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Patch Notes: December 30th, 2019

12/30/2019

 

TORCHES IN THE DARK UPDATES:

CLASS CHANGES:
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Cenobite Class Updates:
General Cenobite Changes:
  • HP Increase from 2 to 3.

​Level 1 Cenobite:
  • Mastery of Staves has been moved from level 2 Cenobite to level 1.
  • Student of Faith parrying chance skill increase has been removed, but increases Religious Lore, Diplomacy, and Ceremony skills by 20% instead of the previous 15%.

Level 4 Cenobite:
  • Mingul the Earth Spirit (REPLACED): You take on the traits of the great earth spirit, you may plant both feet on the ground and are unable to be moved unless killed. In addition, your staff is treated as a magical weapon for the purposes of bypassing resistances and you can parry against spells that target your AC.
 
  • Ancestor Spirit (NEW): You are capable of taking on the traits of one of your ancestors, granting you wisdom and capabilities of those who have come before you. You are granted a +2 bonus to your attack and damage bonuses and your weapon is considered to be ‘magical’ for the purposes of bypassing resistances to normal weaponry. Once you use this feature, you can’t use it again until you’ve finished a long rest.
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Inquisitor Class Updates:
Level 1 Inquisitor:
  • ...Destruction! judgment damage increased to 1D8 from 1D6.

Level 2 Inquisitor:
  • ...Hellfire! judgment damage increased to 1D6 from 1D4.

Level 4 Inquisitor:
  • Word of Law now increases your Intimidation, Law and Ceremony skills by 30% instead of the previous 20%.
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Marauder Class Updates:
Level 1 Marauder:
  • Blood Rage: Your damage is now increased by 2 for every 10 health points you are missing instead of the previous 1.
  • Gruesome Blow - Using gruesome blow is now an encounter action, you have disadvantage on the attack but deal an additional 1D6 x level in damage.
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Necromancer Class Updates:
Level 1 Necromancer:
  • Blood Siphon: Is now used as a bonus ranged attack action, still has disadvantage.

Level 3 Necromancer:
  • Rotting Blood: Damage changed from 3D8 to 4D6. Now ages the target 5D10 years instead of 2D10. In addition: If the target ages 40 or more years and they are anything but an elf or dwarf, they have a 10% chance of instantly dying from shock.
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Priest Class Updates:
Level 2 Priest:
  • The number of spells that a priest can select from has been decreased to two instead of the normal three.

Level 4 Priest:
  • Destroy Foe has been increased to 3D6 from 2D6 hit die.


Priest Spell Updates:
  • Surge of Health - Spell target number has been decreased to 13 from 16. The spell heals for 3D6 + the Priest's level in hit points. However the D6s can explode, re-rolling any result of six.
  • Greater Shield of Faith - Now requires that the priest has chosen Shield of Faith. Causes the next critical hit against a target to be treated as normal hit instead and instantly heals the target for 1D8 hit points. The target number for Greater Shield of Faith is reduced to 14 from 15.
  • Radiant Missile - The spells target number has been increased from 14 to 15.
  • Invoke - Wording changed. When an ally that you can see fails a saving throw you can use your reaction to invoke the power of your gods to allow them to re-roll the throw with advantage.
  • Prayer of Health - Now grants 4 temporary hit points instead of 10.
  • Prayer of Defense - Now grants each party member a +1 AC and AR bonus instead of just an AC bonus.
  • Binding Chains - Saves changed from dexterity/strength to spell saves.
  • Undaunted - Undaunted lasts up to the priests level in rounds.
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Pugilist Class Updates:
Level 1 Pugilist:
  • Uppercut no longer causes the target to be dazed, instead they are knocked prone.

Level 2 Pugilist:
  • Ignore Pain - Now grants the pugilist an armor resistance equal to their level.
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Rogue Class Updates:
Level 2 Rogue:
  • Skilled Delver - Now increases your traps, lock picking, and searching skills by an additional 10%.
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Warden Class Updates:
New Warden Spells:
  • Volatile Shot - A shot that adds a random condition.
  • Vine Shot - A high damaging AoE shot.
  • Nature's Balm - The warden has the ability to remove the blinded, deafened, poisoned and bleeding conditions.
  • Muddy Terrain - A large snare that must be prepared well in advance. Needs specific terrain to use.
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Wytch Blade Class Updates:
Level 3 Wytch Blade:
  • Magic Eater: The Wytch Blade is infused with a cabalist rune. Choose which rune at 3rd level and every three levels after. (6, 9, etc).
    • Rune of Elements: Your Wytch Blade now deals an additional 1D4 fire, ice, lighting, or force damage.
    • Rune of Silence: When you strike a spell caster, the TN of their next spell increases by 2.

TORCHES IN THE DARK: THE NORTH WAR

12/22/2019

 
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Torches in the Dark the North War is the first official campaign story to take place on the server. Campaign stories will generally last for 6-10 sessions, or more depending on the level of commitment and availability of playtime for all players and game masters involved. The North War is open to 8 different players, each of which can take on the role of one of the predefined characters. This isn't to say that you can't characterize or ultimately set the tone for these characters as the campaign goes forward, but they do have goals and tendencies that will need to be taken into account when choosing which character you would like to play as. In addition you will roll for their starting attributes, additional careers, purchase their equipment and choose their name.

