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RPGA Living Forgotten R.. Tell us about your MyRealms Adventures!
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3 years ago  ::  Nov 08, 2010 - 2:12PM #11
eudemonist
Date Joined: Feb 28, 2008
Posts: 288

We've done something similar at OwlCon here in Houston.  Last year we offered a dozen or so linked MYRE adventures as part of our local story arc, primarily focused around several sea caves recently discovered just north of Djerad Thymar.  We plan to continue this at OwlCon XXX in January, with I think eleven (at last count) MYRE modules being put together by all our hard working local talent.  It looks like things this year will center around events in Sekras, a small town to the east of Djerad Thymar, situated near the mouth of the River of Swords.

Pretty sure at this point that our local authors have written more mods set in Tymanther than WotC.

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3 years ago  ::  Nov 08, 2010 - 11:27PM #12
Dodecahedron
Date Joined: Jan 26, 2005
Posts: 960

Nov 8, 2010 -- 2:12PM, eudemonist wrote:


We've done something similar at OwlCon here in Houston.  Last year we offered a dozen or so linked MYRE adventures as part of our local story arc, primarily focused around several sea caves recently discovered just north of Djerad Thymar.  We plan to continue this at OwlCon XXX in January, with I think eleven (at last count) MYRE modules being put together by all our hard working local talent.  It looks like things this year will center around events in Sekras, a small town to the east of Djerad Thymar, situated near the mouth of the River of Swords.

Pretty sure at this point that our local authors have written more mods set in Tymanther than WotC.




Too bad they killed the local regions in LFR. Regional adventures were always
interesting due to local involvement. Your MYRE solution seems the exception.

If there are not enough resources at the Global level to support adventures,
why not empower regional leadership to allow official regional adventures?

Certainly there cannot be any issue of treasure creep relative to MyRealms.

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3 years ago  ::  Nov 09, 2010 - 8:08AM #13
eudemonist
Date Joined: Feb 28, 2008
Posts: 288
We in Houston feel the same way.  There's a fair contingent of folks here who traveled about quite a bit to hit different regions back in LG days, and we wanted to bring back a little of that feel.  It's actually been very cool, though a lot (A LOT!) of work.  With the advent of Comicpalooza, a new convention here in Houston, we're hoping to step up production a bit and have a few mods to offer for it in May as well, continuing the same story arc.  We did get some positive reviews last year (shameless plug here) and are hoping we do as well this coming year.  Come check it out!  It's not "official", but it's fun!

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2 years ago  ::  Dec 09, 2010 - 11:14AM #14
eudemonist
Date Joined: Feb 28, 2008
Posts: 288
Cross-posting this from the new official WotC Tymanther board--delete or replace with link if you're dying for bandwidth, mods.  Original message follows:

----------------------------------------------------------------------------------------------------------------

Due to the overwhelming response to my first thread, I've decided to start up a whole new one so replies don't get lost.  I just wanted to give a quick recap of the My Realms modules I ran at our last OwlCon, primarily for the benefit of players who will be returning this year (I can barely remember the mods I played last week!), but also to make the rest of you jealous. 

Durbak's Rock:
A small island (Durbak's Rock, named for a hermit dwarf who lived there over a century ago), off the coast of Tymanther, had been abandoned since the Spellplagues, as shipping routes had changed with the restructuring of the Faerunian landscape.  Pirate attacks on shipping trade between Tymanther and High Imaskar had escalated, and some ships reported seeing a light from the old lighthouse on Durbak's Rock.  The PCs were hired by a representative of House Salva, a dragonborn mercantile house, to investigate.  Outfitted with a small ship, the PCs were charged with landing on the gently-sloping eastern portion of the island, traversing its jungly width to the cliffs on the east side where the lighthouse was located, and investigating the sightings.
 
Upon arrival on the island, its wild nature became quite clear, as fey creatures, sometimes known as "Redcaps", beset the adventurers just as they were making landfall.  Vicious battles ensued, with party members being punted up and down the sandy shore.  Eventually prevailing, the parties
traversed the island, which seems to border closely on the Feywild.

