Scofflaw's Folly [Scaltoth]  [Approved]

These are approved development pieces. When they have been put onto the forum / wiki, they will be moved out of this forum and into Completed Development. Any development in this forum is usable by any Scalv player.

Moderators: Pegasus Pug!!!, Avalon

User avatar
Ink
Approved Character
Posts: 48
Joined: Sat Apr 02, 2022 5:06 am
Race: Mer
Profession: Snake Charmer
Renown: 15
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Milestones

Miscellaneous

Scofflaw's Folly [Scaltoth]

Scofflaw's Folly
Image

Named for the fact that this otherwise innocuous seeming cove would seem a perfect place to set up a mooring location, anyone boating through this area will swiftly find it an entirely unsuited place to hide from lawful authorities, or any other naval threats that may be chasing them. The Corals here glow with dull luminescence that radiates and amplifies with every inch of coral. There are portions of the lagoon where the coral is so thick and populous that it will shine with the light of a full moon. The colors it gives off are complimentary to the light of the coral itself. Orange will shine with dull turquioise, purple coral will glow yellow, red coral will glow green. And vice versa. It's a very difficult place to hide as a sailor, and anyone travelling into the lagoon will have a hard time not being spotted during night time. During the day, the low-tides and heavily fluctuating waves will often cause their boats to run aground on the rocks and razor sharp coral reefs.

If that weren't bad enough, there are rumors that the Shoma'khan tribe of cannibals have small sattelite encampments and villages situated at this location, to spot any potential prisoners to capture for their bizarre rituals and feasts. Some mer also gather in these lagoons, often drawn by the abundant resources that lay underwater, as well as the treasure left by those foolish enough to sail the waters.

In addition to all of this, however, the place is a hotbed for Fractive anomalies, such as minor fractures, and even emerging Emeyan Beings who briefly appear to harass the locals and travelers before returning to Emea.

Rules & Stuff

  • Each season, you may undertake one individual expedition into this location. This can be extended into several, if you opt to find expedition survey data or maps.
  • For each venture into this location, you must undertake one navigational threat, one encounter threat, and then work out what kinds of injuries you get from it based on skill use/story/difficulty of each threat.
  • You may forgo a reward at the end of the adventure with a visit to an expedition camp which contains survey data that allows you to venture deeper into this location. How far these expedition survey data pieces or maps allow you to venture, is detailed in the rewards section of this article.
    • Once found in the cycle, an expedition data may not be found again for another cycle, limiting by necessity the number of times you can delve into this location.
  • For each other venture into this location, you may claim one reward set, congruent with the lowest Encounter or Navigational threat you undertook.
  • Scaltoth is a highly dangerous place, that should not be explored by the unprepared and not in any case without checking with the local mod.
Navigational Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the Scrublands as you wish. Navigational threats are curtailed and dealt with generally with survival and or movement skills. Rupturing/fieldcraft/hunting/logistics, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Expert: Areas with no wind or current, making it difficult to proceed in boat without oars. Coral shallows with some razor-sharp edges, large disruptions in current and whirlpools, tribal village/large encampment of hostiles.
Master: Raging tides with fluctuating weaves, making it difficult to navigate shallows, Coral shallows that are deadly sharp and sometimes with poisonous flora. Flash storms, causing disruptions in naval travel. A large encampment of tribal cannibals. Minor fractive anomaly (Emean Fracture).
GM/Tier 2: Deadly tidal fluctuations, enough to sink a small ship. Coral shallows, deadly sharp with deadly poisonous flora populating them. A violent flash storm, enough to split large masts of tall ships. Active and virulently hostile settlement of tribal cannibals. Moderate fractive anomaly (Emean Fracture)
Encounter Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the encounters as you wish. Encounter threats are curtailed and dealt with generally with combat and combat support skills (such as magic, strength, athletics, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge.

Expert: Individual outlaws, tribals, mer, or thwarthides, caught away from their camps. Small predator animals. Small/minor monsters.
Master: Small groups of outlaws, tribals, mer, or thwarthides, scouting around encampments. Medium-sized predator animals, small groups of predators. Medium-sized monsters or groups of small monsters.
GM: Large bands of cannibals, outlaws, mer, or thwarthides, looking to attack travelers. Large predator animals or packs of medium-sized predators. Large monsters, or minor-moderate Emeyan Beings emerging from minor fractures.
Tier 2: Raiding parties of cannibals or mer, on the warpath. Huge predator animals or rare, dangerous beasts. Unique monsters. Moderate-Major Emeyan Beings emerging from fractures.
Injuries
Apply injuries with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Injuries: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation.The least you can expect in an adventure into this location. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, and minor twists of bad luck. You can expect an adventure into this location to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, and minor curses. You can expect an adventure into this location to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses. You can expect an adventure into this location to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Expert: Small household items and trophies. 1 good-quality weapon set or armor find. 1 good-quality tool kit. tier 5-6 materials or resources. , barely legible and mostly incomplete survey data from an expedition camp (enough for 1 more foray into this location). Treasure worth 3 wp.
Master: Masterwork household items and trophies. 1 good+-quality weapon or armor find. 1 good+-quality tool kit. Tier 7-8 materials or resources. An averagely legible and half complete piece of survey data or map from an expedition camp (enough information to delve 2 more forays into this location, Treasure worth 4 wp.
GM: Precious household items made from rare materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-qualtiy tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A legible and mostly complete piece of survey data or map from an expedition camp (enough information to delve 3 more forays into this location, Treasure worth 5 wp.
Tier 2(mod input required for these rewards): Incomparable household items and artwork, made from very rare materials or of unsurpassed quality. Very rare trophies and artifacts (nothing magical). 1 masterwork+-quality weapon set or piece of armor. 1 masterwork+ tool-kit. Tier 8 Resources. Wells which are appropriate to find deep within minor fractures. An easily legible and complete piece of survey data or map from an expedition camp (enough information to delve 4 more forays into this location, Treasure worth 6 wp.

