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

Obviously. :p ;)

In any case here's a new site for you.

The Well of Balance

Created after the destruction of Urkanthus of the Four Arms, this site is considered something of a myth as it's moved from place to place, each time appearing and disappearing before one of the followers of the Dark Gods can find out about such a place. It is here that the Globe of Water lies, it's power over the element of water unmatched by any known artifact. It is also the last remnant of a dying god. Mostly forgotten save by a few Incarnates, Urkanthus's spirit now inhabits this place called the Well. The physical make up of the Well is much like any other natural spring, but it also home to many water born things. Water elementals, cold elementals, and other water types, including fabled neriads live in close proximity. It is said that any mortal that drinks from the well is forever altered, changed by the will of the dead god into a creature of both water and great wisdom. So far few have found and even fewer sages know of this place. The last rumored sighting of the Well was in the high slopes of the Gascars.

Powers granted by drinking the water:

Grants a +5 inherent bonus Charisma, Wisdom, Intelligence and Dexeterity.

Also gains the half-elemental (water) template.

Can command any water elemental or creature with the water subtype, as per a cleric with the Water domain, with a +6 to their rebuke/command ability. Also has no limit on the number of such creatures under their control.

Harmful effect: Creature becomes complacent and will not leave the well.

Creature is now a part of Urkanthus, and thus marked as a foe by the dark gods. This means that he will be attacked often by such creatures and all intimidate checks made against such creatures will fail. Also all intimidate checks made by such creatures will always succeed.

Finally after 1d4 months, the creature must make a Will Save (DC 45) or else succumb to the power of the Globe of Water and become one with it. This means that the creature is no longer a part of the word, can not be ressurrected by any means. A reincarnate spell has a 45% chance of work. No other spells or abilities can affect this change.
 
Last edited:

log in or register to remove this ad




scarred lands

can't think .. .. .. brain busy crossing threads . . .:o
:rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :D

I was curious if anyone has run in Melaid how they flushed it out.
I would be surprised if it's virgin territory. . . :D
 


scarred lands

WWHHHHHHOOOOOO - who gona git me a virgin. break out the goats we got us a sacrafice.:rolleyes:

That said, I was hoping someone had allready run there and worked out any kinks:D

I still am unsure if my players are even headed that way:eek:
 

Well if you want to get them there, I could offer you this tantilizing morsel. They meet with Brother Keldor Firetusk!

Brother Keldor Firetusk; Medium sized dwarf, mountain male Cleric 3/Expert 3 CR; 5 Size M (4 ft., 9 in. tall); HD 3d8+9 +3D6+9 hp: 56 Init +2 Spd 30 ft.; AC 18 (Dex +1 +7 armor); Attack: +6 melee (morning star) (+4 Base, +2 Str), ranged +5 (crossbow, light) (+4, +1 Dex); Damage: 1d6+2 or 1d8+2; SV Fort +7 (+4 Base, +3 Con), Ref +3 (+2 Base, +1 Dex,), Will +9 (+6 Base, +3 Wis); AL LG; SA: Spells SQ: Dwarf Str 14 (+2) Dex 12 (+1) Con 16 (+2) Int 14 (+2) Wis 17 (+3) Cha 12 (+1)

Skills: Expert 48, Cleric 24
Alchemy +8 (6 ranks, + 2 Int), Appraise + 10 (6 ranks, +2 Int, +2 racial), Craft (armorsmithing) + 10 (6 ranks, +2 Int, +2 racial), Craft (weaponsmithing) +10 (6 ranks, +2 Int, +2 racial), Concentration +9 (+6 ranks, +3 Con), Decipher Script +8 (6 ranks, +2 Int), Heal + 9 (6 ranks, +3 Wis), Knowledge (arcana) +8 (6 ranks, +2 Int) Knowledge (religion) +8 (6 ranks, +2 Int), Knowledge (the planes) +8 (6 ranks, +2 Int), Profession (blacksmith) +9 (6 ranks, +3 Wis) Spellcraft + 8 (6 ranks, +2 Int)

Deity: Goran

Domains: Earth, Strength

Spells Per Day: 4/3+1/2+1

Oth: Detect Magic, Read Magic, Shockwave*, Cure Minor Wounds
1st: Bless, Protection from Evil, Smite (Domain Spell: Shockwave Strike*)
2nd: Bull's Strength, Consecrate (Domain Spell: Soften Earth and Stone)

* Denotes spells from Relics and Rituals 1.


He's been attacked and badly wounded. Keeps saying "Must...get to Meliad..." Crude I know but effective. :)
 

scarred lands

the dwarf sounds cool the party would just love to have a dwarven smith "owe them" I've decided I'm not gonna put in very many creatures with a whole lot of damage resistance for a while. the party doesn't have any magic weapons and only has 2 with a STR bonus. Thet will make the quest for masterwork weapons come first, then those cherished items will "grow" with the characters. the party is currently in Llangwyr. now that they have a little money it wouldn't surprise me at all if the barbarian "suggests" that they go back to Cole's Crossing so he can buy that masterwork axe he saw there. rumors may do the rest. the hobbit however wants to go to the phylactric vault . . .
so we will see what direction they go.
 

Well I'm sure the dwarf will be glad to give them a few masterwork weapons at discount prices, thanks to them saving his life from some Slitheren. Plus they could eventually meet his cousin, a dwarven Forgemaster. :)
 

Remove ads

Top