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The Ecology of the Marine Scrag (unpublished AD&D 2E version)
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<blockquote data-quote="Richards" data-source="post: 8066029" data-attributes="member: 508"><p>Abruptly, the trolls stopped their marine trek into deeper waters and the mermaids strained to see what the creatures were doing. "It looks like...the she-troll is kissing the other one's hand!" exclaimed Tukio.</p><p></p><p>Squinting ahead in the gloom, Thiossa could see that that wasn't quite the case, as greenish blood pooled around the two trolls. "No, she bit it off!" she corrected.</p><p></p><p>The trolls vanished into the ever-increasing cloud of blood, only to finally emerge after a minute or two. Thiossa noticed the she-troll had apparently given her mate his hand back and he had reattached it to his arm. "What in the world?" she asked, puzzled.</p><p></p><p>But the reason for the trolls' odd behavior soon became apparent as a streamlined form swam into view. It was a shark, attracted to the scent of blood in the water, never suspecting in his limited shark-mind that he, the evil predator of the deep, was being lured in as prey.</p><p></p><p>But such was undoubtedly the case. The she-troll struck first, claws getting a firm hold into the shark's side so she could tear out a good-sized hunk of his flank with her wicked teeth. As the mermaids watched in growing horror, the trolls engaged in an escalating feeding frenzy. Each bite of shark flesh spilled more blood and the blood drew in more sharks, who became targets themselves. At one point, Tukio could swear the vicious she-troll even forced her arm down a shark's mouth, allowing it to be bitten off, just to watch it rip its way out of the shark's belly.</p><p></p><p>Tukio had seen enough. Repressing a shudder of revulsion, she motioned to her sister, and the two of them left the hideous creatures to their ghastly feast. As the last of the sun's rays glistened on the silvery scales of their undulating tails, they turned toward home and were gone, out of sight of the vicious carnage.</p><p></p><p> - - - </p><p></p><p><strong>NOTES ON SHAMAN SPELL USAGE</strong></p><p>Marine scrag shamans are always female and serve as the leaders of their packs. They are granted access to the priest spell spheres of Charm, Divination, Elemental (Water), Sun (Darkness only), and Weather. However, not all spells in these spheres are appropriate for use by marine scrag shamans. A breakdown of the various spells in those spheres (as listed in the Player's Handbook) and their use by scrags follows:</p><p></p><p><strong>CHARM</strong></p><p><em>Command</em> (1st) - This spell is of limited use against enemies as it is spoken in "scragspeak" but it is commonly used by the shaman on the scrags in her own pack, to get them to obey or cooperate. A DM might wish to give a 25% chance of having the spell work against a PC if that PC speaks one of the aquatic languages from which "scragspeak" derives.</p><p></p><p><em>Remove Fear</em> (1st) - Seldom, if ever, used, as marine scrags do not fear death at all, thanks to their incredible regenerative abilities.</p><p></p><p><em>Enthrall</em> (2nd) - Never used.</p><p></p><p><em>Hold Person</em> (2nd) - A favorite spell, useful in keeping humans on land immobile long enough for the slow-moving marine scrags to catch them.</p><p></p><p><em>Cloak of Bravery</em> (4th) - Not used, for the same reasons as <em>remove fear</em>, above.</p><p></p><p><em>Free Action</em> (4th) - Very seldom used, useful to scrags only if they were going up against lacedons.</p><p></p><p><em>Imbue With Spell Ability</em> (4th) - Never used, ever. No scrag shaman in her right mind would allow anyone else to gain the powers reserved for herself exclusively.</p><p></p><p><strong>DIVINATION</strong></p><p><em>Detect Magic</em> (1st) Of occasional use, when going up against a PC party. Scrags dislike magical devices, especially those that produce flame, such as a <em>wand of fireballs</em>, and this spell is useful in identifying those items which might have similar powers. Most magical items obtained by scrags are destroyed, just to be on the safe side.</p><p></p><p><em>Detect Poison</em> (1st) A useful spell, as scrags dislike being poisoned, even if it is only temporarily (thanks to their regenerative powers).</p><p></p><p><em>Detect Snares and Pits</em> (1st) - Not very useful underwater.