Finding the lighthouse with little difficulty, it became obvious the installation was no longer abandoned.  A large "No-man's-land" had been cleared around it, and barricades installed.  A pair of caged tigers were spotted, and a mechanical construct patrolled the battlements.  As the heroes approached, the arbalester raised a loud alarm, bringing the occupants out to do battle.  The gnome Silas, along with his wife Shelley, tried in vain to defend their position, with the help of Silas' construct and the two large cats, but were eventually overrun.  Shelley died in the fighting, but Silas escaped by jumping out a window, apparently to the rocky waterline a hundred feet below.

Examination of the area after the fight revealed that Silas, the gnome, had been working in conjunction with a group of pirates who were ensconced in a cavernous harbor below the lighthouse, supplying them with mechanical constructs in exchange for the trained tigers, and operating the lighthouse to aid them in navigation the deadly reef protecting the mouth of their hideout.  The tigers also revealed some anomalys--a strange brand was found on the right rear paw of each, resembling three tentacles within a circle.  They also seemed to be unusually docile when responding to the gnome's commands.  Furthermore, the parties discovered the pirates stationed here were part of a larger, loose confederation planning to stage a large-scale surprise attack on several other groups of adventurers, near a group of recently-discovered sea caves up the coast.  The pirates had been instructed to report to the Ship of the Gods, a volcanic island which sank beneath the waves in the Spellplague.

(check out some pics and a player review of this module--and OwlCon in general--at tailslap.blogspot.com/2010/02/ale-break-... 


Pontoon Paradise :
Yeah, stupid name.  Shut it.
In Durbak's Rock, adventurers learned that several groups of pirates were meeting at the Ship of the Gods to stage an attack.  In a desperate bid to identify the mastermind of this plot, General Arrat of Djerad Thyman, through intermediaries, hired a group of powerful adventurers to investigate (and ideally put a stop to) these machinations--and quickly.

Sailing swiftly to the location, the adventurers found that, while the volcano may have (mostly) sunk, a small outpost had sprung up on the location nonetheless.  An immense patch of seaweed, several feet thick, had somehow congregated about the site, and the pirates, enterprising wretches that they are, had covered much of it in wooden pontoon platforms, creating a semi-stable "land mass" to use, both for docking and for construction of several simple shelters. 

Attempting to tie up to the local docking facilities, these paragons were beset by the aquatic guardians of the area:  several sahuagin, one of whom was mounted on a dire shark.  Swallowing ensued.

After this brief skirmish, the adventurers spoke with a seedy old fellow who appeared to be the local equivalent of an innkeep.  Basically just a guy with a giant booze stash, he quickly coughed up what little information he had--a fellow by the name of Alistair was responsible for these shenanigans.  Most of the pirate crews had already departed to launch their surprise attack, but Alistair remained, nearer the center of the pontoon city.

Of course, the PCs sought this fellow out.  It turned out the volcano had not sunk entirely, but only a small portion still extended above the surface.  That small portion, however, was enough for Alistair to use as an anchor for the seaweed patch, which he summoned with his Druidic powers.  The PCs, arriving at the center of the camp, found the druid Alistair, in the company of Silas the gnome, performing ritual overwatch for the distant pirate crews.  Breaking up the love fest, the PCs swiftly banished Alistair to another plane, kicked the crap out of his friends, killing the gnome in the process, and stood around in a circle waiting for the druid to eventually escape his extradimensional prison.  Eventually he did...to his great dismay, his waiting party was patient.  A veritable blizzard of pain rained down upon him, leaving him no option but to adopt the form of a raven and fly for his life.  He didn't make it far.  He was last seen sinking beneath the waves, covered in Magic Missile scars and sprouting arrows.

Investigation of Alistair's effects revealed he was operating under orders from someone by the name of Lord Trask.  To what end is not yet known.  Unfortuately, the druid's death also resulted in the breakup of the seaweed supporting the outpost, so any information regarding the motives of Alistair is now lost to the sea.




