Rebuilding Myth Drannor....how to do it? [Archive] - Wizards Community

Post/Author/DateTimePost
Tyron

05-15-05, 11:58 AM
Our party has reached epic levels.....

Now there greatest quest will begin rebuilding Myth Drannor. Do you board members have any:

Tips, ideas, adventure ideas...on how to achieve rebuiling Myth Drannor.

Everything is welcome.

Thx Tyron
BelRex

05-15-05, 12:32 PM
Well can we have a rundown of of your party's classes and levels?

Well, I would first build a base of operations within the city, and keep it defended. Then, hopefully one of you is an elven wizard, that way you can call in some elven High Wizards from Evermeet to help rebuild the Mythal. I think that would be the most important thing, is the rebuild the mythal..that will help with the other things you have to do.

One of you would probably need permission to take over the area that was once Myth Drannor, and take Epic Leadership. You'll need the followers to rebuild the city. Each of your players should take leadership if possible, it'll help the city grow faster(you can probably add some kind of leadership bonus for actually having freed the city). Any spellcasting guilds can help with Epic Spellcasting.

You probably ticked off some demons/devils, dragons, and undead so build up your other defenses.

By reawakening the city, and making it blossom you may gain the attention of the Shrinshee perhaps..and she has the Rulers Blade..and isn't the Windsong Tree in Myth Drannor with the Scrolls?

Drow are going to be a problem for you, especially with what is now happening with Lloth. You would probably be wise to gain audience with Eilistraee, and seek her aide. I'm sure she would help you, if you made it known that you would rather seek peace with the Drow and their atonement rather than killing all of them :P

I think there is already one God that has taken a special interest in the city, Shaundakul. According to page 61 in F&P, he has an order called the Knights of the Shadow Sword, their main goal is to clean up Myth Drannor. So now that it's clean, you could probably get them to move their operation into the city to help defend it and more than likely with the full blessing of their God. Thats all for now.
dragonheart

05-15-05, 03:22 PM
suggestions? sure :D
1) definitely fix and update the mythal.
2) Start trying to ID the portals to the lower planes and start closing them (and fighting all the demons etc trying to keep them open.)
3. Kill off the Phaerimm that the shadowlords missed (there should be at least one or two)
4. try not to annoy the several elder wyrms that now reside there.
5. get together with the followers of Shaundukul, the Seldarine and Eilistraee to work out a plan for what to do, when and by who.
6. Clear the Zhentarim from Teshendale (you may want to do this first to establish a base of operations) Deal wiht MAalithir in HIllsfar and his band of xenophobes as well so you aren't fighting with them constantly when you do get everything else done. deal with the drow in COrmathor - there are only about 75,000 of them according to the guides - shouldn't be too hard :P
that enough for you?
D4rkchylde

05-15-05, 05:10 PM
Buy Lost Empires of Faerun if you dont have it already, trust me.
Tyron

05-15-05, 05:13 PM
The Party:

OPP, Moon Elf Fighter/Warmage/Eldritch knight lvl 22;
Lela, Sun Elf Wizard/Incantatrix/Archmage level 23;
Lysa, Human Rogue/Arcane trickster/Sorcerer lvl 21;
Mesmir, Human Woodling Ranger of Mielikie lvl 22;
Mao, Human Rogue/Ninja Spy/Chameleon/ lvl 21;

The Sun and Moon elf are head of a wizard college with:
4 high level wizards, 5 mid level level wizards and a dozen lower level wizards.
The wizard college has an allegiance with two mid level adventuring parties: The silent four and Oinomos.

Furthermore I have the AD&D myth drannor boxset and lost empires of fearun.

Let them ideas flow :)

Tyron
Ohtar Turinson

05-15-05, 06:06 PM
Well, obviously, dissembling the mythal is a good start; and you'll want to come up with another epic spell, to banish fiends within a several mile radius.

Closing all the portals in the city would be a good thing to do too- Blackcloak and various other evils were supposed to have used those against the elves before, and they helped draw some of the Army of Darkness to the area.

And of course, as dragonheart said- make sure no one's watching you. Shade, the Zhents, the Church of Shar, the Church of Cyric, the Drow... every evil organization in the North will want a piece of the action if Cormanthyr starts to return. Starting a war between the Shades and the Banites would be an interesting means of diverting the two, assuming no one figures out what's up.
Alac Luin

05-15-05, 07:44 PM
I think there is already one God that has taken a special interest in the city, Shaundakul. According to page 61 in F&P, he has an order called the Knights of the Shadow Sword, their main goal is to clean up Myth Drannor. So now that it's clean, you could probably get them to move their operation into the city to help defend it and more than likely with the full blessing of their God. Thats all for now.

Actually, they are already in the city, in a temple called Shaundakul's Throne.
A magic dead area surrounds the temple, legend says that this magic dead area is actually a manifestation of Shaundakul himself (I do not know where this legend started, I heard it here on the boards)

It is known the presence of active gates in the city are causing part of the instability of the Mythal.
A likely action would be closing down many of the gates.
The Mythal has a guardian, one would need to contact the Mythal guardian.
The current guardian is the ghost of a female elf cleric of Mystra.
If you don’t get her on a helpful level, she would probably try to stop you from effecting the Mythal.

It is also known the mythal of this city was a special spell, compared to a normal Mytal.
It would probably be necessary to have a copy of this spell to research the particulars of it.
Re casting the mythal spell, it may require sacrificing one of the characters.
Most likely this would be Lela, as she is the one with best chance of manipulating the magical energies required.

Have you seen the 3.0 adventure Attack on Myth Drannor?
It’s for lower level then your characters, but does have some recent happenings in the city.
Draco Strang

05-16-05, 12:43 AM
There's a lot of damn devils to clear out. Someone better buy some sort of holy outsider-bane weapon.

Seriously, you've got beholders, demons and devils, dragons, and a ton of other nasties lurking in that city. Once you clear them out, you still have to reconstruct it. THEN comes the task of repopulating it, rebuilding the mythals, and getting the city to flourish.

Good luck.
ClobberinTime

05-16-05, 01:46 PM
I would say that in 1372 the city is more ripe to be refounded than it has since its fall- My take on the current state of the city is that the shades have cleaned out most of the Phaenrim, but that the ones that are left should challenge your party very handily in an beginning epic game.

2, Its an open question as to whether or not the Shades also took out the cult of Shaundakul when they took out the phaenrim. Or does Shaundakul himself still live there???

3, Don't forget the Cult of the Dawn in the boxed set, are they still there, etc... the stone of the dawn controls the mythal around it and keeps the mythal under control, If the cult has been destroyed make your PCs track down the stone.

4, You will probably need to recover the warblade and the art blade, how this can be done is in LEOFF, and will give great legitimacy to your quest.

5, You need to convince the Shrinshee to bring back the rule blade, or take over as coronal

6, You need to convince the elf baelnorn to bring back windsong tower.

7, Like other said you need to close the portals and kill the deepspawn spewing out monsters, and the dragons too.

8, You need to recast the mythal which you can find out about in LEOFF too.
Tyron

05-16-05, 04:17 PM
6, You need to convince the elf baelnorn to bring back windsong tower.

