2012-08-19

Gaming Journal - Island Prison/Island Nation

Floating island nation is a great place to escape from the world

If you're an ultra rich person and you want to hide your wealth from the world's governments, it's hard to beat your own micronation. Project Utopia aims to be that type of place, as a floating globe hopping paradise for the people with money to burn.

With 11 decks of living space, the 330-ft diameter Utopia doesn't look like a ship because it isn't designed to move from place to place at speed. It will simply float around in International waters, keeping its residents far from the reach of pesky governments.

Each leg has a fully azimuthing thruster propeller to move the island around, but there doesn't appear to be anywhere for growing food. This means Utopia will have to be serviced on a regular basis, which sounds like a weak spot in their independence scheme.

Project Utopia was created by the British design group BMT Nigel Gee, working with those crazy folks at Yacht Island Design. At least this one isn't quite as crazy as that volcano ship they came up with a few months ago.

2012-07-18

Character Journal - Magus' Preogitive

Magus' Prerogative

Your mastery of technique lets you convert martial skill into magical penetration.

Prerequisites: Improved spell combat class ability, Int 15, Dex 15
Benefit: When you roll both an attack roll with a weapon and use a spell in a full attack, you can choose to use your attack result as your caster level check to overcome spell resistance. Negate any results of your weapon attack if you do so.

Notes

This feat is intended to give certain maguses an interesting option. It's possible to end up in a situation where a combat-focused magus can't get any spells through because they're facing a lot of enemies with high spell resistance (like, say, a demon horde) and they don't have the necessary feats or build to overcome the SR. With this feat, that combat-focused magus can choose to push a spell through the SR when necessary, at the cost of their weapon damage.

-Max Porter Zasada
Source: Gaming Mage

2011-10-08

Character Journal - Vows of Poverty

Wow of Poverty
by HENRI HAKL
from Kobold Quarterly

The vow of poverty is a highly restrictive roleplaying challenge. To a certain turn of mind, mine included, the severity of the restriction is the appeal of the vow. As described, a character may own a simple set of clothing, a pair of sandals or shoes, a bow, a sack, a blanket and any one other item—and only one of these items may be of some value, the rest are of plain and simple make. The vow includes additional rules that ensure that the character does not stowaway his wealth indirectly on his allies or make use of some other trickery to circumvent the spirit of the vow…

The merits of the vow are that it offers a small mechanical reward for playing a challenging character that is willing to engage in a selfless vow. But the downside is that it can be disruptive—or worse, artificial—to cater to a character that walks so far outside the boundaries of the game’s expectations. Giving a single valuable item to a monk who disdains material possessions is difficult, more so if it should be done within the confines of vow and story. Then, in a few levels, the process may repeat again if the item outlives its usefulness.

The paths of poverty streamline the process: each path is associated with a single item that grows in power as the monk does—granting benefits equal to roughly a quarter of the typical character wealth. These options are not intended to balance the vow of poverty against a character that does not take the vow—the vow remains a severe limitation—but they do allow a monk to stop worrying about the details and simply enjoy a life of poverty!

Paths of Poverty

It is normal for a monk to take a vow of poverty with a purpose, a path that guides them on their vow. Below are several such paths, each tied to a particular item with specific benefits. A character who wishes to make use of these options may choose one of the paths. Once the choice is made, it cannot be undone. The monk cannot own any item of value or special significance other than the item provided with the path. No special benefits are provided to characters other than the monk. As such, its market value is the same as other mundane items of that type. Should the monk lose the item, the benefits associated with it are lost until it is recovered. After a month, he may instead acquire a different mundane item of the same type to replace the old one. At that time, the original item will lose its connection to the monk and not offer any benefits, even if recovered at a later stage.

Spell-like abilities granted by an item have a caster level equal to the monk’s level, and their DC is calculated using the monk’s Wisdom modifier. When an item mentions abilities granted at a level, it refers to the monk level of the character.

Discipline

Some monks take the vow of poverty to steel their bodies—as an outward focus of iron discipline to guide them on their path to physical perfection. These monks wear a knotted rope—a simple belt—to symbolize the strength of their convictions. Usually a knot is added to the belt for each personal milestone achieved although in some regions only one knot is used, which is re-knotted ever more elaborately as the monk reaches higher levels of discipline.

At 4th level, as a free action, the belt allows the monk to spend 1 point from his ki pool to enter a state of heightened celerity for a number of rounds equal to half his level. While in this state, the monk’s AC, unarmed damage, and movement speed are treated as four levels higher, and he receives a +2 resistance bonus on all saves. Activating the ability multiple times does not stack, but it does reset the duration. Starting at 10th level, the belt grants a +1 enhancement bonus to Strength, Dexterity, and Constitution; at 12th level, and every two levels thereafter, this bonus increases by +1 to a maximum of +6 at 20th level…

Enlightenment

Many monks attempt to follow in the footsteps of the Master of Masters. Some of these take the vow of poverty to honor this Master, who is said to have ascended without the aid of a magical artifact. Monks on this path wear an unadorned monk’s robe. Although these robes start out a non-descript brown, it is not uncommon for the color of the robe to change as the monk progresses to enlightenment, taking on more prominent hues such as orange, yellow, white, or black.

The robe allows a monk to spend one hour in meditation to regain 1 ki point. At 3rd level, the robe grants a +1 enhancement bonus to all Wisdom-based skills, including skills that are modified by Wisdom through other sources, such as the trait Wisdom in the Flesh (see Advanced Player’s Guide). This bonus increases by +1 at 6th level and every three levels thereafter to a maximum of +6 at 18th level. Starting at 4th level, and every even level thereafter, the robe grants a ki power that the monk qualifies for chosen from the list of ki powers listed in the qinggong monk archetype (see Ultimate Magic). The monk does not give up any existing abilities to gain the additional powers granted by the robe. At 8th level, the robe grants the monk a +4 bonus to his effective monk level to determine the effects of his ki powers and what damage reductions his unarmed attacks bypass.

Freedom

On occasion, a monk chooses to take on the vow to avoid enslavement to material possessions. Although far from the carefree attitude of overindulgent revellers, the monks that follow this path are often surprisingly free spirited, outgoing, and generous. More than one drunken master has chosen to live according to the tenets of this vow. Normally, archetypes that give up the still mind class feature cannot take vows: an exception is made for drunken masters (see Advanced Player’s Guide), who embrace freedom and wish to take on the vow of poverty although they still cannot take other vows. Followers of the path of freedom carry a sizeable drinking gourd, capable of holding 2 gallons of liquid…

The gourd provides a number of spell-like abilities. To activate these, the recipient of the ability needs to drink from the gourd as a standard action. At 10th level, the monk can activate spell-like abilities from the gourd as a move action. As long as the monk holds the gourd, the spell-like abilities granted by the gourd can be imbibed by others. Starting at 2nd level, the gourd fills itself with water every morning, allowing up to 2 gallons of liquid to be poured from it every day. At the monk’s choice, from 4th level onward, the gourd can be filled with an alcoholic beverage—such as ale or wine—or a light but nourishing soup instead of water. At 3rd level, the gourd can provide cure light wounds as a spell-like ability twice per day; at 6th level, it instead provides cure moderate wounds; at 9th level, cure serious wounds; and at 12th level, cure critical wounds. At 5th level, the gourd offers a selection of spell-like abilities a number of times a day equal to the monk’s level, when activating such spell-like abilities, the monk can choose alter self, barkskin, bear’s endurance, blur, bull’s strength, cat’s grace, or owl’s wisdom. At 10th level, the gourd grants restoration once per day. At 14th level, the gourd grants righteous might once per day. At 18th level, the gourd grants shield of law once per day.

Penance

Monks who have committed a serious affront to law, usurped a personal conviction, broken a promise, or otherwise strayed from their path sometimes inflict the vow of poverty on themselves as an act of penance. Such monks wear hefty bracers or armbands, the weight a constant reminder. Many choose to take the vow of chains as well, binding the bracers together with heavy or restrictive chains. Monks that follow the vow of poverty as an act of penance often live uncommonly long lives, as if fate itself intervened to allow them more time to reflect on their sins.

