Scarlet-Horizons

for all things related to my Scarlet Horizons setting for roleplaying.

Lowerdark

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Lowerdark, The — areas of the Underdark more than thirteen miles beneath the surface world are said to lie in the Lowerdark.

Rogier Van Der Weyden

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Rogier Van Der Weyden — The current Father-Abbot of the Seekers in their chapterhouse at Helix. Rogier is a retired adventurer (CLE 3/Sohei 4). He has held this position of authority and leadership since PR 198.

Ritual: Spirit Recall

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Spirit Recall is a powerful ritual that can sometimes restore life to a deceased person by manipulating time, causing it to reverse itself in an area immediately surrounding the target of this ritual. When the ritual succeeds, the deceased person's body is regressed in time to a point prior to injury, fatal disease, fatal accident, etc. and coaxes the spirit back into its physical shell.

If this ritual is successful, you return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails. If cast by someone with 30+ arcane and/or clerical caster levels, even missing body parts are restored as part of the spell or ritual.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

When enacted as a spell instead of a ritual, this effect is called Restore Life and casting the spell saps the caster, leaving her with one level of "One D&D"-style exhaustion. This exhaustion doesn't occur if this is enacted as a lengthier ritual.

Wizardstower

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Wizardtower is a community on the north bank of the Ash River, east of the foothills of the Soot Mountains. The village takes its name from the wizard's tower overlooking it from the north.

Fornost d'Voivodja

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Fornost d'Voivodja — The abbot who founded the Seekers in Pre-Ravaging 102, in Helix. This 332-year-old human is a 19th level cleric of Arcantryl. He is an Expert 9 (Archaeologist 5/Investigator 4)/Cleric 19 — OVL-28 with THAC0 12 and 126 HP. No longer the acting father-abbot of the Seekers' Chapterhouse, he has retired and abides in his tower in Wizardtower, a bastion that has stood for over six centuries. Fornost wasn't the original dweller. Some think he has ties to the wizard who raised the tower.

Nergal

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Nergal
Greater God of Death, Undead, and the Underworld
Alignment: Chaotic Evil
Symbol: A single white skull

One of the Old Gods, Nergal once ruled the Underworld and the spheres of Death and the Undead. He was deposed and presumably destroyed by his sons Orcus and Set.

Heroic Deed: Righteous Fervor

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Available to anyone with at least one level in Paladin. Expend a Risk Die from your Risk Dice Pool by rolling it. Let Y equal the sum or your Wisdom and Charisma modifiers (if this results in a value less than 2, set X to 2). Let Z equal your total paladin levels. If you successfully activate this deed, deal an additional {Risk Die Result x (Y+Z)} points of radiant damage to the foe, and it receives a penalty of -{8 - Risk Die Result} on its very next attack roll or saving throw, whichever happens first. You may only use Righteous Fervor once in a given combat encounter. You may activate it after confirming that one of your melee attacks hits successfully. If you deal in excess of 99 damage on the attack to which Righteous Fervor is applied, automatically gain a percentile point in Wisdom. Otherwise, there is a (Y+Z)% chance of same.

Heroic Deed: Ridiculous Luck

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Available to Halfling or 8+ combo in THF and its subclasses. Roll a Risk Die. If it doesn't come up '1', you may roll a single attack roll, damage roll, saving throw, or skill check three times and choose which to use. If you invoke another heroic deed the round after successfully activating Ridiculous Luck, you have triple the usual chance of gaining a percentile point to a score.

Heroic Deed: Recharge Item

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Available to CLE/MAG 3+. After a long rest, and when you are not exhausted or under other debilitating status effects, you may concentrate for a single turn and add (X/2) rounded down charges to a magic item, up to and including its maximum charge capacity — where X is your total mage and cleric levels (and any subclass levels of those core classes). If you are an Enchanter, you may add one additional charge to the item — above and beyond the amount just calculated — per Enchanter level you possess. Unless a given magic item description says otherwise, you may only do this for charge-bearing magic items (wands, for instance) that you personally created. There is an X% chance you gain one percentile point to your Intelligence score, where X equals the number of charges you restored.

Heroic Deed: Stinging Second Attack

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Available to FGT 7+, THF 12+, CLE 17+, MAG 22+

Sacrifice a Risk Die. If it doesn't come up '1', you may make a second melee attack this round. If it hits, add {+Risk Die Result} to the damage on a single damage die. There is a {Risk Die Result}% chance you gain one percentile point to your Strength score. If you choose to sacrifice two Risk Dice for this deed, this second attack is made at a +4 bonus to-hit. The deed succeeds as long as one of the two Risk Dice isn't a '1', and the damage added to the second attack may be taken from either of the two Risk Dice results. When you succeed in invoking this heroic deed, you may remove one negative status or spell effect from your person and you regain a number of hit points equal to half those inflicted with your second attack. These cannot be gained as temporary hit points.

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