Scarred Lands: Ask the Sage [This keeps up, I'm gonna need a bigger notebook!]

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3rd party modules for Scarred Lands

Hey gang --

What 3rd party modules have you used for Scarred lands and where did you place them?

It looks like I have ANOTHER party I am DMing in Scarn (Ghelspad) and, while the first one in in the Serpent Amphora series, I am baffled about where to put this second party. I just don't have the time to build up homegrown adventures these days, but fortunately there are a few good thrid party modules out there.

This second group is 3rd level, two players and an NPC. Any thoughts?

catsclaw
 

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I have had some really fun adventures by using the modules off of the wizards.com/dnd website and adding a bit to them to make them last longer. I don't have time for full on home-grown, so this makes it easy =)

Dragon magazine also has a lot of interesting ideas and adventures in them that I find myself using.
 
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Two most recent ones I'd suggest is the Bone Garden and The Lost City of Barakus both by Necromancer Games are probably your best choices IMHO Cats.

As for a location, I favor Shelzar for both of these.
 

Our GM put Monte Cook's Banewarrens module out in the middle of some ruins in the Ukrudan Desert, and changed most of the background and the various enemy factions to fit it into the Scarred Lands. And honestly, if he hadn't told us he did all that, I don't think we would have noticed; it was a very seamless insertion.

I suspect he had to make some other changes as well; he said the default module assumes the players have ready access to an actual city where they can get supplies, but in our game it would have taken over two weeks just to get to the nearest city. He did comment that it wasn't too difficult to convert to a new setting and adjust for things like that, though, which is high praise.

As far as whether you'd be able to use it for your group...well, it's a mid-to-high level adventure, and with only 3 characters you'd really want to come in on the highest possible side of that, so it'd probably be beyond their grasp for quite a while.

--
we had 5 characters and it would get rough for us fairly consistently
 

Yeah Banewarrens and Rappan Athuk isn't for the weak and small party-ed. Most mega adventures aren't.

(Also don't try any of the WotC modules. They REALLY don't work.)
 

I have all three of those (Barakus, Bonegarden and Banewarrens). One of the players did Banewarrens before, so i'd opt out of that one.

I also have some Dungeon Magazine stuff as well. I just remembered, too, that I got the AEG Adventures I & II books. these are basically their mini-modules all converted to 3.5 and cleaned up. These are some short ones I can get them going on until I work on a killer plot hook to suck them into. Also I have the various Foul Locales books from Mystic Eye games. I guess I have a ton to draw from now that I think about it.

Barakus would be a lot of fun..... maybe that would be cool. Where would the dungeon be located, if Endhome was Shelzar instead?
 

Put it out in the Mounds of Man or else hidden in the depths under the Blossoming, just off the coast.
 


Nightfall said:
The hardbacks do not give any idea of the size/scale of the world, or the color of the sun. Blood Sea: Crimson Abyss, does detail the distance between Shelzar and Termana. There's no exact location yet but we'll see maybe down the road as Asherak and the rest of the world gets more detailed. As for how I imagine it, Termana is southwesterly of Ghelspad, with Shelzar being the closest port and Rahoch the next closest. The sun is a red giant like our own. It also has two moons, 16 constellations and that's it. As for sleeping, I get 2 hours in here and there. If Da Vinci can do it, so can I. ;)

Termana is southeast from Ghelspad, not Southwest. Asherak is directly east from Ghelspad. Our sun is most certainly not a red giant and neither is Scarn's. If it was a red giant, we'd all be dead. Think Dark Sun...
 


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