At 4th level, the weights grant the monk DR 1/—. At 8th level and every four levels thereafter, the DR increases by +1 up to a maximum of DR 5/— at 20th level. The monk may spend 2 points from his ki pool as a standard action to double the DR granted by the weights for 1 minute. At 8th level, the weights grant a +2 armor bonus to AC. At 11th level and every three levels thereafter, this bonus increases by +2 to a maximum of +8 at 17th level. At 14th level, the armor bonus to AC granted by the weights applies against attacks of incorporeal creatures as if it had the ghost touch quality. At 16th level, the weights grant the monk immunity to bleed damage. At 18th level, the weights protect the monk as if it had the moderate fortification quality.

Protest

A few monks take the vow of poverty as a form of protest, their convictions made manifest to demonstrate against an injustice or philosophy that they will not abide by. Almost universally, they brand themselves in some way to showcase the offense they crusade against. Some lay themselves in chains to protest against slavery, while others starve themselves to challenge the lavish opulence enjoyed by a select few. Those who tread the path of protest carry an amulet as a token of their cause, such as a soaring bird of freedom or a four-leaf clover representing equality…

In many ways, a monk that follows this path acts as an inspiration to others. At 2nd level, the amulet allows the monk to cast guidance at will. The amulet grants a number of spell-like abilities, which are activated as standard actions that consume points from the monk’s ki pool. At 4th level, it grants bless (1 ki point). At 6th level, it grants shield of faith (1 ki point). At 10th level, it grants good hope (2 ki points). At 16th level, it grants mass bull’s strength (2 ki points) and mass cat’s grace (2 ki points). At 6th level, while the monk has at least 1 point in his ki pool, the amulet emits an aura that grants the monk and each ally within 10 ft. a +1 insight bonus to attacks. At 12th level and again at 18th level, the bonus increases by +1.

Purity

It is the rare monk who adheres to the vow of poverty as an expression of purity. These monks embody a quiet serenity that leads to an almost saintly insight and understanding of the world. Though the appearance and philosophies of these ascetics vary as much as the diversity of the world itself, a quarterstaff is common to all of them—usually in the form of a firm walking stick.

At 2nd level, in the hands of a monk following the path of purity, the quarterstaff is treated as if it were of masterwork quality—though in the hands of anybody else it is a mundane quarterstaff. At 4th level, the quarterstaff is treated as if it had the ki focus quality. Finally, at 6th level, the monk may use his unarmed damage when fighting with the quarterstaff (this does not stack with other sources that modify the damage of a quarterstaff such as shillelagh), and the quarterstaff overcomes DR as his unarmed attacks would. At 4th level, the quarterstaff allows the monk to spend 1 point from his ki pool as a swift action to substitute his Wisdom modifier instead of his Strength modifier on attack rolls using the quarterstaff for 1 round. Starting at 6th level, the quarterstaff grants a +1 enhancement bonus to Wisdom; at 8th level, and every two levels thereafter, this bonus increases by +1 to a maximum of +6 at 16th level. At 8th level, the quarterstaff grants the monk additional benefits whenever he spends ki: he gains a +2 insight bonus to attack, damage, AC, saves and skill checks; additionally the DC of any monk ability (such as Stunning Fist) and ki power used by the monk is increased by 2. The duration of this benefit is 1 round. At 14th level, and again at 20th level, the bonus and increase in DC rises by +1.

2011-10-06

Gaming Journal - Creature Combinations

Creature Combinations
by Johnathan Palmer
Kobold Quarterly

Totenmaske and Ghasts (CR 5)

Ghouls are all-too-common undead predators that stalk graveyards, mortuaries, and sewers in search of rotting meat to satiate their hunger. Totenmaskes are a less common shapeshifting terror that keeps victims alive and feeds on their memories. More often than not, however, a totenmaske is caught by the local people after discovering the pile of corpses the creature leaves in its wake, revealing its true identity. Marginalized and alone, a totenmaske often has no chance against an angry, torch-wielding mob, regardless of their supernatural powers. As a result, many totenmaskes seek the aid of local ghasts and ghouls. The ghasts guard the totenmaske’s lair and prison, and the ghasts gain a steady supply of rotting meat. The side benefit for the totenmaske is that it has a ready and eager disposal unit for the bodies it accumulates. This way, when the totenmaske’s victims are discovered, their deaths are more often than not blamed on the ghasts. The CR reflects three ghasts and one totenmaske.

Dungeon Lair
Family Estate - Castle Dungeons/Family Crypts
Totenmaske: 2
Ghasts: 6+1d6

Attic Whisperers and Ghosts (CR 8)

Families are interestingly diverse — and tragically so, in some cases. For our backstory purposes, a family might ignore a child or set up a situation where a child might have little to no social interaction with other members of the family. After dying, the father or mother might come to regret how things were while living. Perhaps he or she (or both) finally realize that nobody in the family truly knew the poor child and so the desire to live again flares, bringing that person (or even both parents) back into existence — but as a ghost. But, why stop there?

Let’s say that as the parent of this unloved and ignored child realizes his or her mistake and seeks to rectify it, the child dies and becomes an attic whisperer. After the child makes the transition from dead to undead, the parental ghost becomes lethally protective of the attic whisperer. In return, the attic whisperer hides any knowledge or evidence that would allow someone to free the ghost. After all, why would the little one want to lose this newly attentive parent after so many years of being ignored? Because neither undead creature wants to let the other go, both become trapped in their limited existence. The CR for this potential story hook reflects the ghost detailed in the Bestiary and a single attic whisperer child from Bestiary 2.

Dungeon Lair
Family Crypt adjacent to a dungeon lair
Attic Whisperer: 2 (Twin Siblings)
Ghost Mother

Nymph and Dryads (CR 8)

Both guardians of the wilds and chaotic fey, dryads and nymphs often have much common ground on which to interact. Both are bound to a geographical area and both have a mutual interest in preventing those unkind to nature from getting near their territory. Thus, it is not uncommon to see these two creatures form something of a coven, where the nymph acts as information gatherer and networking center. Using their talents for the good of the whole, they ensure that every dryad knows what goes on in the forest the moment another finds out. When one or more members of the network are threatened, the others send aid in one form or another, surprising would be lumberjacks and poachers. When not defending the forest, the network is used purely to spread gossip, silly rumors, and tales of fleeting dalliances among mortals. The CR reflects a group of three dryads and their nymph ally.

Doppelgangers and Mimics (CR 9)

No two creatures have ever found their skills so useful to one another. Mimics can replicate nearly any inanimate object within their size constraints but can’t mimic anything living. Doppelgangers, on the other hand, can look like any number of people but not like inanimate objects. Put them together, however, and they can legitimately take on any role they desire. Their respective skills allow them to enact elaborate cons and robberies that would make any master thief green with envy. A common ploy is for the doppelganger to act as a servant in a rich home wherein they sneak in several mimics disguised as furniture. After the doppelganger and mimics stake the place out thoroughly, they rob it blind and leave nothing but bewilderment in their wake. The CR reflects a group of two doppelgangers and their four mimic comrades…

Dungeon Lair
Mid-Dungeon Level - Tailor made dungeon guardian
Doppelganger, greater - Phrenic Creature Template [Expanded Psionics handbook 3.5]
Mimic, Lesser with Symbiotic Template [Source: Savage Species] - The mimic is capable of metamorphing into a variety of hard armors and stabbing implimentments while allowing the doppelganger to strike as an enchanted fighter. Together, both are capable of multi-attacks with the mimic's pseudo-limbs and grappling abilities.

Sirens and Harpies (CR 9)

With their feminine, birdlike features and their singing, chaotic natures, it’s no wonder that sirens and harpies are sometimes mistaken for one another. Compounding this, they sometimes accompany each other. A group of sirens living on isolated islands might enjoy the company of a tribe of harpies to help guard their lair and deal with those who might bring them harm. On some harpy raids, a siren looking for a mate might come along to lure unsuspecting sailors or travelers into ambushes for the harpies. In exchange for her aid, the harpies allow the siren to have first pick of the still living victims as a prisoner to take back to her lair while the harpies pick over the remains for food and treasure. The CR given above is for a group of five harpies and their single support siren…

Dungeon Lair
Cliff-side temple with open pavilion or cliff-side keep submerged and carved into the side of the cliff
Harpy Queen - 7th Level Oracle of Lamashtu
6 Harpy servitors - 4 Fighters: 4th Level, 2 Rangers: 4th Level
1 Siren, Chaotic Evil, Servant of Pazuzu,12th level Witch

Medusas and Rock Trolls (CR 10)

Medusas often lament at having few servants they can effectively employ during a pitched battle that won’t be immediately petrified by their terrible gaze. Rock trolls provide three things for medusas: strong backs for heavy lifting and fighting, minions too dumb to consider betrayal, and a creature immune to the medusas’ gaze. The trolls benefit from a charming and intelligent leader that will more often than not ensure a steady supply of human flesh and shiny trinkets to keep them appeased. While unable to threaten them with her gaze, a medusa often tricks trolls into believing she can bring the terrible wrath of the sun upon them and turn them to stone anyway. The CR reflects a single medusa mistress and her three rock troll bodyguards.

