Rosen

- Posted in Scarlet-Horizons by

Rosen — A city (population 55,000) three days' march or one day's ride west of Helix, ruled by a Merchant Council.

Roleplay

- Posted in Scarlet-Horizons by

roleplay — Roleplaying occurs when real-life people assume the role of a character within an evolving, jointly-created story — as story usually directed by a dungeon master but to which the individual players significantly contribute over time. Generally, these players attempt to roleplay their respective characters based upon various statistics, background information, personality traits, and motivations that are recorded on a character sheet, a living document that changes over time.

Also see this article.

Adventures

- Posted in Scarlet-Horizons by

adventures — a series of scenes through which players direct their heroes' actions and reactions, culminating in treasure, notoriety, and experience. Cumulatively, adventures through which a hero journeys have the effect of transforming that hero into a powerful force in the game world.

campaign

- Posted in Scarlet-Horizons by

campaign — in the context of a tabletop roleplaying game such as Scarlet Horizons, the word denotes a series of successive adventures with some unifying theme or trigger. Conversely, a series of unrelated adventures is comprised of one-offs.

Lich

- Posted in Scarlet-Horizons by

lich — arguably at the top of the undead food chain, a lich is a skeletal undead humanoid who in life was a potent spellcaster. Not all liches are created from humanoid spellcasters. For instance, dragons can become dracoliches.

PhanCamp Session 15

- Posted in Scarlet-Horizons by

Session 15 Phandelver Tabletop Campaign

? May 2024 (6:00-? CST) ? hr session; cumulative: ? hrs

Postponed from 23rd May 2024 to 30th May 2024 due to Vivian's birthday party.


previous session

Session 15 Synopsis:

Heroic Deed: Necropivot

- Posted in Scarlet-Horizons by

Available to NEC 1+ and to certain undead monsters. If you successfully activate this heroic deed, your current Hit Points change as follows: your current HP become equal to the total number of HP you have lost thus far in this encounter.

A necromancer may attempt this deed only once per combat round, and not more than once in a given encounter.

A dracolich may use Necropivot a single time in any given combat encounter.

Example: Sarloch is a FGT 4/MAG 3/NEC 3 with maximum HP 49. In combat, he is dropped to 20 HP after getting caught in a fireball (a loss of 29 HP). He's able to quaff a potion and regain 17 of those, putting him back up to 37 HP but then takes an arrow from a longbowman's enchanted weapon and ammunition, dropping to 12 HP (a loss of 25 HP). So he's lost a total of 54 HP during the entire encounter.

He's now out of potions and in dire straits, so he activates Necropivot. It succeeds, and his current HP (12) pivot and become equal to the total HP he's lost thus far in this encounter (54). This puts his at his maximum (49), plus 5 more temporary HP.

For every ten HP (or fraction thereof) lost in an encounter before activating this deed, there is a 1% cumulative chance that you gain a percentile point to either WIS or INT — your choice.

Lair Actions

- Posted in Scarlet-Horizons by

Legendary Ability: Lair Action

Although the following describes dragon lair actions, other very powerful monsters may also have their own lair actions.

Powerful dragons' Lair Actions are, essentially, heroic deeds. A dragon can, however, only activate a single Lair Action on an opponent's turn. However, the dragon might also use another heroic deed on an opponent's turn, if the particular deed is applicable.

Adult and older dragons get Lair Actions. Exception: even a wyrmling may take a Breath Weapon Lair Action. These are powerful effects that they can enact on an opponent's turn, so they significantly impact the action economy, effectively giving a fourth action above and beyond the already significant claw, claw, and bite attacks.

Note: just because they're called Lair Actions doesn't mean a dragon can only use them when in its lair.

Lair Action Breath Weapon (wyrmling and older): a dragon's breath weapon can be used once every fourth combat round (or less often) as a Lair Action. A dragon's breath weapon inflicts an amount of damage equal to the dragon's remaining hit points on those that fail a saving throw, half otherwise. A dragon is immune to its own breath weapon. For instance, a green dragon is not harmed by the cloud of chlorine gas it produces as its breath weapon.

Lair Action Tail Swipe: on an opponent's turn, a dragon of sufficient age can make a fierce tail swipe which hits automatically, inflicting hit points of damage equal to the dragon's Hit Dice or a flat 20 damage — whichever is greater — unless a saving throw versus paralysis is successful, in which case half damage is sustained. A tail swipe may hit multiple targets that are deemed by the Dungeon Master to be in its path. For each target beyond the first, award a +1 bonus to the saving throw.

