (8 hours)
The caster may 'magnify' up to 20 pieces of ammunition per 4 caster levels, lasting until the missiles are fired or the duration expires (whichever occurs first). Missiles affected by this spell inflict 50% more damage on a successful hit. Magnified missiles are considered +1 per 4 caster levels (maximum of +3) for the purpose of overcoming damage reduction as well.
Sunday, August 22, 2010
The Asarlai (Character Race)
ASARLAI
Long ago the Asarlai were human, before the Fire in the Sky decimated Onn. After the devastation some monsters, such as lycanthropes, thrived in the aftermath due to their resistance to physical damage and the sudden rarity of humans and other races wielding magic and weapons that could harm them. Of the few Humans on the continent of Karsin that survived the cataclysm, lycanthropes hunted them down mercilessly and left none alive or unchanged when they were found. In the millennia since when human explorers from Var-Ultar landed on Karsin’s shores they found cities of men with an advanced society under the banner of a nation called Asarlai. To these new visitors the Asarlai were just another race of Men, but in a relatively short time it was revealed that the Asarlai were the descendants of the lycanthropes that ravaged Karsin. Their ability of a full animal transformation had been long lost through the centuries as the bloodlines intermingled, but they retained an animalistic quality and could perform a minor transformation to bring the traits of their ancestral animal line out. Rumors speak of Clerics of Dalamon that retain their ability to fully become animal still, but they are unproven to the world at large.
Most Asarlai worship Dalamon Wolf-Mage, an ancient hero, as their race’s savior from the Bloodline Wars. When the lycanthropes noticed the ancestors of humans-turned-lycanthrope from after the cataclysm were losing their ability to transform, many decided to purge those weaker elements from existence. Due to the hero Dalamon’s leadership and personal efforts (as the Asarlai historians record it), the lycanthropes were nearly annihilated and the Asarlai settled into an advanced nation who now trade briskly with the Empire of Ankh-tor and are only beginning to set their sights on trade with the ports on Ossus’ shores.
A character must have at least a 9 Constitution to be an Asarlai.
Favored Class: Asarlai have unlimited advancement in the Druid and Ranger classes.
Damage Reduction: Due to their lycanthropic heritage, Asarlai have Damage Reduction 0+ Constitution adjustment (minimum of 0) / silver.
Nightvision: Asarlai can see up to twice the distance as a man in low-light or torch/lantern-lit conditions.
Animal-like Senses: Asarlai have a keen sense of smell and hearing. They gain a +2 bonus to any rolls to detect creatures or objects by their scent and when listening for noises.
Animal Form: Asarlai are descended from a type of lycanthrope and can take on the physical qualities of their ancestor animal for a short time (1 turn + Constitution adjustment). At the end of the transformation the character is treated as if exhausted. When the character is created the player selects one of the animals from the list below and when he transforms he takes on a humanoid form with his ancestor animal traits.
• Bat - The descendants of were-bats can glide short distances (20 ft) as part of their movement and gain echolocation 60 ft (the ability to sense their surroundings through ultra-high frequency sounds).
• Bear - The descendants of were-bears gain a bite attack (1d6+Strength adjustment) and a +2 bonus to any climbing checks.
• Cat - The descendants of were-cats gain two claw attacks (1d3+ Strength adjustment) and can leap 20 ft once per 5 rounds if unencumbered.
• Rat - The descendants of were-rats gain a bite attack (1d3+ Strength adjustment) and 2 claw attacks (1d2+Strength adjustment).
• Shark - The descendants of were-sharks gain a bite attack (1d6 + Strength adjustment) and a +2 bonus to any swimming skill checks.
• Wolf - The descendants of were-wolves gain a bite attack (1d4+ Strength adjustment) and a -1 bonus to initiative checks.
Languages: Asarlai speak common.
Wednesday, August 11, 2010
World of Onn: Core Rules Player's Guide
A quick rundown of the contents of the Player's Guide for those interested:
- Ability Scores: Generation and tables for all 6 abilities for scores of 1-25 (keeping in line with AD&D's maximum scores), also included bonus spells table here now.
- Races: Men, Asarlai, Dwarves, Elves, Endu, Forged Men, Giantkin, Gnomes, Gnolls, Halfling, Tigrans, Trollkin
- Classes: Priests (Clerics, Druids, Shao Disciples), Warriors (Fighting-men, Barbarians, Divine Champions, Rangers, Spellblades) and Wizards (Magic-users, Bards, Illusionists)
- Equipment: Lots of goodies here, some new things as well.
- Sections on Playing the Game, Hirelings, Initiative and Combat
- Spells for Clerics, Druids, Illusionists (1st - 7th level) and Magic-users (1st - 9th level) including even more new spells from the original Onn campaigns.
- An Atlas section containing common knowledge descriptions for player characters about the major places and kingdoms of Onn.
- Several Appendices with further useful information for players.
Onn Updates
Even though the blog has been slow there's alot going on for Rogue Ranger Games. I've been furiously chewing through the editing for the Core Rules Player's Guide, Core Rules Referee's Guide and Supplement II like there's no tomorrow. Some of new art is coming in from Kimberly now and the playtests that are going on are going very well. While it may seem like things are moving slowly (and in a sense they are, working 3 books at once isn't an easy task combined with family and work), they are happening.
Thursday, August 05, 2010
Carrion Worms
Now of course you can't have a low level game without familiar catepillar-like, tentacle ringed mouth monsters that climbs walls and eats whole parties at once. For the World of Onn, an old favorite, with a slightly new take.
CARRION WORM
CARRION WORM
These odd creatures resemble a 10 ft long armored and segmented caterpillar. On the monster’s head are two large black eyes and a beak surrounded by six long tentacles. Carrion worms inhabit deep places and popular ruins, places where animals and people die frequently so they can feed off of the corpses. A carrion worm has no qualms about killing for its meal either and will attack groups of smaller creatures in the hopes of securing something to take to a safe place and let ripen for feasting on at a later date. In combat the carrion worm lashes out with its tentacles. The tentacles are covered in a slimy substance that causes paralysis to those creatures struck (Toughness saving throw negates), so they are rightly feared by those that know of them as well. Sages suggest these creatures were once one of the experiments of the ancient Zuhn Empire in their magical laboratories.
Carrion Worm (L) – AC 5[14]; HD 4; Att 6 tentacles (1 hit point + paralysis); Save 13; Morale 7; MR Nil; Special causes paralysis; Move 120 ft (40 ft); TC A; CL/XP 6 / 400
Thursday, July 29, 2010
The Desert Nomads Campaign Info
I'm running the 'Desert Nomad Series' Modules X4 and X5 for my Thursday night World of Onn RPG group. I think I'll start to post the old module covers when we start a new module so the beginning of any campaign has an immediate reference for you, the readers. Please feel free to post or email any questions about how anything has been handled or how I may work something 'behind the screen' and I'll be happy to share. Thus far, the World of Onn ruleset has been a perfect mesh for the D&D modules and module bits I've run over the last year. This is the first (hopefully of many) full module series I plan to run for my group. Thus far the module has run stock and as-is with no changes needed by me to smooth any rule inconsistencies or monster issues. I did change the NPC that kick starts the adventure series, making him a Magic-user since the group didn't need another Cleric. The core group consists of:
Cortain - a male elven Spellblade, level 10
Val - a male gnoll Ranger, level 10
Steel - a forged man Fighting-man, level 10
Yurur - a male dwarven Cleric of Gromlun, level 12
Richard (NPC) - a male human Magic-user 11
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