Dungeon Lair
Dungeon - Lower levels in large adjacent cavern in close proximity to an underground caravan
Medusa: 2 - Tauric Creatures [Lizard Torso] - 10th Level Sorcerers each in addition to gaze weapons.
Rock Trolls: 4

Vampires and Mummies (CR 11)

Intelligent, deadly, and often beautiful, the vampire is an ancient creature who once walked amid the living as one of them and who now preys on their lifeblood instead. The mummy, who also once lived a different life entirely, is a guardian and a terror. The most powerful of their kind are every bit as kingly and mighty as the oldest vampire. When combined, they can form a terrible alliance that can last for centuries.

This dreadful pair can become fast allies after a vampire rises from a tomb that the mummy was tasked with guarding. Once allied, the mummy can follow the vampire around as a bodyguard of sorts — or perhaps, if you want to add a twist to your campaign’s story, the vampire becomes the mummy’s bodyguard instead. If multiple mummies and vampires come together, the powerful mummy in the group can form a pact of protection with the master vampire. In this latter case, perhaps the group seeks to defend a tomb or other important structure that holds something important to the adventurers.
In battle the abilities that vampires and mummies have complement each other immensely: A vampire’s energy drain makes opponents easy victims to the mummy’s despair and mummy rot abilities. The CR noted above uses the vampire detailed in the Bestiary and her three mummy bodyguards.

Dungeon Lair
Water-filled cavern large enough to house a pirate galleon
Vampire: 1, Cavalier, 10th Level/Fighter 2nd Level - Order of the Fangs
Mummy Brides: Sea Druids, 8th Level Each, Draped in sea weed and damp cloth
Zombie Crew: 24 Ju-Ju Zombies - 12 2nd fighter, 12 2nd Level Rogues

Cave Fishers and Roper (CR 13)

Ropers, like many intelligent creatures, often find that they have a certain affinity and affection for creatures of lower intelligence… And so, they sometimes take other creatures as pets. Many ropers find that they have an affinity for cave fishers. There’s something that touches ropers on a primal level about the hunting methods of these vermin, and they sometimes tame and keep a group of cave fishers nearby as pets, guardians, and sometimes snacks. The cave fishers benefit by being able to take on larger prey with their master’s help, and the usually solitary roper gains the company of loyal guardians whose skills complement its own. The CR reflects a group of five cave fishers and their roper master.

Dungeon Lair
Spacious cavern lair filled with stagaltites and stalagmites
Roper: 1
Cave Fisher: 5

2011-10-01

Gaming Journal - The Ruins of Undermountain

Ruins of Undermountain 2 Journal, Rooms #20nc - 20o
by Steve Allen

20nc. Empty hallway.
(DM’s Note: I originally had planned the two secret doors in this location to be very well hidden, but with players suffering from UM burn-out from dungeon exploration ad-naseum; I removed most of the features that would have hidden the two secret doors in this location. I left them as regular secret doors with normal chances of discovery, but the characters blazed past this spot not bothering to check for secret or hidden things and went straight to room #20p. If your players are not suffering from UM burn-out, than modify or delete this encounter. My players insisted on searching every room they could locate, and made a valiant attempt at mapping where the characters had been. If your UM campaign is different, or you run UM as more of a well-traveled path to get to another adventure, than your players might not suffer from UM burn-out from dungeon exploration ad-naseum.

At the DM’s discretion, the Jade Familiar[i] in this encounter, a relic from lost ancient Netheril, will allow the appropriate character to own a pair of familiars. If the character possesses a tressym as a familiar (as the Priestess of Bast from Mulhorand[ii] in my FR campaign did, having travelled to Eveningstar[iii] where she acquired one after a lengthy quest) the two familiars will get along quite well, acting like the character has a pair friendly, domestic felines. The Jade Familiars are sexless, so there is no worry of a horny tom cat Jade Familiar trying to mount a female tressym.)


A cursory search of this room reveals little more than some of the usual Undermountain litter. A few normal spider cobwebs, a small parchment bag containing about 13 sliced and dried calcena mushrooms, a small glass jar with a cork and green wax sealed stopper (contains about 30 dried maggots) and a couple scraps of moldy rotten leather (all are about 3” square or so) are all that is found within the room.

However, a very careful search of the room (with appropriate Intelligence and skill checks) reveals a small, slightly tarnished, brass-bound hard wood (oil-stained white oak) box (approximately one-foot square) hidden behind a secret loose stone in the wall. The box is not locked nor is it trapped and opens easily. Lying in the box face-up, on padded red velvet is a small (about 8” tall) willowy feline (think young, adult slender female Siamese) statue carved of pale green jade. Its eyes are large, round, king-cut[iv], watermelon-pink rubellite[v].

The statue is highly magical but defies identification and all spells other than an arduous Legend Lore spell. A Legend Lore spell reveals that the statue is meant for a Wizard, Magic User or similar person. Legend Lore also reveals that the statue is not for Priests, with the exception of Priestesses of Bast (or Pasch, Sekhmet, Ubasti, Bastet, Ba en Aset and Bubastis[vi]). This statue if touched by one of the appropriate characters will instantly become a Jade Familiar to that character, regardless if the character already posses a familiar.

20n. Missed room with hidden stash.
(DM’s Note: about this time I acquired a few books in my DM library that aided my understanding of common locks, their functions ((i.e. how they work)), and how locks in the ancient world were made and employed. I believe every DM should have a copy of the following books in his reference book collection: The Complete Book of Locks and Locksmithing by Bill Phillips, Spruce Forge Manual of Locksmithing: A Blacksmith’s Guide to Simple Lock Mechanisms by Bill Morrison and Denis Frechette, and Professional Smithing: Traditional Techniques for Decorative Ironwork, Whitesmithing, Hardware, Toolmaking, and Locksmithing by Donald Streeter.

The chest in this room can be opened simply with a Knock spell, or a magical weapon that will cut metal such as a Vorpol Sword, can be employed to slice either the lock or the iron loop holding the lid closed.

The chest in this room contains salt stolen from Shou Lung. If items from Shou Lung do not excist in your campaign replace the salt with something else. This could be a way to introduce Shou Lung and add an Asian flavor to your campaign.

Opening this secret door reveals a short, dark foyer, and a large dark room with a large chest against the far northern wall. This chest is covered in a thick layer of normal spider cobwebs, and has a large, iron lock inset into the face of the chest about middle of the chest.

Searching the room reveals absolutely nothing of interest, not even some of the usual Undermountain litter. The chest is not trapped and is locked but not magically protected or magically warded[vii]. The lock in the chest is a complex bit-key mechanical-warded lock with dead bolt. Due to the lock’s complexity (having several ward plates inside) attempting to pick the lock suffers a -55% chance of success. While the characters are unlikely to realize it unless they disassemble the lock and the chest, the dead bolt passes through an iron loop attached to the lid of the chest. Opening the lock pulls the dead bolt back freeing the iron loop for the lid.

The chest is too large and too heavy to move, and because of the way it is placed against the wall, it is nearly impossible for even a small character to access the lid hinges, which are actually on the inside of the chest, preventing someone from driving the hing pins out. The distance between the wall and the chest is barely sufficient to open the lid to a vertical position.

