Scarred Lands: Ask the Sage

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Nightfall,

Im planning on purchasing some Scarred Lands material for the first time to start a new campaign. I'm doing this for several reasons.

1. We are an experienced DND group and most of us have always played in the FR. We know the core info in and out. The players don't use metagame info but it's hard to strike fear into someone with a monster who's stats they pretty much have memorized. It's also hard to portray that sense of awe and wonderment going to a new location that your players have read in detail.

2. The other DMs campaign is FR and I would like my to dabble in something a little different.

A couple of questions

1. Is there a good comparison for the SL to a movie or book for the "feel" of the world? It seems to have obvious influence from the Roman/Greek mythos. I've read it's a more dark and gritty form of DND. I want to give my players a point of reference.

2. Assume you have virgin players who know nothing about the world. What information would you give them to preread before they start the campaign? I want them to have some familiarity, but don't want to show my poker hand so to speak. I want to avoid the intimate knowledge that we all have with FR.

Thanks for the help.
 

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Believer said:
Prestige Classes.... ah, so many, yet so few interesting ones.

I'm looking to gain a prestige class in Scarred Lands. I am currently a level 3 wizard, I asked my DM about the Mystic Theurge (he's debating based on power issues). Another idea that I think would be wickedly fun would be to put an alienist into Scarred Lands.

Any opinions on these? Or suggestions for a Veshian wizard of Tanil?
Alienist is a possibility. But mostly it's a little...off since most SANE wizards prefer something a little more "down" to earth. Now there is the possibility of Demonologist or even say Hallowed Mage. But for like Trickster suggested, Vigilant Arcanist is probably far more likely. Of course another is Lilendail archer. If you use a bow that is. Otherwise I'd say you don't have many other options.

Trickstergod said:
The patron of Drendari just slipped my mind; as for not requiring the Shadow Domain for entry into the prestige class, that would be because the extra domain already covers that - no Shadow Walker lacks it, and for those entering into the prestige class, there's already extra incentive to have had the Shadow Domain in the first place (so the Trickery Domain can be accessed, which Drendari, for some reason, doesn't offer).

And besides, I take a gleeful delight in being unbearably helpful, or helpfully unbearable...or something. Ahem
Trick,

You are truly worthy of your handle. The Lady of Misfortune must have been watching you with glee. Anyway I do understand that point with offering Trickery domain. However for me I've already house-ruled that Trickery is a domain that Drendari CAN offer, much like Hedradan clerics of Cult of the Sacred Bull gets access to Strength domain. (Something I'm still not sure Hedrada has. He's always been pretty wimpy to me.)

broghammerj said:
Im planning on purchasing some Scarred Lands material for the first time to start a new campaign. I'm doing this for several reasons.

1. We are an experienced DND group and most of us have always played in the FR. We know the core info in and out. The players don't use metagame info but it's hard to strike fear into someone with a monster who's stats they pretty much have memorized. It's also hard to portray that sense of awe and wonderment going to a new location that your players have read in detail.

2. The other DMs campaign is FR and I would like my to dabble in something a little different.
Mm I understand and I hope my insights can assist you and your players. I will say there are other settings, but to me the Scarred Lands are home. :)

So away I go!

broghammerj said:
1. Is there a good comparison for the SL to a movie or book for the "feel" of the world? It seems to have obvious influence from the Roman/Greek mythos. I've read it's a more dark and gritty form of DND. I want to give my players a point of reference.
There's no one TRUE comparison to the Scarred Lands. Part of that is because each place, each continent has its own unique flavor. But I will say you are correct in parts of it. It's darker and gritty. Primarily because when you leave the comforts of a city or nice quite towns, you and your party are on your own. With the blasting infernoes of the Bleak Savannah along with the Ukrudan Deserts, home to things better left along by most SANE people, to the dark and blood drenched forests of the Hornsaw and Blood drain woods, you're not going to find many places to rest. That's not including the numerous Titanspawn that breed just as quickly as any orc or gobliniod races. If you want your players to have a point of reference just tell them this: "This is the Scarred Lands, a world blasted by powers and forces beyond the ken of most mortals. Magic is raw and untamed, it is power not an art. Here sorcery is in the blood, not just some random mixtures. Druids are not tree huggers, they are poison bringers, devourers of flesh, and harbingers of storm, fire and even magic. Here you don't just become an adventurer for fun. You do it to survive. If you don't think or keep you wits about you, you die. So welcome to the Scarred Lands. You were warned."

broghammerj said:
2. Assume you have virgin players who know nothing about the world. What information would you give them to preread before they start the campaign? I want them to have some familiarity, but don't want to show my poker hand so to speak. I want to avoid the intimate knowledge that we all have with FR.

Thanks for the help.
I'd definitely give them the two Gazeeteers for Ghelspad and Termana. Both are very helpful in defining the flavor without giving a lot of stats. Plus the pull out maps are nice too. I'd have them look over the Player's Guide, but only after a couple adventures under their belt. Also might want to consider doing a short write up for them. No more than page, but certain more than two paragraphs. Just give them a short history of the world, the Divine War, and the races. Other than that, I don't think they need much else. I hope that was helpful.
 

Gee you think with ask the Sage, I'd get more replies.

Btw Blacky, next time post here when you have an SL related question!
 

Okay bumping this back up. And no I don't have any other SL news at the moment. I will say that I'm loving CC3 and I can't wait for my author's copies of PG: Rangers and Rogues.
 

Dear Sage,

My question is this: You are fully licensed and accredited by Sword & Sorcery Studios to be their official Sage of the Scarred Lands setting, right?

:D
 


Heh, a fine prestige class...

