Scarred Lands: Ask the Sage (Going into Triple OT Folk!)

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Nightfall said:
As always Trick you enjoy being unpredictable. In any case mine rarely end the world. Just end up making people WISH it had ended. ;)

Well Trickstergod has plenty of ways to end the scarred lands, and I think that takes a certain ammount of guts to litterly having the fate of a huge campaign world like the Scarn hanging on wether your PCs succeed or not.

Excuse me I just got goose bumps... :D

Most of my ideas for Scarredladns campaigns usually start with a 10 adventure story arc involving driving Lagnei and Calastia out of Durrover... but I can never think of a decent second act.
 

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MDSnowman said:
Most of my ideas for Scarredladns campaigns usually start with a 10 adventure story arc involving driving Lagnei and Calastia out of Durrover... but I can never think of a decent second act.

Well, I think it depends upon the motivation for the first campaign. Is the party a bunch of Durrovan freedom fighters? Are they agents of Vesh? Do they just hate Virduk and want to oppose anything Calastia is up to? Are they just mercenaries? This can help determine where the party might reasonably be willing to go next.
 

MD,

Yeah well he does some rather unique twists I'll say. Maybe if you tell us more about your campaign we might help kick out the sluggishness.
 

Nightfall said:
MD,

Yeah well he does some rather unique twists I'll say. Maybe if you tell us more about your campaign we might help kick out the sluggishness.

Nightfall, I'll just copy and past the outline that I have written so far... beware... this is a LONG post. I was hoping one of the players would play a would be vigilant to act as Vesh's voice in the game.

Act I: The Siege of Durrover

1. The Heroes are contracted by the Vigils of Vesh to infiltrate Durrover, which is currently under attack by the army of Lageni and being guarded in places by Ashen Legion mercenaries. A land route would take them through harsh and foreboding mountains, not to mention the Mourning Marsh. Also it could lead through the dangerous blood rain forest. The safest route would be a sea approach via Corean’s Cleft, but it is guarded by a Cohort of the dreaded Ashen Legion.

2. Upon reaching Durrover the heroes must take the supplies they are carrying to the king of Durrover, Jeddard III. Unfortunately since the fall of the capital few people know where to find him. One person who knows is a priest in the order of gold but he won’t let the heroes know until he’s sure he can trust them. In truth he is in hiding with a group of Highland Warriors. They are distrustful of the Heroes and admitting to having the king among them is the last thing they want to do. In truth he’s masquerading as an old, and insane, Shaman among them.

3. Upon gaining the King’s trust he brings them up to date on the situation. Since the fall of the capital Lageni has installed a governor, one Baron Elmedor. A man of strange powers, and seemingly limitless resources. A legion of troops, an honor guard of Black Dragoons, The Duke of Lageni’s eldest daughter, Lady Marya, and a pair of expert trackers accompanied Elmedor to the capital. These trackers, twins, are to hunt down anyone resisting Elmedor and bring them back for his very special brand of questioning. The next morning the heroes are initiated into the Highland group (which consists of a Berserker with a Claymore, A stealthy spear wielding scout, a one eyed sorcerer and of course the saber wielding king) when they come upon a small patrol burning a village, pillaging, and raping the women who live their. Despite the patrol’s “small” size they still greatly out number the 10 or so highland warriors. If the heroes succeed in defeating the force their commander, a Vicious Half-Ogre, arrives with reinforcements. It is then that they are in turn saved by the Widow’s legion. Women who have lost their families to Lageni’s oppression and have vowed revenge. They also get to meet the Legion’s leader; a fiery Archer named Jorna.

4. With the sudden appearance of the Widow’s legion it becomes apparent that despite Lageni’s successful military operations in Durrover a sizable resistance still exists. It’s up to the heroes to try and get the Widow’s legion to join with the Highland warriors. This isn’t an easy task, Jorna is vehement about pretty much everything, and the King’s traditionalist views on women make such a match difficult. If the heroes can convince the two factions to join forces they form the beginning of an army, but more is needed, especially when a small group of Widow’s Legionnaires fail to return from a patrol. The culprits turn out to be the twin hunters, ruthlessly efficient killers they lure the heroes away from the camp and into an area that they’ve riddled with poison coated traps.