Opening the chest reveals a stash of adventuring supplies. The chest contains the following items (listed from top to bottom): a small brown leather bag of yellow corn (slightly moldy, will make anyone who eats it sick and slightly drunk as the corn has started to ferment); another medium-sized, rough rapeseed-linen[viii] cloth bag (contains 14 large pieces of coal); 4 bars of strong lye soap wrapped in parchment paper (made by someone named Hagálir in Waterdeep in 1333 DR); 40 flight arrows of excellent quality sealed in two leather quivers (while these arrows are non-magical they are of such exquisite craftsmanship that they confer a bonus +1 to hit and damage, these arrows bear the mark of the gray elf bowyer who made them: Linriál Nieleiráel[ix]); two small, iron, round tipped shovels with short thick ash-wood handles; two 10 lbs blocks of salt wrapped in waxed parchment (it is unlikely the markings can be read since the salt is from Shou Lung, and is appropriately marked, a Read Languages spell will allow reading of the Shou Lung script identifying as salt stolen by the known salt smuggler Ma Wen ((AKA Ma Kei[x] the script actually boasts of the prowess of Ma Wen stealing the salt from the tax assessors)) who is wanted in several cities throughout the Realms ((including Waterdeep)) for various crimes with a stiff bounty on his head[xi] dead or alive); a medium-size brown leather bag contains dried carrots, various beans, and miscellaneous grain (spelt, millet, oats, wheat, kamut, barley, quinoa, flax seed, and amaranth); 10 torches (made in 1334 DR in Waterdeep by Alcorthin Goldwood); 4 course, natural-wool blankets (6’ by 4’); and a large rough linen sack of (slightly stale) mule feed.

20o. Missed room with hidden stash.
(DM’s Note: because of the gate within room #20la, my players missed this room when they returned to UM later. The room was missed on the map, and the room was never explored on return trips because of the gate. Characters kept wandering into the gate and in hindsight I should have made the gate function intermittently rather than continuously so that characters would reach the room.)

The fish-shaped vase found in this room is a unique magical item from my campaign. If the adventurers figure out how to shut off the vase, this may arm them with the equivalent of a 12 HD electrical grenade. You may wish to make the vase operate differently in your campaign or modify the encounter to suit your campaign, if
adventurers armed with a 12 HD electrical grenade will not work in your campaign.

Tossing this vase at an opponent and yelling “Fish!” to arm it in the air would be a lethal and unexpected weapon in combat. Especially if the vase is tossed at less-than-intellgent critters like goblins or orcs who may on reflex catch the pretty vase. The DM should stress that the vase is very fragile, and the slightest crack or chip will cause the vase to explosively discharge. Since it is rather large and delicate it will not be able to be crammed into a pouch or backback, but could be shoved safely into magical storage devices like a Portable Hole, Bag of Holding, etc.
A variant of this magical fish vase might be one that under scrutiny by spells such as Legend Lore will detonate when any kind invasive or intensive spell is cast upon the vase. Another variant of this vase rematerializes after 6 rounds in the original place the vase was found, so that there is always a vase sitting in that spot.

While not utterly important to this encounter, the cooper that made the barrels within this room, I designed to be a recurring NPC. I designed Faecálnos to provide red herrings and adventure suggestions ((hooks)) to the adventurers. Faecálnos was someone whom the adventurers could consult about barrels, and other products of the cooper. The NPC Faecálnos was a Zhentarim member, and spy in my campaign.

The large chest in this encounter contains several things from older editions of The Dragon magazine. If the DM lacks the accessory cited, you can substitute another item suitable to your campaign. I modified the magical Leech Dust to appear in a vial rather than a small pouch for this encounter. Much like the fish vase mentioned above, if the thief successfully disarms the trap upon the chest in this room, the character will be rewarded with a pair of Leech Dust grenades. Much like the vase above, the DM should heavily stress that the small vials are highly dangerous and extremely fragile, with the slightest damage releasing the powder inside. Storage of these Leech Dust vials is in much the same manner as the fish vase.

The rogue stone in the pendant in this encounter was designed to offer the adventurers some different adventure opportunities. Having a lich suddenly appear in the center of the adventurers, should cause some excitement, especially if the adventurers are staying in an inn. While the lich that cast the spell on the rogue stone is somewhat removed from current events, and is neutral-evil, she will not necessarily attack everyone when she arrives. She has a great curiosity, which is one of the driving forces behind her becoming a lich. Should she arrive in the adventurer’s room at an inn and find it empty, she is more likely to take a seat and wait patiently for the adventurers return, possibly playing solitaire or another card game to pass the time. Imagine the shock of the adventurers entering their room at the inn, probably a little worse for drink, and find a lich sitting in the room waiting for them! The pendant can be used anytime the DM is ready to introduce the lich to the party. If the lich is not appropriate to the adventure, the DM can replace her with another spell caster appropriate for the campaign.)

Opening this door reveals a large dark room with a large (4’ high by 5’ wide), flat-topped, iron-bound chest in the south-west corner of the room. Along the northern wall are three large (35 gallon capacity), wooden round barrels banded by iron. Only odd thing in the room you notice is sitting on top of the large chest is a large (about 4’ tall) ebony, upright fish-shaped vase (think large salmon), holding a large red crystal in its jaws that twinkles in the darkness (or in the torchlight).

Checking the room for traps reveals nothing. Checking the room for magic using spells such as Detect Magic, reveals a few things in the chest are likely magical and the strange fish-shaped vase[xii] is highly magical. Casting spells such as Identify or Legend Lore on the fish-shaped vase, reveals nothing (at the DM’s discretion) other than it has something to do with electricity, is very old (possibly Netherise), and very dangerous. Getting closer (within 10’) to the fish-shaped vase reveals that it hums slightly, in an odd way. Touching the vase with anything non-conductive (wooden pole, stick, etc) reveals nothing. Touching the vase with anything conductive (sword, bare flesh, iron rod, etc) releases a huge spark of electricity (equivalent to a 12 HD Lightning Bolt spell). Once the electricity has been discharged the fish-shapd vase (and cystal) crumbles into dust. The electricity can be discharged safly by tossing something metallic and conductive upon the vase from the door of the room or from behind the barrels which can be rolled to provide shelter. The fish-shaped vase may also be paused by shouting (at the top of the character’s lungs) “Fish!” at the vase in Common which will disarm the vase until “Fish!” is yelled again at the vase (or within close proximity ((within 10’)) to it). The vase is very fragile and rather large and bulky, so it must be carried and stored with care. Regardless of rather the vase is “armed” or not, breaking it or damaging the vase in any way (or removing the crystal from the fish’s jaws) causes it to discharge immediately. Having a 12 HD Lightning Bolt go off in a back pack or in the hands of the character carrying it could be disasterous.

The first barrel is marked in white chalk as containing pickled fish. The second barrel contains spelt according to the chalk marks. The third barrel contains lamp oil, again according to the chalk marks (which are correct). Inspecting the barrels reveals they are not magical, and although the iron bands are a little rusty and the wood slightly damp, the contents are in good shape and quite usable. Looking at the bottom of the barrels reveals the maker’s mark, branded into the center of the wood bottom. While the characters are unlikely to realize it (or care), the barrels were all made in Waterdeep less than a year ago by the same half-elven cooper, one Faecálnos Eeiriên of Waterdeep. Faecálnos has a large cooperage in Waterdeep, and is easy to locate if the adventurers show the symbol from the bottom of the barrels to anyone in the correct area of Waterdeep.

The chest is locked with an iron, non-magical, mechanical warded lock inset in the front panel of the chest. Fresh oil still gleams on the lock although there is a slight patina of rust on the lock and the bands on the chest. The wood of the chest is sealed with a hard clear coat of some preservative (looks like a laquer almost, but is flax seed oil) that has keep the chest sealed and protected from the damp environment of Undermountain. Searching the chest reveals no traps on the outside of the chest, and the chest itself is not magical. The inset lock in the face of the chest has mechanical wards to protect the lock from unauthorized opening without the proper key. (At the DM’s discretion the skeleton key found earlier in room #20md could or could not work, or could set off the trap in the lock.) Searching with spells or thiefly abilities reveals (with successful skill check) the lock is guarded with a magical trap, cunningly hidden, behind the mechanical wards. The magical trap if triggered sprays the equivalent of two Leech Dusts[xiii] upon all characters within 5’ of the front of the chest. Successfully disarming the trap results in the adventurer holding two small glass vials each containg (the equivalent of) one (application of) Leech Dust. The two glass vials are very thin and fragile, and are pinched on each end by the glass maker, sealing the Leech Dust under enourmous pressure within the vial. The slightest chip or crack upon the glass vials causes the Leech Dust to explode covering all creatures within five feet of the explosion in a grenade-like explosion.

