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Warhammer frpg - 2e vs 4e
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<blockquote data-quote="Ancalagon" data-source="post: 8460785" data-attributes="member: 23"><p>That is a <em>big</em> question lol.</p><p></p><p>So, trying not to get this too long...</p><p></p><p>The game was set in the city of Zeugma, which in my world had not fallen and was still around at that time - notably because they had a guild of Blue Mages that help steer the city. It was nominally part of Edessa but de-facto independent. (see <a href="https://en.wikipedia.org/wiki/Zeugma_(Commagene)" target="_blank">Zeugma (Commagene) - Wikipedia</a> )</p><p></p><p>Egypt was ruled by elves, who were refugees from Atlantis. Elves did not grow old with age, and it was currently ruled by Horus. </p><p></p><p>The Dwarves had lost their ancient homelands. For a while they found refuge in Egypt and did great works for the Elves, but that relationship broke down and they were a scattered people.</p><p></p><p>An important local figure was Nur Ad Din, part of the Seljuk Turks, a people who had migrated from the far east and were good on horses (hobgoblins, but they disliked the term). </p><p></p><p>This is what happened in Arc one:</p><p></p><p>1: The saga begins. Party hired by Jaffar, an ambitious merchant, to guard a warehouse where some his goods are stored. It turns out the owner of the warehouse hasn't been paying protection money to the local thieve's guild. </p><p></p><p>2: Fake brigrandry. The party becomes retainer of Jaffar. He asks the party to perform a delicate task - to create the illusion of heavy brigand presence upon a certain trade route. However, the party is forced to intervene to save pilgrims from turkish raiders. The party enounters Hassan, a mysterious bowman. The party also encounters Stephanos of Trebizon and his group.</p><p></p><p>3: Lost and Found: The party hears rumors of a lost magical item within the city and starts looking for it. It turns out that this is a training exercise by the local mage guild. However, the party also learns of another, much more powerful item being smuggled in - a wand infused with the deadly ice magic, Omptose Phellac. The party makes the aquaintance of Valmaxian, a reclusive elven sorcerer, agda the witch, Alcanter the Blue, Thrain Silvertouched (the Spirit Satrap) and of Feanaro Culnamo, an "elven shop" owner". </p><p></p><p>4: Grave Hunt: The scribe Ophelos has found an old parchment indicating the true location of the tomb of Selecus I Nicator, founder of Zeugma (one of Alexander's generals). The city approaches the party to go on an expedition in echange for a share of the treasure. After a few days of travel, the tomb is found inside a barrow which the locals swear is haunted. After defeating the goblins inside (who were tricking the peasants into making offerings) and the undead guardiands, the tomb is secured, will with many historical artefacts and quite a lot of treasure, including the griffin's claw, an enchanted sword made of damascus steel.</p><p></p><p>5: Liberation of Carablos: Rumors of war, as Joscelin II is captured by Nur Ad Din as they were ambushed while looking for turkish raiders. Jaffar has report that the town of Carablos, a critical suply point on the way to Bagdas, is extorting travelers under the order of a new governor. Party investigates and is joined by mysterious vagrant, Assad the lepper. The governor turns out to be consorting with necromancers and worse, and Assad to be a man not to cross. Violent confrontation ensues. </p><p></p><p>6: The Zeugma Hastildude: Party members take part in traditional martial games, demonstrating archery, riding and swordsmanship. A jousting demonstration is done and is deemed to be a silly western practice. The party does well - Orzad reaches the semi final and loses vs Christophoros, the reigning champion of the melee (Christophoros is then defeated by a newcomer, Du Hamel, a templar). Peklar wins the horserace, and Amandil reaches the archery finals.</p><p></p><p>7: Property fraud: a complex scheme is unleashed upon Zeugma, where the conman sells tiny parcells of lands to commoners to give them the right to vote. As the next election will be for the Spirit Satrap, religious tentions flare. The party attemps to investigate <em>and</em> profit. The conman escapes!</p><p></p><p>8: A trip to Antep: The party pursues the conman to the nearby city of Antep, as a large bounty is on his head. On the way, meet NubZeb the goblin. Antep situation made complicated by the conman hiring local thief guild, by members of the zeugma thief guild also being after the bounty, by actual assassins being after the conman <em>and</em> by Antep being besieged by the Sultanate of Rum! Nubzeb is instrumental in gaining accept as he knows of a secret tunel. The conman is killed, his money siezed by Antep authorities, and some dwarves escape Antep and migrate to Zeugma with the party.</p><p></p><p>9: A trip to Abu Kabal: Jaffar realizes that with the disruption from the conman, the success of a Zeugma caravan on its way back from Bagdad is suddenly of grave import. The party goes south to rejoin the caravan and help escort it north back to safety. After traveling 150 leagues, the caravan is found. On the way back to Zeugma, the caravan is beset by a habboob - a sandstorm. 