Of Sound Mind

johnsemlak

First Post
In a previous thread on popular 1st level modules, a lot of people voted for Of Sound Mind.

I'm not a big fan of psionics--I don't mind monsters or NPCs having them but I prefer that players don't. Just my style.

How does Of Sound Mind play if you assume no players will have psionics? Would it be sound to purchase the module?


What about its sequal?
 
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The sequel isn't out yet, mainly because it isn't finished. The adventure runs quite well (I think) even with the psionics completely removed. I have full guidelines for converting the whole module from psionics to arcane magic. Making the changes should only take a few minutes, really, if that's what you decide to do.

No problem if the PCs don't have psionics, either. One puzzle is a little tougher to get back through, but there are allowances for circumventing it as well.

If you like it, let me know! I'll let other folks here who have played it give you their experiences.
 
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I played it in a world without psionics. On purpose I kept the effects gained from the crystals mysterious, something outside the realms of normal magic. The PC's brought with them some of the crystals from the dragon's workshop, and might have a go at this strange "crystal magic" later.

A final note: getting down from the cave without going back through the dragon statue (something which require psionics) is practically impossible with a appropriate level party. If you are going to run it you should either make it possible to get back without psionics, or introduce some rope ladders (I choose the last option).

Apart from that the adventure was a blast, and my players loved it.

.Ziggy
 

PC, I have recently purchased OSM with the intent of DMing it. I must say, I got my money's worth just reading the thing. Well written, and a good flow.

Now that I have buttered you up, a couple questions. My group uses no psionics, and as far as I know none of us even have the Psionics Handbook. I have studied the SRD section on psionics, and think I have a good enough grasp to use the powers included in OSM. I probably would not use any psionic combat at all. My group is experienced with previous editions, and will probably pick up that they are dealing with psionics pretty quickly. Still, I have not decided whether to handle it this way or just go the easy route and use magic.

One plus to going the psionics route is that the adventure gives me a way to introduce psionics to the campaign. Not to spoil it for anyone, but if the PCs manage to destroy the source of the problem, I may say that the result is that everyone in the area is affected by this, and is now predisposed to psionics. So any PC who now wants to multi-class into a psionic can, and any new PC could simply come for Bellhold or have been visiting at the time and have developed psionics.

I guess my questions are:

1. Do you think there is enough meat in the module and the SRD to run the psionic powers effectively, without me having to buy the Handbook?

2. What do you think of the idea of using the probable event at the end of OSM to predispose everyone in the area to psionics?

3. I am scaling the adventure for a group of 4-5 PCs, all 4th or 5th level. I am replacing the goblins with Ice Ogres (which are just ogres with the cold subtype and few minor abilities thrown in). Does this seem appropriate? I may have to use some form of reduce towards the end so an ogre will fit in the small area required (trying to be vague).

One last note that is pretty cool, I think. We game almost exclusively online, although our group started out in person. Some of us have moved, and we can get together more frequently using OpenRPG and the like. Because we won't all be in the same room, they won't even know that I am using a module, much less that it is OSM: A Psionic Fantasy Adventure. They don't read these boards or anything else to recognize the adventure, so they probably won't even know it was a module until I tell them afterwards (and give credit where credit is due).

Many thanks.
 

Ziggy said:
[Spoiler warning]
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.A final note: getting down from the cave without going back through the dragon statue (something which require psionics) is practically impossible with a appropriate level party. If you are going to run it you should either make it possible to get back without psionics, or introduce some rope ladders (I choose the last option).

Good thinking; that's exactly what you should have done. There should be a whole mess of ropes and rope ladders up there in the cave. In addition, the goblins should have a dorje (or wand) of levitation with a handful of charges left on it. Unless that damn livestock climbed the mountain.... :D

Glad you liked it!!
 


SPOILERS!!!

Originally posted by JoeBlank
> 1. Do you think there is enough meat in the module and the SRD to run the psionic powers effectively, without me having to buy the Handbook?