The chest contains the following items (listed in order from top to bottom): three large slightly off-white oblong eggs (2 giant owl eggs worth approximately 1,000 sp each, and one greater owlbear egg worth 5,500 sp in the correct market[xiv], the eggs have been wrapped carefully in warm, soft material, lying on a bed of red fox fur with a pig’s stomach used as a hot water bottle to keep the eggs warm until they hatch); a thick lama-wool blanket (4’ by 6’); a gold necklace with a large, pendant-cut rogue stone[xv] set in a gold mounting; a small brown leather belt pouch tied shut with brown string (contains dried wolfsbane); 4 tallow candles (each lasts up to eight hours); two coils of rope, each 50’ in length (one made of hemp, the other thinner and lighter rope is made of flax); two full sets of large, leather bronze-studded hound barding (made by Corhan Bloodhorn of Neverwinter); and a man’s purse made of the skin of a giant skunk (contains: 18 Waterdhavian toals ((1358[xvi] DR mint)), 13 Amnian taram, 4 Cormyrian golden lions ((1361 DR mint)) and one small, carved dark-colored serpentine stone statue of a rampant black dragon ((from Tharsult worth approximately 15 gp))).

The giant owl eggs are from a rare species of giant talking owl and were stolen from a nest in the Star Mountains deep in the center of the High Forest. Unless the character is adept at candling an egg to tell the difference between the giant owl and the owl bear, there is a chance that the eggs will hatch within a few days of each other with the owl bear hatchlings attacking the giant owl hatching even though she is nearly twice the size of the two male owl bear hatchlings. While the owl is from a species of talking owl, it still needs to learn a language before talking. Storing the eggs in either a Bag of Holding or a Portable Hole, will prevent the eggs from hatching and will keep them viable until such time as they can be hatched. Wizards will pay handsomely for the three eggs, as the owl bears are used for guardians, and the giant talking owl is a favored wizard companion, pet, aide and familiar.

The necklace does not radiate magic, is worth a stupidly-ridiculous amount of money in the right market and has a serious long and confluted history that some or part of might be revealed with a Legend Lore spell (at the DM’s discretion). The rogue stone has a Gemjump spell cast upon it by Talamorna Fairsinger[xvii] now a lich that has been trying to engage the spell off and on over the last few centuries. She is slightly absent-minded and when she remembers every now and then she tries to activate this gem. She is unaware that the gem is inside Undermountain where the spell will not function until the gem is removed from Undermountain.

[i] Unique magical item from my campaign which I have not yet located the write-up for it; when I do I will correct this entry.

[ii] See Scott Bennie (1990). Old Empires. TSR, Inc.

[iii] Ed Greenwood (July 1995). Volo’s Guide to Cormyr, p. 144. Wizards of the Coast.

[iv] AKA American and Scandinavian standard usually used for diamonds, but can be used on almost any precious stone that will accept the facets.

[v] A type of heavily-included tourmaline.

[vi] While these are all Egyptian feline goddesses, I figured any feline-aspect goddess would accept a Jade Familiar (at least in my campaign). The Cat Lord of Greyhawk would probably be another that would probably accept a Jade Familiar as well.

[vii] To differentiate between magical and mechanical wards I specified which type the wards were. The mages were burning up lots of Dispel Magic spells, attempting to open mechanical warded locks, which when I said “ward” they assumed magical.

[viii] Flax is one of the oldest sources of linen available to man, is less elastic than cotton, but stronger.

[ix] While it is unlikely that the characters will recognize the marks on the arrows as belonging to one of the most reknowed elven bowyers in my campaign, surley other elves, particularly gray elves will recognize the arrows and demand their return.

[x] I believe I took the names of these character from some cheesy Kung Fu movie of my youth.

[xi] While not particularly pertinent to the encounter, the smuggler, assassin, slave trader, and merchant-prince Ma Wen is a long standing NPC from my campaign used to add “Eastern” flavor. I never ran a straight Shou Lung or oriental adventure, rather using the material from the various source books as additional things for the characters to experience, while always hinting at this far, exotic land. See Shepherd, Ashley (February 1986). "Open Box: Dungeon Modules". White Dwarf (Games Workshop) (74): 9–10 and Shepherd, Ashley (August 1986). "Open Box". White Dwarf (Games Workshop) (80): 2–4.

[xii] Unique magical item from my campaign.

[xiii] The Dragon #5 March 1977 page #7. Encyclopedia Magica Vol. II TSR #2152A, page #421.

[xiv] See Dungeon #63 July 1997 “Hunt for a Hierophant” page #17 by Chris Doyle; Monstrous Compendium #1 TSR #2102; and Dragon #214 February 1995 in "The Ecology of the Owlbear."

[xv] See “Rogue Stones and Gemjumping” by Ed Greenwood Dragon #116 page #54 – 55.

[xvi] Year of Shadows, also the Time of Troubles which did not happen in my campaign. If your campaign includes the ToT, you might have to change the year of mint for these coins, as very few coins were minted during ToT or these are fake coins.

[xvii] Half-elven lich NPC from my campaign. Once very pretty and known for her beautiful singing voice.

2011-09-27

Gaming Journal - The Ruins of Myth Drannor

Apex of an Empire

No city could compare to Myth Drannor at its height. Magic flowed within the surrounding air, water, and land, and peace and prosperity second to none gave every citizen reason to be happy. For once in the history of Toril, elves, dwarves, humans, gnomes, and halflings (as well as other races more sylvan) all learned to live together in harmony. The races merged and formed many alliances amid the Akh'Faer and Akh'Velahr militaries, the guilds, and the armathors. At the Opening of the City and the rise of the mythal, only Myth Drannor was considered safe for the elves to live in harmony with others. By the Year of the Bloody Tusk (661 DR), more than a score of smaller tree villages and grounded settlements scattered all about Cormanthyr evidenced a growing unanimity among the elves and the N'Tel'Quess races.SORCERERS

The city and realm prospered for centuries under its protective mythal. To become a native of Cormanthyr was a matter of prestige, and a number of cooperative villages and smaller settlements of elves and N'Tel'Quess nestled about the trees around Myth Drannor. Even with these expansions and homesteading, the true mark of distinction was to live within the hallowed streets of the City of Song. Since the Year of the Empty Helm (462 DR), no new homes were constructed above, on, or below ground within Myth Drannor, as the elves panicked when two mere centuries of settlement by N'Tel'Quess nearly doubled the population and size of Myth Drannor. Therefore, one could move to Myth Drannor only if accepted into a guild or school, or granted the property via an inheritance (an unlikely proposition until closer to the Fall).

The Sister Cities

As the mythal-cloaked City of Song grew in prominence, many questioned how its wonders could be shared with others. As one eloquent young elf writer penned in Silverymoon, "The Coronal's dream is too great to be limited to one city and one realm. We must take this message of peace through unity and magic and found other, sister cities, to show all the Realms that the dream is worth dreaming." And so, beginning about two centuries after the Opening, colonies and connections were made all across the Realms.

In this 27-decade period of colonization, over 12 separate settlements became new homes of magic and learning across the Realms. Thus, in the city's golden era, sister settlements in the High Forest, the Yuirwood, Shilmista, the Moonwoods, and other forests farther south embraced the peace and magic of Myth Drannor's unity. Other previously established settlements such as Silverymoon also grabbed hold of the dream and linked their fates and magic to that of the City of Song in Cormanthyr.SORCERERS

Silverymoon, most of all, became a center of knowledge of things elven, though few elves of Myth Drannor and Cormanthyr migrated here until the Fall (and fewer still would mention the relatively close ruins of Aryvandaar and its satellite realms from the Crown Wars era).

Contact was even reestablished with long-isolated Evereska, though only among the High Mages and Court higher-ups; it was not deemed efficacious to allow even the most honorable of N'Tel'Quess to learn of this well-hidden and thriving elf-home, for fear it would fall after untold millennia.

Still, with all these colonies and allied settlements growing slowly and steadily across the centuries, the dream grew. By the early sixth century, the Coronal and the High Mages secretly (and later publicly) established gates to link these many places with their spiritual and magical home in Myth Drannor. Most were controlled gates, their use contingent on connections within both cities. Many others, including those to Silverymoon, the High Forest, Shilmista, and the Yuirwood, were relatively public gates and required small fees of users who would travel from one city of wonders to another. These gates served the Coronal's dream well, drawing the tribes of lands even farther afield together; unfortunately, they also helped bring down both Myth Drannor and the growing mythal city in the Yuirwood.

