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

scarred lands

That has potential, If they head south then I will work it in.:cool:

Got any cool ideas for road encounters. I plan to run the burning wagon one I found on line. but I'm always looking for more.
 

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Re: scarred lands

Sanackranib said:
That has potential, If they head south then I will work it in.:cool:

Got any cool ideas for road encounters. I plan to run the burning wagon one I found on line. but I'm always looking for more.

Most of my on the road encounters were the Festering Fields style on the road encounters but still:

The PCs come accross a attacked wagon train as the sun begins to set as they approach a bunch of oozy goopy men run out and jump them (Acid Shamblers). As the PCs begin to kill them a dark cloud begins to rise from the ground (its the Bane Cloud that created them coming out to play).
Bane Clouds are great... because its Con damage it seems really scary but the PCs aren't in real danger. Since they do one after another its easy to adjust the risk by leaving more time between battles to heal or letting the BC come in early.

A cloaked knight on a hopless quest (IMC it was 'destroy the undead in the festering fields') he's helpful but spooky.
He's actually a Hollow Knight, he's broken with the other HKs over their "withdrawl" from the world. He also knows he's fundimentally a crusader and so he's given himself a crusade to occupy the rest of eternity. He's upfront about being on a quest for Corean (make it good and absurd sounding), knowledgeable and does stuff like give out maps, make suggestions for safe routes to go (AKA railroading) etc.
He's also great Deus Ex Machina later.

I really liked the Alchemist's Eerie in the WotC web page under short adventures. When I ran it there were a few problems but you should check the site. In addition to actually having maps and stats its a good source of innovative ideas.

(all I have time for now)
 

Re: Re: scarred lands

Graf said:


Most of my on the road encounters were the Festering Fields style on the road encounters but still:

The PCs come accross a attacked wagon train as the sun begins to set as they approach a bunch of oozy goopy men run out and jump them (Acid Shamblers). As the PCs begin to kill them a dark cloud begins to rise from the ground (its the Bane Cloud that created them coming out to play).
Bane Clouds are great... because its Con damage it seems really scary but the PCs aren't in real danger. Since they do one after another its easy to adjust the risk by leaving more time between battles to heal or letting the BC come in early.

A cloaked knight on a hopless quest (IMC it was 'destroy the undead in the festering fields') he's helpful but spooky.
He's actually a Hollow Knight, he's broken with the other HKs over their "withdrawl" from the world. He also knows he's fundimentally a crusader and so he's given himself a crusade to occupy the rest of eternity. He's upfront about being on a quest for Corean (make it good and absurd sounding), knowledgeable and does stuff like give out maps, make suggestions for safe routes to go (AKA railroading) etc.
He's also great Deus Ex Machina later.

I really liked the Alchemist's Eerie in the WotC web page under short adventures. When I ran it there were a few problems but you should check the site. In addition to actually having maps and stats its a good source of innovative ideas.

(all I have time for now)

Whats the link I couldn't find it!
 


Re: scarred lands

Sanackranib said:
nevermind I found it on a link here:)

Nice to know.

btw one more new site for you

The High Eyrie of the Eternal Storms

In the high passes near the slopes of Titanshome Mountains, there is a citidel built in honor of the twin Ladies of Weather, Lethene and Gubalen. Built during the reign of the Sorcerer Kings of Aurimar, this stronghold was one of the few places where the druids of both titanesses could work powerful weather magics. It was here they created one of the more fabled tomes of weather control and summoning. The Tumultous Tome was said to be the most complete work for both arcane and divine spellcasters known. After the passing of the titans in the Divine War, the fortress remained empty, as many fought for both titanesses. The only guardians remained were the storm and cloud golems, created by a process that had been long since forgotten with the Divine War. The fortress would have remained that way until a joint venture by the followers of both tried to piece together a way to bring back their patrons. Thus the storm child, Luka, and the White Wraith Slitheren Klaskps, the Wind Lady's Favored, have formed a tenous bond, each hoping to unlock the tome's secrets. They are also hoping the tome will help them in uncovering the creation of both these powerful servants for their own uses. For now, they have only barely made head way, as the golems' control amulets have all been lost or destroyed. So far they have suffered significant losses at the hands of these automani(sp). But they never give up the hope that some how, they will be able to pass deeper into the Eyrie and also to find out more at controlling such creatures.
 



scarred lands

Nightfall said:
Eh it has it's moments. :) I'm still trying to figure out a good Wizard's Tower hidden in plain sight... ;)

Now there is somthing really usefull.

How do you do mage training/aprenticeships in your game?
 

Well running my online campaign in Hollowfaust, it works out easier. :) I just have them be from one of the Guild.

But I think this will be better answered by the Player's Guide to Wizards, Bards and Sorcerers due out in Feburary of 2003. (Of which I am an author! At least the spell sections :) )

But I'd say, reading over R&R2 it would depend on how secretive the wizards in question would be. Some might be more focused (say like having a few speciality spells from one or two schools) Most probably hoard their collections and there's very little sharing among individual wizards out in the wild. In places where there's more protections available (say like a city state in Shelzar), it's easier to find good appretinces but most wizards use them as a way of keeping themselves from getting hurt.
 

scarred lands

In the more civialized areas of the Scarred Lands like Calista and Darakeene I see wizards using aprentices as a way to suplement income (like in the quentissential wizard) and in Darakeen and Calista I plan to use the old "mage accademy" as well. these countries rely on mages as a part of their millitary so it makes sence that they would like to be involved with/controll their training. (kind of like hogwarts in harry potter but on a smaller scale.) For Darakeene I figure there would be 2 accademy's one in Melaid (battle mage)and the other as part of the Phylacteric Vault (research mage/sage) in the wild areas aprentices will be doing a lot more "servent" type tasks, cooking/cleaning etc. most mages could always use a research asst. that they can trust so aprentices may work with a former master thet they "clicked with" for a long time on a limited partnership basis as well. I figure there are a llot who learn ehat they can and move on but some are either not adventurous or would rather to continue working with someone that they like/trust. (just like in the real world) the same is true of the masters. who wants to train a new asst/aprentice when you have finally got this one broken in just the way you like?:rolleyes:

If you want an idea for the there/not there wizards tower look a the castle of the blind sun in dugeon mag (I don't remember the issue #) it may give you some ideas.;)
 

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