Attack on Enzodr'han - OG Myth-Weavers


Attack on Enzodr'han


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Attack on Enzodr’han –

The southern forests of New Haenor, now called simply Haenor by most of its people, border the Graymire, a vast wetlands of rotting trees, winding waterways, fetid quags, and standing mists. The area is populated by beastlcans humans, themselves of Haenish descent, Impe humans, black-skinned humans with dark spirit magics, and lizardmen. Few Haens bother crossing the great gray-green greasy Limpopo river that guards the southern Haenish border.

Still, the nation of Ethon to the north has been emancipated by the Haens. The Crizolian people, demon worshipers from the far north, have been pushed out of Ethon and many Haens have returned to a life of … boredom. These Haens look south across the river and listen to tales from the rangers and herbalists that go there. There are ruins amid the swamps. Surely there is treasure there …

Even the young Haens local to the region have forayed into the swamp. Many have been slain by things as mundane as giant frogs. Some few returned with riches and magical items. But these things were of tribal sorts mostly. Not worthy of the attentions of true adventurers.

But last week a man and woman returned from a coastal area a little more than a week away down the Eastern coast. That Hurakhur Bay area has historical significance. It was enticing at first to the Haens even after they braved the jagged maze of coral reefs guarding it. But the super dense jungle beyond with its foliage supported by primal magics of unknown origin was just too much. The Haens left and went north. That was 50 years ago.

The man and woman are Gherak and Ahyah Khenar, he a stout fighter of the GoldBlades, an elite Haenish military unit, and she a priestess of Devra Delaine, the goddess of mercy and motherhood. Their 4 friends were slain, and the priestess able only to retrieve a hand from the body of one. They are taken in at the temple in Bhus, a backwater fishing village, the furthest south of any village, but strangely inland, 150 miles from the coast, at the Ghimghimway basin of the Limpopo river.

The couple were spirited back to their home city in the capitol of the Souderay province, Mothyr Lhaxut. Rumors abound as to what happened next. The city began to experience mists and nocturnal raids by spirits and elementals. Amid the confusion it was eventually realized that Gherak and Ahyah were missing. They were rapidly presumed dead and the cause of all the trouble.

Around the same time, Crizolian merchants from the north arrived in port Rheskar and under diplomatic flags. The Haens received them and warned them of the troubles in the capitol. The Crizolians offered their help and it was politely refused. Having a recent wartime enemy using magic on your own soil was a bit too presumptuous for the fragile relationship.

After the first month, raids and mists assaulted the city continuously during the day, and even worse at night. Duke Rhegond Ahdarn and the Hand of the Duke, Lord Geohrg Semahr have posted an offering of 50,000 pieces of gold and a Barony title to the man or woman who will lead a group to some place called Enzodr’han. It is called a ruins and is said to be upriver from Hurakhur Bay.

Your group has decided to answer that call to arms. You all meet, coming from various places to see the capitol and its troubles. It is grim. Many of the grandfolk and the smallfolk flee the city and murders happen nightly. Men and women from the distant Haenish past appear alive and well in the streets. They are killed alongside the locals or taken in and saved if lucky. Each of you is impressed that the people do not just all flee.

The city’s notables, the High Council, meet and deliver you your mandate. You are dined and equipped with mundane equipment suitable to your needs within reason. The church of Devra offers you 10 potions of true healing(Tears of Devra) for the group and the local chapterhouse of the Silver Circle Mages Guild delivers 3 scrolls with powerful dispel rituals and 4 with powerful communication rituals linked to their tower.

The Duke will send with you one of his own guard, as you choose, Drehyfus, a fighter of the Spurlight mercenary guild, Rhink, a burglar, or Yehneah, a Gray Fox clanswoman. Drehy is just tough as nails. He is quiet and careful. Rhink has obvious benefits but the Duke warns you that the man is talkative. Yehneah can heal a bit and has primal ritual lore. She is temperamental and bold.

You make your choice and head out to Rheskar, a large port city two hundred miles east of Mothyr Lhaxut. Form there you catch a ship south to Hurakhur Bay. While in the port you do notice several Crizolian and even a Draenish ship. Word on the street is that the Criz are opening more than just diplomatic ties with the Heans. Trade. No one you talk to knows why a Draenish ship would be so far from home.

The group stops in Ehrok, the last village on the coast and picks up a more local guide, a ranger, a grim and quiet man named Nahr.

The group continues on to Hurakhur Bay. The reefs are indeed treacherous and the captain, despite being a master sailor, does a ton of damage to is ship, the Trough Pixie, and has to sand scuttle her on the nearby ocean coast to avoid being sunk. Repairs begin. Meanwhile your group takes two rowing boats and Nahr leads you on into the Bay itself and up the Fumumba river beyond. There is an old settlement of n’aer do wells here at the river delta called Ploughtown. You do stop, but only Nahr gets off to speak to anyone as he warns these folks are suspicious and moody of ‘law dawgs’ and ‘city folk’.