I would suggest to any readers who might be interested in learning more about Myth Drannor's golden era to read the second book in the Elminster trilogy, entitled Elminster in Myth Drannor. It is an excellent recount of the time before the mythal was laid over Cormanthor and of the events that led to Cormanthor's transformation into Myth Drannor. The timeline I provide below is a detailed chronological overview of the last years before the fall of City of Song till its eventual ruin at the claws of Army of Darkness.

Year (DR) - Year Name & Events

652 Year of the Viper
Zaor Moonflower becomes one of the youngest officers of the Akh'Velahr in Cormanthyr.

654 Year of the Coveted Briars
Many druids' enclaves, both human and elf, are established this year throughout Cormanthyr and the Realms at large.

655 Year of the Volanth

656 Year of Peaceful Seas
The Circle of Flames completes the Scrolls Ardentym this year. Akh'Faer scholars and strategists receive six incomplete fragments of the Scrolls, but only the Circle and the Srinshee have complete copies of them.

658 Year of the Dangerous Game
- Rathdaen, a Cormyrean mage and Realms-wide explorer of note, arrives in Myth Drannor after a decades-long absence. While never a native, he is close friends with many practitioners of the Art in the City of Song, and remains as a guest for years at a time.
-- A gate is secretly established between the Hall of the Naturalists and the Underhalls of Mount Melairbode.

659 Year of the Hunting Ghosts
- Known as the Year of Mage's Dawning in Silverymoon, 30 wizards from Myth Drannor and 20 wizards from elsewhere in the Realms migrate to the Gem of the North, and begin establishing its role as a sister city to Myth Drannor and a center of magical and mundane learning.
-- Tulrun, born Tallrunner Tigris of the Red Tiger tribe and later known as Tulrun of the Tent, is sent to Myth Drannor by Ecamane Truesilver to study magic under the tutelage of the Seven Wizards.

660 Year of the Morning Horn

661 Year of the Bloody Tusk
- Height of Myth Drannor's peace and prosperity.
-- Eltargrim's Passing: The Coronal Eltargrim, at dawn on the last day of Midsummer festivals, passes on to Arvandor, leaving only the Ar'Cor'Kerym, his Ruler's Elfblade, hovering in mid-air atop the Rule Tower. Aravae Irithyl, his niece and heir, proclaims a city-wide period of mourning for the next five years. Thus ends the Sixth Rysar of Cormanthyr after 866 years.

662 Year of the Peoples’ Mourning
Rathdaen dies peacefully in his sleep, to the sorrow of many of Myth Drannor's wizardly inhabitants. He leaves the Tome of Rathdaen to his apprentice, a foolish braggart by the name of Narsel, who fears attacks by jealous rivals trying to steal his master's legacy and immediately leaves for parts west.

663 Year of the Baleful Song
Pyraan the Grim and Peridar Snowbrows secede from the faculty of the Incanistaeum, reducing the "Seven Wizards of Myth Drannor" to five.

664 Year of the Falling Petals
The Heir's Passing: Aravae Irithyl, the heir of the Coronal, and all of her personal guard are found dead under mysterious circumstances the morning after Cinnaelos'Cor. The Srinshee and the High Court Mages insist on maintaining the Mourning Days and add the funeral of Aravae to the solemn times while staving off a succession war among the noble Houses.

665 Year of the Ashen Tears
Due to political pressure amid his family, Taeral Olortynaal discontinues his long association with the Incanistaeum.

666 Year of Stern Judgment
The Claiming Chaos: The end of the Mourning Days demands an immediate decision on the succession of the Coronal. A Claiming Ceremony is convened to determine the next Coronal of Myth Drannor and Corrnanthyr. After 40 elves and the Rule Tower itself are destroyed, the Srinshee steps in, easily swinging the elfblade free of its perch.
As it is brandished before her, the golden light of the blade crystallizes around her in a massive diamond-shaped energy field that engulfs and restores the Rule Tower. Finally, with a whirl of magic, she, the magical field, and the weapon disappear.

667 Year of Austere Ceremonies
By early summer, the Council of Twelve now rules over Myth Drannor, crafting a new form of representative government. The city is without a Coronal for the first time in its existence.

668 Year of the Telling Tome
Wizards begin mysteriously disappearing this year from Myth Drannor and all of Cormanthyr; the only clue is that all the visible gates throughout the city crackle ominously and flash blue lightning within their boundaries. (In truth, Halaster Blackcloak of Undermountain is abducting wizards at random and banishing them to the Underhalls.)

669 Year of the Brutal Beast
Abarat the Alabaster, an elf archmage with a reputation for plane-walking, resigns as the head of the Six Tyryl Towers wizards' school and announces plans to build a tower north of the city and Cormanthor in the western reaches of the Beast Marches.

670 Year of the Many Floods
Entering the Vault of Ages for the first time in years due to an outbreak of drow within the northwestern forest, the Spell-Major Paeris Haladar finds it empty, the greatest and oldest treasures of Cormanthyr all gone! Drow infest the northern forests, seeking to build a stronghold over the ruins of Moander's temple. The Akh'Velahr clears all drow out within 20 months.

671 Year of the Shrouded Slayer
Twenty months after building an ivory tower north of Cormanthor, the moon elf wizard Abarat contacts former associates for aid against a besieging army of monsters. Though some arrive within hours of receiving the magical message, they discover that both Abarat and the monsters are all missing, as are any external signs of anything amiss. Abarat was never found or heard from again, but his unfinished tower of pure ivory, thereafter known as Abarat's Folly, still stands as a monument of elf wizardry and as a beacon to adventurers seeking gates to the planes that many claim to have seen inside.

672 Year of the Angry Caverns
Many dwarf settlers of Myth Drannor, most of them refugee clans from the fallen Realm of Glittering Swords, leave the city and move north to the southern shore of the Dragon Sea (Moonsea). They reopen the westernmost mines of Sarphil, known as the Lost Ways, which honeycomb a lengthy escarpment (known as the Scarp) that looms over the eastern reaches of the Tailings Bay.

673 Year of the Covenant
The fledgling town of Hillsafar, named in honor of the dwarf clan of the same name, is founded by elves, half-elves, and humans on the western shore of Tailings Bay to trade with the dwarves of the Scarp. Some found this settlement to both keep drow out of the area and maintain some vigilance over Moander's Crypt. Within a few decades,
the town's name is corrupted and shortened to Hillsfar. Many of Myth Drannor's less-established craftsmen migrate to this new city in search of new opportunities.

674 Year of the Nomad
Josidiah Starym returns to Myth Drannor to a hero's welcome as he brings not the expected Soldier's Blade but the Akh'Faer's Artblade, retrieved from a deep dragon's lair far beneath the Storm Horn Mountains. Unfortunately, his reward is personal heartbreak as he realizes all he worked for is gone with the passings of both the Coronal and Aravae. Josidiah does not take up his rightful place as Lord-Speaker of House Starym, but he does (by right of the elfblade he restores to Myth Drannor) take over the leadership of the Akh'Faer and thus rise to a seat on the Council of Twelve. Josidiah refuses to discuss it, but many notice that he no longer walks with his magnificent cat Guenhwyvar, and some whisper he had to trade the cat's figurine of power for the blade. Of his 12 original comrades, only one survived: Onas Ulondarr, an elf bladesinger of House Ulondarr. Returning to the city married to Maira Shieldark, a human wizardess from Arabel, they bring with them four adult half-elf children (three women, one man; all rangers): Alupiira, Vaeala, Shaeia, and Rahsil.

675 Year of the Bloodfeud
The scandalous House Ulondarr, by openly accepting half-elves among the direct succession, suffers censure and much grief (and not a few attacks by mercenaries and assassins) from the other Houses. The attacks and social intrigues last for the next 50 years.

676 Year of Gruesome Grimoires
Taeral Olortynaal returns to the Incanistaeum and to the "Seven Wizards," though they are still only five in number. Later that year, in a politically motivated spell battle among some noble elves and humans, gold elf students accidentally kill Taeral and two human students. These elves are never charged with the crimes, as they frame the only non-elf left, and the innocent Arlesn of Arabel is forever banished from Myth Drannor for a crime he didn't commit.

677 Year of Resonant Silence
Hym Kraaven, senior among the "Seven Wizards," uncovers the truth about Taeral's death, and is swiftly killed in "an out-of-control tavern brawl" by agents and friends of the now-rogue and obviously power-mad magelings of House Faerondarl.