5. After the fiasco with the Twins the forces of Durrover agree that they’ll need to separate for the time being and garner more support. The King agrees to return to the highlands and rally as many clans to his side as possible. While Jorna agrees to use her legion to search for smaller and scattered resistance groups. The King requests that the heroes travel to the Dwarven Fortress of Burok Torn and plead their case to the mountain Dwarves. He knows that if the Dwarves can be convinced to join in the Cause that they would make powerful allies. Unfortunately Lageni dogs the heroes’ steps the entire trip and even upon arriving at the Mountain City they find the Dwarves to be unreceptive to the idea of allying with Durrover. It might take a lot of convincing, or a massive good deed, to get the Dwarves to change their mind.

6. On the way back from Burok Torn an especially deadly team of Calastian Dragon Knights waylays the heroes. The heroes should flee into the ruins of a remote church. Unfortunately the church’s ruins are home to a small group of monks, dedicated to the brotherhood of the four winds. They may prove to be powerful allies, however some blame the heroes from leading the dragon knights to them. Either way the adventure should end in a pitched battle between the heroes and monk versus the dragon knights.

7. Upon returning with the Dwarves’ response the heroes get some startling news. A Veshian Nobleman is trying to wed his daughter to the King. The King refuses citing his inability to keep a bride safe in the current political climate, but the Nobleman also offers the King the use of his honor guard if he accepts. The Heroes have two tasks here, convince the king that taking a bride will not result in her instant death, and to return to Vesh to fetch that same bride and bring her back to Durrover. Not simple tasks when Elmedor has gotten word of the marriage and sent a squad of Black Dragoons to kill or capture the bride to be.

8. Whether they successfully deliver the bride or not the heroes are faced with a difficult task. The troops promised by the Noblemen cannot take a land route to Durrover or they would face heavy losses. He’s mobilized a fleet of ships, but they too much breech the Ashen Legion’s blockade. While one ship might slip through four won’t be as lucky. The heroes must infiltrate the Ashen Legion’s twin bases and disable their ability to stop the ships, not an easy task when faced with hundreds of highly trained fighters. When the troops arrive they turn out to be Crimson Legion mercenaries discretely hired by Vesh, using the Nobleman as a funnel, and a convenient reason not to be held liable. Among those mercenaries is a Bounty hunter in search of Baron Elemador’s head.

9. On the Eve of the battle to take back Durrover King Jeddard approaches the heroes. If his bride to be has been kidnapped he will ask the heroes to rescue her. If not he will ask the heroes to sneak into Durrover and run interference sabotaging the enemy efforts and killing key personnel. They are aided in this effort by the masked Bounty Hunter; this could amount to a suicide mission for the heroes if they approach this wrong. One way to handle it is to use the tunnels underneath the city to cover their entrance. The mission should end however in a knockdown drag out fight against Baron Elemador and several of his elite Guardians. In the end he attempts to make his escape but Lady Marya who informs him that he’s served his purpose and drags him back to Lageni in chains. She then sets a group of Black Dragoons, led by Captain Drake, on the heroes.

10. One thing remains before the King truly has complete control over his land. Calastian forces have had fortress under siege for the past 3 years. The heroes are given the task of leading an army to the fortress and to scatter the Calastian forces. This will prove a perfect time for the heroes to prove their intelligence and to make use of the rules in Cry Havoc.

11. With the capital back in the King’s hands he begins setting matters in order. First order of business is to lead a large procession to the palace and for the King to wed his new bride. The respite proves brief however as the heroes are asked to take place in a conference between the King and the leaders of Durrover’s allies Burok Torn, Mithril, and Vesh. It becomes apparent that the victory over Lageni was temporary at best, and it’s only a matter of time before they mount a new assault, one that the over worked rebel army of Durrover would be hard pressed to fight back.
 

Mmh, It almost sound like you are actully going for meta-plot of S&S Tricks :)

I mean, are you. Resurrect elvengod - check!
Break elemental seals - check!

mmh. Oh, wait, it sounds cool. I am pretty found of apocalyptic plots actually. I prefer unpredictable happenings, and fact that characters can't be center of everything kind of belongs to it.

It would sure be cool to play your games, not to say that those I play wound't be cool.

