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Sword and Sorcery - Scarred Lands
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<blockquote data-quote="Graf" data-source="post: 829493" data-attributes="member: 3087"><p>And we're depending on you not to let us down. With a second continent to expore the opportunities -really- increase. Termana has some absurdly cool/interesting things including Virduk's promise (maybe it's the American in me but I love the parallels), the Charduni kingdom, the Isle of the Dead, Blood Bayou, Citadel of the Rose, the forsaken elves, gnolls and the big-desert-made-of-iron (forgot name).</p><p></p><p>Then the Termana gaz showed how far the place has to go before it gets to even the level of development Ghelspad was at when its Gaz was released...</p><p>(And I'm not really going to get into the undeveloped cat-people PC race or the Jungle-of-races-with-really-low-wisdom-scores).</p><p></p><p>Of course S&S has been knocking the cover off the ball with balance/rules issues recently, which is a welcome change.</p><p></p><p>[on topic]</p><p>SL works well with non-SL moduals. Adapting adventures is a bit of work but you'll probably have to do that anyway.</p><p></p><p>I've used</p><p>The Banewarrens -- worked very well, especially the intro. I set it in HF but any large city would work well (though you need to plan to place the spire in the city before the party gets there, or else move the spire to the etherial plane).</p><p>[edit: I toned down the high-tech elements and some other stuff as well. Though I haven't touched it in a dogs age here the link to that <a href="http://pub58.ezboard.com/fokayyourturnfrm22.showMessage?topicID=95.topic" target="_blank"> here</a> .)</p><p></p><p>The alchemist's Eryie</p><p>The WotC web site has a bunch of good adventures, you want to polish them a bit but I've found them invaluble. This one worked pretty much perfectly with the were-rats serving Belsameth and trying to offer the players up as sacrifices to the slayer. The tower was a good base for several additional sessions until they abandoned it.</p><p></p><p>good luck,</p><p>Graf</p></blockquote><p></p>
[QUOTE="Graf, post: 829493, member: 3087"] And we're depending on you not to let us down. With a second continent to expore the opportunities -really- increase. Termana has some absurdly cool/interesting things including Virduk's promise (maybe it's the American in me but I love the parallels), the Charduni kingdom, the Isle of the Dead, Blood Bayou, Citadel of the Rose, the forsaken elves, gnolls and the big-desert-made-of-iron (forgot name). Then the Termana gaz showed how far the place has to go before it gets to even the level of development Ghelspad was at when its Gaz was released... (And I'm not really going to get into the undeveloped cat-people PC race or the Jungle-of-races-with-really-low-wisdom-scores). Of course S&S has been knocking the cover off the ball with balance/rules issues recently, which is a welcome change. [on topic] SL works well with non-SL moduals. Adapting adventures is a bit of work but you'll probably have to do that anyway. I've used The Banewarrens -- worked very well, especially the intro. I set it in HF but any large city would work well (though you need to plan to place the spire in the city before the party gets there, or else move the spire to the etherial plane). [edit: I toned down the high-tech elements and some other stuff as well. Though I haven't touched it in a dogs age here the link to that [URL=http://pub58.ezboard.com/fokayyourturnfrm22.showMessage?topicID=95.topic] here[/URL] .) The alchemist's Eryie The WotC web site has a bunch of good adventures, you want to polish them a bit but I've found them invaluble. This one worked pretty much perfectly with the were-rats serving Belsameth and trying to offer the players up as sacrifices to the slayer. The tower was a good base for several additional sessions until they abandoned it. good luck, Graf [/QUOTE]
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