Lair Action Wing Buffet: on an opponent's turn, the dragon may execute a Wing Buffet, the wind and debris this creates inflicts 1d4 damage automatically on foes within range, regardless of their armor class or Dexterity rating. Affected creatures may make a saving throw versus paralysis to avoid being knocked prone. A character knocked prone must use up half its movement on its next turn to regain its feet, and is considered flat-footed plus an additional two point penalty to AC while prone.

Lair Action (old and ancient dragons only): Draw Upon Draconic Heritage — on an opponent's turn, as its lair action, an old or ancient dragon may draw upon its draconic heritage to remove negative status effects and regain 12d8+HD Hit Points. An old dragon may only do this twice per encounter, while an ancient dragon may call upon this thrice — though not on two consecutive rounds. The final time that a dragon uses this lair particular lair action, it forfeits any further use of lair actions in the current encounter — so this isn't likely to be done unless the dragon is sorely wounded and has decided to flee or else fight to the death.

Legendary Lair Action (old and ancient dragons only): Serpentine Rage — when a dragon invokes this lair action on an opponent's turn, then on the dragon's next combat turn, it gets Advantage on all rolls (attacks, saving throws, skill checks, etc.) A dragon may not use this particular lair action in an encounter until it has suffered injury.

Bezarcane

- Posted in Coding by

Bezarcane — a half-elven sage MAGE 17/Psion 12 who is a well-respected and highly placed member of the Order of the Gauntlet.

True Dragon

- Posted in Scarlet-Horizons by

A true-dragon is a creature of great age, believed to have come down to us through the millennia. They were, many ages ago, the powerful servitors of The Visitors. Know this: you can discern a simple dragon from a true-dragon by their eyes. Simple beast dragons' eyes may glow red, or yellow. But a true-dragon's eyes are solid black — no iris, all pupil. An inky pool of obsidian the breadth of a silver serving platter.

Though unknown to sages or even to recorded but now lost ancient history, after many millennia, some very few true dragons (two, to date) can apotheose into godhood. In the few short years preceding apotheosis, such a true dragon's eyes will change from deepest black to refulgent white orbs.

Only the most experienced heroes armed with the most potent spells and items can stand against a true-dragon. Here is how you survive such an encounter: be obsequious, offer to make yourself a useful servant, and wax poetic about their traits, their might, their accomplishments. Whereas simple dragons prefer to torture and eat us mortals, the true-dragons would rather enjoy us as diversions and poor recounters of their majesty.

True dragons were created by The Visitors, and made in their image. For what purpose? No one knows for certain, but at least one sage believes that — given their incredibly long lives — such beings were left behind by the Visitors against some future need, or perhaps to safeguard or maintain some apex magic or technology.

There may once have been as many as two dozen contemporaneous true dragons, but modern sages can only account in their recorded histories for The Twelve. These are:

  1. Aerendeal (air-REND-dee-uhl)
  2. Balophomere (ball-LOW-fuh-mere)
  3. Chargammon-Prime (shar-GAMMON-prime)
  4. Daitron the Refulgent (DAY-uh-trahn)
  5. Evangion the Just (Ee-VAN-jee-ahn)
  6. Fangdureell Fellscales (fang-DURE-ee-el)
  7. Galatea the White (gal-uh-TEE-uh)
  8. Hellinorox the Hasty (hell-IN-ur-ox)
  9. Jubal-Cain
  10. Kelemvordan (kel-EM-vor-dan)
  11. Lachesis Nightcloak (lack-AY-sus)
  12. Valashinaz, Mistress of the Vault (vale-uh-SHINE-ez)

Sages believe that true dragons are immortal (can be slain, but don't die of aging). However, this is only speculation, as no verified contact with a true dragon has occurred since the Post-Diluvial.

True dragons may mate with one another, if of opposite sex. They may also mate with simple dragons. The offspring of a true dragon is a simple dragon 99% of the time — irrespective of whether both or only one parent was a true dragon.

The offspring of two simple dragons is always a simple dragon. Sages believe that it may be possible for two true dragons to produce a true dragon offspring — but this is unconfirmed. It may be that true dragons can only be produced by the Visitors themselves.

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