For those who run in the Scarred Lands what is your favorite area to adventure

scarred lands

Fevil said:
My players are currently on their way out of the Hornsaw after being savaged in Rappan Athuk (which I placed in there hehe).
They are on their way to Vera-Tre, then Mithril and finally to Burok Torn.
They have their travel plans well mapped out :)
Its going to take them 32 days to get to Vera-Tre though...so I think itll be a while before the Dwarf sees home hehe.

Looks like I will be using the hornsaw forest as well, once my guys go to the phylactric vauld and don't find waht they are looking for Lokl will be next on the list.
 

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scarred lands

Nightfall -I implemented you suggestion on Mercanary bands as a part of homeland security. The party encountered a group called the Green Griffon Company, yesterday. The 1st words out of the new cleric of madriel's mouth were how does my church stand with them? There were about a dozen of this band in the Inn the party wanted to stay in and he was really concerned that he might get jumped by them! If the party heads south to go to the mage fair then I plan to use the village you posted and Ravensfall
sounds like it could be a darn good location for their base of opperations (if I put it near the top of Dara provence, not too far south of the East Morland area that they are in. Of course East morland might work as well. I'm looking forward to hearing more about it (the name itself opens some interesting plot lines . . .)
 


scarred lands

I think Graf may be right. I have a lot od SL material
- ghelspad
- R&R1
-R&R2
-Devine and the defeated
-CC1
-CC2
-Holowfaust

and at least 2 of my players have 1 or more SL books as well with more to come.
:p

Graf- how are you comming along with the towns/NPS's and adventure/encounter ideas?
 

Re: scarred lands

Sanackranib said:
I think Graf may be right. I have a lot od SL material
- ghelspad
- R&R1
-R&R2
-Devine and the defeated
-CC1
-CC2
-Holowfaust

and at least 2 of my players have 1 or more SL books as well with more to come.
:p

Graf- how are you comming along with the towns/NPS's and adventure/encounter ideas?

errrr I'm in full monster creation mode.

I'll finish up what I'm doing and see if I can dig up some of the NPC notes. Fair warning.... most of my NPCs are sorta odd.
 

here's the stuff I have that's easily availible

a absurdly powerful violent evil druidess
a probably equally powerful half-sphnix half forsaken elf assassin/loremaster with lots of shadow magic with an artifact from Mirium (she's cheezy but I kinda like her -- the first NPC I created for the game)
her mom a gynosphnix, who is avoiding being killed by her daughter
a lot of slitherin Red Witches, probably more than I should have created
a bunch of half slithern adepts... witch of the old blood type stuff
an entire dwarven adventuring party (with liberal use of Helm and hammer) -- I thnk there are 7 or 8 members
a small party of dwarven hicks (secretly dragon-decended with some poor social skills)
a half-elf sorc and her half-orc half-... demon boyfriend... kinda gross history
a roughly sketched out party of mid-level calastian adventures (their actually working for demons to make Calastia look worse classic catch-22). Includes modertatly psycho halfing stalker, Monk of the Chain/assasin, blackguard and somebody else I've forgotten
a sort of tuck-everlasting (if you've read the books) type ranger with big dogs
the evil master of the Iron Palace a rather philosophical Chardun-ite scryer(he's sorta in Hollowfaust but you could move him whereever)
a mid-level monk & cleric of nemorga
a templar of Hedrada (based on Kalerecent from the Banewarrens) ---uses my version of an LN paladin YMMV
a CG geomancer who thinks its his holy mission to found the Church of the pantheon which worships all gods equally and his prophetic talking skull

a buncha random spells & magic items, none of them priced. I'm very confident that the spells are balanced
(eidt: he says standing on the precipice)

I don't really have towns... I managed to avoid having to deal with that head-ache.

Are you looking for general stuff or something specific?

[edit:
two arrogant "southern wizards" one with a Kopesh, blatantly stolen from one of SKR's NPCS, one is from the Urkidan on from Zalthiske.
A really powerful halfing necromancer who is aging backwards
the most powerful wizard on Scarn (other than the short time-guy in the Wise and the Wicked). For his services during the divine war Tanil gave him the wisdom (and patience) he never had in life and releived him of the burden of his intellect. His Int has fallen to 11 (and his wisdom is now 19 from 8) he's retired and living happily. Oh and he can cast something like 30 first level spells if he ever decides to use magic again, which he probably won't.
a good imp, the paladin's secret familiar

it kinda goes on like this for a while... most of the weaker NPCs in my games are primarily just funny voices and weird behaviors. Most of the powerful people are either bitter and spiteful, or else don't really want to be powerful anymore.
 
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same game . . .

Nothing specific. of what you just listed I am most attracted to the slithern. I have a roll for them to fill but haven't gotten around to making the se NPC's yet.
 

Location, location, location.

I just ran my first actual Scarred Lands game (insert applause here).

It was really short, as I had to account for character generation.(took 2 hours for generation, and 2-3 for the game).

