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3 years ago ::
Dec 17, 2010 - 2:18PM
#1
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Date Joined:
Dec 11, 2006
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Just wondering if there was one - the three articles I read were rather light on info (and coming from an old-school FR background I'm not used to that).
Is there any sort of 'DM Guide', or is reading through all the seperate scenarios a sort-of on-going guide?
My first order of business is to convert this for FR, which will require a map, which will require me knowing what I am looking at. At the risk of sounding utterly stupid, I am not sure what I am even looking at there on the CS map - WHAT, precisely, IS 'The Scar'?
I don't meant the background material - I mean where is it on the map? Is that whole thing 'The Scar'? Is the darkened-portions the earth that the falling meteor kicked-up before it? Is that island in the middle of the lake the actual meteor itself?
The first article seems to elude to the group at the keep being evil, but then the next article seems to indicate that they are not evil - are they the same group? Are there two sepearte keeps?
I am seriously lacking in info here, so any help would be greatly appreciated - Thanks
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2 years ago ::
Dec 30, 2010 - 8:59AM
#2
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Date Joined:
Aug 11, 2005
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We are all lacking info, and it's been that way since the beginning.
There is no DM guide. We can get clues from the adventures but they sometimes seem contradictory. We just recently learned of the Brotherhood.
As for the Scar itself, it's a sort of crater made by the falling of the meteor (which still needs a name, "The Destroyer of Worlds"?, the "Hammer of Chaos"?, the "Scarstar"?) I don't know if that island is it, in my mind that is earth on top of the larger meteor below. Debris that was kicked up and fell on top of it.
I think a DM Guide would be an excellent addition to the wiki. What information should it contain? We could also make a Player's Guide too, add specific powers and paragon paths for the Scar. I've been mulling mutations over in my mind for a while now, but want to see Gamma World before I do anything.
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2 years ago ::
Jan 01, 2011 - 6:11AM
#3
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The main thing in my mind is some general ideas around where the campaign might take us and what the meteor actually might be. Some early background info on the Brotherhood of the Scar and its plans should be invaluable too. Things that would make it easier to use early hints and information thruout the mini adventures making them feel more connected.
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2 years ago ::
Jun 22, 2011 - 7:57PM
#4
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Date Joined:
Aug 11, 2005
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I just read Vor Rukoth, which is a great little product if you haven't read it. It's NOT an adventure, but an adventure site. It gives you the backdrop, you get to tell your own stories. It's well done and complete.
And it's exactly what we need.
I'm NOT suggesting transposing Vor Rukoth and the Choas Scar. I am suggesting a similar treatment. In the next couple of days, I'll be setting up a campaign guide in the wiki along the same lines. I'll be writing in it, but I'll need others to help. Chip in people.
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2 years ago ::
Jun 26, 2011 - 9:47PM
#5
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Sounds nice! =)
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1 year ago ::
Feb 17, 2012 - 8:35PM
#6
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Date Joined:
Aug 11, 2005
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For a start, seems like it's a good idea to look at themes and create factions:
Some suggestions:
Mages of Saruun- The Mages are interested in obtaining meteor shards and lore from those who have encountered the mutating effects of the Scar or have harnessed its power. Lord Drysdale's Irregulars- Seeks to destroy the Scar and it's inhabitants utterly The King's Men- A secret sect that strives to contain the Scar and protect others from its evil. Unlike the Irregulars, the King's Men do not believe the Scar can be destroyed. Bedlam Blades- A group of professional duelists, always seeking a chance to hone their skills in battle and dreaming of serving as bodyguards to the rich and elite far away.
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1 year ago ::
Feb 25, 2012 - 6:45AM
#7
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I am going to be running a group through a sand-box style Chaos Scar campaign. Here is the descriptions for the main groups in the Scar that I have come up with (except for secret stuff like the Brotherhood).
Mages of Saruun- The Mages are a group of magic-users that has grown up around the Scar, as people come to study the unique magical effects of the Scar. This isn't a regular guild, but more of a loose network of mages who collaborate on projects. There is a biannual meeting at Bedlam called The Conclave, where all members meet to discuss any significant changes or discoveries in the past 6 months. Any other time, a couple members can be found in either Restwell or Bedlam, but most of them spend their time in or near the Scar, studying various magical phenomena.
Lord Drysdale's Irregulars- A small legion operating out of Restwell Keep, these soldiers are dedicated to destroying the Scar, and all who live within. They believe that the Scar is a representation of the evil in the world, and if they can overcome and destroy it, then they will obtain the power to banish all evil from the world. Focused in these goals, anything that they scar has touched is considered to be pure evil in their eyes. They have the support of Lord Drysdale and his men, but most of those who live in Restwell Keep or Bedlam consider them to be unstable fanatics.
The King's Men- A hidden group of cultists whose goal is to serve as a buffer preventing the Scar's influence from spreading. First established by the same king who tried to build the Wall around the Scar, they dedicate their lives to re-establishing that boundary. While they do not venture into the Scar itself, they will bring down retribution on any who attempt to spread the power of the Scar beyond the Wall.
Bedlam Blades- A group of professional duelists, the Blades are a group that dedicates themselves to the perfection of their combat skills. They practice every day to make sure that they expand their abilities to the highest degree. Perfectionists all, the Blades power structure is based entirely off of combat skill. Advancement is obtained by beating the person who's position you want. Often used as skilled mercenaries, the Blades have a repuation as formidable foes. However, many lower-ranked members challenge unsuspecting adventurers to duels in order to practice their skill.
Delver's Guild- The Delver's Guild maintains a monopoly on most adventuring equipment and weapons. In order to purchase, PCs must either join or pay a large fee. Members receive access to equipment, room and board, and access to employers who come to the guild when they need a hired sword. The guild is run by Frieda Skullsmasher, a dwarf with considerable field experience who brutally "mothers" guild members, making sure their needs are taken care of and that they are "tough enough" for whatever mission may be arranged for them. She has arrangements with the Temple of All should a guild member need resurrection.
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