[FR] Campaign set in Myth Drannor...

Celtavian

Dragon Lord
Currently, I am running a campaign that will take place in Myth Drannor and over the long term, bring several parties to the city to retake it and rebuild it.

The following is what I have done so far:

1. Created copies of maps of the city so I can divide and label the various areas according to who is controlling them. I plan to scan the maps into my computer for easier manipulation.

2. Begin developing each area as a separate encounter area controlled by a powerful denizen such as a Phaerimm or Greater Baatezu. For example, I will label one area G. The area will controlled by a Phaerimm. The Phaerimm will have a certain goal and certain creatures it has captured and turned into slaves. The creatures defend and fortify its area of Myth Drannor from attack.

I am doing this with the entire city to create divisions of power as the various denizens attempt to gain an upperhand on their adversaries. I intend to run adventures where the PC's are working against and for the various powerful denizens.

I have the Myth Drannor boxed set, which is very out of date. I am using it to help flesh out the politics of the city. It is hard going and I would love some ideas from anyone else who has taken the time to create an interesting and believable Myth Drannor campaign that focuses on the forces of intrigue within the ruined city.

Anyone else every run a large scale Myth Drannor campaign? If so, how did you do it? Any general info on how to create encounters throughout the city while still showing that certain powerful entities control major sections of the ruins would be helpful. I am most interested in how you played the politics of the city with so many powerful denizens fighting for control of the ruined city itself and magic within the ruins.
 

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Off the top of my head...

I seem to recall several of the original powers of the mythal allowing easy access to planar travel, and making it much easier to banish outsiders.

Without ever having seen the Ruins of Myth Drannor set, I might suggest a corruption of that power allowing any outsider ruling denizens to treat Myth Drannor as their home plane, perhaps even allowing traits of 'evil' planes (Abyss, Nine Hells, Negative Energy Plane, Plane of Shadow, ect.) to bleed through the portals in different areas. Sealing the portals to stop these bleeds into the mythal could make for some interesting adventures.
 

I've run several campaigns that involved Myth Drannor. I would think that it would be interesting first to detail who the major players might be, then to break down some of the intrigues that would exist between them. Some suggestions from campaigns I've used:

1) The Phaerimm (but of course)
2) Baelnorn
3) Elvish Contingent (from Evermeet)
4) Half-elves/fey - the reclaimers
5) drow
6) The zhentarim - many possible subset factions
7) the adventurers - I'm certain your party won't be the only ones!
8) The Knights of Myth Drannor/Elminster
9) Alhoon
10) Church of Cyric
11) Church of Bane
12) Church of Shaundakul
13) Regional Dragons (good or evil)
14) Tannarri
15) Baatazu
16) Cult of the Dragon
17) The Shade (Church of Shar)
18) Sembian Merchants
19) Dalelands Councils
20) Moonsea Mercenaries

That should be enough to choose from. Who's going to be the top three - five power groups. Who's waiting in the wings to take over (perhaps higher level interests?). Then we can start to break down some of their wrangling and deal-making behind the scenes.
 

Re

Thanks for the ideas and info. Running Myth Drannor is definitely a daunting task that can take you from low level to far into epic levels. Just have to find a cool angle to play.
 


You can find details of the mythal in Fall of Myth Drannor. I wish I had it with me here. As soon as I get my home 'net connection set up, I can send it to you.

PS anyone know what a mantle does?
 



Incidentally, does someone actually have the list of all the most recent abilities of Myth Drannor's Mythal? I know it had 2nd edition stats, but I haven't seen 3rd edition stats.
 

Hey there...

The Northern Journey - Module 4 or 5 is set mostly within Myth Drannor. It could be helpful for you to have a look at that. I think an updated list of the abilities of the Mythal are contained within.

This is a very daunting task you have set for yourself... I, for one would be very interested in the results of your work.


Mike
 

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