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Book One: The City

by Ed Greenwood
Table of Contents

Drow Cities of the Underdark. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3


Menzoberranzan the Mighty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
A Walking Tour of the Dark Dominion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Daily Life in Menzoberranzan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Drow High Life. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Now: Current News and Rumors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Then: The Spider Mages History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Menzoberranzans Merchants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
The Neighborhoods of the City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
The Bazaar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Special Occasions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
What the Future May Hold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
The Mage Lords of Menzoberranzan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Magic of Menzoberranzan: Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Magic of Menzoberranzan: Mage Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Priestesses of Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Magic of Menzoberranzan: Priest Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Magic of Menzoberranzan: Special Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Monsters of Menzoberranzan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Alhoon (Illithilich) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Cloaker Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Foulwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Lizard, Subterranean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Riding Lizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Wingless Wonder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Some Known Traps of Menzoberranzan . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Credits:
Design: Ed Greenwood Cartography: Diesel
Editing: Karen S. Boomgarden Typography: Gaye OKeefe
Interior Art: Jaime Lombardo and Ron Hill Production: Paul Hanchette and Dee Barnett
Cover Art: Jeff Easley Graphic Design: Paul Hanchette and Dee Barnett

Special thanks to Anne Brown and Julia Martin for their timely help.
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1083XXX1503
ISBN 1-56076-460-0
1083
Drow Cities of the Underdark

There is a world beneath the world hu- Weve explored Menzoberranzan, of the
mans knowa vast, lawless land under forty or so known drow cities, because it
The Realms That See The Sun. It is a peril- is the birthplace of the famous Drizzt
ous wilderland of dark caverns, crevices, DoUrden (himself detailed in Book II of
and labyrinthine passages: The Realms Be- this boxed set, his statistics updated from
low, the vast and mysterious Underdark. Hall of Heroes). A look at the strange,
No surface adventurer has seen all its harsh, and at times splendid cesspool of
depths and corners. Beasts that no evil from which he sprang shows how
surface-dweller yet knows of lurk in its drow became a power in the Realmsand
lightless depthsand surviving explorers unlocks the door to vivid adventures in
say the known dangers are bad enough! the drow-ruled Underdark.
To the unwary (or merely desperate) This set can be used to create any sub-
traveler in the Underdark, a city may terranean drow city by changing the lay-
seem a refuge from creeping doom in the out, the names and detailed NPCs of the
darkness. It holds, after all, bustling life noble Houses, and the trade interests and
with food, tools, and perhaps aid. overall aims of the inhabitants.
Perhaps not. Even the good beings of Change the all-pervasive worship of
the depths, dwarves, gnomes, thaalud, Lolth (Lloth to Menzoberranyr) to a
and svirfneblin, tend to be (rightfully) sus- tense rivalry between worshippers of
picious of intruders. Other city-dwellers Lolth, Ghaunadaur, and Vhaeraun, and
include (among merely nasty folk, such as you have Eryndlyn, a city that trades with
jermlaine) the most evil and dangerous the Sword Coast from hidden caves some-
races of the Realms: kuo-toa, duergar, il- where in The High Moor. Change it to the
lithids, cloakers, and most far-reaching of worship of Ghaunadaur only (with rever-
all, drow, the dark elves. ence and breeding of slimes, jellies, and
The essential guide to this deadly race is oozes) and you have Llurth Dreier, a city
the sourcebook Drow of the Underdark. A of 400,000 drow ruling vast fungi-farm ca-
DM familiar with it and the Elf, Drow en- verns under The Shaar, northwest of The
try in Volume 2 of the Monstrous Compen- Deep Realm of the dwarves (detailed in
dium knows drow basics. To understand Dwarves Deep). Let mages rule, reducing
the unusual power and influence of drow, priestesses to minor power, and you have
however, one must see a drow city. the magical item-trading city of Sshamath,
Something of what life is like amid the somewhere beneath The Far Hills. Read
cruel, ever-warring drow can be gleaned on, and find adventure!
from the FORGOTTEN REALMS novels
Homeland and Exile by R.A. Salvatore, but
bringing a drow city to life needs more:
this boxed set.
Of the sets three books, this tome is a
guide to Menzoberranzan, a drow city of
middling size and importance that is
(thankfully to most surface folk!) a weeks
travel from the nearest surface connec-
tion. Companion books detail its nobles
and suggest adventures.

