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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8353561" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 31: Sep/Oct 1991</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Beyond the Glittering Veil: We've had a couple of adventures designed to introduce spelljamming to regular parties, hopefully making it a properly integrated part of the campaign long term. Now we have one designed to do the same for psionics, gently lifting the veil on the powers of the mind that have probably been there all along, just unnoticed compared to more flashy spellcasters and monsters. As such, it only uses a fairly limited subset of the powers in the Complete Psionics Handbook, and a fair chunk of it's page count is devoted to explaining them so it can be functional even if you don't have it. Ancient mystics created a psionic gate between worlds. Unfortunately, the design was flawed, and in a very Pullmanesque twist Shadows from the void between worlds come through it and start spawn cascading the locals. The PC's just happen to be the only people in town with magic weapons that can hurt them, so they save the day, and then get volunteered for the much more epic quest of going the other way through the gate, finding out what's there and figuring out how to end the threat for good. In the process, they gain psionic wild talents if they didn't have them already, (with the option of them being temporary or permanent depending on if the DM wants to make psionics a long-term part of their campaign) and wind up on a dead world of eternal night, where they get to explore the mystic's ruined city and the few monsters that still live there. It's all both ambitious and packed with atmosphere, with the psionic elements used to freshen up familiar monsters and magic items in interesting ways. Seems like a pretty decent way to kick your campaign up a gear, and one much easier to keep it going afterwards than giving the PC's a spaceship. Definitely one to keep in mind if your game is starting to feel a bit stale with the same old dungeoncrawls and wilderness treks.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8353561, member: 27780"] [b][u]Dungeon Issue 31: Sep/Oct 1991[/u][/b] part 2/5 Beyond the Glittering Veil: We've had a couple of adventures designed to introduce spelljamming to regular parties, hopefully making it a properly integrated part of the campaign long term. Now we have one designed to do the same for psionics, gently lifting the veil on the powers of the mind that have probably been there all along, just unnoticed compared to more flashy spellcasters and monsters. As such, it only uses a fairly limited subset of the powers in the Complete Psionics Handbook, and a fair chunk of it's page count is devoted to explaining them so it can be functional even if you don't have it. Ancient mystics created a psionic gate between worlds. Unfortunately, the design was flawed, and in a very Pullmanesque twist Shadows from the void between worlds come through it and start spawn cascading the locals. The PC's just happen to be the only people in town with magic weapons that can hurt them, so they save the day, and then get volunteered for the much more epic quest of going the other way through the gate, finding out what's there and figuring out how to end the threat for good. In the process, they gain psionic wild talents if they didn't have them already, (with the option of them being temporary or permanent depending on if the DM wants to make psionics a long-term part of their campaign) and wind up on a dead world of eternal night, where they get to explore the mystic's ruined city and the few monsters that still live there. It's all both ambitious and packed with atmosphere, with the psionic elements used to freshen up familiar monsters and magic items in interesting ways. Seems like a pretty decent way to kick your campaign up a gear, and one much easier to keep it going afterwards than giving the PC's a spaceship. Definitely one to keep in mind if your game is starting to feel a bit stale with the same old dungeoncrawls and wilderness treks. [/QUOTE]
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