((Ok, most of it. We recently finished Serpent amphora (not this dm:s main scarn campaing or group) cycle. I think I have pretty boring character consept in line with our Madriel priestess player. I play this really nice Tanil's champion, in game where certain warrior with mysterious background (and evil tendercies) and power-crazed sorcerer of our group are taking most of stage-time so to say. And next we are leaving to find cure for our cursed ex-pirate assasin. Oh well, and alignments of this group used to be CG, CG, CG, NG, CG and now with one additional player and some fateful adventuring they are CG, CN, CN(E), NG, CG, NE. Well, my typical rpg-time in this campaing is using diplomacy among our group to keep it non-violent. Like last time when we were returning from Hornshaw forest with not-so-nice natured ranger and her hornshaw unicorn and with strife elemental (who we knew for being one - yeh don't ask why.). Hehe, fun game, but my character kind of lacks depth. Meaning, she has nothing dark, weird, dangerous in her background. She and our Madriel's priestess are exactly who they appear to be, as our Barbarian lass too. The three men of our group, are all but that.
And because they have issues, they get more personal play time, I only have group time. So I play a lot with two dogs off-game and listen to their play. We even saw kind of happy end to adventure. Now party is kind of divaded, and nobody wants to go where my character wants to go so I guess I am dragged along to sea-adventure. ugh, with no seamanship skills. After that, I am probably dumping my character, since she is really too nice to stay with friends that are unavoidable drawn toward corruption and pay no heed whatsoever to her advices or pleas. If this goes I need to come up with new character concept, anyone has any ideas? I was thinking some really stupid and easily bluffable barbarian youngster, with big puppy tendercy for hero worship of someone more knowledgable warrior type or some who does impressive tricks with magic, whose only moment of leadership is that moment of "CHARGE!"))

That's for that really badly written gamethingie.

Hey Nightfall, I have question for you too. Any ideas what kind of books there are on future publishing list for this year? I am curious of those even maybe-ones.
 

Mm well perhaps the Durroverians might be pressed to ask aid from say Hollowfaust, or perhaps Hedrad. With either the toughened and gritty vets working for Durrover and/or a wizard or two.

Another option is going into the Kelders to search for a lost city that might have powerful magic items...but it turns out to be a Slacerian Cultist stronghold.
 

Zelda Themelin said:
Hey Nightfall, I have question for you too. Any ideas what kind of books there are on future publishing list for this year? I am curious of those even maybe-ones.
R&R3 I know is slated, along with CC4. There's a good possibility we'll see SLCS: Asherak. Possibles: Fenilrik(sp) Gaz and/or Dragon Isles Gaz.

Possibles in distant future: Player's Guide for 3.5 psionic classes, Darakenee guide, Durrover guide, Vesh Guide.

That's not 100% confirmed of course by the possibles in distant futures. But we'll see.
 

Zelda Themelin said:
Mmh, It almost sound like you are actully going for meta-plot of S&S Tricks :)

I mean, are you. Resurrect elvengod - check!
Break elemental seals - check!

mmh. Oh, wait, it sounds cool. I am pretty found of apocalyptic plots actually. I prefer unpredictable happenings, and fact that characters can't be center of everything kind of belongs to it.

No, I'm just using the plot hooks that were already set up. I'm in no way using the actual plot they themselves set up; just the hooks that they decided needed completing, thus killing some of the story potential for the setting by resolving the plot hooks themselves instead of leaving it up to DMs. It's because I'm running a game revolving around the resurrection of the forsaken elf god and possibly the breaking of the elemental seals that I am, in part, annoyed at the official books having done it themselves. Give me the ideas; I'll see them through to completion myself, thank you very much. The breaking the elemental seals in Echoes of the Past is slightly better than the resurrection of the forsaken elf god, as it seems Echoes of the Past does it via adventure as opposed to through novels, which to my mind means the PC's are the center of it all, but then again, it's taking place in a book that just causes me to twitch to no end.

I also run those plots with the PC's at center stage at that, instead of two-dimensional characters like Vladawen (even if the elemental seals are broken without the PC's being involved, it's not for them not having had the opportunity, so much as having missed it. Even then, I might run that as another campaign, with a different group of PC's).