3 desert ogres - far more cunning than ordinary ogres and wielding magic, use the cover of the storm to attack. </p><p></p><p></p><p>10: Anti-Banditry: Antep pays tribute to Turks who abandon siege - for now. While the party was away, Jaffar organized small caravan going east, which was attacked by bandits. Jaffar wants revenge, his goods back but most importantly a magical ring that "can see ahead" <em>and</em> a very valuable slave. The party dispenses justice and travel to Edessa, the fallen crusaser city, which has become a camp for slave traders. On the way, the party meets Cengis the mule skinner, and Crius, a large mysterious being garding a hidden door. The slave turns out to be a Circassian beauty that is highly educated in the codes of law - a bride for the Paper Satrap.</p><p></p><p>11: A trip to Allepo: Valmaxian examines the ring and declares it to be not a divination tool but the ring of many parts, which can be used to retrieve an ancient magical item hidden beneath the Citadel of Allepo - the staff of storms! The party agrees to help. What follows is <em>extremely</em> eventful, with earthquakes, the staff retrieved, Joscellin II, count of Edessa, found and rescued and the woman Le-ka, resurected but put inside a golden automaton, who now claims to be the Avatar of Ishtar, Goddess of love and war.</p><p></p><p>12: Upward Mobility: Jaffar tries to become a council member on the merchant guild. Someone tries to assassinate "him" - but his servant is the true target. Templars are involved, and the assassin's guild is not happy someone is poaching on their turf. An arangement is made with the templars - but Agda the witch foresees blood - BLOOOOOOODD!!! Hassan informs party that Jaffar is still in danger. While traveling on protection detail, the party is attacked by would be assassins - but the party proves to be the anvil upon with the local assassin hammer the would be interlopers. Many dead. Jaffar wins election. Amandil dreams of bloody pyramid. </p><p></p><p>13: Delaying action: Nur Ad Din is enraged by Joscelin II's escape and decides to strike Turbesell (Joscelin's forteress) before Joscelin is ready. Zeugma decides to help covertly - the party, some assassins (Hassans, Assad and <em>the black dwarf of zeugma!!!</em>), an Amber mage and other sellswords (including Stephanos's group) are recruited to start gerilla campaign. Party convinces goblins to help. Enemy scouts are ambushed, bridges are torched, horses are spooked, siege engines are burned down and enemy mages are furiously murdered. Eventually, armenian relief force shows up, and Nur Ad Din withdraws. </p><p></p><p>14: Jailbreak: Egyptian Ambasador has learned that Valmaxian has left and is a follower of set - the Staff of storm is a key to release him. Blue guild forsees a key event and are troubled. Agda the witch flees the city. Party has doubt, as Set's emprisonment could be considered unjust. They return to the valley where they met Crius (who is no longer present). They do not manage to stop Valmaxian in time, and Set is released at night. He blots the moon out with his hand and declares that there are not four elements, there are five. Once the darkness disperses and the moon returns to normal, he and his servants are gone.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 8460785, member: 23"] That is a [I]big[/I] question lol. So, trying not to get this too long... The game was set in the city of Zeugma, which in my world had not fallen and was still around at that time - notably because they had a guild of Blue Mages that help steer the city. It was nominally part of Edessa but de-facto independent. (see [URL="https://en.wikipedia.org/wiki/Zeugma_(Commagene)"]Zeugma (Commagene) - Wikipedia[/URL] ) Egypt was ruled by elves, who were refugees from Atlantis. Elves did not grow old with age, and it was currently ruled by Horus. The Dwarves had lost their ancient homelands. For a while they found refuge in Egypt and did great works for the Elves, but that relationship broke down and they were a scattered people. An important local figure was Nur Ad Din, part of the Seljuk Turks, a people who had migrated from the far east and were good on horses (hobgoblins, but they disliked the term). This is what happened in Arc one: 1: The saga begins. Party hired by Jaffar, an ambitious merchant, to guard a warehouse where some his goods are stored. It turns out the owner of the warehouse hasn't been paying protection money to the local thieve's guild. 2: Fake brigrandry. The party becomes retainer of Jaffar. He asks the party to perform a delicate task - to create the illusion of heavy brigand presence upon a certain trade route. However, the party is forced to intervene to save pilgrims from turkish raiders. The party enounters Hassan, a mysterious bowman. The party also encounters Stephanos of Trebizon and his group. 3: Lost and Found: The party hears rumors of a lost magical item within the city and starts looking for it. It turns out that this is a training exercise by the local mage guild. However, the party also learns of another, much more powerful item being smuggled in - a wand infused with the deadly ice magic, Omptose Phellac. The party makes the aquaintance of Valmaxian, a reclusive elven sorcerer, agda the witch, Alcanter the Blue, Thrain Silvertouched (the Spirit Satrap) and of Feanaro Culnamo, an "elven shop" owner". 4: Grave Hunt: The scribe Ophelos has found an old parchment indicating the true location of the tomb of Selecus I Nicator, founder of Zeugma (one of Alexander's generals). The city approaches the party to go on an expedition in echange for a share of the treasure. After a few days of travel, the tomb is found inside a barrow which the locals swear is haunted. After defeating the goblins inside (who were tricking the peasants into making offerings) and the undead guardiands, the tomb is secured, will with many historical artefacts and quite a lot of treasure, including the griffin's claw, an enchanted sword made of damascus steel. 