Despite his knowledge and familiarity something goes wrong. Nahr is chased out of Ploughtown and everyone sees it so you pursue along the riverbanks. At least two human casters are with the people from Ploughtown and one is lobbing great globs of purple power at Nahr, a female, warlock is everyone’s best guess. The other is a sorcerer, also female, and has some sort of tough looking baby dragon as a companion. The Ploughtown folks do not seem to really be trying to kill Nahr but they aren’t exactly pulling punches either. They give off chasing after a few rounds.

Nahr rejoins the group and when asked what that was all about he merely grumbles and says, “Woman troubles!” Although you press he says no more. Three days later the jungle and swamp gives way to more mixed deciduous trees and everyone has to get out and portage the boat up some few hundred feet to a plateau at Inowathoway Falls. This is a hellish climb and the bugs and heat make it even more so. Those of you not strong of body feel particularly useless and sore.

Now Nahr explains that the local tribes here are mostly Impe with occasional lizardmen. He says that the Impe consider this area sacred and they will try to kill people if they catch them here. He adds that the last group that came through had to kill a few dozen while they were setting up camp. He says that the ruins are just a hole basically so the group could have spared themselves the effort and made camp inside. He recommends that to you. He says the ruins extend underground all over the forest here and there are entrances everywhere. The local fauna is dangerous. Large saurian creatures, some herbivorous and angry and some carnivorous and angry are plentiful. He says many reptiles and amphibians and insects here are poisonous or just as nasty, some are empowered with magic.

You spend your last night getting ready, checking your gear, praying, and collecting your courage. The next morning everyone gets a surprise. The Devra temple has prepared crumbcakes. These divine treats give everyone a boost for the next day. A great way to start, but after the first day, you will not have any.

(In my world out and about you start the day with -2 surges normally. These cakes give +10 THP and restore 2 lost surges)


Meta Information –

I do not run 4e. I run a game that uses 4e as a framework. I will not discuss my rules choices during the application process. Once you are in, feel free to suggest. Read my House Rules and Game Philosophy threads if you want to know more. Expect a LOT to be VERY different. I use almost entirely my own monsters and magical items and many feats and powers and even skills. You don't have to know all that stuff, but you do have to be open to learning and using it.

Must have roles –
Rogue
Arcane Ritualist
Healer


Goals of this game –

Dangerous !
This game is as combat oriented as I can make one (still a fair amount of story). Still some setting detail, but basically a dungeon. You go in, and you don’t come out until you can. People are probably going to die. If you die you are allowed to create a new character to replace that role before I try to bring in a new player. You cannot change roles. Do not invest heavily in your background for the app. Just make a toon. If we continue with it we will flesh out the background with proper hooks later.

Speed !
We want to have fun and go fast. I never let players post for other players. If you cant post daily, please don’t apply. It takes 5 minutes per day to post. Do it when you check your email. If you are gone for a week your character can ‘sit at camp’. This is dangerous for the group and double dangerous for you. We can play or pass on weekends with majority rule. If 3+ players want to continue to post we do. And if players post more than 1 time per day the same applies. If 3+ post we will move to the next round. Initiative goes in clumps and is re-rolled every 3 rounds. You don’t post, you missed your turn. Simple as that. I’ll do your ongoings, saves, sustains, and we continue. Once the first post for a new round is up, we have moved to that new round.

Fun !
If you don’t think dangerous and speed are fun, then this may not be the campaign for you. When I urge you to post faster, you should be wanting that … When the evil rogue who’s been messing with you for the last 10 days finally reveals his hand, it will be a grim challenge indeed. If you succeed, you’re awesome! And sometimes running away is success!


Applications (original game)

I will accept up to 6 11th level characters.

Classes allowed are PH1 PH2, Monk, and Hybrid. The Monk is not psionic sourced. It is martial or divine. You cannot MC into classes not on that list. In my world certain races cannot be certain classes and we will have to discuss that if you are unusual. If you stick with 1st edition style ideas you are mostly safe.

Races allowed are my human races(Haen, Ethoni, Omp, and Targ), rit(Halfling), dwarf, and half-elf. If you are half-elf your human side cannot be Haen and you must choose it (or I will).

Dragon magazine and setting specific (Eberron and Dark Sun) source content is not allowed. Others are.

Everyone will start with 2 magical items. You will have to track encumbrance for many reasons. For one magical item, you will choose the form and I will make the item. The other is an at-level book item from any source allowed. Each of you is getting poor and needs this adventure for money and to escape the boredom. You might have 100 gp (everyone will roll d100).

At each level when you get a utility power you may take 2. I prefer 1 of the two to be a non-combat style utility. You cannot use both. You must choose which you have ready. After a short rest you can ready the other. You cannot have 2 ready at the same time at the same level.

So that’s all I need. 11th level statblock, 1 11th level item from books, 1 additional item form, an allowed race and class, feats, picture, and skills.

I will add an after app roleplay thread soon. Roleplay begins in the village of Ehrok on the coast just before the long sea stretch to Hurakhur Bay. Pre choice roleplay is subject to all sorts of erasure and such and is really designed to help me get to know your character and how you post including how often. Don’t be shy about doing what you want. It could be useful to the plot also.

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