dreaded_beast
First Post
For all you Scarred Lands gurus and expert DMs:
Last nite I started DMing a Scarred Lands campaign with 3 players. 2 of the players a Rogue, worshipper of Hedrada, and a Cleric of Madriel, are citizens of Calasta. The 3rd player is an exiled dwarf from Burok Torn.
The adventure started off with them being conscripted into the Calastia Military, for various reasons. In Calasta, being forced into the military is a common punishment for crimes. This was not played out and only given as background information, so that they players knew why they were together.
The players were transported on a military vessel and dropped off at their duty station, a small keep on a remote island within the Calastia nation. The island is located within the archipelego on the southeastern tip of Calastia.
The players were left on a dock with a wide river on one side, and a small path leading on one side of the keep. The only way forward was the side path or through the keep. I used the map of the Border Tower from Sword and Fist as the keep.
While outside the keep, the players were attacked by Hookwings, a flying Scarred Lands creatures. In addition, the dwarf encountered a mere-lurker, another Scarred Lands creature that hides in the water to attack it's prey.
Normally, I don't tell the players about the monsters or their names, but I did so throughout the adventure to try and give them a feel for the Scarred Lands. I tried to come up with litle explanations of how the players had heard of such creatures.
In the keep, they discovered many dead bodies. It appeared that something had burst forth from inside the bodes. The players then encountered the culprit, a Scarred Land creature known as wyrmspawn, a repitillian creature. They encountered many of these creatures as well as a sour grub (another Scarred Lands creature), and another creature, the mother of the wyrmspawn.
The players did not explore the entire keep however, and finally made it outdoors. Outdoors, they discovered the remaining survivors of the keep along with the commander and a cleric of Corean, camping outside. The party introduced themselves and agreed to help the commander clean out the keep.
And that is where the session ended.
If you have any ideas or suggestions on how to make further adventures have a more Scarred Lands flavor, please post.
Last nite I started DMing a Scarred Lands campaign with 3 players. 2 of the players a Rogue, worshipper of Hedrada, and a Cleric of Madriel, are citizens of Calasta. The 3rd player is an exiled dwarf from Burok Torn.
The adventure started off with them being conscripted into the Calastia Military, for various reasons. In Calasta, being forced into the military is a common punishment for crimes. This was not played out and only given as background information, so that they players knew why they were together.
The players were transported on a military vessel and dropped off at their duty station, a small keep on a remote island within the Calastia nation. The island is located within the archipelego on the southeastern tip of Calastia.
The players were left on a dock with a wide river on one side, and a small path leading on one side of the keep. The only way forward was the side path or through the keep. I used the map of the Border Tower from Sword and Fist as the keep.
While outside the keep, the players were attacked by Hookwings, a flying Scarred Lands creatures. In addition, the dwarf encountered a mere-lurker, another Scarred Lands creature that hides in the water to attack it's prey.
Normally, I don't tell the players about the monsters or their names, but I did so throughout the adventure to try and give them a feel for the Scarred Lands. I tried to come up with litle explanations of how the players had heard of such creatures.
In the keep, they discovered many dead bodies. It appeared that something had burst forth from inside the bodes. The players then encountered the culprit, a Scarred Land creature known as wyrmspawn, a repitillian creature. They encountered many of these creatures as well as a sour grub (another Scarred Lands creature), and another creature, the mother of the wyrmspawn.
The players did not explore the entire keep however, and finally made it outdoors. Outdoors, they discovered the remaining survivors of the keep along with the commander and a cleric of Corean, camping outside. The party introduced themselves and agreed to help the commander clean out the keep.
And that is where the session ended.
If you have any ideas or suggestions on how to make further adventures have a more Scarred Lands flavor, please post.
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