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Enno
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  • in reply to: Setting Clarifications & Errata #8972

    Enno
    Henchman

    Herbalist kits are 100gs in both settings.
    Herbal remedies cost 25gs/dinars in both settings.

    I couldn’t find any adventures were remedies were available for 25gs. And if there are look if is a special price or the price for brewing them yourself.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Gatorman language #8970

    Enno
    Henchman

    Language: Lesarde (Liss-ard), rarely Lesardetongue
    Spoken by: Bufomi, gatormen, harpies, and lizardmen (different dialects)
    Alphabet: Pictograms
    Sources: Hellfrost Atlas p171, Land of Fire Setting Book p9

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Hrimswizadry environmental protection #8968

    Enno
    Henchman

    Arctic wastes were removed in SW Deluxe it seems. However, it is irrelevant here. In SW core, ice and snow count as difficult ground and thus halve your pace. The Hellfrost PHB adds setting rules for ice, for instance. Ice counts as Difficult Ground and on a 1 on the running die you might slip or cannot run at all. This doesn’t contradict the wording of Environmental Protection. With this spell, your pace is not halved, but with a 1 on the running die you can still slip or cannot run at all depending on the type of ice you’re crossing. Setting rule trumps core in this case!

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Hrimswizadry environmental protection #8966

    Enno
    Henchman

    How does it exacly work?

    For what I can read in the SW book the power seems to say that the Hrimwizard would be completely inmune to the adverse effects of cold wheather?

    Environmental Protection allows you to function normally in environments otherwise hazardous for your heroes health. It does not protect against damaging effects based on said environment, like a frost dragons breath weapon or a frost giants icy aura. It only allows the hero to pass the Hellfrost as if it were a spring day in the Hearthlands, though the winds may batter him, and the ground is still icy and slippery.

    Does that include they don’t need to make Vigor checks even if they are naked?

    That’s what it means most of the time. Don’t forget that heat continues to hinder a Hrimwisards spellcasting despite Environmental Protection (Heat) in use.

    Does that mean that they don’t get their movement affected by snow/ice/blizzards?

    The ground is still slippery, the waist-high snow still impedes any movement and the storm winds still rob you of your breath. You’re just feeling comfy in regard to the temperature.

    Does it include the Hellfrost?

    Definitely yes!

    The power is to vague in its description…

    Please read the spell description again. It’s very clear how it works. It only takes a while to grab all implications.
    Many rules in Savage Worlds have to be understood verbatim.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Hellfrost Adventure Locations #8965

    Enno
    Henchman

    The Encounters are just that, and can be put anywhere.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Hellfrost Adventure Locations #8953

    Enno
    Henchman

    Great work, mate,with a few inaccuracies. 😉
    N3 – Shadow of Darkness starts in Keep, south of Hellfrost Keep, and runs along the southern branch of the Great Loop via Oakstead to Watchgap Fort.
    S1 – Victory of Watchgap Fort continues the story. You have indicated the adventure too far east, though the fort is marked on the old map. It is not fixed in terms of time, but due to the travel time in N3 I would add at least 4-8 weeks.
    N3 – The Pirates of the Crystalflow already plays on the river of the same name, but further north near Bridgewater and Gnatmarsh.

    Keep on the good work, and welcome to the forum.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: The Lost City of Paraxus questions #8949

    Enno
    Henchman

    There is a fairly reliable indicator. If it were a relic, you’d feel it if you touched it. This is not mentioned here. This may not be significant, however, as much magical knowledge has been lost over the last few centuries. And being one of the first adventures in the line Wiggy might have simply forgotten it to mention.
    As the description of the Chamber of Souls suggests, the Heligi were masters of spirit magic. In Rassilon the Soul Binders and in Al-Shirkuh the Ushabti use a similar art. Brushing with Necromancy however, both are sometimes considered fell magic. This is mentioned in the description, so assume that the soul jars were created by such magic. Touching them does not reveal anything of their nature, but may notify the resident spirit. You cannot attune to the jar, nor use the spirit in any form.
    As it is such a nice opportunity, I would classify the soul jars at least as “minor relics” being ancient magicks and all. This makes it at least a minor sin for the clerics of Maera to destroy them.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Gemancy in the Land of Fire #8946

    Enno
    Henchman

    With the Bennie, the new version gives you more than just another modifier. It gives you another chance that the dice roll might explode and roughly matches a modifier of +2. Not so bad for my taste, even if it can only be used once per night now (and thus fits to the norn stones from the HF Players Handbook). But its your game, and you might use any version you want. 😉

    I was talking about divine magic. It is very different in the north and south not only because of the different pantheons but of its differing sources. Both were definitely subject to changes since the catastrophes in both realms.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Gemancy in the Land of Fire #8944

    Enno
    Henchman

    Welcome to the forums. 😀

    The rules for magic gems have changed. The optional freebie gave them a constant bonus on certain skills, while according to Expansion II they now only provide a Bennie to repeat certain skill rows.

    According to the current knowledge no magical gems of that kind exist in the South. The very few in circulation were imported from Rassilon.
    Note, that despite some superficial resemblance the magical landscape of Al-Shirkuh, Rassilon, and the East are in large parts different, share no common source, and follow different rules. That’s why the Siphoning is so important because it negates these truisms.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Hellfrost screen #8942

    Enno
    Henchman

    Bummer! It slipped thru my editorial defenses, that one. 😉

    High Priest of Hoenir & Champion of Qedeshet

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