Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: Cavalieri di Mith Drannor

 Salve a tutti!
Scusate se mi ripeto, ma ho letto di qualcuno di questi avventurieri e
vorrei saperne di più sui componenti di questo party, le loro avventure etc
etc...
Ten

etc...
The Knights of Myth Drannor
These adventurers first came to prominence as
rulers of Shadowdale, in their successful defiance
of the armies of Zhentil Keep. They were
instrumental in the defeat of Lashan of Scardale,
and remain able foes of the Zhentarim and of the
drow beneath the Dragonreach lands.The Knights
began in Espar as a nameless band of youths, young
men and women who had grown up together. They
received a charter from King Azoun of Cormyr
allowing them to bear arms. The royal assent
included a strong recommendation that the party
of adventurers explore and clean out the "Haunted
Halls", a bandit hold north of the village of
Eveningstar. The group departed on the 28th of
Tarsakh, Year of the Harp, and spent two months
adventuring in the Halls. The group then moved on
to the Stonelands, exploring assorted tombs and
strongholds of evil creatures. It was at this time
that the Knights first ran afoul of the Zhentarim,
who were engaged in taking control of the
Stonelands in order to complete an overland
caravan route from Zhentil Keep to the Sword
Coast. The party slew Maglor, a Zhentarim spy, in
Eveningstar, and later slew the renegade Zhentarim
mage Whisper. A thief, Nith, whom the party
rescued in the Halls during this time was actually
a Zhentarim spy, Asbarode. He laid hold of a
magical sword that compelled him to take it
elsewhere, and left the band. As with almost any
beginning group, the Knights at first had several
bad elements: companions who were uncooperative,
and attempted to slay or steal from their fellows.
Two of these in the Knights, the fighters Agannor
Wildsilver and Bey Freemantle, met swift
and brutal ends. The party discovered a curious
feature common to many ancient ruins in the
Realms: permanent teleportation gates linking one
dungeon with another, far-distant one. By chance
they took one to the great city of Waterdeep,
where they met Khelben "Blackstaff" Arunsun, who
had heard of their doings via Harper agents (such
as Dove, later a Knight herself and the wife of
Florin Falconhand). Khelben recognized a golden
opportunity to hand the Zhentarim a setback: He
gave Florin the pendant and title of lord of
Shadowdale, to claim if he could. After
strengthening and healing the band, Khelben
teleported them all back to Eveningstar. The party
traversed the Stonelands to Shadowdale, where they
took possession of the monster-infested Tower of
Ashaba and met Sylune, Elminster, and other
notable locals, including Mane's Band
(adventurers) and a few drow agents. It was some
time before the adventurers had secured the tower,
but by the time they had, they had found enough
treasure to rebuild the structure. They also
discovered the chilling secret of the Tower of
Ashaba: It had been built not by men, but by the
drow, to guard the entrances to the realms
below. The drow had been coming up through the
ruined tower to trade with the Zhentarim, who had
a hidden stronghold in the woods near Shadowdale.
Florin declined the lordship of Shadowdale;
instead, he asked that his fellow Knights elect
one of their number to take the position. Doust
Sulwood, cleric of Tymora, was chosen. Supported
by the sage Elminster, the witch Sylune, Tamshan
the bard, and the magic-user Boots "The Lucky" of
Mane's Band (the latter two Harper agents), Doust
established his rule. He called village meetings,
democratic "lord's courts", to discuss matters
great and small, and arranged to have elected a
council of locals to advise him. Troubles with the
Zhentarim continued to plague Doust; caravan after
caravan from Zhentil Keep, some carrying slaves,
pushed through Shadowdale, and fought the Knights'
guards. At the same time, the adventurers made
forays against local giants, wiping out the
Flaming Tower, tackled a beholder allied with the
Zhentarim, and encountered "The Hand", a band of
evil adventurers based in Voonlar. All too soon,
Zhentil Keep sent an army against the dale,
supporting a false claim on the lordship from
Lyran Nanther of Melvaunt. Astonishingly,
the partyís mercenaries and militia, with elven
and Harper help, prevailed against 10 times their
number; but it was recognized that Zhentil Keep
had not yet given up the struggle. The party
members continued to establish themselves in the
dale, uncovering Zhentarim and drow agents,
identifying a weretiger, and discovering the
talents of Illistyl Elventree. They solidified the
dale's defenses and settled new farmers. Envoys
began to arrive from local rulers and priesthoods;
most were politely refused, but Tyche, Lathander,
and Chauntea were granted land. Before Zhentil
Keep could make its next attack, the Knights made
a lightning attack on Voonlar, a village up the
road. There they razed and plundered the temple of
the evil god Bane, taking over 400 prisoners,
including drow and Zhentarim. While the Zhentarim
recovered from this blow, the adventurers
dealt another to the drow in the caverns below the
dale. This venture was highly successful,
but as the adventurers themselves were recovering,
Lashan of Scardale, secretly supported by the high
imperceptor of Bane, suddenly invaded and
conquered neighboring Harrowdale and Featherdale.
He then took Battledale and Tasseldale beyond
before anyone could mobilize their forces, and
attacked Mistledale. Cormyr guarded its borders by
annexing Tilverton to the west, and Sembia rushed
its forces north to protect Deepingdale and
prevent Lashan from turning south. It was
left to Shadowdale, the elves (who were leaving