678 Year of the Poignant Poniard
Lord Councilor Kharis Maerdrym and his hunting party, which included several humans of note, mysteriously disappear off the coast of Delthuntle during a Grand Hunt of a near-legendary greater quelzarn. Agents of Unther are suspected in the attack (as are some of Lord Maerdrym's usual political foes).

679 Year of the Scarlet Sash
- Hillsafar is nearly destroyed by an army of deepspawn-bred monsters emerging from the tangled, treacherous Beast Marches to the west. The Akh'Velahr reinforcements of Cormanthyr succeed in dispersing the beasts by the first snowfall of winter. A small garrison of troops remains stationed in Hillsafar for the protection of the northern forests and villages until Myth Drannor's Fall.
-- End of second Untheric Empire as Unther is forced to recognize the independence of the North Coast cities on the southern fringes of the Yuirwood.

680 Year of the Storm Skeleton
Many human and dwarf stonemasons migrate from Myth Drannor to Hillsafar to aid that fledgling city in constructing its first encircling defensive wall.

After more than a decade, wizards of the Guild of Naturalists piece together the clues and realize that Halaster Blackcloak has been abducting wizards all throughout Cormanthyr in retaliation for their plundering of his monsters in Undermountain. The guild mounts a rescue expedition into the dungeon, which never returns, and they quietly end their sorties to Undermountain. Attempts to dispel or destroy the gate connecting their hall with Undermountain meet with failure.

681 Year of the Zombie Lords
During the festival of Greengrass, Archveult Tattercloak, student of the Seven Wizards, and his consort, Tlanchass, depart from Sixstars intersection in a most spectacular fashion. The latter, who had long maintained the guise of a beautiful human female, revealed her true form by transforming into a gold dragon, and the pair then flew off to the south and west.

682 Year of the Howling
The Masked and Mentor Wintercloak effectively disband the "Seven Wizards" by leaving Myth Drannor with their last four students, all gnomes. Their departure, when one of Mentor's properties (an old stone tower) abruptly uprooted itself and flew up into the sky, heading north by northwest, was surprisingly open. The Incanistaeum now lies solely in the hands of Sakaala of the Seven Rings.

683 Year of the Tainted Troll
The young but already learned mage Nezras arrives in Myth Drannor where he joins the Six Tyryl Towers to learn more of magic. The grand-nephew of Nezram the World-Walker, Nezras seeks knowledge that will restore his uncle's Unique Mageries tome to his keeping.

684 Year of the Sundered Crypt
Dwarves of the clan Tarynstone are found digging deep tunnels under the city despite the long-held prohibitions against such actions. Furthermore, some elf Houses are outraged that the dwarves' tunneling in restricted areas collapsed some nigh-forgotten deep crypts of the elder or long-gone Houses. Clan Tarynstone and its 350 dwarves, despite a cry within the Ruling Council for death sentences and an equally loud cry for acquittal, are exiled from Myth Drannor and Cormanthyr. The clan emigrates west into the Thunder Peaks.

685 Year of the Wraithwinds
Two among the eight senior officers and one junior officer split off from the other armathors to join the resigning High Court Mage and Councilor Shyael Ildacer to pursue a new course as the "followers of the Srinshee's dream," the Eternal Srinnala.

686 Year of the Unshriven
Nezras the Scholar weds the elf wizardess Raejiisa Sicafei after both graduate from their studies at the Six Tyryl Towers.

689 Year of the Eager Executioner
The displaced Archmage Paeris Haladar attempts to slay Josidiah Starym with spells, vowing vengeance for his loss of status. Josidiah survives four assassination attempts but is nearly slain in an Honor Duel called to settle the feud. When Paeris seizes the fallen Artblade, he is found unworthy of its power and responsibility; forever after, dead magic surrounds and permeates Paeris Haladar, making him a pariah to all within Cormanthyr. Josidiah reclaims the elfblade and returns to his post as Spell-Major with honor.

690 Year of the Clashing Blades
Sakaala of the Seven Rings disbands and dismantles the Incanistaeum, the school of wizardry run by the "Seven Wizards of Myth Drannor." She and her three remaining apprentice-students (two elves, one half-elf) leave for parts unknown after growing wings from their backs and taking flight. At last sighting, they headed to the northwest.

692 Year of the Crawling Crags
Tulrun of the Tent, a former apprentice of Mentor Wintercloak, journeys to Ysgard this year (and remains for over a century) after encountering a Shard of Selune in the long-forgotten ruins of the Abbey of the Moon.

694 Year of the Ominous Oracle
- The first divinations and portents of doom arrive via Darcassan, the diviner of Windsong Tower; he tells the Elders of Windsong Tower of the signs, but they keep the knowledge from the public to prevent a panic. Given the climate of distrust and factionalism, this news is also kept secret from the Council, as it is uncertain where the threat to Myth Drannor's security lies.
-- The Circle of Flames and the wizards of Windsong Tower begin spiriting magical items and tomes (including the Scrolls Ardentym and the Keryfaertel) to safety. Many end up in Ascalhorn and Silverymoon in the trusted hands of colleagues there (in the cases of wizards not moving there themselves), though some wizards take off with their secrets for parts unknown over the next twelve years.

695 Year of Fanciful Feasts

700 Year of the Slain Raven
The forests of Moondale, founded shortly after the raising of the Standing Stone, are completely cleared by this date even though no living tree was ever felled by its people.

704 Year of the Emerald Citadel
The Ildacer clan, due to the internal machinations of the Ruling Council and other factions (specifically Lord Venali Starym and the Guild of Wizards, Conjurers, and Enchanters), loses much of its holdings, monies, and social status. While the Ildacers lose all their estates, they move into and maintain four inns and taverns within Myth Drannor. With the loss of Riirose, the Eternal Srinnala moves their base of operations into some old abandoned mages' towers north of the city, which are owned by another member.

705 Year of Watchful Eyes

708 Year of Bound Evils
- High Mages and three battalions of Akh'Faer mages battle a resurgence of evil beasts and cultists of the fallen god Moander near the site of his fallen temple. While the cult is dispersed, numerous "lost spells" of Moander's clergy are recovered from the ruins by the elder priests and restored to use.
-- Three nycaloths escape their dimensional pocket prison that floated invisibly high above Cormanthyr. Their freedom depended on "a red dragon that never held malice or greed in its heart [flying] over the Coronal's throne." As Saeval Ammath and his adopted dragon-mount Garnet flew above Myth Drannor, they weakened the dimensional
prison enough for the nycaloths to escape.

709 Year of the Earnest Oaths
The three nycaloths and their summoned yugoloth allies spend 29 months drawing together their forces amid the mountains and hills north of the Dragon Sea. In all, their army consists of orcs, ogres, bugbears, hobgoblins, gnolls, flinds, trolls, and an ever-growing assortment of lesser yugoloths.

710 Year of the Toppled Throne
Drow attacks in Cormyr claim the lives of three noble families of the realm; while believed dead, most of the nobles survive as slaves in the Underdark.

711 Year of Despairing Elves
- Late in the autumn of this year, the Army of Darkness overruns the mining and trading encampments on the western Moonsea (the site that will become Zhentil Keep). By early winter, the first incursions into Cormanthor have begun.
-- The Weeping War begins on the Feast of the Moon with the Northern Massacres campaign as the Army of Darkness engages many elf patrols and destroys many elf villages and clan enclaves.

712 Year of the Lost Lance
- The Weeping War continues through the year, resulting in the deaths of many heroes and the collective Harpers at Twilight. There are four major campaigns this year, and Myth Drannor nearly falls prey to the Army of Darkness.
-- Battle of Garnet's Pyre: The red dragon Garnet rashly attacks the Army of Darkness, and he manages to at least split the main army, slow its advance, destroy its supply lines, and trap it amidst some forest fires. Garnet disappears in the midst of battle, not to be seen again for centuries.

713 Year of the Firedrake
- The war rages on, though the allies manage to eliminate Malimshaer and Gaulguth, two of the three nycaloths leading the Army of Darkness. While three major campaigns rocked the forest for much of the year, there is a tense peace from Greengrass to Midsummer's Night; during this time, many Myth Drannan natives emigrate either to sister cities outside of Cormanthor or to Semberholme and Tangled Vale settlements.
-- After more than 200 years, the Twisted Tower falls once again to the dark elves, marking the refounding of the Lands Under Shadow in western Cormanthor.