Can you tell me al little bit more about what has happened to windsong tower?
Rick Day

05-16-05, 04:35 PM
The afore mentioned thread about this same topic has the Work up for a new myhtal that has worked into it the end of the old mythal as well, it is designed to get rid of the tanari and ba'atsu (sp). Check it out.
createvmind

05-16-05, 05:25 PM
Banishing the demons is not as much the problem as keeping them banished, they obviously have performed many vile rituals to augment their kind as well as provide other ways to access the ruins if portals are destroyed. I believe you have the deal with the Mythal before you deal with the demons cause the mythal I believe prevents the demons from running rampant across the lands. Hallow and other good aligned area spells would be good for wherever your PC's set up base of operation, extensive lore and knowledge of the history, land, demons, devils, phaerimm, undead, elven, and obviously arcane is required. As was mentioned before, the phaerimm that have survived the shade/Vala cleansing will be quite formidable indeed. Use of arcane eye and other sensors that can move or construct to help you map out old and new underground areas are a must or it'll just be a battle of attrition which your PC's should ultimately lose since the vast number of enemies are we'll within their CR range.

The aid of the Knights of Myth would be a boon, provided you could convince them that you are not power mongers and tomb robbers, the possible support or communication with other high level NPC's just to avoid possible confusion and more battle. The most difficult part will be convincing the Baelnorns to aid you, especially with humans in your party and most elves to this day believeing the fall of drannor was because of access by other races. By far the most important factor would be the support of the elven race, which is a whole epic political struggle by itself.

All in all it should make for a very challenging if not successful campaign, I hope you use enemies intelligence to the fullest. Very few opponents of any intelligence will commit themselves to a fight to the death within Myth Drannor unless cornered, Phaerimm foremost. The PC's should expect to be pelted continously unless they can find or create a secure place of protection.

Lets not forget the natural hazards, wild magic, dead magic areas, etc...........
Tyron

05-18-05, 05:31 PM
Does anybody know what happened to the good red dragon Garnet after he attacked the army of darkness?
Kuje31

05-18-05, 05:42 PM
Does anybody know what happened to the good red dragon Garnet after he attacked the army of darkness?

No we don't. :) Steven left it up to DM's and WOTC hasn't said much more then that.
75RD Drum Clip

05-23-05, 01:48 PM
IMC, I am running a series of Myth Drannor reclaimation missions. The PCs are currently about 55% done with mission 1.

I started it out by drawing up 2 blocks of the ruins, then populating it with various nasties. The first mission is for the PCs to clear out the nasties, then to begin to remove the wild and dead magic zones. After that, I suspect some of the PCs will move into ruins in order to establish a base of operations that future missions can be launched from.
The Simbul

05-24-05, 01:53 AM
Restoring Myth Drannor would be all the more easier if Lost Empires of Faerun actually told people what a Mythal Rejuvenation spell actually does, as opposed to just telling us how to create one. If such a spell actually repairs damage already sustained by a Mythal then it would be of very much use, but if it only extends the lifespan of the mythal itself, then it clearly wouldnt.

Depending upon the resources available to your spellcasters, I would probably do the following

1) Dispel the current Mythal.
2) Immediately surround the city with a new temporary Mythal that will keep all the evil forces trapped within it until they die or are banished, keep any further evils from entering (i.e. being summoned, teleporting, etc), closes off all planar connections, isnt anchored or corruptible, has many vanguard spells that can only be called upon by untainted elves (i.e. no Drow, Daemonfey, etc) that would be useful in clearing out the city, and has many prevalent spells and powers that would serve to defend characters aiding in removing these evils and would be keyed to only function for them.
3) Once the city is restored and cleared away, you could dismiss the temporary mythal and raise a new one that functions like the old mythal of Myththanthor, but doesnt have the weaknesses that caused Myth Drannor to fall in the first place.
Lashan

05-24-05, 12:17 PM
I believe your biggest challenge would be the elves who used to live in Cormanthor. They left the whole city as it was to represent a massive graveyard and monument for what once was. The elves felt that no one should try to reclaim, rebuild, or even enter the sacred area. The elves guarded the ruins for centuries, until the Elven Retreat. I believe that the elves would want to stop anyone from trying to claim it just as you would try to stop a developer from turning your family graveyard into a shopping mall.
Book Hat

05-24-05, 12:18 PM
A mission of this magnitude would no doubt interest other well-intentioned parties like the Harpers or other Elven factions.

It would behoove a party to work with these factions to aquire some low-level grunts of theirs to hold the positions you reacquire in Myth Drannor. A traditional 4-person adventuring party by itself seems incapable of taking Myth Drannor piece by piece without elements of evil flowing back into the areas the party passes through (and cleanses).
Tethlis

05-24-05, 01:05 PM
Is there a novel or group of novels that detail the fall of Myth Drannor? I was thinking of having my PCs in the far future undertake something like this, and if there were novels about it, i would try and just do the reverse of how it was corrupted :) If anything it would be some good reading, hehe
Kuje31

05-24-05, 01:10 PM
Is there a novel or group of novels that detail the fall of Myth Drannor? I was thinking of having my PCs in the far future undertake something like this, and if there were novels about it, i would try and just do the reverse of how it was corrupted :) If anything it would be some good reading, hehe

Not really. Elminster in Myth Drannor has a little but most of it was in 2e's sourcebook called The Fall of Myth Drannor. I believe it's one of the free sourcebooks on WOTC's old downloads list.
Ioulaum

05-24-05, 01:48 PM
1) Help form Silvermoon in the form of mages and armies.
2) Help form Eversake or at the least the army that just finish thier fight against the daemonfly.
3) The Harpers and the Moonstars in helping keep evils groups form interfering. Whats in Myth Drannor is enough of a problem without meddling form red wizards, the Zhentriam and other evil groups.
4) Help form the surrounding area, Dales, Comyr and Sembia. You would need a armies and cash. They would help because they need help against the Shades and having Myth Drannor will help.
5) Like it or not you need Elminster. He was one of the original Mages in casting the Mythal. If you want to do something about the current Mythal you will need him.
6) Emerald Enclave, they can provide more magic and they will help because they want to help preseve the forest.
7) the Drow followers of Elistree, why? becuase you need to find the Warblade which is lost in the underdark and who better then a drow to help you find your way in the underdark. You would also need thier help in keeping a eye on the other drows in the area.
8) the Paladine orders form Torm, Lathandar, Mystra and Sune. You need a Army.
9) You need the Shrinshee, three reasons why.
- Because she is a very power mage
- She can convice the baelorn to help help.
- The Ruler's Blade
10) The blessing of the the Elven Gods. You wouldn't get anywhere without it.
createvmind

05-24-05, 05:35 PM
Basically the Party should give it a great effort and not succeed as for many mentioned reasons above, namely them not being all elven and which kind of elven will create issues as well from noble family lines. As was stated without the assistance of a much larger force with far extensive knowledge and means a party will simply be brushing the evil about like dust balls. There is a reason why Myth Drannor has not be reclaimed by any elven nation, chosen or anyone else for that matter. It was a good idea in concept, bad idea in reality, attempting to close oneself off from the world about you will ultimately to such devastation as Evermeet and Evereska have so recently learned.
DarkKnight

05-24-05, 10:47 PM
Where contacting the Elven gods to help isn't a bad idea, I say go right to the source. Contact the Chruch of Helm, God of Protection, and aquire help from their militant clerics. If there's one thing that a Helmite likes it's protecting people and places, if there's two then the second is banishing evil outsiders. And on top of all the help they can and would provide they'd probably only ask to have a small section of the city for their temple.
warlockco

05-24-05, 10:48 PM
Where contacting the Elven gods to help isn't a bad idea, I say go right to the source. Contact the Chruch of Helm, God of Protection, and aquire help from their militant clerics. If there's one thing that a Helmite likes it's protecting people and places, if there's two then the second is banishing evil outsiders. And on top of all the help they can and would provide they'd probably only ask to have a small section of the city for their temple.

