| Post/Author/DateTime | Post |
|---|---|
| #1thewingsofoblivion_dupApr 17, 2009 18:35:20 | I got some guys and they are looking for a good dungeon to run through, one of them has this old Ruins of Myth Drannor box set. I haven't seen it yet but I would like to know what level the group should be for something like this. |
| #2darkpawnApr 18, 2009 8:02:29 | I got some guys and they are looking for a good dungeon to run through, one of them has this old Ruins of Myth Drannor box set. I haven't seen it yet but I would like to know what level the group should be for something like this. I remember playing through the 2nd Edition version of it...not sure if that is what you're talking about. If I recall we were 10th through 14th level and lost quite a few good souls there. ![]() |
| #3thewingsofoblivion_dupApr 18, 2009 22:35:55 | That's the one. It's a second edition book but I plan on tweeking it to fit 3.5. So, does anyone think that it would be too easy for a group starting at level 20? or would that still not be high enough. I seem to recall someone mentioning that the person guarding the entrance was stronger than Elminster. But that doesn't sound right. |
| #4lormadorApr 20, 2009 9:49:16 | There's quite a bit of distance between what was written for 2nd edition and what works well in 3rd. I once converted and ran the entire Ruins of Undermountain: The Lost Levels, Maddgoth's Castle, and Stardock from 2nd to 3.5. The DM has to make a lot of judgment calls.... as such, what level of character would be appropriate is up to him. I'd suspect Myth Drannor to be anything from a 10th-12th level adventure to somewhere in the low epic range. |
| #5lord_karsusApr 20, 2009 23:47:56 | -Honestly, you can use any levels, from 1 to 20, if you adapt things from the adventure, or make it up as you go liberally. Fiends exist that challenge first level characters, and all levels above. All you have to do is ensure that the Fiends the PCs encounter are suitable for their levels. |
| #6krownhunter07Apr 21, 2009 10:45:03 | -Honestly, you can use any levels, from 1 to 20, if you adapt things from the adventure, or make it up as you go liberally. Fiends exist that challenge first level characters, and all levels above. All you have to do is ensure that the Fiends the PCs encounter are suitable for their levels. This. Regardless of what edition you're using, the best advice you can get is to make whatever you use an appropriate challenge for your group. It shouldn't matter if they're 1st level or 40th, they should find some things easy, some really hard, and everything in between. |
| #7thinbladeApr 27, 2009 22:51:20 | A good rule of thumb: you NEVER have enough levels in Myth Drannor. And if the PC's are every anything other than terrified, running, and desperately fighting, you're not running the ruins right. Every time I run Myth Drannor, I make a point of throwing in a couple of monsters that the party has no chance of defeating. Like chasing them with a great wyrm red when they're 8th level, until a couple of tanar'ri decide to take it on and they manage to slip away. Myth Drannor is a deathtrap. Beautiful, with incredible treasures, but a deathtrap. And your characters know it. And they went anyway. Throw everything and the sink at them, and if they're stupid enough not to run when needed, kill them. |
| #8faraerApr 28, 2009 16:56:36 | It's like a war zone. Fleeing for your life between monster attacks, cautious small-scale exploration at the fringes, holing up somewhere and surviving for a few weeks, controlling a large building or area -- all take different forces; and preparation, knowledge, timing and support are just as important. |
| #9dmdMay 02, 2009 9:21:53 | I would agree with the last 2 posters, it is a death trap. When I ran it for 3.5 my players were between 16th and 18th and they had to flee a few times as well. |