Dragonfly – Episode 19/ After fleeing Kay on their ship the Dragonfly, our party head east to warn the other coastal villages. Taking the survivors from their home village, the heroes are eager to escape the darkness sweeping across the land. The first stop is Oren, a tiny, quiet village with a bold female ranger in charge. After the party can’t convince the villagers to evacuate, they decide to seek out the village elders. They uncover much more than they expected.
The next stop is the village of Lucen, high above on cliffs overlooking the Salamar Sea. This visit doesn’t go well after Lynne cannot hold her tongue. The paladin and cleric both contract lycanthropy in a nasty battle.
Later, Lynne and Thorn are both transformed into werewolves after arriving at the village of Freyas. After Lynne tosses Thorn into the ocean, the two werewolves swim towards the beach. Their monster forms are bathed in the moonlight shining on the waves. Fisherfolk stand at the beach unaware of what is happening.
The Forsaken are:
Joshua plays Valkyrie and Lynne – wood elf barbarian and gensai cleric
Sarah plays Thorn – high elf paladin
Jeff plays Adoy – gnome mystic
Shane plays Temdreh – tiefling bard
The World of Myrr was inspired by the classic fantasy RPG settings. It is a highly detailed, 371 page book. Myrr is a great foundation for any 5th Edition adventure and can be used with other fantasy RPGs.
Various factions have converged on this continent. When they clash it will change the world forever. The vampire’s alliance with the devils is the biggest threat to peace. Powerful leaders in the cities of Wyld and Stonehelm are making aggressive moves. The bandit lords of the Southern Territories are threatening to move north. Even the serene, elven Nerathian Kingdom has been infiltrated by dark elf spies. In the Northwest, many are worried about the might of the Barbarian army. Many shadowy thieves and monks are making folk nervous. And then there are the orcs, goblins, giants, and dragons!
However, there is some hope for peace. The true knighthoods stand up to evil, and honor still has its place in the Fighters’ Guild. Some wizards on the Wizard Council have their hearts in the right place. The most powerful forces of good might well be the Inner Sons monk brotherhood or the warrior clerics known as the Ro Gard.
The 371 page book includes:
Over 70 detailed settlements (villages, towns, and cities)
Unique lore, with a timeline included
Over 40 adventure hooks
Detailed geographic features
Thirty new monsters
Over 250 NPC descriptions
A unique pantheon with over 50 deities
Over 50 different factions
43 pages of encounter tables
43 pages of corresponding monster lists, organized by challenge ratings
Over 300 detailed inns and taverns
Tavern menu list
This product contains Open Gaming Content: OGL is included