Apparently you haven't read the trilogy set in Mazitica, Helm isn't a benovolent god.
He is one of the few gods that has both Blackguards and Paladins on his payroll.
DarkKnight

05-24-05, 11:10 PM
While it's true that SOME of Helm's clergy are not the most understanding people and some do have some tyranical traits not all are that way. The Church of Helm is working hard to clean up it's image. Most churches of Helm actively oppose Bane, Cyric and Shar. They also are some of the most dedicated protectors in the Realms. Just read the Dogma in the Faiths and Pantheons book. I'm sure that the Mazitica problem will be resolved but there are more pressing matters that must be dealt with first.
Goldtongue

05-25-05, 01:29 AM
Our party has reached epic levels.....

Now there greatest quest will begin rebuilding Myth Drannor. Do you board members have any:

Tips, ideas, adventure ideas...on how to achieve rebuiling Myth Drannor.

Everything is welcome.

It's a lot of fun doing powerful things with epic characters but have you considered starting a new story line with new characters with the same group. A new story is as fun as being powerful sometimes. p.s. find a good way to retire those chars or the players will always be restless about them (could also bring them back as NPC's for next story line.
Tyron

05-25-05, 07:17 AM
It's a lot of fun doing powerful things with epic characters but have you considered starting a new story line with new characters with the same group. A new story is as fun as being powerful sometimes. p.s. find a good way to retire those chars or the players will always be restless about them (could also bring them back as NPC's for next story line.

Yeah I know, but the Players have played their characters form level 1 till level 22/23 in about 3 years of roleplaying every friday evening and night. We used a slower experience progression (I was used to ad&d) and I ruled that the characters could be updated if new material was releazed.

But at this moment the players and I don't see any limit or obstacle just to continue roleplaying with this epic party. Although I have modified the epic rules about spellcasting and money. But the game as it stands now is still very enjoyable, at least as much fun as playing a low level campaign, but now with all kind of options low level characters could only have dreamt about. They finally reached epic levels and I would say let them enjoy it. I as DM certainly do!

And for the reactions to this thread adventure is being created within my brain.

Restoring Myth Drannor would be all the more easier if Lost Empires of Faerun actually told people what a Mythal Rejuvenation spell actually does

This is also what I had in mind for the mythal for myth Drannor. Has anybody an idea about how that would look like?

Basically the Party should give it a great effort and not succeed as for many mentioned reasons above, namely them not being all elven and which kind of elven will create issues as well from noble family lines. As was stated without the assistance of a much larger force with far extensive knowledge and means a party will simply be brushing the evil about like dust balls. There is a reason why Myth Drannor has not be reclaimed by any elven nation, chosen or anyone else for that matter.

Maybe.....but I think epic is about accomplishing nearly impossible tasks! Destroying was also thought of being nearly impossible.....so why should rebuilding myth drannor then be impossible.
Lashan

05-25-05, 02:52 PM
Where contacting the Elven gods to help isn't a bad idea, I say go right to the source. Contact the Chruch of Helm, God of Protection,

If you want to really go right to the source, you might want to go to the church of an elven god, not a human god.
bshugg

05-26-05, 10:46 AM
If they really want to continue I would send them on some sort of epic quest through the planes for something like an ancient artifact "stone of unmaking". It could turn back time in a given area and they could restore the place to its glory. Of course they attract a powerful evil along the way and have to battle its forces every step. Getting bogged down in politics and recruiting powerful dudes doesn't seem all that fun and exciting outside of a forum discussion.


What I would do is semi-retire the characters after they tackled some big powerful battle letting them get a bastion in the city. Then have the players make new characters that work for the epic ones. The old PC's would still be around as NPC's and would have quests and jobs for the players. They could even make cameo appearances at times. This would make the game seem more like a real world. Slowly the city would be restored, but much of it would be mystical and behind the scenes for the party.
DarkKnight

05-26-05, 07:03 PM
If you want to really go right to the source, you might want to go to the church of an elven god, not a human god.

:nonono: But elven gods are, by nature, inferior to other gods and there is no god greater in the realm of protection than Helm. It only makes sence to involve the Clergy of Helm to make sure the rebuilt city stays protected.
ElGrecoETAC

05-27-05, 11:27 AM
Are you talking about restoring Cormanthyr, or Myth Drannor? The former is a realm that can, conceivably, be reclaimed and rebuilt (Mythals, armies, palaces, and all). The latter is an ideal of peace, co-existence, and cooperation. The idea had merit, but came up short in execution. In order for your PCs to make it happen, I imagine they'll have to get involved with their community in ways that go beyond swords, spells, devil-banishing, and artifact-reclaiming. In other words, they'll have to succeed where cats like Eltagrim, the Shrinshee, and others failed--in getting the Tel'Quessir to change how they think and feel about other races and the idea of living with them in harmony and friendship.

Remember: someone already raised mythals, armies, and Elfblades in this spot once before. Repeating said deeds would only be the beginning of the task, lest the experiment is doomed to fail again.
Tyron

05-27-05, 11:57 AM
Remember: someone already raised mythals, armies, and Elfblades in this spot once before. Repeating said deeds would only be the beginning of the task, lest the experiment is doomed to fail again.

Sounds like you have studied system behavior. Renuilding is pointless unless we change the system fundamentals.


In other words, they'll have to succeed where cats like Eltagrim, the Shrinshee, and others failed--in getting the Tel'Quessir to change how they think and feel about other races and the idea of living with them in harmony and friendship.

This is what I like about the idea of rebuilding myth drannor it opens an entire new oppurunity to what the party can do.... Could you give a scenario about how this could be achieved?

Tyron
ElGrecoETAC

05-30-05, 09:48 AM
Well, let's look at how the Tel'Quessir work.

From what we've seen regarding their society, Amlaruil rules in a semi-cooperative monarchy over Evermeet, but realms such as Evereska exist rather independently.

Myth Drannor's (Cormanthyr's) leadership rested, for better or for worse, with the Elfblades. Any restoration of the realm would have to begin with them. Without the Elfblades, no single Quessir should realistically be able to marshall to his cause forces beyond those of his own House/clan (he could conceivably summon allied Houses, but for how long?). Personal reputation, after all will only get you so far.

