The Scar
THE SCAR
155 years ago (1095AG)There was a battle known as The Dark War, the final stand was made by the people, on the location known as Wallow and The Scar.
Outside the town of Wallow, in the Gert region, within Malnax, there is The Scar.
It is opposite a magnificent Wisteria tree (planted 150 years ago to remember those who fell), within the grasslands outside of town, there is an area that is magical damaged. The Scar, which is a long line of land that was burnt with magic fire, and never healed. The soil is magically toxic. Nothing grows there, and not many people go that way. In the centre of the 'burnt' area named The Scar is a deep chasm that seems to have to bottom. It is warm to approach - hotter on edge.
There are 14 trees surrounding the East end of The Scar in which lives Dark Harpies.
The town of Wallow has ancient burial grounds from a battle known as The Dark War, which is of great importance to the people of Wallow. Demons and Devils came out of Ru'Mal - Wallow is where the people of Malnax took a stand.
The Scar's soil (if fall a DC10 Con Saving Throw)
[Mind-Affecting] Range: Medium (100 ft. + 10 ft./level) Effect: Magical Darkness spreads in 20-ft. radius, 20 ft. high The darkness is thin and does significantly hamper vision.
ROLL D6 for affects: The darkness is stationary (if have blindsight is not affected).
1. Nightmare = Fall to sleep - the nightmare prevents restful sleep. Also causes 1d10 points of psychic damage. The nightmare leaves the subject fatigued (1 level of exhaustion) and unable to regain arcane spells for the next 24 hours.
2. Fear = projected phantasmal image of a creature's worst fears. Also causes 1d12 points of psychic damage - A Wisdom saving throw or drop whatever it is holding and become Frightened. While Frightened, a creature must take the Dash action and move away from the image by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight of the image, the creature can make another Wisdom saving throw. On a successful save, the fear ends for that creature.
3. Mind fog = a bank of thin mist that weakens the mental resistance of those caught in it. Also causes 1d10 points of psychic damage. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the darkness is not affected in this darkness cloud.) Affected creatures take the penalty as long as they remain in the darkness.
4. Bane = fills persons in fog with fear and doubt. Also causes 1d8 points of psychic damage. Charisma Saving Throws Each affected creature must roll 1d4 the target must roll a d4 and subtract the number rolled from the Attack roll or saving throw.
5. Confused = Also causes 1d6 points of psychic damage. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.
01–10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from caster at top possible speed.
71–100 Attack nearest creature (even a familiar).
6. Dazed = The targets are dazed and cannot take any actions. Also causes 1d4 points of psychic damage. A brain locked subject is not stunned, so attackers get no special advantage against them.
Type
Gorge / Rift
Location under
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