3
Menzoberranzan the Mighty

Slightly more than 20,000 drow call Men- nance. Males of the city tend to excel in
zoberranzan home. This is fewer than the few things they are allowed to excel
most drow cities; most hold 35,000 or in: fighting, wizardry, and dirty jobs re-
more. The bitter, violent rivalries of the lated to trade, building, and food.
citys noble Houses (perpetuated and fos- Males who enjoy home or the worship
tered by the Spider Queen and those who of Lloth turn their efforts to mastering the
worship her) keeps the population from arts of sculpture and design (and, if magi-
growing muchbut also ensures that the cally talented, glyphs and House defensive
drow of Menzoberranzan are among the traps), and to excelling at songs in praise
hardiest and most cunning survivors, and of the Spider Queen.
deadliest fighters, of the Underdark. Most Restless or independent males tend to
surface realms of forty times the citys gravitate to study in Sorcere (which can
population would be hard put to assemble involve being cloistered away from most
twenty warriors who could hold their House politics for their entire lives), or to-
own for long against twenty Menzober- wards life as a merchant traveling
ranyr fighters. through the perilous Underdark to and
Menzoberranzans low population from other cities and trademoots, some-
makes its ruling Council smaller than times on the surface. (Skullport, under the
those of most drow citieseight Houses city of Waterdeep, is one such trademoot.
rule, rather than the more usual nine, On rare occasions, it is worth the long
twelve, fourteen or sixteen. At least one trip, and the destinations great dangers,
drow city, Guallidurth (deep under Calim- for the scarce and wonderful wares
shan), has twenty-one Houses in Council. such as spell componentsthat can be
On the other hand, Menzoberranyr are bought there.)
a more tightly-knit populace than most, Except for individuals of great beauty,
because they all dwell in one vast natural or who show great aptitude in the arts of
cavern. Most drow cities have inherent war, sorcery, or artisanship in a valued
prejudices and rivalries, as citizens grow field, the preceding notes on choices in life
up in various caverns and linking pas- apply almost exclusively to drow nobles:
sages, and citizens are judged or ranked commoners do as they are told, forming
by where they came from. the bulk of the drudge labor, House-
The worship of Lolth (called Lloth in servant, and common soldiering tasks as
Menzoberranzan, as in some other drow servants of the noble Houses.
cities, and as she will be referred to in the No drow citizen of Menzoberranzan is
rest of this set) dominates Menzoberranyr ever officially the slave of another Men-
life. There seems no higher purpose in the zoberranyr, but a great many drow are
lives of most citizens than to rise in the slaves in all but name. (Drow battle-
service of the Spider Queenuntil she captives won from outside the city can be
claims each life, in turn. Most drow de- held openly as slaves.)
velop a hobby or interest to call their own The commoners only avenues to free-
(from mastery of a particular weapon to dom lie in escape from the city, or in devel-
collecting certain gems or fine boots), but oping skill and reputation (and thereby,
these can be weaknesses if a rival can find work) as hunters, mercenary warriors, or
a way to exploit them. traveling merchants. As all of these routes
With Lloth-worship comes female domi- to a better life lead into the dangerous

4
wild Underdark, few survive long to enjoy el Spider Queen pits drow against drow
any successes. solely to improve and strengthen her peo-
Commoners with exceptional skills are ple, making the survivors ever stronger,
usually adopted by the noble House they wiser, and better able to serve her. Lloth
serve, or (more rarely) by the first noble also helps her people from time to time
House to notice their skill and seize them. (though seldom directly, especially in
They receive the House name, sponsor- House-versus-House internal conflicts).
ship, and a positiona precarious one, Matrons can ask information and aid of
based on performance and the whim of her dreaded handmaidens, the yochlol
the ruling Matron of the House. In the (detailed in FOR2), but any faithful Menzo-
case of male drow of great beauty award- berranyr drow who calls on Lloth in need
ed the position of patron (consort to the may receive a one-time cure light wounds,
Matron), this is all too literally true. Some neutralize poison, or any spell-power pos-
sadistic Matrons take new patrons every sessed by drow even if the supplicant can-
night, having the twisted, disfigured rem- not yet, or never will be able to, wield
nant of the last consort fed to House ani- such powers or has exhausted his or her
mals, slain out of hand, or put to menial daily ration of them. (There is a 10 percent
labor to be slowly worked to death. chance per level of this happening, minus
Perhaps the best road to independence 10 percent for each time in the last 33
for drow lies in sorcery. House wizards days aid has been called for.) Such aid is
(and even more so, House members study- always temporary, and accompanied by
ing in Sorcere, shielded from daily contact the arrival of some sort of spider. Lloth al-
with non-wizards) are treated with some ways exacts her price later: often a diffi-
respect by even the most aggressive fe- cult, dangerous mission or service.
males. One can never be sure of the Alternatively, Lloth may send spiders to
power of a drow mageuntil it is too late. attack foes of beleaguered drow; this form
As shown in Drow of the Underdark, un- of aid does not cost anything.
der House Insignia, drow wizards always
look to their own defense first, and are of-
ten able to hide powers and magical prep-
arations even from watchful high
priestesses of Lloth.
Female drow usually throw themselves
with energy and zeal into the endless, vi-
cious intrigue and politics of the city. The
bodies of many mark every twist and turn
in the fortunes of the Houses, and the
everchanging favor of fickle Llothbut
for every drow female who falls, fifteen to
twenty males meet doom.
If life is so dangerous, and drow forced
into endless strife against drow, how is
Menzoberranzan the mighty? Why does
it survive at all? The answer lies with
Lloth. If one believes her faithful, the cru-