Once the Elfblades are reclaimed, I believe that Elves of sufficient number would rally to their wielders. A major caveat to this, however, would be that the overwhelming majority of them would be Moon Elves--Quessir who whose families passed on the dream of Myth Drannor to them. Unless one or more of the PCs was a Sun Elf, I just don't see many Sun Elves signing on to what would likely amount to another state that "cavorts" with non-Elves.

So I guess what I'm getting at is that your campaign would have to equally center on the changing of Elf mentality/culture--how they think and feel about humans. You have to decide if your PC's actions and example influence their people enough to make them re-think centuries of habit and society. Being epic (and likely famous or infamous), they are in the right position to do so. But for the storyline to be realistic, it will have to be a lengthy quest bound to involve as much diplomacy (with the Dalesfolk) and politicking (with Elves who likely don't care much for the dream but do want a return to glory in that land) as combat against Devils and Drow.

Everything besides this would be rather elementary (building, setting up schools, armies, etc.).
createvmind

05-30-05, 05:47 PM
AND THATS WHY I said this story should not be about success but the actual culture barriers and mindsets of a stubborn people. I think anyone will agree with me when I say a Party has almost no chance to pull this off. A non ELF party has no chance whatsoever, the nonelves in this party will meet with scorn and suspision endlessy, what therefore is their motivation of seeing an elven city of such grandeur restored?

OPP, Moon Elf Fighter/Warmage/Eldritch knight lvl 22;
Lela, Sun Elf Wizard/Incantatrix/Archmage level 23;
Lysa, Human Rogue/Arcane trickster/Sorcerer lvl 21;
Mesmir, Human Woodling Ranger of Mielikie lvl 22;
Mao, Human Rogue/Ninja Spy/Chameleon/ lvl 21;

You havent told us alignments which present whole other issues altogether and only one Moon elf, who has probably adventured outside his community since level one. Elves that stay with humans overlong are looked down upon by their haughtier kin and thats not going to change. What reasons would the human members of this party wish to risk life and limb for a race that by majority will not except them into a " returned Cormanthor".

Do you know the bickering thats going on in Evermeet?
The policies that Evereska will probably put into place to try to regain a semblance of their depleted numbers and all of them are to stop what they're doing and dedicate themselves to rebuilding Cormanthor with your PC's at the fore.

In your game of COURSE it can happen but in terms of you trying to stick with what IS Faerun and what are ELVES IN Faerun, its not gonna happen. Now if you have some high muckity mucks who want to reclaim Myth Drannor as is then have them higher the PCs as part of an already existing expedition. The PC's for all their power still must answer to a elven noble/leader/highmage who will give them specific orders which they shouldn't stray from and the PC's are aware they must likely fork over anything Elven that they come across. That should take several months simply due to the fact that they can't just blast apart the landscape and the fiends and enemy will have no such qualms. If their side should manage to reclaim lets say 60% of Drannor and have shown moral fiber then maybe their opinions will be sought in the reclaimation of the rest and possible status when whatever decisions are made about ground zero and whats to be done with it.

Thats your best bet.
Kessalin Talira

05-30-05, 09:00 PM
:nonono: But elven gods are, by nature, inferior to other gods and there is no god greater in the realm of protection than Helm. It only makes sence to involve the Clergy of Helm to make sure the rebuilt city stays protected.Of course they are... and that's why the only human god in Faerun can only equal Corellon's rank in the divine hierarchy, but none exceed him.

In game terms, the only diety that matches Corellon's divine rank of 19 is Chauntea. Not Lathander, not Shar, not even Selune or Tyr, and certainly not Helm.

AND THATS WHY I said this story should not be about success but the actual culture barriers and mindsets of a stubborn people. I think anyone will agree with me when I say a Party has almost no chance to pull this off. A non ELF party has no chance whatsoever, the nonelves in this party will meet with scorn and suspision endlessy, what therefore is their motivation of seeing an elven city of such grandeur restored?Every good race in the Realms has some members that would see Myth Drannor rebuilt, considering the ultimate goal of the original city; to bring elves, humans, dwarves, gnomes, and halflings together in a single place. It was by no means an "elven" city, after the year 261 DR.

Now granted, there are those elves that will take offense to elves coexisting with the "lesser races", as they would call them, but most of those are gold elven families with an overblown sense of superiority, and those families are the ones that left the city when it first opened its gates to all the races 1100+ years ago.

Elves that stay with humans overlong are looked down upon by their haughtier kin and thats not going to change. What reasons would the human members of this party wish to risk life and limb for a race that by majority will not except them into a " returned Cormanthor".Considering the original vision of the city, were I a member of the adventuring party trying to do this, I simply wouldn't care what anyone thought of what I was trying to do. In addition, were the group actually able to pull this off, the aforementioned elven bigots most likely would not be allowed to move into the city.
ElGrecoETAC

05-31-05, 02:38 PM
createvmind,

To be sure, there would be resistance. But consider your own words: Sun Elves belonging to powerful houses used their considerable influence to sway people away from the Coronal's dream, and to maintain the status quo where interracial relations were concerned. Other Sun Elves of comparable power could, in fact, achieve the reverse if for no other reason than for the influence that exert on their peoples' imagination and culture.

Every good race in the Realms has some members that would see Myth Drannor rebuilt, considering the ultimate goal of the original city; to bring elves, humans, dwarves, gnomes, and halflings together in a single place. It was by no means an "elven" city, after the year 261 DR.
I think what he's getting at is that this would be more of a Silverymoon than a Myth-Drannor.

... I simply wouldn't care what anyone thought of what I was trying to do. In addition, were the group actually able to pull this off, the aforementioned elven bigots most likely would not be allowed to move into the city.
Agreed, but that sort of say-so comes only if one has the Elfblades to prove on has such authority. Otherwise, those clans have a definite claim on "ancestral holds"
ClobberinTime

05-31-05, 04:29 PM
I would like to suggest that any refounding of MythDrannor might have to rest upon a human who can wield one of the elfblades. I like the idea of a different type of government in Myth, something more democratic and human and less elven, with the wielders of the elfblades having only marginal governmental control and being more like figureheads like your american president for instance.

If the humans get close to refounding the city you can bet the elves will show up in droves.
Ioulaum

05-31-05, 05:11 PM
I would like to suggest that any refounding of MythDrannor might have to rest upon a human who can wield one of the elfblades. I like the idea of a different type of government in Myth, something more democratic and human and less elven, with the wielders of the elfblades having only marginal governmental control and being more like figureheads like your american president for instance.

If the humans get close to refounding the city you can bet the elves will show up in droves.


Except for the fact that a primary requirement to be a wielder of a elfblade is being a Elf and the Ruler's Blade the elfblade that symbolize the rule of Myth Dannor already has a wielder. And She is a elf, the oldest elf and probably non-draconic being in FR as well as rumor chosen of Mystra.
createvmind

05-31-05, 09:10 PM
And again my point is that with these multitude of factors involved the campaign should last for quite awhile and unfortunately the politics involved will drag on probably longer than the human members of the party will live. :)

So it is not likely during the human players lifetime they will see the city or concept rebuilt or reap the rewards of their labor. I have no problem with the concept I just don't see it happening within any of the current years of faerun, btw what year is your party currently in?