714 Year of Doom
- The final campaigns of the elves and allies against the Army of Darkness see the reestablishment of Elven Court as the seat of elf power in Cormanthyr while Myth Drannor falls under siege by the Army of Darkness. With the slaughter of the army and cavalry, little can be done against the Siege of Shadow, which descends on Myth Drannor on the 21st day of Kythorn.
-- The Banes' Duel: The climax of the war was the duel between the two final opposing army leaders. The Banes' Duel between the forces of Aulmpiter the nycaloth and Captain Fflar lasts for two whole days, and ends with the pair facing off in mortal combat on the 15th day of Flamerule; while neither body is ever identified, the magical blast that engulfed them robs both armies of their commanders.
--- The Siege lasts until the Final Flight in Flamerule, as the now-directionless hordes of the Army of Darkness simply swarm over Myth Drannor's last defenders by savagery and sheer weight of numbers. Only 200 elves and allies out of the 3,000 who remained to defend the City of Song escaped to tell of the city's passing.

715 Year of Hungry Jaws

720 Year of the Dawn Rose
The Gathering of the Gods at the Dancing Place signals the refounding of the Harpers at the request of some elves from Elven Court. In attendance are all 15 of the Harpers at Twilight who survived the previous decade, including Lady Alais Dree, Elminster Aumar, Khelben Arunsun (once the Nameless Chosen), and Meil "Darkhunter" Araeln.

The sylvan community of Elventree is founded as a site for the elves of Elven Court to continue interaction with their allied races (since Elven Court now is prohibited to the presence of non-elves) and as a trading site.

Source: Link

Myth Drannor

The City of Song, the City of Beauty, the City of Darkness and Terror and then of Hope Reborn.

More legends, more songs, more stories and more adventure swirl and settle around Myth Drannor than arguably any more city. Once it was considered to be the most beautiful and peaceful of any of the cities in Faerûn and no other could compare to the glory of Myth Drannor. All races lived in complete harmony for the first time in memory, without fear or corruption, under the protective device of the Mythal, one of the greatest spells in perhaps all of the Realms. The mythal was a protective spell which shields Myth Drannor from outside forces and from general harm. But the City's peace and glory did not last.

Yet the story of the City still continues to this day and will unfold into the future. But to set the truth apart from the thousand legends, this is the short and accurate history of the city.

Myth Drannor's Glory and Fall
Myth Drannor started out as an elven camp that slowly grew into a large city named Cormanthor. The elven ruler, recognizing that the humans were too numerous to defend against, invited the most powerful wizards, rangers and druids to come and live among them. Furthermore, he invited halflings and gnomes to live in the city. In a unique gesture, he even invited dwarves to come live in Cormanthor.

The city was continually faced with an ever-growing threat from the goblin and orc kin. Cormanthor wizards created a magical shield, called a mythal, to cover the entire city. With the laying of this shield, the city was renamed Myth Drannor (261 DR). With this in place, the city grew in might and beauty. Protected by the Mythal, the city continued to defeat horde after horde of Orcs.

In 661 DR the Coronal or ruler of Myth Drannor died, and after the heir died, there was a power vacuum in the city. The next Coronal would be chosen by the one that was worthy of drawing the elf blade called Ar'Cor'Kerym. Unworthy people who would draw the blade would find instant death. Many Elves died. In the end non-elves tried to take the blade but the protective wards on the tower housing the blade destroyed the tower.

The blade was untouched, but the real damage was the open distrust among the different races. The Srinshee, having seen that none has proven to be worthy, drew the blade. The new Coronal however refused to rule and left the city only to return when the people had proven their worth. This series of events prevented Myth Drannor from realizing the threat that was on the horizon, the gathering goblin kin.

In 712 DR, the Weeping War began. Enemy armies of nycaloths, yugoloths, gnolls, goblins, orcs and ogres made their move on the city. The defenders were able to kill the goblin kin by the hundreds, but for every hundred defeated another thousand appeared. In the end, despite a brief not-unsuccessful desperate alliance with the Lolthite drow, the city finally fell to the might of what was called the Army of Darkness. The beautiful city fell into darkness under the harsh tramplings of the Orcs.

In 1344 DR, the elves finally gave up trying to cleanse the surrounding area and decided to leave the woodlands to join the other elves in the retreat to the island of Evermeet. The City was left open to all manner of creatures and adventurers.

But the Elves never forgot and the band sworn to the city, the Knights of Myth Drannor, never fully left.

The Retaking of the City
In 1374 DR, the army of Seiveril Miritar, leading a return to Faerûn, recaptured Myth Drannor. He died, but his daughter Ilsevele Miritar became Coronal in his place. Since then they have been working to begin to restore the glorious City.

The Present
Myth Drannor is a city in transition from destruction and chaos to rebirth.
Only some of the former buildings have been rebuilt. Most of those are barracks or housing for important people. There is an army housed in the barracks and tents. A Temple to the Seldarine has just been created, for this is most important. The rest of the swelling populace live in tents that occupy nearly every open space within the city. Shape shifted druids and treants along with elves wander amongst the tents, guarding the city. Security is somewhat tighter then the past with visitors required to state their business. Currently the future of Myth Drannor seems bright despite the foes that surround them.

The Refugee Camp and the Farms
The Refugee camp outside has many people who fled from the Zhent invasion of Shadowdale and a few others. To the North of the city there are Lathandarite farms. These people are within the territory the Coronal considers it is her duty to protect.

Security and Relations with Others
Myth Drannor at its peak of glory was a open city, something not lost upon the current Coronal. Still, at this moment it is in a precarious situation. So while all goodly races are allowed to trade they are watched, suspect, and certainly there will be keys given out in order to reach the deeper places "like inside the palace" where plans of defense and attack are made far away from prying eyes.
Source, DM Bucephalus forum post

The Drow
There are many, many Drow in Cormanthor, the name of the land around the City. Many are evil, but some follow the Father of the Fey's Daughter, Eilistraae, who works ceaselessly to reclaim the fallen tribe of the Ilythiir from Lolth, Vhaerun and the other dark Drow deities. A small handful of Eilistraaen Drow are at times permitted in the refugee camp outside. These Eilistraeens are known to the Defenders and referred to as being on the Permitted List.

Summary of MD's History
- Myth Drannor had been a open city by order of a past Coronal
- The mythral was created with help of Elminster and other mages including human and demi-human ones as well as elves
- After the last Coronal died a power vacuum ensued. The city declined and mistrust spread
- The accidental freeing of the nycaloths marked the end as these three beings gathered the army of darkness that destroyed the city
- Hundreds of years later the city is just recently reclaimed

Laws of Myth Drannor
In the spirit of a city past all races except those who hearts belong in the dark, namely drow and orckin, will be tolerated within the forest as long as they respect it and our ways. Long live the rebirth of Cormanthyr!
1. Murder will not be tolerated within our realm.
2. Thievery will be dealt with swiftly why steal when the forest has enough for all.
3. The use of necromancy save to return one fallen before their time back to life is FORBIDDEN
4. The killing of forest animals for pleasure or merely their hides or horns is not tolerated.
5. Respect of the Selderine must be shown at all times desecration of our temples or shrines will find you at the end of my bow
6. Service to any dark god will not be tolerated here we are a city of light
7. Any Drow save those posted as tolerated as representatives of Eilistraee are to be slain if in our borders

Respect the forest and it's people and it shall respect you.
--Lady Ilsevele Miritar

Current Ruler: Ilsevele MiritarEdit
Lady Ilsevele Miritar is a sun elf spellarcher from the Queen's Guard and was the partner and betrothed of Araevin Teshurr until the couple parted ways when Ilsevele fell in love with the resurrected Fflar Starbrow Melruth whom she eventually wed. She has a fine gray destrier named Swiftwind. She worked with her father on the Elven Crusade to Myth Drannor, and after his death took up leadeship of the Army of Myth Drannor. After she defeated the armies of Scyllua Darkhope, she was visited by the Srinshee and granted the Rulers' Blade, becoming seventh Coronal of the rebuilt realm of Cormanthyr with Fflar as her consort
Ilsevele is pale with copper-coloured hair.

Ilsevele's mother and father are Ilyyela Miritar and Seiveril Miritar respectively. Both are deceased.

Ilsevele carries a magical bow crafted from deep red yew. She wears magical leather armor strengthened with steel rings, which is appropriate for a captain of the spellarchers. She also carries a pair of fine elven short swords. Ilsevele's spellbook is a slender volume with silver clasps, bound between thin sheets of laspar wood.

Source: Link