Trickstergod said:
[..]
Requirements
To qualify to become a shadow walker, a character must fulfill all of the following criteria:
Alignment: Any Chaotic
Base Reflex Save: +4
Skills: Move Silently 6, Knowledge (Religion) 6
Feats: Blind Fight
Spellcasting: Ability to cast 1st level divine spells
[..]
A minor point: A druid worshipping Drendari is going to be able to qualify as any other divine, domain-less, spellcaster (a CG rogue/variant paladin from Book of Hallowed Might, a Rogue/Ranger, for example).

I'd suggest rephrasing additional Domain ability a little, as well as the one with Turning/Rebuke levels stacking.

Trickstergod said:
[..]
The Shadow Walkers class skills, and the key ability for each skill, are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int)
[..]
I'd like to suggest adding Decipher Script (for Slarecian relic hunters) and Diplomacy (for those who like to parley) skills.

Trickstergod said:
[..]
Shadow Protection (Su): Some of the creatures of shadow are less than hospitable to the living. At 4th level, shadow walkers of Drendari reduce the ability drain of all attacks against them by three. Being revered as she is by rogues, Drendari protects her shadow walkers as equally to the touch of a shadow as poison that deals ability point damage (or any other source for that matter). This will only prevent an ability drain of up to three points from any source, even if multiple abilities are drained at once. Thus, a shadow walker hearing the frightful moan of a ghost for 2 Strength, 1 Dexterity and 2 Constitution damage may ignore 2 points of Strength damage and 1 point of Constitution damage, but would still suffer the Dexterity damage and the remainder of the Constitution damage.
[..]
You may want to add who decides which points are lost (a player or a GM?) in order to aviod potential source of conflict.

Trickstergod said:
[..]
Shadow Walk (Sp): A 7th level shadow walker may shadow walk, as per the spell, three times per day.
[..]
How about making the number of times a little more ability dependent? Something like (Charisma Bonus +1) or (Wisdom Bonus +1) or (Dexterity Bonus +1). Note that many class abilities use this method (just a loose suggestion).

Trickstergod said:
[..]
Shadow Strike (Su): A shadow walker receives one of the ultimate benefits that they could from their goddess, a communion between the shadows and their blade, upon attaining 8th level. Any creature casting, covered in, or nearby a shadow is effectively considered flanked by the shadow walker. Classes with Improved Uncanny Dodge or similar abilities that render them immune to being flanked that are four levels higher than the characters combined levels in shadow walker and rogue (including the Shadow Priest bonuses) are immune to this ability.
[..]
Whoa, powerful ability... It may be a good idea to add a fast and loose mechanic for determining what constitutes required shadow coverage (something like: over a half body hidden, a medium shadow - you get the idea), a prohibition of some sort (total darkness and daylight around noon hours prohibit the use of this power) and, finally, why the creature is considered flanked (a per d20 mechanics, flanked creature must be aware of being flanked by another creature, i.e. you cannot flank somebody with a friend of whom your opponent is not aware).

Trickstergod said:
[..]
I've pondered on changing the casting progression, and the Shadow Priest ability isn't quite to my liking either - few entering the Prestige Class will have the Improved Uncanny Dodge ability any time soon, and the +1d6 sneak attack could just as easily be listed as +1d6 sneak attack at 5th and 10th level instead of being listed as Shadow Priest. I also believe there should be a 10th level ability thrown in there. For the current disadvantages one might see, however, I believe the Shadow Strike ability helps make up for them - seeing as how there will be few instances that an opponent doesn't cast a shadow - without going too overboard due to the diminished sneak attack capacity (likely all of +2d6 to +4d6 when it's first gained), while the full turning progression helps to deal with undead.
[..]
Myself, I would prefer a few social abilities, like an ability to overhear through shadows, some hiding or intimidate bonuses (CN character rarely play nice or fair) or some last resort ability to flee or foil opponents.

Priests are social creatures whose ultimate goal is to recruit the faithful, right?

Trickstergod said:
[..]
Perhaps it's no Blessed of Mesos, but then again, Blessed of Mesos is, quite simply put, broken.[..]

Agreed.

Regards,
Ruemere
 


Thread hijacking!

ruemere said:
A minor point: A druid worshipping Drendari is going to be able to qualify as any other divine, domain-less, spellcaster (a CG rogue/variant paladin from Book of Hallowed Might, a Rogue/Ranger, for example).

Ahh, but a druid lacks Knowledge (religion) as an in-class skill. While bards do have it (and the requisite Hide, as well), in the context of the Scarred Lands, there's going to be few druid worshipping Drendari worshippers. As for other variant divine casters, well, as Shadow Walker and Drendari worshipper are near synonymous in my mind, anyway, it's not so big a deal, so long as Drendari's worshipped.

ruemere said:
I'd like to suggest adding Decipher Script (for Slarecian relic hunters) and Diplomacy (for those who like to parley) skills.)

Decipher Script isn't too bad; however, my image of a Drendari worshipper is one both quiet and secretive, not ambassadorial. Thus why no Diplomacy. The less a worshipper of Drendari is noticed, the better.

ruemere said:
Priests are social creatures whose ultimate goal is to recruit the faithful, right?

To a degree; however, I don't see that being Drendari's general angle. Those who want to take that route in her name are likely better suited towards staying with just the cleric, whereas her more stealth and shadow inclined clergy probably wouldn't even admit who they worshipped, much less proselytized.

Anyway, didn't respond to everything, but there you have it.

I didn't want to go on for too long, anyway, so as to avoid too much thread-hijacking.
 

Just so we're clear guys, I don't consider anything SL related thread hijacking. But if I will say any discussions of metaplot go elsewhere.
 

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