Return of shade- major effect on all things elven related

King Obould- crucial factor in events nearby.

Rogue Dragon- same as above

Year of Lightning Storm- Very crucial events in all things elven related and a major deterrent/component to Cormanthor being remade.

I just hope you stack the odds against the PC as they should be and not help them succeed at crucial junctions when maybe they shouldn't. The scope of this should be tremendous just as it was when the Mythal was created in the first place- read Elminster in Myth drannor if you already havent.
Ioulaum

06-03-05, 05:14 PM
While the odds should be against the players, it shouldn't be impossible odds. They should be given REASONABLE challenges but not impossible ones, althought I would insist that the players get the blessing of the Elven gods and convice the Shrinshee to return.
arrianna

06-04-05, 12:02 PM
I play a 24th level moon elf chosen of Corellon, and my god has tasked me with this exact task. Here's how I'm doing it:

First, I found my family's lost moonblade, solidifying my claim to be a hand of God. I advenured with humans and elves for 50 years dealing with what I can only describe as "human problems" In so doing I made great allies that are also now epic level. During these travels I cast the true ritual "Build the Temple" about 7 times in lost or forgotten wild elf and wood elf settlements. This expanded my loyalty base ten fold. Those communities have called on me more than once to come to their defence. My human allies and I did so, which also expanded my base of allies.

My name and reputation among elves for helping the people became so great that when the faerie (demonfey) marched on Evereska, my allies and I were called to come and assist in the defences (by this time most of my human allies have retired b/c of old age and I have surrounded myself with other elves). I met the BBEG in the battle for Evereska and banished her generals with a well placed holy word. then I asked Evereska and Evermeet for a contingent of their troops to march on Myth Drannor.

The memory of elves are long and some remember still the stories of the glory of that settlement. I did not have trouble finding willing recruits. After raising my army, my party and I destroyed a large number of the great wyrms and routed the drow (accomplished by a well placed Convert spell aimed a Jez, the lame).

Then, I made a deal with the devils. I told the devils flat out that I would not destroy them if they would consent to merely leave once the old mythal was dissolved. This promised them freedom to ransack N' Tel'quess Faerun, so they readily agreed. (My chracter really doesn't give a rat's behind about what the humans do to deal with that... it's not her concern....) The smaller threats were dealt with by telling my armies that if they could clear a building of its demonic inhabitants they would recieve the deed to that building once the new mythal was raised.

Last night we started our quest for the lost library so I can research the mythal seed.

We still have to deal with the Shades, beholders, and the Phaerim, though; not to mention a few straggler demons. We also still have to find and close the gates and find the mythal seed (which my DM has ruled is an actual seed from the tree given by Corellon to Amlauril that will restore high magic to the elves). As far as finding the elf blades, and contacting the Srinshee, we havn't gotten there yet. Our party is totally elves (save one) at this point, and the mission is now at the hearts of all. Corellon said to me that this was my "life's quest" when I was only 10th level. I will achieve it, even though it will probably kill me.

After reading the players guide to Myth Drannor and finding the effects of the old mythal, I have tried to duplicate it to the best of my ability (and add a few powers). Here is my mythal (as per LEOF)

Prevalent spells: featherfall, true seeing, mindblank, antipathy (N'Tel'Quessir), dimensional lock

Arionted spells: Negative energy descriptor, summoning, discern location, imprisionment

Vanguard Spells 1x/day: Control weather, restoration, spell reisistance, banishment, heal, hold monster, destruction (limited to throne room of the coronal)

Vanguard at will: sending

We will increase the area of effect to a 15 mile radius around the palace of the coronal (in whose garden will be planted the mythal seed)

My mitigating factors are as follows: multiple casters giving up the following spell slots:

1 epic spell (mine) +10,000 XP
3 9th +10,000 XP each
2 8th +10,000 XP each
1 7th +10,000 XP each
2 6th +8000 XP each
4 5th +6000 XP each
4 4th +4000 XP each
6 3rd +2000 XP each
8 2nd +1000 XP each
6 1st

Each of these casters is promised a title and land within the mythal on the casting's completion in return for the spells and XP.

Each of us will take 15d6 backlash damage (healers will be on hand for those of lower level)

The mythal will be capstoned on the tree seed

The caster will die

Our spell casting DC was 3364
Anchored on the mythal seed brings it to 2523
Our mitigating factors came to 2409
Making the spell DC 114

I have a spellcraft of 30, plus the plus 2 from each of the other casters (37 casters) making the modifier 104 before I roll the dice. If I take 10, we will hit it on the nose.



That's at least how we're doing it.
Kessalin Talira

06-05-05, 05:43 AM
Then, I made a deal with the devils. I told the devils flat out that I would not destroy them if they would consent to merely leave once the old mythal was dissolved. This promised them freedom to ransack N' Tel'quess Faerun, so they readily agreed. (My chracter really doesn't give a rat's behind about what the humans do to deal with that... it's not her concern....)Don't take this personally, but if that character is going to try to restore Myth Drannor to the greatness it once had, she's already failed, miserably. If the DM uses the Srinshee even close to how she's been depicted, she'll be a little irritated at this character having the nerve to ask to draw the crownblade, and when she fails the blade rite test the attitude of "Saw that coming a mile away" coming from the Srinshee will be plainly visible.

Myth Drannor was a place where all the "good" races coexisted. Adding an Antipathy effect for everyone not an elf doesn't just contradict everything that Myth Drannor stood for, it completely cripples the city as a whole. It's in the middle of the forest, surrounded by the Moonsea, the Dalelands, and Sembia... human nations. Who are you going to trade with? Who are you going to ally with when something happens, and it will. When the city of Shade is floating over the coronal's palace and the shadovar have found a way to close all the portals in the city, who's coming to your aid? Certainly not the Dalesmen, they can't even get into the city to see the sights, why would they want to fight to protect it? Some "City of Love".

Incidentally, having a prevalent Dimensional Lock shuts down all the portals anyway, so:

1: The Shadovar don't have to do it.
2: Allies couldn't teleport in even if they wanted to. They have to march... through Cormyr, the Dales, the Moonsea area, or Sembia; all areas that have been pretty thoroughly alienated by either the disdain they're treated with by the new Myth Drannor or by the marked increase in fiendish activity.