</p><p></p><p><em>Locate Animals or Plants</em> (1st) - Commonly used, especially when the shaman is in the mood for a particular type of flesh. Plants are never sought out using this spell.</p><p></p><p><em>Augury</em> (2nd) - This spell sees only occasional use, as scrags dislike riddles.</p><p></p><p><em>Detect Charm</em> (2nd) - Never used.</p><p></p><p><em>Find Traps</em> (2nd) - Seldom used.</p><p></p><p><em>Know Alignment</em> (2nd) - Never used, as a being's alignment doesn't alter the taste of his flesh and that's all the scrags really care about.</p><p></p><p><em>Speak With Animals</em> (2nd) - Seldom used, unless the scrags have "pets" or "guard animals" living with them. Sharks, barracudas, moray eels, and the like have been used in the past but "pet" status does not protect an animal from being devoured if the scrag feels too lazy or too hungry to go out and find something else to eat.</p><p></p><p><em>Locate Object</em> (3rd) - Seldom used. If it can't be eaten, why bother with it?</p><p></p><p><em>Speak With Dead</em> (3rd) - Not used - the spell doesn't function underwater.</p><p></p><p><em>Detect Lie</em> (4th) - Seldom used.</p><p></p><p><em>Divination</em> (4th) - Seldom used, for the same reason as <em>augury</em>.</p><p></p><p><em>Reflecting Pool</em> (4th) - This spell sees frequent use in those scrag caves at least partially on shore.</p><p></p><p><em>Tongues</em> (4th) - Seldom used, as scrags aren't really all that interested in communicating with other races.</p><p></p><p><strong>ELEMENTAL (WATER)</strong></p><p><em>Create Water</em> (1st) - Seldom, if ever, used (they have plenty as it is).</p><p></p><p><em>Water Breathing</em> (3rd) - Useless to the scrags, although the spell's reverse, <em>air breathing</em>, is useful for extended land excursions.</p><p></p><p><em>Water Walk</em> (3rd) - Seldom used.</p><p></p><p><em>Lower Water</em> (4th) - Seldom used.</p><p></p><p><strong>SUN (DARKNESS ONLY)</strong></p><p><em>Light</em> (1st) - The reverse, <em>Darkness</em>, is very commonly used.</p><p></p><p><em>Continual Light</em> (3rd) - The reverse, <em>Continual Darkness</em>, is very common, especially inside scrag caves.</p><p></p><p><em>Starshine</em> (3rd) - Not used.</p><p></p><p><strong>WEATHER</strong></p><p><em>Faerie Fire</em> (1st) - Not used.</p><p></p><p><em>Obscurement</em> (2nd) - Not used, as it doesn't work underwater.</p><p></p><p><em>Call Lightning</em> (3rd) - Not used, as it doesn't work underwater.</p><p></p><p><em>Control Temperature, 10' Radius</em> (4th) - Seldom used.</p><p></p><p><em>Protection From Lightning</em> (4th) - Occasional use, when raiding on land.</p></blockquote><p></p>
[QUOTE="Richards, post: 8066029, member: 508"] Abruptly, the trolls stopped their marine trek into deeper waters and the mermaids strained to see what the creatures were doing. "It looks like...the she-troll is kissing the other one's hand!" exclaimed Tukio. Squinting ahead in the gloom, Thiossa could see that that wasn't quite the case, as greenish blood pooled around the two trolls. "No, she bit it off!" she corrected. The trolls vanished into the ever-increasing cloud of blood, only to finally emerge after a minute or two. Thiossa noticed the she-troll had apparently given her mate his hand back and he had reattached it to his arm. "What in the world?" she asked, puzzled. But the reason for the trolls' odd behavior soon became apparent as a streamlined form swam into view. It was a shark, attracted to the scent of blood in the water, never suspecting in his limited shark-mind that he, the evil predator of the deep, was being lured in as prey. But such was undoubtedly the case. The she-troll struck first, claws getting a firm hold into the shark's side so she could tear out a good-sized hunk of his flank with her wicked teeth. As the mermaids watched in growing horror, the trolls engaged in an escalating feeding frenzy. Each bite of shark flesh spilled more blood and the blood drew in more sharks, who became targets themselves. At one point, Tukio could swear the vicious she-troll even forced her arm down a shark's mouth, allowing it to be bitten off, just to watch it rip its way out of the shark's belly. Tukio had seen enough. Repressing a shudder of revulsion, she motioned to her sister, and the two of them left the hideous creatures to their ghastly feast. As the last of the sun's rays glistened on the silvery scales of their undulating tails, they turned