Sightings of Scrolls of Skelos

Ibram

Mongoose
Anyone gotten their hands on the Scrolls of Skelos yet? I hope I get my copy by the end of the week (preordered it three weeks ago through my local gaming shop)
 
I'm actually more interested in the Road of Kings supplement. I will be keeping an eye out for Skelos though. Not sure if I'll be getting it myself, but at the very least I'd be interested in thumbing through it.
 
Definitely up for all three. Going to check my local shop tomorrow and see if Skelos comes in with any of the new stuff. Could use it for my current game.

Lando
 
Is there a list anywhere of the planned books?

Is this going to be a limited run series or open ended?

I'm thoroughly impressed with the game. I'm switching my game money from star wars to conan. I've already passed up the new star wars book in favor of Conan and I plan on getting Skelos and Kings when they come out.
 
I hope scrolls of skelos does not rely on too many spells that require the scholar to be of a certain level. That is so much like dnd...something that irritates me in the COnan core book. IMO the spells should be pp based, with the more powerful ones requiring dark rituals, killing of virgins, etc etc to get said pp.

Also, it would be nice to see some speels that can be of practical use in combat, like maybe a spell that lets the caster fling enemies away, choke them with vile mists, fling shards of blood colored ice to slice his foes, etc etc.

Some warding spells would be nice as well, that make it hard for foes to close with the sorceror. In old S&S novels, sorcerors often placed wards around themselves, that made arrows burst into flame, warrior burn as they tried to close with the sorceror (Will saves vs MAB or take x pts of fire damage when trying to get within x feet of said sorceror). This would make spellcasting on the field safer (for the sorceror that is :D )
 
Why would you want your GM's sorcerers to be harder to kill and more deadly on the battlefield?! :?

I'm fine with their current power level -- I'm looking for Scrolls to add more flavor to them!
 
WHo cares about the gm's sorcerors. I want the good stuff for when I play sorcerors. You do know that they can be PC's right? Or does you gm dissalow them?
 
I care about the GM's sorcerers. Yes, it is obvious that they can be PCs. Any moron can see that and any GM who disalows PC sorcerers should have his head spiked on a Pictish spear!

Though, normally, a GM's sorcerers will be a tad bit more powerful than a pitiful PC. Unless he is an Idiot. The sorcerer not the GM. :)
 
Stopping by my LGS today, I was informed that we would be getting TSoS either Tuesday or Thursday of next week.
 
Darth Mikey said:
Is there a list anywhere of the planned books?

Is this going to be a limited run series or open ended?

So far, we've heard of:

The Scrolls of Skelos
The Road of Kings
The Pirate Isles

something about Thunder River (a Pictland campaign book)
and I think a Shadizar the Wicked city book

I hope they'll do a GM screen, a bestiary, and more scenarios, but haven't heard much beyond that.

As one of the playtesters, I've heard of one more book, but don't know if it's been announced, so I can't say anything.

I think the plan is to continue the line as long as it is profitable, so keep buying the books!
 
After The Pirate Isles it's
Across the Thunder River (campaign, Pictish wilderness)
Free Companies (mercenaries etc.)
Shadizar, City of Wickedness (city guide)
all theoretically for this year.
 
Anonymous said:
I hope scrolls of skelos does not rely on too many spells that require the scholar to be of a certain level. That is so much like dnd...something that irritates me in the COnan core book. IMO the spells should be pp based, with the more powerful ones requiring dark rituals, killing of virgins, etc etc to get said pp.

Some of them are level-based, some are based on your Magic Attack Bonus, some on certain Knowledge skills, some on prerequisite spells, etc. None of the new spells in SoS use PP as a requisite. In my opinion, this is a Good Thing, as it would be far too easy for low-level sorcerers to soak up PPs through non-risky methods like sacrificing slaves, etc.

Anonymous said:
Also, it would be nice to see some speels that can be of practical use in combat, like maybe a spell that lets the caster fling enemies away, choke them with vile mists, fling shards of blood colored ice to slice his foes, etc etc.

Some of the spells can be used in combat (Voice of Power, Torment, Life Drain, etc.) but mostly, they are along the themes of the core rulebook's spells - where sorcerers summon or control others to do their bidding and fight for them.

Anonymous said:
Some warding spells would be nice as well, that make it hard for foes to close with the sorceror. In old S&S novels, sorcerors often placed wards around themselves, that made arrows burst into flame, warrior burn as they tried to close with the sorceror (Will saves vs MAB or take x pts of fire damage when trying to get within x feet of said sorceror). This would make spellcasting on the field safer (for the sorceror that is :D )

There are some warding spells, but I think none as blatant as you describe. The types of spells you're mentioning are from the more blatant sword-and-sorcery, and not really the feel of the Hyborian Age magic that REH described.
 
Indeed, but I was hoping for more elemental spells in the vein of the Elric books. Such as maybe a discipline on Aeromancy, with spells like Wytchwynd (propells ships), Howling Tornado (flings foes away from caster), summon elemental (air only, rest as per spell in Core book. Maybe allow summoning weaker versions), etc etc. I think I remember reading a Howard book where a sorceror launched a sicly yellow bolt of sorcery at conan.

About the PP's, that was a consideration they should have taken in at the start. Yes, it would allow lower level sorcerors to cast high spells, exactly! Thats the whole point of tempation. 90% of these would have ended up destroyed by what they tried to conjur. IMO, a chart similar to the mighty magiks could have been generated for this, along with other restrictions. But the MAB restrcitions are awful. I do not like playing high level campaigns in any rpg (rolling for the increased number of attacks give me headaches).
 
Jason Durall,

Please enlighten us pour wretched souls who are still waiting impatiently. What other goodies are in the book, and does it look well edited??

Thanks,
SS
 
I'm at work, and only have a little bit of spare time, but the book contains:

- new spells (many) and sorcery styles (cosmic sorcery and immortality)
- new feats relating to sorcery, or for sorcerous beings, and a few which could be used by non-spellcasters (Awesome Blow, Craftsman, Noble Blood, etc.)
- permanent sorcery rules, including the creation of new dreadful and amazing forms of life
- magic item construction rules
- a listing of famous magic books and magic artifacts
- silver weapons
- more sorcerous paraphrenalia, such as drugs, potions, alchemical items, etc.
- creatures and monsters, animated objects, templates (Child of Jhebbal Sag, Salome), demons, demon lords, etc.
- sorcerous cults
- sorcerous prestige classes (Lord of the Black Ring, Master of the Black Circle, Sorcerer of the Scarlet Circle)
- stats for Atali (and her brothers), Hadrathus, the Master of Yimsha, Natohk, Thoth-Amon, Tsotha-Lanti, Xaltotun, and the mummy of Ahriman.
- it is capped off with a longish section on GMing magic in the Hyborian world, and how players might best use it to achieve the proper flavor.

Plus, a higher boobies/page rate than the core rulebook (meeting my "more pornography" requirement)!

As for editing, it looks pretty slick, but this is a first pass glance-through. I haven't had the time to read it with any thoroughness.
 
Jason Durall said:
As for editing, it looks pretty slick, but this is a first pass glance-through. I haven't had the time to read it with any thoroughness.

Sounds good, especially the more boobies per page count! :p
 
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