Again, don't take this personally, but the character seems pretty misguided, in my opinion, and has very little real chance of achieving her goal without a serious change in outlook.
The Midir

06-05-05, 06:56 AM
I think this wasn't mentioned:
After leaving Myth Glaurach in part I of "the Last Mythal", the Demonfey are now moving towards Myth Drannor. If you want to stay within continuity of the official setting, I suggest you play around with your epic players in Myth Drannor, not changeing something importend, (Maybe you could enter an epic threat they have to deal with first, like a demonprince or demi-lich that is set loose on Myth Drannor) Wait for the outcome of "The Last Mythal"-Trilogy, and if you know what really happens to Myth Drannor reenact it with your players. I think it's a good guess, that something big will happen in the ruins (maybe Myth Drannor will be even offically restored?).
createvmind

06-05-05, 11:09 AM
I also find it strange that in attempting to restore a noble kingdom you make a deal with devils which shouldn't be on faerun period by simply displacing them. How you achieved this is beyond me since you would literally have to make this binding contract( I'm assuming thats what you did) with each individual devil so that they wouldn't return. Devils being the smarter of the fiends would not give up a place as lucrative and SAFE as Myth Drannor to just wander the lands aimlessly especially when they're now are at the mercy of a gazillion adventurers. That ACT in itself " the end justifying the means" is what will cause you to fail if any of your party attempt the crownblade and I'm pretty sure the Srinshee is constantly aware of what goes in in Drannor and would frown upon such disdain your party exhibited not only for the humans/dwarves/other elves you put at risk but the flora and fauna as well. A flawed kingdom before its even restored.

I wonder if you read what constitutes and evil act because that ranks pretty high up there.
createvmind

06-05-05, 11:11 AM
One more thing, The Daemonfey "ALLY" who happens to reside in Drannor is a major Obstacle.
arrianna

06-05-05, 11:44 AM
Don't take this personally, but if that character is going to try to restore Myth Drannor to the greatness it once had, she's already failed, miserably. If the DM uses the Srinshee even close to how she's been depicted, she'll be a little irritated at this character having the nerve to ask to draw the crownblade, and when she fails the blade rite test the attitude of "Saw that coming a mile away" coming from the Srinshee will be plainly visible.
.

My character has no intention of attempting to draw the crownblade. She will die in the casting. It will be up to someone else who is better morally equipped than her. She has no intention nor any desire to rule.
Ioulaum

06-05-05, 11:57 AM
My character has no intention of attempting to draw the crownblade. She will die in the casting. It will be up to someone else who is better morally equipped than her. She has no intention nor any desire to rule.


One problem with the deal with the devils is that they can't leave wheather you make a deal with them or not. They can't leave becaue Mystra has set guards around Myth Dannar preventing the devils form leaving. I forgot what these guards are call but they all former Magisters. You can read more about them in "secret of the Magister." So it doesn't matter what kind of deal you make, the devils can't leave.

Also after making such a deal with the devils, your Moonblade should have rejected you.
arrianna

06-05-05, 01:16 PM
Also after making such a deal with the devils, your Moonblade should have rejected you.

Arianna's motivations are elf centric. They are not my motivations, but my characters. Every human she ever traveled with eventually betrayed her, save one. She started out with the idea that humans could be allies, but her interactions with them over the course of a 4 year campaign solidified in her the growing belief among many elves that humans are a plague on the land. She will not go out of her way to destroy them, but neither will she come running to their rescue again.

In my reading of the dogma of Corellon (and I am by no means a expert), Corellon asks his worshipers to "be ever vigilant in force of arms and might of magic against any return of the banished darkness." In taking myth drannor from the drow she is doing that. They were a real threat that had to be banished. There is and will be some collateral damage in the effort, and she realizes this,(after all, she will be one of those collateral damage fatalities) but the collateral damage will not be people (meaning Tel'quess), so it is a justified sacrifice, in her opinion (which I grant is narrowminded). She will be the only elf to fall in the recreation of the mythal, and the beginnings of the reclamation of Cormanthyr. Myth Drannor will be open to all people (tel'quess), so the demons are no threat to them so long as they chose to come to the new and great elven homeland. She is not in my and my DM's opinion, commiting an evil act, because she does not see humans as people (a very gold elf way of thinking, I grant). It is an act of an acceptable sacrifice for the good of the people (not herself).

After all, she blames humans for the original fall of Cormanthyr (be that true or not, it is her view point and no one thus far has challenged it IN GAME)

I'm not trying to get into a moral debate on the nature of evil and the acts that make one so. That thread has been done... more than once.

I'm just trying to explain her (NOT MY... remember I'm human, only my character is an elf) motivations and the way she is going about the reclamation of Myth Drannor.
Ioulaum

06-05-05, 02:03 PM
Arianna's motivations are elf centric. They are not my motivations, but my characters. Every human she ever traveled with eventually betrayed her, save one. She started out with the idea that humans could be allies, but her interactions with them over the course of a 4 year campaign solidified in her the growing belief among many elves that humans are a plague on the land. She will not go out of her way to destroy them, but neither will she come running to their rescue again.

In my reading of the dogma of Corellon (and I am by no means a expert), Corellon asks his worshipers to "be ever vigilant in force of arms and might of magic against any return of the banished darkness." In taking myth drannor from the drow she is doing that. They were a real threat that had to be banished. There is and will be some collateral damage in the effort, and she realizes this,(after all, she will be one of those collateral damage fatalities) but the collateral damage will not be people (meaning Tel'quess), so it is a justified sacrifice, in her opinion (which I grant is narrowminded). She will be the only elf to fall in the recreation of the mythal, and the beginnings of the reclamation of Cormanthyr. Myth Drannor will be open to all people (tel'quess), so the demons are no threat to them so long as they chose to come to the new and great elven homeland. She is not in my and my DM's opinion, commiting an evil act, because she does not see humans as people (a very gold elf way of thinking, I grant). It is an act of an acceptable sacrifice for the good of the people (not herself).

After all, she blames humans for the original fall of Cormanthyr (be that true or not, it is her view point and no one thus far has challenged it IN GAME)

I'm not trying to get into a moral debate on the nature of evil and the acts that make one so. That thread has been done... more than once.

I'm just trying to explain her (NOT MY... remember I'm human, only my character is an elf) motivations and the way she is going about the reclamation of Myth Drannor.


It isn't your characters way of thinking or her motivation that matters when the Moonblades judge her action. It is the Moonblade's point of view on what is evil that matters. And making a deal that set loose a bunch of devils on innocents (doesn't matter how your charcter views this) is an evil act and therefore the Moonblade should have some sort of reaction to this action. And as for the Sun Elfs way of thinking, while it may be acceptable for a elf to think that way. It is also the major reason why a Sun elf has never succesfully claim a Moonblade, they all get blasted on the spot thinking like that.
arrianna

06-05-05, 05:54 PM
And as for the Sun Elfs way of thinking, while it may be acceptable for a elf to think that way. It is also the major reason why a Sun elf has never succesfully claim a Moonblade, they all get blasted on the spot thinking like that.


I agree with you on that at least. As I said before, I am no expert. We are in this to have fun, that's all.


And I would like to thank you for using the pronoun "She" instead of "you". some on this board can't seem to see the difference sometime.

perhaps my DM's ruling lies in the fact that the moonblade and my character have been traveling together so long that the moonblade is aware that in the end, things that she does that are similar to this in the past have always worked out for the best in everyone's ideal. She has done things like this before and in the end her party has ended up stemming the threat. Perhaps the DM has that in mind again. I do not know. You will have to ask him. His handle is Gwydion.
gwydion

06-05-05, 06:11 PM
I would be more than happy to entertain any specific questions concerning any of this. I, for the most part, have the rest of the campaign mapped out. I will not answer questions concerning the future of the story, (save in private messages) as it hasn't happened and I would like to keep it away from my players.