I think there is. By definition, psionics will be mysterious to your group; they'll never know if you don't have every little detail exactly correct!

> 2. What do you think of the idea of using the probable event at the end of OSM to predispose everyone in the area to psionics?

Why, why didn't I think of explicitly saying this myself? This is brilliant, and a perfect segue to introducing psionics. Nice thinking.

> 3. I am scaling the adventure for a group of 4-5 PCs, all 4th or 5th level. I am replacing the goblins with Ice Ogres (which are just ogres with the cold subtype and few minor abilities thrown in). Does this seem appropriate? I may have to use some form of reduce towards the end so an ogre will fit in the small area required (trying to be vague).


I think it's a little too deadly for 1st level, and it scales up nicely for 4th-5th level. You might want to still have the ice ogres (the muscle) accompanied by a psionic goblin (the brains). It makes for a nice comparison, and solves your dilemma regarding the end of the adventure.

My one concern here is that the goblins rely on being sneaky. You ever see an ice ogre be sneaky? Nah, I didn't think so. As a result, a mixed force of leveled goblins and normal ice ogres (representing some sort of nefarious alliance) may end up being your best bet.

Incidentally, I think it's really cool that you've managed to find a way to game with your friends online. Will you please email me? I have something for you that may be useful.
 

[spoiler warning]

I am running OSM right now and none of the PCs are currently psionic, though psionics are an important part of my world and am running it as a psionic adventure.

Someone else mentioned making the statue move while returning.

Another thing is that you can't use the crystal whistle as a clue to the stone's weakness if you use it as written. Perhaps make it usable by characters other than psions with a limited number of charges.

Other than that, I see no problems. It's driving the party wizard batty because the party doesn't know its a psionic adventure and there are things going on that aren't as easily recongizable as they are to psions. :)

Incidentally, I have used the suggestions in the book for 4th level (the party just made third level last week after making it to the top of the waterfall, but the party is a little larger than normal and has a little extra magic due to having gone through NeMoren's Cault...), but I made the goblin psion a telepath instead of a seer (the goblin's skills match a telepath and he had no 2nd level clairsentient powers in the writeup, so I suspect making him a "seer" was a gaffe in the first place.) I also used ITCK rules for him (so he can power up that biocurrent...)

Quick war stories:
My party actually negotiated with the trog priest. Not their style. I am proud...

The Dannanshee was a pushover for my party. She immediately managed to dominate half the party, but as soon as the fighter of the group figured out what was up, she slaughtered her in one round before any of her newfound toadies could intervene.
 
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Ziggy said:
A final note: getting down from the cave without going back through the dragon statue (something which require psionics) is practically impossible with a appropriate level party.

A 1st-level sorcerer or wizard with spider climb (possibly needing a day to recover spells) ought to be enough. I always assumed that, combined with a load of whipping, was how the goblins got those cows up there (since they have a blue who gets spider climb at will). That's how my party got down, though it cost them time they could ill afford to lose.

So, you can do it without psionics, but it ends up depending heavily on your party composition. Unless of course (and here's another potential solution) the party manages to capture the aforementioned blue and Intimidate him. Definitely something for the DM to look at when preparing the module.
 
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Since we are on the topic I would like to ask a few things myself about this adventure. I bought it at GenCon UK and will use it as soon as I get round to translating the descriptions and dreams into italian.

Sort of Spolier Alert

First:
I'm a bit worryed about the statue, it does'nt seem to easy to work out what you have to do, and my gruop is known for it's inability to think of anything like that. Has anybody else found they had problems with that?

Second:
I whas wondering what in other peoples opinion is the probability of the gruop getting to the hidden tresure, it seems a hell of a lot of stuff, and I whas wondering what the chanse of them getting it is.

Thanx PC for this superb adventure, I've always been very coutious about printed modules, specially after the Sunless Citadel, but this one is superb and any sequels are going to be fast added to my collection!


P.S.
Why o why do all good adventures have a riddle in them! They are impossible to translate and I have not the craftyness to come up with ones of my own!

P.S.
 

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