the Elven Court for the tranquility of Evermeet as
fast as they could), the Harpers, and the druidic
circles in the area to bolster Mistledale and hold
Lashan back. Hold they did - and Lashanís empire
began to crumble as he was attacked from all
sides. The departing elves invited the party to
enter Myth Drannor. There they found much evil,
but also another gate to Waterdeep, as well as
gates to other worlds. They found a treasure cache
known as the Elfhold, and encountered renegade
lords of Zhentil Keep, seeking allies to fight
against the Zhentarim, and the goddess Mielikki.
Aumark Lithyl then left the party to take the
throne of Ruathym, since his father had been slain
in the war with Luskan. To replace him, Khelben
sent a young Waterdhavian cavalier, Mourngrym
Amcathra. When Doust relinquished his title,
Mourngrym was named lord of Shadowdale.
In Myth Drannor, the band found a deck of many
things, and Doust amazingly survived the drawing
of a deathcard. Soon thereafter, Islif gave birth
to a son, Jhaok, and Mielikki appeared to
Florin, commanding him to marry Dove. The party
guarded Shadowdale until the deep snows of winter
made attack by Zhentil Keep impossible; then they
made their way to Myth Drannor to take the gate to
Waterdeep, where they wintered in a villa, dubbed
"Cold Comfort" Jhessail gave birth to Veluthil,
and Dove and Florin were wed. When spring of the
Year of the Prince came, the adventurers left
Waterdeep to explore the Realms, having left the
defense of Shadowdale to Mourngrym, Elminster, and
their army. They spent most of the next year
exploring the northern Sword Coast, and then
coming down the western edge of the Great
Desert, Anauroch, to Westgate, then Cormyr and the
Dales at last. Along the way, they found the lost
city of Gauntlgrym, met with Alustriel, high lady
of Silverymoon, and the wandering Simbul
of Aglarond, and lost Jelde, then Doust and Islif,
to retirement.Instead of returning to Shadowdale,
the remaining party members elected to go to Myth
Drannor, hoping to establish their own stronghold
there. They found a nasty surprise there: hordes
of devils, summoned by priests of Bane, infested
the ruins. After hard fighting, the party retired
to Essembra, there to rest and welcome Rathan
Thentraver, cleric of Tymora, and Torm, a rogue,
into their ranks. They also finally chose a name:
The Knights of Myth Drannor. The Knights have
since had many adventures, exploring other worlds,
battling the drow (and in the process gaining a
new companion, Sharantyr), and continuing to fight
the Zhentarim and their devil and orc agents. They
have also had many battles in the ruins of Myth
Drannor; adventurers flock there from the lands
all around, searching for treasure, but finding
instead swift death from diabolical claws. The
death of Sylune and the devastation of much of the
Dalelands at the claws and fangs of dragons at the
behest of the Cult of the Dragon gained the
Knights a new enemy. Currently the Knights are
fighting on against evermore- powerful foes; and
they are beginning to question the nature and
aims of the Harpers. Having renounced their
official positions in Shadowdale, they remain
ìlordsî and "ladies" of the dale, respected by all
the dalefolk; and Elminster, and the bard Storm
Silverhand remain staunch allies. Currently the
Knights are: Florin Falconhand and his wife, Dove;
Jhessail Silvertree and her husband, Merith
Strongbow; the druid, Lanseril Snowmantle; and
four "junior members": the magic-user Illistyl
Elventree, her lover Torm, Rathan Thentraver, and
the ranger Sharantyr. Less active members are
Jelde Asturien, Doust Sulwood, and Islif Lurelake,
and Mourngrym Amcathra, with his wife, Shaerl
Rowanmantle. Mourngrym and Shaerl are described
elsewhere in this book; the rest are described
below. Jhessail coordinates domestic matters
for the Knights, while Florin is battleleader; but
all party members are equal, and all important
decisions are decided by a democratic vote.
The party does not currently have a permanent
stronghold or base, although they are hoping to
build one. They are always welcome at the Tower
of Ashaba or almost anywhere else in Shadowdale;
and there they keep a cache of communal treasure
and magic, deposited in the days of Doust's
lordship. It includes healing scrolls and potions
and at least one elixir of life. The Knights
utilize no hirelings or henchmen; all who so offer
their services are sent to aid Lord Mourngrym in
policing Shad owdale. 
Spellbooks: The spell-casting members of the
Knights have pooled their resources, gathering all
their known spells together. The books containing
these spells are kept safe in the Tower of Ashaba
in Shadowdale; any magicusing Knight can have
access to them. Each Knight has a traveling
spellbook, in which are recorded those spells
listed in the character descriptions below as
"spells commonly memorized". Some also have their
own books of cantrips; such zero-level spells are
not recorded in the shared books. The Knights of
Myth Drannor are always eager to find new spells
to add to the communal books as well as their
personal repertoires. 
Se ti interessa ho anche le caratteristiche e la
descrizione/storia di ogni singolo cavaliere.
--
Trixt
IHGGerD #105
Tre cose solamente m'enno in grado,
le quali posso non ben ben fornire,
cioe' la donna, la taverna e 'l dado:
queste mi fanno 'l cuor lieto sentire. 

 descrizione/storia di ogni singolo cavaliere.
'mazza! Non ti sei risparmiato, eh? ^__^
Grazie mille: esaurientissimo! Naturalmente se posti le caratteristiche di
ogni cavaliere sei un grande!
Dove hai trovato tutta questa roba?
Ten

Dove hai trovato tutta questa roba?
Trovi tutto qui:
http://www.rpgnow.com/product_info.php?products_id=839&
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