Hybrid games are now allowed on Myth Weavers without permission. A hybrid game is defined as a game that may be played through other means, but which uses Myth Weavers resources such as sheets or an OOC forum.
Games which do not utilize Myth Weavers resources in any manner are still prohibited and ads for such will be removed.
Myth Weavers is pleased to announce the Dungeons & Dragons Create a Villain Contest! Members may create a villain using any edition of the Dungeons & Dragons rules, and the final entries will be voted on by the community.
First place wins a new copy of the Dungeons & Dragons 5th Edition Players Handbook!
The contest runs from July 1 to July 31, and voting will then run from August 1 through August 7. The winner will be announced on August 8 and contacted via PM. Contest details and directions may be found HERE!
An old friend from the Cold Lands has summoned you in an hour of dire need…
You have been summoned to Damara, one of the Cold Lands, by an old friend who is calling in a debt you have owe to him. I am looking for four and four only (I'm putting a harsh cap on this game), players who are willing and able to bring some sort of sense of law to the lawless lands of Vaasa. How they go about that? That is up to the PCs entirely. The main quest is simple enough in its instruction, Castle Perilous must be retaken by the PCs and any threat to the nearby lands eliminated. There will be opportunities to work in a group, work solo, and for every PC to shine in the darkest of moments.
My DMing style is to put the story way ahead of the rules, combat is necessary but not bothersome, do accept that PCs can and will die in a game with such high stakes. I am not saying that I have a 'PC Death List' next to me or a 'Kill Chart' here, what I am saying is that sometimes in the course of a story someone might just have to perish to push the story, however, as a DM I have never found a character's death to be the end of their story. However, this game will be a bit less balanced... with a bit more combat and 'dungeon' crawling than my other game.
Remember, the future is unwritten... even in Faerūn.
The Cold Lands.
Zhengyi the Witch-King is dead, the second war between Vaasa and Damara has come to an end... but the real problems are about to start in the cold bitter North lands.
The death of Zhengyi has left a massive power vacuum in Vaasa which has brought out of the woodwork many who would lay claim to the title of "Ruler of Vaasa." These include some of the followers of the Witch-King, noted of the land, members of noble houses and even outsiders from many other places in the Realms all of which drool at the thought of control. The true main prize? The remains of Castle Perilous, a massive seat of power now empty, rumors of artifacts, treasure, and of course personal property of the Witch-King himself.
Four individuals have been brought to Vaasa's neighbor of Damara by a man who they all owe a great debt to, the famed Elven Sorcerer Galandir "Gally" Mithetheth, in hopes of making sure that Vaasa does not fall into chaos or into the hands of another just like Zhengyi. The Cold Lands will prove to be bitter towards outsiders, but the prevention of war is what Galandir hopes most for the people of Damara and many would abuse such power. The mission is to head to Castle Perilous itself and root out the evil that it still radiates.
What will be waiting for them at Castle Perilous? Who will ascend to the throne? Who can you trust in the Cold Lands?
The game takes place 1360 DR - "Year of Turrets", two years after the Time of Troubles where gods were forced to walk the lands.
Last edited by Death_Knight; Jul 8 '12 at 4:52pm..