Scarred Lands: Ask the Sage [Version 3.65729 with Upgrades!]

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Nightfall said:
Relics and Rituals 1, page 148 of the Magic item section. First paragraph.

I admit to altering the rules but I also feel my original idealogy when I did this works very well with beginning level characters. You might want to reconfigure if you feel your party isn't quite up to snuff, but that's for other DMs.

Damn.... I am blind. :) Thanks. I assumed that I would find it in a Scarred Lands specific book, like the Ghelspad Campaign setting. I keep forgetting that while SSS likes to promote the "other" books (R&R, CC, etc.) as setting independant, there is a wealth of Scarred Lands info within.

I need so scour these for more setting flavor, monster and NPC attitudes, as well as geographic and cultural specifics.

As for your alteration of the rules, I lean toward mid-level magic settings and I hate the mis-use and abuse of magic. I really think that magic gets cheapened when permanent or unique items have no flavor or value, and with settings like FR, the players are used to going to the "local magic shop" and getting their +1 amulet of natural armor upgraded to +2 or +3 just by dropping coin. It rubs me wrong.

catsclaw
 

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I agree about the whole "magic shoppe" approach to getting items. I much prefer it if the players either make their own (cause I don't factor in that kind of penalties for magic item creation) or if they have ties to say a local goverment that needs their powers for specific things. Say for example, you have a paladin of Corean (Knight of Silver) and he's got a nearby chapterhouse. It makes sense that if there's an upswing in supernatural activity, the chapterhouse can "loan" or provide the items in question for a price. Same is true for most clerical establishments, even though again I keep the more powerful spells in check by having the hierarachy either not have the access or just generally let the players find/make their own. But yeah this way, the purchase of magic items is easily handled and also makes the other players rely more on their own innate skills than on some mucho magic items.
 

Our GM is taking a kind of median approach to magic items in the Scarred Lands; if we're doing things in "civilization" (in cities and against modern-day organizations), the amount of magic items is reduced significantly. If we're out rummaging through ancient cities or people who've just looted a bunch of ancient cities, the normal DMG rules apply.

It's only recently that our PCs have had a lot of money on hand and have wanted to start buying the kind of items we just can't find anywhere else. Since our group's centered in Shelzar (and our wizard is a wondrous items artisan himself), finding someone who can do the work isn't too difficult...but because it's Shelzar, the price for doing that work ranges anywhere from 50% over the listed market value ("friend" prices) to two or three times market value.

Everyone gripes about the markup, of course, but they're paying it anyway. Generally things that the party wizard can't make, like magic armor or rings or tattoos. We've also traded away or sold magic items brought back from various adventures that we have no immediate use for, generally to NPCs who can build or procure items we want (or give us a good introduction to people who can).

So, no stores with racks full of +1 weapons for sale in our game, but commissioning items or upgrades to items is fairly common among the wealthy and the adventuring set. A few inquiries will generally point the demanding in the direction of the supply.


It's had some other interesting consequences: there's a lot of in-character interest in continuing to poke around cities that were old when the Empire of Flame was in full swing, for example. In sort of a D&D analogue to Dillinger's observation that he robbed banks because that's where they keep the money, we're becoming awfully adept at looting ancient ruins. ;)

And Milo the wizard has become aware that his constant poverty (all those new spells and raw materials for new items cost him dearly) could be solved by taking a few commissions from NPCs and charging similarly exorbitant prices, so he's looking into becoming an established name among the other item-builders of Shelzar so he can be on the winning side of the price-gouging equation.

--
it's easier than learning how to manage his money properly
ryan
 

Yep, ruin looting is often far more profitable than just trying to have craftsman doing it himself. Course the trouble with becoming an item smith, sometimes you attract unwanted attention. ;) But even so, nice story, HC.
 

Blood of Mormo

In the Scarred Lands campaign I am running, the PCs have been exposed to the Blood of Mormo. The batch they have been exposed to is considered "pure", not the diluted version described in Relics and Rituals. However, the PCs do not know this, only that it is the Blood of Mormo. On a side note, the PCs have already retrieved a few vials of the diluted version of the Blood of Mormo, described in Relics and Rituals, but have yet to identify it.

Any ideas on what effects, good and bad, could happen to the PCs as a result of being exposed to the "pure" form of the Blood of Mormo.

I already have one PC, a dwarf who failed a saving throw in regards to an "attack" from an aspect of Mormo, showing strange symptoms: a fine network of serpent scales covering his skin, undetectable unless looked for; and pupils that are now slitted like a serpent.

As a result of the failed saving throw, I intend to have him act as the "eyes and ears" of Mormo. In essence, a spy for the BBEG, unknown to him. In terms of affects, I was thinking a +1 to Natural AC, but a -2 to Charisma.
 

I'd say if you have female characters, they turn into various Mormo children, (mostly Hags). Another idea, they start feeling the need to hate elves (wood elves at least). A few might even get blight wolves as companions or be able to summon them. Treat this a Summon Animal effect.

They could get +2 on Diplomacy checks with Mormo spawn. A few might even get sorcerous or wizardly abilities, depending on the amount. Grow fangs, gain improvement to Dex and Con scores, maybe even Wisdom. Have one or two become Witchspiders. :) These are just some of the ideas I have at the moment.
 


Thanks for the response Nightfall.

If anyone else wants to chime in, please feel free to do so.

On another note, is Scarred Lands a "low level" type of campaign, as in there are very few high-level NPCs walking around? In other words, what would be considered high-level for the Scarred Lands?

Some of my players just reached 4th level, with a few 3rd level ones.

The party break-down is:

Rogue 4
Fighter 4
Cleric 4
Ranger 3
Sorcerer 3

Would they be considered "famous" in the Scarred Lands because of their levels? So far, the entire campaign has taken place on a tiny remote island in the archapelego to south-east of Calastia.
 

I'd say probably between 12-15 level are considered "heroic" Above that probably legends. 20th and beyond, mythic.

Glad you like my other ideas.

In terms of Calastia, they'd probably be modestly well known. But until they get around...8th-10th level, they wouldn't be known on sight. Course if they pick up some ancient relics that might change.
 

Nightfall said:
I'd say probably between 12-15 level are considered "heroic" Above that probably legends. 20th and beyond, mythic.

Glad you like my other ideas.

In terms of Calastia, they'd probably be modestly well known. But until they get around...8th-10th level, they wouldn't be known on sight. Course if they pick up some ancient relics that might change.

Cool. Thanks for the quick response.

In terms of the blood of mormo, I wanted to give the players some interesting abilities balanced out by some penalties. I want to maintain "balance", whatever that means, hehe.

However, some players may not like the ideas of these abilities/penalties forced on them, so I figure I will give them a save to get rid of them. If they fail the save, they can go on a quest to remove themselves of the taint.

Perhaps a progression into a "mormospawn". For instance, one of the female PCs could start he progression into a hag, gaining a few abilities here, while racking up some penalties there.

I'm not gonna worry about Level Adjustment and stuff like that. I'm just gonna hope that penalties will "balance" everything out.

Can you give me more information on Mormo as well as her Titanspawn? And anymore ideas on what abilities/penalties the players could get would be cool too, thanks!

Hehe. :D
 

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