5: Liberation of Carablos: Rumors of war, as Joscelin II is captured by Nur Ad Din as they were ambushed while looking for turkish raiders. Jaffar has report that the town of Carablos, a critical suply point on the way to Bagdas, is extorting travelers under the order of a new governor. Party investigates and is joined by mysterious vagrant, Assad the lepper. The governor turns out to be consorting with necromancers and worse, and Assad to be a man not to cross. Violent confrontation ensues. 6: The Zeugma Hastildude: Party members take part in traditional martial games, demonstrating archery, riding and swordsmanship. A jousting demonstration is done and is deemed to be a silly western practice. The party does well - Orzad reaches the semi final and loses vs Christophoros, the reigning champion of the melee (Christophoros is then defeated by a newcomer, Du Hamel, a templar). Peklar wins the horserace, and Amandil reaches the archery finals. 7: Property fraud: a complex scheme is unleashed upon Zeugma, where the conman sells tiny parcells of lands to commoners to give them the right to vote. As the next election will be for the Spirit Satrap, religious tentions flare. The party attemps to investigate [I]and[/I] profit. The conman escapes! 8: A trip to Antep: The party pursues the conman to the nearby city of Antep, as a large bounty is on his head. On the way, meet NubZeb the goblin. Antep situation made complicated by the conman hiring local thief guild, by members of the zeugma thief guild also being after the bounty, by actual assassins being after the conman [I]and[/I] by Antep being besieged by the Sultanate of Rum! Nubzeb is instrumental in gaining accept as he knows of a secret tunel. The conman is killed, his money siezed by Antep authorities, and some dwarves escape Antep and migrate to Zeugma with the party. 9: A trip to Abu Kabal: Jaffar realizes that with the disruption from the conman, the success of a Zeugma caravan on its way back from Bagdad is suddenly of grave import. The party goes south to rejoin the caravan and help escort it north back to safety. After traveling 150 leagues, the caravan is found. On the way back to Zeugma, the caravan is beset by a habboob - a sandstorm. 3 desert ogres - far more cunning than ordinary ogres and wielding magic, use the cover of the storm to attack. 10: Anti-Banditry: Antep pays tribute to Turks who abandon siege - for now. While the party was away, Jaffar organized small caravan going east, which was attacked by bandits. Jaffar wants revenge, his goods back but most importantly a magical ring that "can see ahead" [I]and[/I] a very valuable slave. The party dispenses justice and travel to Edessa, the fallen crusaser city, which has become a camp for slave traders. On the way, the party meets Cengis the mule skinner, and Crius, a large mysterious being garding a hidden door. The slave turns out to be a Circassian beauty that is highly educated in the codes of law - a bride for the Paper Satrap. 11: A trip to Allepo: Valmaxian examines the ring and declares it to be not a divination tool but the ring of many parts, which can be used to retrieve an ancient magical item hidden beneath the Citadel of Allepo - the staff of storms! The party agrees to help. What follows is [I]extremely[/I] eventful, with earthquakes, the staff retrieved, Joscellin II, count of Edessa, found and rescued and the woman Le-ka, resurected but put inside a golden automaton, who now claims to be the Avatar of Ishtar, Goddess of love and war. 12: Upward Mobility: Jaffar tries to become a council member on the merchant guild. Someone tries to assassinate "him" - but his servant is the true target. Templars are involved, and the assassin's guild is not happy someone is poaching on their turf. An arangement is made with the templars - but Agda the witch foresees blood - BLOOOOOOODD!!! Hassan informs party that Jaffar is still in danger. While traveling on protection detail, the party is attacked by would be assassins - but the party proves to be the anvil upon with the local assassin hammer the would be interlopers. Many dead. Jaffar wins election. Amandil dreams of bloody pyramid. 13: Delaying action: Nur Ad Din is enraged by Joscelin II's escape and decides to strike Turbesell (Joscelin's forteress) before Joscelin is ready. Zeugma decides to help covertly - the party, some assassins (Hassans, Assad and [I]the black dwarf of zeugma!!![/I]), an Amber mage and other sellswords (including Stephanos's group) are recruited to start gerilla campaign. Party convinces goblins to help. Enemy scouts are ambushed, bridges are torched, horses are spooked, siege engines are burned down and enemy mages are furiously murdered. Eventually, armenian relief force shows up, and Nur Ad Din withdraws. 14: Jailbreak: Egyptian Ambasador has learned that Valmaxian has left and is a follower of set - the Staff of storm is a key to release him. Blue guild forsees a key event and are troubled. Agda the witch flees the city. Party has doubt, as Set's emprisonment could be considered unjust. They return to the valley where they met Crius (who is no longer present). They do not manage to stop Valmaxian in time, and Set is released at night. He blots the moon out with his hand and declares that there are not four elements, there are five. Once the darkness disperses and the moon returns to normal, he and his servants are gone. [/QUOTE]
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