In any case, the PCs are from a few different areas, but are operating out of Hollowfaust.

The setup was extremely typical (In my opinion) for Hollowfaust: a necromancer hired them to kill a dinosaur south of Hollowfaust and bring back its' bones.

On the way, they retrieved a cooking pot for a trio of Brewer Gnomes. The pot was being used as a "house" by a band of spider-eye goblins who were having a cook-out (halfling).

To my players' credit, they intimidated and tricked the pot away from the goblins, instead of just thrashing them.
(And were awarded some draughts from the grateful brewer gnomes as a result).

In the end, they had tarried too long, and another hunter (a lizard man fighter with trained lizard hounds) had bagged the dino. In true heroic fashion, they decided, "well , he's titan spawn, and therefore evil, we better kill him and claim the dinosaur for the forces of good!".

So they did. Actually, the lizard man ran off, and they got 5 gp apeice for the hounds.

Heroes. ;)

I just got my Termana sourcebook today (yay!), so it's likely the PCs will end up in the Blood Bayou at some point, and I'd like them to visit the Mourning Marshes (and Vesh?) as well.

Too many cool places, not enough time (the game is to meet monthly).
 

scarred lands

I know what you mean, my game mets for 12 hours but it's bi-weekly. they are geting it done but there are a lot of cool places to go and things to do. I expect it to go on for a year or 2. Still looking for 1 more player but there is plenty of time yet, we have only had 3 sessions.
 

scarred lands

Cole's Crossing
Small Border Town (East Morland Provence)
Pop. 1000 (Humans 89%, Half-Orcs 10% Other 1%)
Ruler: Count Leopold Reuter (LG, Artstocrat 5/Fighter 3) and the City Council (made up of 9 Experts & Commoners 1st-3rd)
Gold Piece Limit: 800 gp
Resources: wood, wool, grain, iron ore, furs.
Religion: Madriel & Corean are prominent but all are permited
Militia: (50) 1st-2nd warriors (militia), (2) 3rd (Sargents), There is also a unit of Darakeen regulars stationed here consisting of 90 fighters (2nd-5th level), (5) corporals (fighters, level 3-5) (2) sargents (fighters level 4), the staff officers (3) consist of a lieutenent (fighter level 5), a war mage (wizard/evoker specialist level 7), and the units young commander - Sir Breytag (Paladin of Corean level 7)

Cole's crossing is a Small border town and is known as the last "civilized area in East Morland provence". It is famous for it's master dwarven smith Bandor Ironshield (expert 7 - who is both a weaponsmith & armorer)

Town History:
50 years ago Count Reuter was granted a track of wilderness land in East Morland with the daunting task of developeing it. The count and his loyal retainers then set out to accompolish this .
Construction of the unnamed fledgling settlement had hardly began whe Emmett Cole and his young wife Jackie immigrated here with the idea of setting up a general store. As the limited workforce was already ingaged in the construction of other structures, Emmett decided to take his wife fishing and get a look at the surrounding area. The two found a perfect spot but had to jump down a low bluff to get there. Now Emmett was a wirey young man and had no difficulty in accomploishing this task. Jackie on the other hand weighed over 300 lbs. and was afraid to jump. But on Emmett's insistance that she jump, and he would catch her the reluctant Jackie went ahead and jumped.
At some time shortly after Jackie left the ground Emmett realized his mistake and tried to turn away. It was too late and Jackie knocked the hapless Emmett prone into the mud. Jackie herself sank up to her knees, where she at once began to shout "help me . . . help me . . . help me". At this moment the young count and his hunting party happened to come accross the distressed pair. After several minutes of hard laughter the men were able to pull Emmett and Jackie out of the mud and ask them who they were and how the came to be in this situation. The tale resulted in another bout of laughter. The Count was so amused by this tale that he declaired that the settlement would henceforth be known as "Cole's Crossing" in rememberance of the event. Of course, Emmett was not at all pleased at the turn of the days events but since there was nothing he could do about it he headed back with the others. Once they all got back to the sight of the settlement, Count Gruter related the tale to everyone and they all had a good laugh, even Emmett who by this point was able to see the comedy of the whole situation. Then the count instructed his men to stop what they had been working on and put up what would become "Cole's Emporium" first.
The first year was hard, there were numerous attacks by goblinoids and many constructon and planting delays occurred. The count was forced to use his familys influence at court and have a unit of troops sent to protect the new comunity. The first winter was severe and with the added mouths of the troops to feed the count had to have food brought in from other villages to keep his people from starving. Towards the end of winter the count let it be known that he would grant land waive the taxes for the first 5 years in an effort to attract more farmers to the region. That spring saw a flood of people flock to the area and the comunities size trippled. It has grown ever since.
Most of the comunities exports are sold in Llangwyr, and a steady trade has started between the two towns. Count Reuter is now in his 70's he is a fair and popular ruler and has no plans to step down any time soon.
 
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