:)
Meta_FR_DM

06-06-05, 04:06 AM
Except for the fact that a primary requirement to be a wielder of a elfblade is being a Elf ... Didn't Lost Empires elaborate that **any** citizen of Myth Drannor could conceivably wield one of these blades?

From Lost Empires, page 130, under The Decline: For the first time in Cormanthyr's history, the succession was open to any noble or commoner. ... When the other races demanded their chances to try the sword, many of the sun elf houses resorted to assassinations and open violence against any they perceived as potential candidates.

Emphasis mine.

And (if memory serves) as Cormanthyr, Empire of Elves states, any citizen of Myth Drannor who is not a noble is a commoner.

Because Myth Drannor's citizenry at that time included gnomes, dwarves, half-elves and humans, I think there's good reason to believe a non-elf could wield one of the three great blades.

Though probably none but elves who were in Myth Drannor during Eltargrim's and his heir's passing still exist today, might it not also be possible for a few men and even dwarves from then to exist still?

And if not them, perhaps their ancestors?

If ancestor = PC, well then you've got a game, haven't you?

Who knows, maybe those blades would consider as potential candidates someone who has remained in fallen Myth Drannor long enough to form their own Mythal Ghost, and who has put their life on the line to battle the evil denizens that remain there still.

Dave M.
Ioulaum

06-06-05, 10:59 AM
Didn't Lost Empires elaborate that **any** citizen of Myth Drannor could conceivably wield one of these blades?

From Lost Empires, page 130, under The Decline: For the first time in Cormanthyr's history, the succession was open to any noble or commoner. ... When the other races demanded their chances to try the sword, many of the sun elf houses resorted to assassinations and open violence against any they perceived as potential candidates.

Emphasis mine.

And (if memory serves) as Cormanthyr, Empire of Elves states, any citizen of Myth Drannor who is not a noble is a commoner.

Because Myth Drannor's citizenry at that time included gnomes, dwarves, half-elves and humans, I think there's good reason to believe a non-elf could wield one of the three great blades.

Though probably none but elves who were in Myth Drannor during Eltargrim's and his heir's passing still exist today, might it not also be possible for a few men and even dwarves from then to exist still?

And if not them, perhaps their ancestors?

If ancestor = PC, well then you've got a game, haven't you?

Who knows, maybe those blades would consider as potential candidates someone who has remained in fallen Myth Drannor long enough to form their own Mythal Ghost, and who has put their life on the line to battle the evil denizens that remain there still.

Dave M.


You are correct it was never stated you have to be an elf to draw the Ruler's Blade. But the fact remains the Ruler's Blade already have a wielder.
arrianna

06-06-05, 01:07 PM
sorry wrong post
gwydion

06-06-05, 01:11 PM
You are correct it was never stated you have to be an elf to draw the Ruler's Blade. But the fact remains the Ruler's Blade already have a wielder.

That refuses to wield it!
Ioulaum

06-06-05, 08:51 PM
That refuses to wield it!


Where did you get that from? She has been asleep just until recently, now that she is awake i expect she will shaking thing up in elven society.
Kessalin Talira

06-06-05, 10:15 PM
She claimed the Ruler's Blade in 666 DR, and then stated she wouldn't be Coronal. She left instead.

There's nothing that says the Coronal has to actively use the Ruler's Blade; simply passing the blade-rite test is enough to secure rulership. Eltargrim, for example, brought out the Ruler's Blade so rarely that many residents of Myth Drannor thought it nothing more than legend.
ClobberinTime

06-07-05, 09:50 AM
Last Mythal is going to end with Myth Drannor being re-founded, mark my words, or at least a return to Cormanthyr by the elves.

Also I don't think it explicitely says in LEoF that the rulers blade etc... need be used by an elf.
Chloramantis

06-07-05, 11:55 AM
What about Lathander?
Doesn't he have a temple working on the revival of Myth Drannor.

If Myth Drannor was to ever be rebuilt, an adventuring parting can't do it.
There needs to be an Elven/Human/Dwarven/Halfling/Gnome joint effort. Rebuilding the ancient city seems impossible with all the dangers involved.

Maybe with the return of Captain Fflar, he will take interest in the rebuilding.

One needs to go back and find what gods held temples in old Myth Drannor, they may help.

Good luck!
createvmind

06-07-05, 05:13 PM
It states that the blade can be drawn by any humanoid type, wether the blade excepts said humanoid is a different story. Not to rehash, but I assumed most of us were responding to your post in regards to your character and not you personally, I could be wrong but after reading back all things discussed where faerun and/or core book related as to the actions or obstacles presented to your group.

Good luck with your quest, however it turns out.
createvmind

06-07-05, 05:17 PM
I'm gonna search my lore but I would really like to know what wards Mystra-current or seconf incarnation?- put up to make sure the fiends couldn't escape cause if it has nothing to do with the Mythal then how do you get the fiends out???


One more thing, Lathander's idea of a return of Drannor is most likely not what the elves envision at all.
Ioulaum

06-07-05, 05:43 PM
I'm gonna search my lore but I would really like to know what wards Mystra-current or seconf incarnation?- put up to make sure the fiends couldn't escape cause if it has nothing to do with the Mythal then how do you get the fiends out???


One more thing, Lathander's idea of a return of Drannor is most likely not what the elves envision at all.


It is in the 2ed source book "Secret of the Magistar." Mystra did not place any wards, she place her servants who were all former Magistar (can't remeber what they are call) around Myth Dannar prevent any devils form escaping into the surrounding countryside.
Bonzai

06-07-05, 09:20 PM
Obviously there would be several steps to accomplish this goal, and there are several levels to consider.

The first stage would be the actual re-taking of the city. This would be the easiest stage actually. First, as others have established, you need to establish a base of operations. Pick a defensible ruin and repair it as best you can. Enhance it with magical wards, and sanctify it with clerical help. Once you have a safe have to strike out from you can begin to cleanse the city. The most efficient way would be to repair the mythal and wipe out the majority of the enemies in one blow. To repair it, you will need to find clues in the librarys and tomes. To repair it you will probably need the help of Elminister and the chosen, and as many powerful casters as you can scrounge together. Otherwise, go section by section and purify it as you go with hollow spells, holy water, and what ever else you can use. This in it's self should take some time.

The second stage is re-building the city. Physically this should be the easy part. Send emissarys to the various races. THere should be plenty of people willing to come and help and re-establish the city. The tough part as everyone said would be the political hurdle. Trying to get everyone to get along will be a challenge. Finding the lost symbols, getting the syrinshee's support, finding some one strong, capable, and approved by all the various parties will be an enourmous challenge.

Or you can just rebuild on the ruins and create something new. Take a new spin on it, and don't invite the elves. Blame them for the cities destruction, for killing Etalgrins heir, and for betraying his dream. Create a ruling council of all the good aligned races (excluding elves), and try it again. No elf blades, no Syrinshee, no new Mythal. A city reborn without any mystical cruches, and bound together by the races working together without elven prejudices.
gwydion

06-08-05, 12:26 AM
Or you can just rebuild on the ruins and create something new. Take a new spin on it, and don't invite the elves. Blame them for the cities destruction, for killing Etalgrins heir, and for betraying his dream. Create a ruling council of all the good aligned races (excluding elves), and try it again. No elf blades, no Syrinshee, no new Mythal. A city reborn without any mystical cruches, and bound together by the races working together without elven prejudices.

