Myrkul's Return Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Huffocolypse

11-17-06, 06:44 PM
Hi all i am a long time watcher, first time poster. What i need to know is, has anyone done a campaign where they brought back Myrkul? I have been toying with the idea and have read the times of trouble books and have looked for and found nothing new.

I have an idea where the Pc's are looking for an artifact to bring back a lost god of justice, whom the do not know the name, but it turns out to be an evil one. the god myrkul.

the pc's will start of small, and work their way to defeating myrkul, a weakend just brought back version, and winning the day.

there will be about 15-20 adventures in all. Can someone give me some ideas on how to get players involved and how to run such a grand campaign, does my campaign sound good?

thanks in advance

Huffocolypse
starsheep

11-17-06, 08:18 PM
Myrkul still exists in Faerun, to a degree. A piece of his essence resides in the Crown of Horns. When he died during the Time of Troubles, his spirit possessed the artifact, and since then, it's been flitting around, stirring up trouble. Information on the Crown can be found in Magic of Faerun.

If you're manipulating your players into finding the Crown, an old priest of his might be a good NPC. Lost Empires of Faerun gives information about Myrkul (domains, portfolios, etc.), as well as rules for being a cleric of a "dead" god.

Kelemvor and Jergal, the two gods who manage death, would probably try to intervene somehow. Kelemvor would obviously oppose Myrkul's return. Jergal perhaps would, too, because Kelemvor's neutral stance towards the dead is more in line with his own. Who knows, though? Maybe Jergal might conspire against Kelemvor, to return his old boss to the throne?
Altar_Boy

11-17-06, 10:02 PM
You could start the adventure in Waterdeep, where rumours of deific necromancy are spreading. A band of arcane tricksters scrape clean the remaining essence of Myrkul from the Cynosphere (the hall, not the plane). After that, it's a race for the PCs to find them and stop them before Murky comes back.
Lord Karsus

11-17-06, 10:50 PM
-Keep in mind that, in all likelyhood, he does not want to become a deity again. In his current form, he has near divine power, but with none of the restrictions that go with divinity.
Valten

11-18-06, 04:43 AM
Yeah he's quite happy because he has the freedom from his previous office of death and can do what he wants now.
ericlboyd

11-18-06, 07:43 AM
If you can find it, I wrote a 2e adventure called "Eye of Myrkul" in Dungeon #73. It's part 5 of the "Mere of Dead Men" series, but it can be played standalone. It might be a good kick-off to a "Myrkul's Return" campaign.

--Eric
Bonzai

11-18-06, 12:49 PM
I would work on some way to get Velashoon to wear the crown, and sucumbing to Myrkul's influence, eventually subsuming him and becoming the new god of Necromancy and undead.