The campaign characters that can be chosen are:

The Mercenary - A veteran of numerous battles, the mercenary has been tasked with overseeing the safety of the diplomats who must make the long and arduous journey to the dwarven Ty'Cerrig of Thaolar in the cold north, far past Ozryn and into the heart of the north-men territories. The advancing glaciers and the freezing temperatures are drawing the north-man tribes further and further south and the threat of war is an ever increasing reality as the temperamental and murderous tribes lay siege to outlying villages and farmsteads, slaughtering everyone in their wake.

Mercenary Traits:
  • Level 3 Warrior.
  • Starting equipment worth up to 2000 copper pieces, a red cloak, the final official writ of contractual obligation before the Red Banner is to be dissolved.
  • Race is human.
  • The last member of the Red Banner mercenary company.
  • Male or female.
  • Tends to be quiet, takes the job seriously and is ready to see the final contract through to the end.
  • Distrusts magic users, but doesn't necessarily agree with the wholesale slaughter of them. Doesn't take to politics.

The Noble - A minor noble, inexperienced in battle and in the hardships of everyday life outside of Squall's End more seedy underbelly of debauchery is finally getting an opportunity to prove themselves in the eyes Isac Kusov, the current lord and mayor of Squall's End. The noble is a distant cousin who has been living in Squall's End for the better part of ten years, wasting every opportunity afforded to them. A neglected education and a fascination with sex, drugs, and drinking has only proven time and time again that they are undeserving of the lofty position that has been given to them. Now Mayor Kusov has seen an opportunity to push the noble into a direct line of fire, sending them onto the dangerous mission of diplomacy in the cold north. They'll either learn quickly and finally prove themselves capable of the task at hand, or die, and either way it's no longer the burden of Kusov.

Noble Traits:
  • Level 1 Rogue.
  • Starting Equipment worth up to 800 copper pieces, a bottle of fine wine, a pipe, a large supply of abbai resin, a horse.
  • Race is human.
  • Male or female.
  • Arrogant, hasty, grossly inept at combat. Has seen death, but only in the illegal fighting rings at Squall's End. Has never killed a man.

The Inquisitor - Only recently having come to visit Squall's End on the behalf of the cabal, the inquisitor is one of a group of cabal members who have been tasked with rooting out a potential wytch within the city. Already the cabal has gone to work with nightly wytch burnings and interrogations of the local populace. As a fresh faced inquisitor there is still much to learn and the face of heresy can at times look like that of a friends.

Inquisitor Traits:
  • Level 2 Inquisitor.
  • Starting Equipment worth up to 500 copper pieces, matchlock pistol, wytch hunter's hat, official edict of the cabal.
  • Race is human.
  • Male or female.
  • Intense, cautious, sometimes paranoid. Has been tasked with exploring the north with the diplomatic team to ensure the safety of their souls and to potentially find and destroy any potential wytches among the northern tribes.
  • Is the keeper of a Hedge Wytch, a magician who has been traveling with the cabal as their prisoner. Uses their skills to track down other wytches in order to slay them.

The Magician - A hedge wytch prisoner who was previously tracked down and nearly killed by the cabal. Instead, the magician's abilities are now used to scry and to seek out other wytches in the region so that the cabal can put an end to their use of eldritch magic. The magician had only just awakened before being captured, their pursuit was the result of that awakening - Their entire family was burned to ash as a result and the cabal caught up with them soon after.

Magician Traits:
  • Level 1 Magician.
  • Starting Equipment worth up to 30 copper pieces, a staff.
  • Race is human.
  • Male or female.
  • Terrified of their own power, they have no comprehension of their own abilities. Grieving for their families death and not entirely sure that they shouldn't be imprisoned for the curse of magic being brought upon them. A guilty zeal drives them to find others with similar powers, hoping to make amends for killing their own family.
  • Knows the Inquisitor, respects them for their work despite their being captured.

The Warden - A scout and huntsman for Squall's End, the warden is one of the 'warders' in the region. A constable of the wilds who is in charge of protecting the small villages, hamlets, and farmsteads far outside of the protection of the city itself. The warden is experienced in stealth and tactics, but has had to do very little actual fighting besides a stray brigand or wild beast here or there. As acting scout and lead of the expedition into the north, the warden is in charge of seeing to the safety of the entire party as they traverse the hellish landscapes of the northern territory.

Warden Traits:
  • Level 2 Warden.
  • Starting equipment worth up to 350 copper pieces.
  • Race is human, elf, dwarf, orkon, drakon, luminous.
  • Male or female.
  • A constable and true believer in justice, the warder respects people and tends to be friendly unless given a reason not to be. Not overly talkative but willing to hold a conversation if pushed to it. Enjoys their work, but knows full well the dangers of the dread.

Custom Characters:
Players who wish to create their own characters to join this adventure can do so, but only three slots are available for custom characters. You will use character creation rules it states in the Torches in the Dark booklet. Rolling for attributes, race, class, wealth, etc. You begin at level 1.
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