toward home and were gone, out of sight of the vicious carnage. - - - [b]NOTES ON SHAMAN SPELL USAGE[/b] Marine scrag shamans are always female and serve as the leaders of their packs. They are granted access to the priest spell spheres of Charm, Divination, Elemental (Water), Sun (Darkness only), and Weather. However, not all spells in these spheres are appropriate for use by marine scrag shamans. A breakdown of the various spells in those spheres (as listed in the Player's Handbook) and their use by scrags follows: [b]CHARM[/b] [i]Command[/i] (1st) - This spell is of limited use against enemies as it is spoken in "scragspeak" but it is commonly used by the shaman on the scrags in her own pack, to get them to obey or cooperate. A DM might wish to give a 25% chance of having the spell work against a PC if that PC speaks one of the aquatic languages from which "scragspeak" derives. [i]Remove Fear[/i] (1st) - Seldom, if ever, used, as marine scrags do not fear death at all, thanks to their incredible regenerative abilities. [i]Enthrall[/i] (2nd) - Never used. [i]Hold Person[/i] (2nd) - A favorite spell, useful in keeping humans on land immobile long enough for the slow-moving marine scrags to catch them. [i]Cloak of Bravery[/i] (4th) - Not used, for the same reasons as [i]remove fear[/i], above. [i]Free Action[/i] (4th) - Very seldom used, useful to scrags only if they were going up against lacedons. [i]Imbue With Spell Ability[/i] (4th) - Never used, ever. No scrag shaman in her right mind would allow anyone else to gain the powers reserved for herself exclusively. [b]DIVINATION[/b] [i]Detect Magic[/i] (1st) Of occasional use, when going up against a PC party. Scrags dislike magical devices, especially those that produce flame, such as a [i]wand of fireballs[/i], and this spell is useful in identifying those items which might have similar powers. Most magical items obtained by scrags are destroyed, just to be on the safe side. [i]Detect Poison[/i] (1st) A useful spell, as scrags dislike being poisoned, even if it is only temporarily (thanks to their regenerative powers). [i]Detect Snares and Pits[/i] (1st) - Not very useful underwater. [i]Locate Animals or Plants[/i] (1st) - Commonly used, especially when the shaman is in the mood for a particular type of flesh. Plants are never sought out using this spell. [i]Augury[/i] (2nd) - This spell sees only occasional use, as scrags dislike riddles. [i]Detect Charm[/i] (2nd) - Never used. [i]Find Traps[/i] (2nd) - Seldom used. [i]Know Alignment[/i] (2nd) - Never used, as a being's alignment doesn't alter the taste of his flesh and that's all the scrags really care about. [i]Speak With Animals[/i] (2nd) - Seldom used, unless the scrags have "pets" or "guard animals" living with them. Sharks, barracudas, moray eels, and the like have been used in the past but "pet" status does not protect an animal from being devoured if the scrag feels too lazy or too hungry to go out and find something else to eat. [i]Locate Object[/i] (3rd) - Seldom used. If it can't be eaten, why bother with it? [i]Speak With Dead[/i] (3rd) - Not used - the spell doesn't function underwater. [i]Detect Lie[/i] (4th) - Seldom used. [i]Divination[/i] (4th) - Seldom used, for the same reason as [i]augury[/i]. [i]Reflecting Pool[/i] (4th) - This spell sees frequent use in those scrag caves at least partially on shore. [i]Tongues[/i] (4th) - Seldom used, as scrags aren't really all that interested in communicating with other races. [b]ELEMENTAL (WATER)[/b] [i]Create Water[/i] (1st) - Seldom, if ever, used (they have plenty as it is). [i]Water Breathing[/i] (3rd) - Useless to the scrags, although the spell's reverse, [i]air breathing[/i], is useful for extended land excursions. [i]Water Walk[/i] (3rd) - Seldom used. [i]Lower Water[/i] (4th) - Seldom used. [b]SUN (DARKNESS ONLY)[/b] [i]Light[/i] (1st) - The reverse, [i]Darkness[/i], is very commonly used. [i]Continual Light[/i] (3rd) - The reverse, [i]Continual Darkness[/i], is very common, especially inside scrag caves. [i]Starshine[/i] (3rd) - Not used. [b]WEATHER[/b] [i]Faerie Fire[/i] (1st) - Not used. [i]Obscurement[/i] (2nd) - Not used, as it doesn't work underwater. [i]Call Lightning[/i] (3rd) - Not used, as it doesn't work underwater. [i]Control Temperature, 10' Radius[/i] (4th) - Seldom used. [i]Protection From Lightning[/i] (4th) - Occasional use, when raiding on land. [/QUOTE]
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