I think you hit it on the head. Arriana wants it done newly, without anyone but elves, exaclty the opposite of what you are suggesting. Take back the land, not the ideal. After all, look to the US as an example. It was supposed to be this great meltingpot of races and cultures as well where everyone got along and there were no nay-sayers. We all see how well that worked....why should we assume a fantastical world would be any better?
Paladin3475

06-25-05, 10:10 PM
Call me sick but...

Have it be a continuing failure.

Here is what I did for my players when it came to dragons... needless to say, it got to the point that if my players hit a dragon lair they decided to sneak out the back and run far far away.... Same could be applied to Myth Drannor.

First, you have to realize that the powers are in equilibrium. By this, the demons are left in check against the drow and the elves as well as the roaming bands of adventures that tackle there seeking fame and fortune.

Let me use a dragon there as an example. The dragon is rich and grumpy. They do not like to be disturbed. So anytime a drow patrol, undead or demon walks by, he whacks them... after all it is his territory. This kept the local evil population in check. Now a party comes in and slayed said dragon...

The follow will occur:
1. You can't just walk into town strapped with 1 million gold of loot and not get noticed. People talk. Assuming you had the 50,000+ bags of holding necessary to plunder the horde, you still need to get it back home. That is where porters and caravans come in. And since Myth Drannor is not a friendly place, you will need gold... lots and lots of gold. So assume that 5% to 10% of the total horde value will be needed to secure protection.
2. This causes a labor shortage in town and every thrill seeker this side of Daggerdale wants a piece of the action. as a result, you have an increase in crime and there is insufficient housing for the masses. The Mayor then assesses a "levy tax" on the citizens (and your players) to pay for these additional guards. Kiss 5% of the horde bye bye (more if you have LG players or holy players).
3. Now not everyone is friendly... in fact the Zhents notice rumors of your recent conquest and have inserted many spies into your ranks. Assume that you will need to protect yourself from raiders among the way. Add another 5% in payments for repairs, damages and loss of men.
4. You get your motley band of followers to Myth Drannor. Only to find out that some other dragon decided to upgrade his lair to this one. You slay this dragon as well. However, he is allied with a local demonlord in the city. This guy is miffed. So he seeks the combined treasure hordes and the rare artifact within. Time to battle demons. Assume your caravan is further weakened in the wake of the combined dragon / demon destruction. At this point, you need to secure supply lines to keep the men and the materials flowing into the city. Easily a good 10% of the original treasure horde.
5. You get back to town and inflation hits. All prices quadruple overnight. Write off 25% of your original horde to inflation.
6. The local baron or king hears of your conquest and demands an "adventures tax" of 25% of all contriband secured and brought to his cities. If good you need to play this.
7. Back at the lair, every tom dick and harry adventure group swarms the lair looking for a fast buck. Assume that 10% of the horde gets legs and walks off with the rogues....
8. Because the dragon isn't keeping the monster populations in check, there is a boom in nasties wandering around. As a result, small towns and villages are being attacked. Relief is necessary to these towns and this is your problem you made. If good you need to protect them. Expect expenses to rise aboard.
9. Every tom dick and harry cause and church seeks a "donation". Kiss off a good 20% of the horde if a holy type.

At this point you spent the entire first horde and 10% of the second minimum. And you still have to contend with local upstarts, scams, monsters, etc. After a while, the players will have such headaches they will abandon the cause all together....

However, it does make for good roleplay. If you want them ot succeed , could assist them in their cause, but you will be hard pressed to get common folk to abandon the safety of their homes to settle in a place known to be swarming with evil regardless of who is protecting it. Then you need to ensure that they become self sufficient. Trade will be next to impossible unless you make and defend a road from myth drannor to some major trade city. Good luck in convincing the elves to let a road be plowed through trees in their care.

Honestly, would be better if you have them carve their own kingdom out of a country. Also a bit easier to manage. However, if they do want to use Myth Drannor as a place to get seed capital for their new empire, then this could be fun as well :P

Just some thoughts.

Paladin
dragonheart

06-26-05, 01:40 PM
If your running Myth Drannor anything close to right then unless your characters are epic and maybe even then they are not going to have time or energy to try to guard all those folks and haul every CP in a horde out. on the other hand one well equipped high level/epic charachter can haul a huge load out - 2x500 lb bags of holding + Heward's Handy Haversack means hauling out 1,200 lbs of coins (at 50 coins/lb that is 51,000 coins). add an Ehlona's Quiver and you just a got a place for all the rods, staves, wands and swords in the hoard. Add a belt of many pouches and you have a place for all the gems, potions, rings, amulets, etc. SInce platimum weighs even more than gold you should be able to tell the platimun pieces from the silver fairly easily so assume you start filling the bags with platinum and with the gold you should have room left over for many small interesting items/books etc. Considering that a CR 27 Dragonhoard is only valued at about 465,000 GP including items, gems(Draconomicon), etc, a party of 4-6 adventurers with this sort of equipment could pretty well empty the place of its portable wealth in one trip. of course you would probably leave behine close to a 100,000 GPV of items that were not easily transportable but .... :D
DarkKnight

06-28-05, 12:17 AM
You know you could always let the PC's "win" every once in a while. Instead of finding ways to continually thwart the PC's why not just create a way, a very difficult way mind you, for the PC's to accomplish the task. If they want to reconstruct Myth Drannor then let them if they have the power and the perogative. If they just want to loot the riches well, if they're epic then they have a really easy time of it since they can just teleport there and back again multiple times. Or perhaps they have several bags of holding that the BDF can drag back with them. In any case there should be a way for the PC's to win... that is as long as they worship Helm. If they don't kill them off repeatedly until they do. Don't give them a choise in the matter. Worship Helm or die.
Kessalin Talira

06-28-05, 05:13 AM
That's what's going to happen IMC. The PC's are looking for the Highfire Crown right now, and by the time they find it, they'll be approaching epic levels, if they aren't already there. Then the hard part begins; stopping the second invasion by an Army of Darkness led by Aulmpiter, this time without the protection of the fully functioning mythal.

Using the crown to tear down the old mythal, and then raise a new one, while being constantly beset from every side by the army... it will be spectacular.

That's the idea... let the PC's be the heroes. Let them do things no one ever has, and leave their mark on the world. That's how legends are made.
gwydion

06-28-05, 07:16 AM
That's what's going to happen IMC. The PC's are looking for the Highfire Crown right now, and by the time they find it, they'll be approaching epic levels, if they aren't already there. Then the hard part begins; stopping the second invasion by an Army of Darkness led by Aulmpiter, this time without the protection of the fully functioning mythal.

Using the crown to tear down the old mythal, and then raise a new one, while being constantly beset from every side by the army... it will be spectacular.

That's the idea... let the PC's be the heroes. Let them do things no one ever has, and leave their mark on the world. That's how legends are made.

Amen and a Halleluia