It's also a matter of useful books; if I'm running a game that involves the elemental seals being broken at its climax, or That Which Abides being resurrected at it's climax, what's more useful - the book that details what comes after (during that time when the campaign will be wrapping up...), or the book that details what comes before (during the vast majority of the campaign in other words)? The book that details what comes before, of course.

As for your predictions there, Nightfall, I sincerely hope psionics will be relegated to the backwaters of near nonexistence in the Scarred Lands, though I realize that's a vain hope. However, while I think one more nation book for Ghelspad might be fine, anymore than that is far, far too much. Give me something on Termana - the Gray Isle, or the Forsaken Elf nations, or something like that. Ghelspad's fairly well mapped out already.

So hopefully you're just saying what you hope to see, as opposed to what might be slated, nation book-wise, as Ghelspad has already been amply detailed.
 

Trick,

Hate to burst your bubble but the Elven nations/Forsaken elves are covered. I doubt they will rehash it just because you hated Faithful and Forsaken.

More Termana sources and/or Asherak might be a possibility but we'll wait and see. So far no one is crying out for say a book on Paladronia(sp) or the Silver Isle. (Though the latter might get play.)

As to my hopes, I have other stuff I hope for. I am saying however the psionic stuff will probably be used. Why? Because not only was that revised but they added stuff for Divine and new epic stuff as well. Same for Ghelspad. While there is plenty covered, there are still a few areas that people seem to have a guininue(sp) need to have a sourcebook about. This often determines what get published. The needs and cries of many gamers as opposed to a few.
 

Nightfall said:
Trick,

Hate to burst your bubble but the Elven nations/Forsaken elves are covered. I doubt they will rehash it just because you hated Faithful and Forsaken.

Same for Ghelspad. While there is plenty covered, there are still a few areas that people seem to have a guininue(sp) need to have a sourcebook about. This often determines what get published. The needs and cries of many gamers as opposed to a few.

Very true, Nightfall. As you yourself have said, the Scarred Lands seems to integrate fan comments.

Thus why I continue pushing for the detailing of forsaken elf nations as opposed to high elf - as thus far, there's a good deal of antipathy that I've seen towards the Faithful and the Forsaken, as opposed to just grumpy ol' me. I highly doubt my own grumpiness would change things about, but thankfully, the book keeps getting picked apart more and more every time it comes up. Not to mention, it makes more sense to support the hardcover Termana book than the Faithful and the Forsaken, as the hardcover's more universally useful. While I don't want to put words into either Ari or Joe's mouth, I do believe Joe told Ari the Termana hardcover wouldn't be invalidated by the Faithful and the Forsaken; so there's still some hope for the forsaken elf nations yet.

As for Ghelspad/Termana, none of it has a genuine need to have a sourcebook. I was getting by for a while just fine on the Ghelspad Gazetteer for a goodly amount of time.

What ultimately determines what will be published is what will sell. Thus why I make it a point to pipe in with my opinion; it may not be the majority, but if it is, yet remains unvoiced, then I'm doing myself a disservice, as well as anyone else.

Or would you honestly be quiet, Nightfall, if you felt you were in the minority on something, hmm? A certain archdemon and demigod come to mind.

It's also helpful when there's no grumpiness that boils up - I'd like to think Edge of Infinity is going to sell well, as it's something that, conceptually at least, has been universally accepted as something desired by the fan base. I'll have to borrow my friends copy to peruse before deciding on a purchase myself (the Faithful and the Forsaken has burned me from ever putting money down for a Scarred Lands product without reading it first), but I'll probably pick it up within the week after reading it if it proves satisfactory (and probably have a review up soon after having given it a good read).

So as you said; it's a matter of what people are asking for and are interested in. You're looking for psionics and Darakeene and Vesh. Delightful. I'm looking for psionics being pushed to the wayside, maybe one more Ghelspad book, but definitely am interested in seeing something done with Termana instead of it just sitting there (the Gray Isle, Virduk's Promise, the Isle of the Dead...all interest me much more than any Ghelspad book right now).

And to make this semi-useful, anyone out there with Edge of Infinity (or heck, even Echoes of the Past) thinking about putting up a review for either? I'll probably be reading Edge of Infinity soon, anyway, but am curious to see an in-depth look at it, and possibly something to sway my opinion to something more favorable for those books that currently draw my disdain (Echoes, Blood Sea).
 

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