Hope to see all of you at OwlCon in January!  We'll pick up some of these threads then.

(Also, hope to see all you other OwlCon authors post a little recap here, too!)

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2 years ago  ::  Dec 15, 2010 - 3:00PM #15
eudemonist
Date Joined: Feb 28, 2008
Posts: 288
Some more of our Owlcon MYRE authors have put up info about their MYRE offerings from last year up in the "Official" Tymanther forums--check 'em out!

community.wizards.com/lfr/go/forum/view/...
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2 years ago  ::  Jan 05, 2011 - 9:28AM #16
eudemonist
Date Joined: Feb 28, 2008
Posts: 288

Tymanther sits amidst a broken landscape, strangers in a strange land. The
dragonborn have little formal influence across Faerun, and have at best cool
relations with East Rift to the south and Chessenta to the north. A state of
cold war exists with the genasi of Akanul to the west. Only High Imaskar
maintains decent trade relations with the lofty pyramid citadel of Djerad
Thymar. The dragonborn eke what they can from their rough lands, but trade with
others is requisite for prosperity. It is through adventurers that Tymanther has
been able to learn of and communicate with the civilizations they have landed
amongst.

Last Alturiak, Djerad Thymar hosted a celebration in the mild winter climate to
show their appreciation of the adventuring trade. This was of course a ploy of
sorts for the military to recruit several bands of worthy adventurers to help
them with some discreet matters of domestic security. From far and wide heroes
came for the celebration, and thereafter engaged in a number of tasks at the
behest of Vanquisher Tarhun.

Over the past year, the nature of these secret missions has spread through the
adventuring community. Riddled with the errors of rumor, the list of exploits
and accomplishments is long: pirate strongholds in the Sea of Fallen Stars were
purged, throwing local pirate organizations into disarray; a series of newly
discovered sea caves was explored, and many of their foul inhabitants expunged;
a surge of random monsters appearing in the caverns below the capital was
squelched, and their appearance was discovered to be a plot by the enigmatic
Queen of Tortures. Excavating and looting the ancient ruins of Unthalass from
below, this Queen hopes to one day reclaim the surrounding lands usurped by the
dragonborn, Unther reborn.

Adventurers, following a series of ancient portals, raided the stronghold of
these forces of evil, claimed control of the portal network, and defeated a
Deepspawn: an aberrant creation with the ability to reproduce any monster it has
ingested. Subsequently feted for their efforts, the fame of these adventurers
spread, particularly through the dragonborn realm of Tymanther.

Now that a year has passed, the situation has changed a little. The Queen plots
against them, but more quietly, and pirates are less of a threat to Tymanther's
sea trade with High Imaskar. While this is good news for Tymanther in general,
and Djerad Thymar in particular, the same does not hold true for the small town
of Sekras, situated on the caravan route at the mouth of the River of Swords.
As money from passing caravans has dried up, so has the town. To make matters
worse, monster activity in the area has increased significantly, and the trickle
of caravans still coming through has almost dried up entirely.

Lord Flavia, the leading dragonborn in the town of Sekras, desperate for
assistance which has been unforthcoming from the capital in Djerad Thymar or
High Imaskar, has been convinced to take matters into his own hands and attempt
a Great Outsourcing for his own community, timed to coincide with the Midwinter
Festival. He has spread the word, hoping to attract many of the same adventurers
who assisted the dragonborn in the past.

A Great Hunt has been advertised, an attempt to bring return trade to the town,
bolster its flagging economy, and push back the borders of the Shaar Desolation
and its monstrous denizens. While not as glamorous as the jungle hunt in Port
Nyranzeru, Lord Flavia hopes the promise of glory, coupled with the chance to
perform a good deed for his community in need, will provide the requisite
motivation for adventurers of repute to assist his humble town.

Will YOU answer the call?



www.owlcon.com/2011/prereg.php

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