Flora



Any / all Flora identified in this thread as specific to Scaltoth or across the whole island which make sense for the location. If in doubt, ask a mod!

If you'd like to see more Flora / Fauna etc in this location? Feel free to submit a development piece here

Fauna



Any / all Fauna identified in this thread as specific to Scaltoth or across the whole island which make sense for the location. If in doubt, ask a mod!

If you'd like to see more Flora / Fauna etc in this location? Feel free to submit a development piece here

Player Notes

 ! Message from: Pegasus
Please leave this for me to fill in

Changelog

Credits to: Your Name
Submitted for Development: Date
Developed by: Ink
Last edited by Ink on Wed Mar 15, 2023 6:45 pm, edited 3 times in total. word count: 1505
User avatar
Avalon
Posts: 888
Joined: Tue Dec 15, 2020 8:23 pm
Race: Prophet
Profession: Bootiful Bean
Renown: 0
Templates
Point Bank Thread
Wealth Tier: Tier 1

Featured

Contribution

Staff

Events

Re: Scofflaw's Folly [Scaltoth]

First off, I apologize profusely for the wait on this dev. There's really no excuse for making you wait this long and I'm so sorry.

I love the choose-your-adventure vibe to the location, and Scaltoth is the perfect example. I have some general comments that are meant only to help us work our way through this together!

As per this post, entry into Scaltoth itself requires moderator input, so I'm thinking a link to that somewhere in the write-up? Scaltoth, as has been mention, is a dangerous place. I'm curious if a warning about that would be necessary within this write-up, just to make sure one is fully aware of what they are getting into? I hate the thought of someone going through with writing a plot only to find out they didn't have the necessary skills to do what they thought they did - that sort of thing. Obviously we can warn them when they get input but I'm the type that likes to have redundancy after redundancy to nail the point home.

Thoughts?

I'm spitballing here so be patient with me. =-)
word count: 193
User avatar
Ink
Approved Character
Posts: 48
Joined: Sat Apr 02, 2022 5:06 am
Race: Mer
Profession: Snake Charmer
Renown: 15
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Milestones

Miscellaneous

Re: Scofflaw's Folly [Scaltoth]

That makes sense to me, as such I've upped the skill level minimums for survival in the various threat categories. Navigation I'm keeping somewhat on the lower side, if that works?

What I've changed:

I've upped the minimum navigational threat, sliding it up by one tier. So it starts at competent, and goes all the way up to GM-Tier 2 levels needed for the most threatening adventure.

I've upped the minimum Encounter threat, sliding it up by two tiers. So starts at expert, up to tier 2.

I've upped the rewards for adventures to make them more worthwhile for the threat levels involved. Nothing magical (unless they've already consulted a mod for that).


As for mod note about the Scaltoth, I think that would go under 'Player Notes' section in the write-up. It says to let the moderators fill that in, should I write into it myself?
word count: 156
User avatar
Pegasus Pug!!!
City Moderator
City Moderator
Posts: 10497
Joined: Sun Sep 11, 2016 1:08 am
Race: Prophet
Renown: 666
Plot Notes
Office
Templates
Point Bank Thread
Wealth Tier: Tier 1

Re: Scofflaw's Folly [Scaltoth]

Hiya

I'm going to take this, since it's been lingering a long while - I'm really sorry about that.

I like this a lot You've made the Encounter Threat Expert+ but I think the Navigation Threat would be as well - Scaltoth is hard to navigate / survive in. It's really more of a survival threat, I'd say.

What do you think? I like the rewards, and other than that question, I'm fine. I think yes - if you don't mind, please put a "Scaltoth level of danger" warning in there, that's fine for you to write.

Thank you and apologies again.
word count: 107
Image
~~Red in hoof and claw... ~~


Focusing on my PCs. Replies will be slow!
User avatar
Ink
Approved Character
Posts: 48
Joined: Sat Apr 02, 2022 5:06 am
Race: Mer
Profession: Snake Charmer
Renown: 15
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Milestones

Miscellaneous

Re: Scofflaw's Folly [Scaltoth]

Hi, thanks Peg. I've removed the competent category of navigational hazards. I've also added this to the Rules and Stuff:

-Scaltoth is a highly dangerous place, that should not be explored by the unprepared and not in any case without checking with the local mod.
word count: 47
User avatar
Pegasus Pug!!!
City Moderator
City Moderator
Posts: 10497
Joined: Sun Sep 11, 2016 1:08 am
Race: Prophet
Renown: 666
Plot Notes
Office
Templates
Point Bank Thread
Wealth Tier: Tier 1

Re: Scofflaw's Folly [Scaltoth]  [Approved]

Image
Truly sorry for the horrid delays. Approved!
word count: 7
Image
~~Red in hoof and claw... ~~


Focusing on my PCs. Replies will be slow!
Locked Request an XP Review Claim Wealth Thread

Return to “Scalvoris Approved Dev!”