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Ravenloft and Scarred Lands: Co-exist?
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<blockquote data-quote="Lopan" data-source="post: 337041" data-attributes="member: 6717"><p><strong>some more thoughts...</strong></p><p></p><p>I think it's the fear/horror/madness checks wich are the most difficult to carry over. They happen to be VERY critical to the ravenloft setting, due to the nature of the land. I would love to use some method like this in the SL, but it just doesn't seem to work. How can a people who have seen their gods throw mountains really be required to make a fear check when they realize there's a dead body in the closet? How can a people who have to deal with monstrous evil titanspawn creatures constantly bombarding their settlements from the wild lands really be asked to make a horror check when they find out their best friend is something vile? It seems like the people would be to decensitized(sp?) to really feel that kind of personal horror.</p><p></p><p></p><p>As for Bragg's idea, I actually tried something like that last session. Elendal, a pc wizard in my campaign, happened upon a rather ample finger of Mormo's that was being protected by some Brown Gorger Slitherin. He kept it quiet from the rest of the group, but a few rather prominent/powerful NPC's from around Ghelspad(like a rather high ranking mormo worshiper/gorgon from hallowfaust) found out just what he was hiding. Being a rather chaotic bunch, the various mormo factions were all independently trying to gain the item for themselves. However, the hallowfaust mormo-worshiping necromance decided to become a "friend" and mentor to the character, appearing whenever Elendal least expected it. The necromancer found out that a warrior of tremendous power who "Rides swifter than the wind upon his steed of black coal, twin blades glowing on his back, his cobra helm leering and instilling fright" was a short ride from their current desert home. He "convinced" Elendal to escape by using an artifact the Hallowfaust necromancers discovered, an artifact that has cropped up throughout the scarred lands history as a "Box of ultimate evil"(think the box from Hellraiser). The necromancer was convinced that if he could trick the characters into fleeing to another realm that dripped of evil, the mormo finger would have a place to collect power and possibly... grow all the while protected from the other mormo worshipers who wouldn't understand its full potential. So, Elendal tricked the other PC's into "hopping a ride to another realm" by using the box. Sure enough, mist began pouring out of the box when used... next thing they know they're in Ravenloft(Falkovnia to be exact). Boy, you should have seen the look on the LN Ranger's face when his teeth began to elongate and sharpen due to a rather brutal attack on some guards for no reason and grave robbing after that(Ravenloft Power Check... he would go on to fail another 1 afterwards).</p><p></p><p>The adventure went well, up until they tried to get back into the city of Lekar via force.... they learned the hardway that you don't storm Vlad Drakov's home town with 4 level 4 characters and expect to get far without dieing. They're now hiding out in a farmers field dreading the growing search parties of Falkovnian troops looking for them.</p><p></p><p>Still, now all my scarred lands books are collecting dust.......</p></blockquote><p></p>
[QUOTE="Lopan, post: 337041, member: 6717"] [b]some more thoughts...[/b] I think it's the fear/horror/madness checks wich are the most difficult to carry over. They happen to be VERY critical to the ravenloft setting, due to the nature of the land. I would love to use some method like this in the SL, but it just doesn't seem to work. How can a people who have seen their gods throw mountains really be required to make a fear check when they realize there's a dead body in the closet? How can a people who have to deal with monstrous evil titanspawn creatures constantly bombarding their settlements from the wild lands really be asked to make a horror check when they find out their best friend is something vile? It seems like the people would be to decensitized(sp?) to really feel that kind of personal horror. As for Bragg's idea, I actually tried something like that last session. Elendal, a pc wizard in my campaign, happened upon a rather ample finger of Mormo's that was being protected by some Brown Gorger Slitherin. He kept it quiet from the rest of the group, but a few rather prominent/powerful NPC's from around Ghelspad(like a rather high ranking mormo worshiper/gorgon from hallowfaust) found out just what he was hiding. Being a rather chaotic bunch, the various mormo factions were all independently trying to gain the item for themselves. However, the hallowfaust mormo-worshiping necromance decided to become a "friend" and mentor to the character, appearing whenever Elendal least expected it. The necromancer found out that a warrior of tremendous power who "Rides swifter than the wind upon his steed of black coal, twin blades glowing on his back, his cobra helm leering and instilling fright" was a short ride from their current desert home. He "convinced" Elendal to escape by using an artifact the Hallowfaust necromancers discovered, an artifact that has cropped up throughout the scarred lands history as a "Box of ultimate evil"(think the box from Hellraiser). The necromancer was convinced that if he could trick the characters into fleeing to another realm that dripped of evil, the mormo finger would have a place to collect power and possibly... grow all the while protected from the other mormo worshipers who wouldn't understand its full potential. So, Elendal tricked the other PC's into "hopping a ride to another realm" by using the box. Sure enough, mist began pouring out of the box when used... next thing they know they're in Ravenloft(Falkovnia to be exact). Boy, you should have seen the look on the LN Ranger's face when his teeth began to elongate and sharpen due to a rather brutal attack on some guards for no reason and grave robbing after that(Ravenloft Power Check... he would go on to fail another 1 afterwards). The adventure went well, up until they tried to get back into the city of Lekar via force.... they learned the hardway that you don't storm Vlad Drakov's home town with 4 level 4 characters and expect to get far without dieing. They're now hiding out in a farmers field dreading the growing search parties of Falkovnian troops looking for them. Still, now all my scarred lands books are collecting dust....... [/QUOTE]
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