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Myth module E2, "The Hall of Ettin Terror", is an Adventure Module for MYFAROG. This Myth Module begins in the village of Spirit Cove in Erulia on the day of the Summer Solstice High Festival and the birthdays of the deities Fraujôn and SuwilaR. During the entirety of the High Festival, many of the local Maenads play key roles in the rituals; in particular the youngest Maenad, whose name is Erika. If one of the players wishes, he could play this Myth as Erika the Maenad. In such a scenario, it would be a good for the player to have good knowledge of the proceedings of the Summer Solstice…mehr

Produktbeschreibung
Myth module E2, "The Hall of Ettin Terror", is an Adventure Module for MYFAROG. This Myth Module begins in the village of Spirit Cove in Erulia on the day of the Summer Solstice High Festival and the birthdays of the deities Fraujôn and SuwilaR. During the entirety of the High Festival, many of the local Maenads play key roles in the rituals; in particular the youngest Maenad, whose name is Erika. If one of the players wishes, he could play this Myth as Erika the Maenad. In such a scenario, it would be a good for the player to have good knowledge of the proceedings of the Summer Solstice (these can be found in the 'High Festivals' section of the MYFAROG rulebook). After taking the part in the High Festival, the Adventure Party (hereby just abbreviated to AP) are asked to investigate the killing of a rural scout in a hillside village to the south called Lindon. Rumours of dreaded Ettin Phenomena bring fear to the hearts of the locals, as the second rural scout, who barely survived, brings home news of the alien creatures. There is a farm to the south of Spirit Cove which should provide a good starting point for investigation. Aside from the Random Encounters in The Land of Thulê that the AP may face as they travel, they may run into Gardeners and Khemetian Merchants, who may change the course of destiny of this Myth in vastly different ways. Time is also of the essence, thus if the AP loiter for too long whilst carrying out errands and tasks, irreversible consequences may be brought forth later on. The village of Lindon has been wrought with strife and trouble ever since the Golden Hall of the May King was become a Hall of Terror. Outsiders have come from afar to offer their sword arm - but do they have their own agenda? Will the AP realise that to cleanse the land of its alien problem, they must find its source? The AP may also encounter a variety of characters ranging from the benevolent, noble, and righteous to the evil, ignoble, and deceitful; all with their own stories and intentions. I recommend this Myth to be played by level 1 or 2 player characters. When I first ran a section of this Myth with some friends, all of the characters shared a family-bond; there was a father figure and his two sons, and an older brother of the father (a Bard of HadnuR which was particularly well interpreted by Charles Dickson) and the role-playing aspect between the players due to their characters' family bond was particularly good, and I have noticed the same thing in other games of MYFAROG. Of course, this is in no way to say that adventures who are strangers cannot form an excellent bond. Related player characters are allowed to choose a talent of their choice during character creation. As a final note, the Myth Master is free to change any part of this Myth that he sees fit. Thulê is a fantasy world, and as such, no characters or organisations are based on real life ones.
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