5
Menzoberranzan the Mighty is a seething
power-house of Lloth-worshipping, tire-
Narbondel
lessly evil drow, striving for supremacy in
the eyes of the fell Spider Queen. An ant- Known as Narbondel, this pillar has been
hill of arrogant evil, the archsorceress left unworked by the drow. It serves
them, and all visitors with infravision, as a
Laeral once described it. To map every
room and passage of a city so busy, and so gigantic clock. At the end of each day, the
citys ranking Archmage (or a master of
worked into the stone (with many rising
Sorcere, in the rare instances when the
and falling levels, secret ways, and miles
upon miles of passages) is an impossibility Archmage is dead, otherwise occupied, or
absent from the city) casts a fire spell into
and a hindrance to the creativity of
its base.
Dungeon Masters. Even a dedicated, un-
opposed drow citizen would need most of The heat created by the spell is conduct-
ed slowly upward through the stone, until
a lifetime to walk every stone of the city
so here is a brief tour of its highlights. to infravision Narbondel glows red from
Menzoberranzan is not a large city by top to bottom. Then it fades rapidly to
drow standards; only 20,000 drow dwell darkness, the black death of Narbondel.
The time when the wizard casts his fire
there. It fills a large cavern, formerly a gi-
ant spider lair known by its dwarven spell anew corresponds to midnight in the
surface Realms, just as the cycle of Nar-
name, Araurilcaurak (literally, Great Pil-
bondels rising fire equals a surface-world
lar Cavern), for a great natural rock pillar
at its center, that joins floor and ceiling in day.
a massive shaft.

6
A Walking Tour of the Dark Dominion

spans, and by spiraling stairs and pas-


The Cavern sages in the cavern walls.
Menzoberranzans cavern is roughly
arrowhead-shaped, with the pool of Doni- Donigarten
garten at its tip, and two miles across at its
widest point. The ceiling rises a thousand At the smoothest, lowest end of the citys
feet high, and its floor is studded with cavern is a natural lake or pond, Donigar-
many stalagmites and lesser pillars (stalac- ten. Its chill waters serve vital food needs
tites and stalagmites that have grown to- for the drow, nourishing fish and eels
gether, to fuse into an unbroken shaft of (taken from the waters by fisher-goblin
rock). The cavern floor is broken by three slaves), flowing into carefully irrigated
major rifts and many smaller ones, and dungfields (where orcs tend mushrooms
two areas rise above the rest of the city: and other edible fungi, renewing and ex-
Tier Breche, the side-cavern occupied by panding the fields with excrement
the Academy that trains all drow citizens brought in wagonloads from the city
for adulthood; and larger Quellarzorl proper), and supporting two moss beds.
(House-Loft), a plateau separated from the The large bed on the shore holds moss
lower city by a grove of giant mushrooms, eaten by drow as delicacies; the second
home to many of the citys mightiest noble bed covers an island, and feeds a herd of
Houses. deep rothe (ox-like cattle detailed fully in
From either of these heights, a drow citi- Drow of the Underdark, FOR2) confined
zen can look out across the city. The view there by the waters of the pond and by
is row upon row of carved, spired stone the diligence of orc slave-shepherds. On
castles, their salient points and sculpted the Isle of Rothe, rothe are reared for the
highlights lit by the soft, tinted flows of tables of Menzoberranzan. Small pens on
permanent faerie fires. Except for Nar- the shore nearby allow the orcs to tend
bondel, not a stone of the city has been left other animals (notably captured or pur-
in its natural shapeeverything has been chased surface-world delicacies such as
worked into a smooth, unbroken, unjoint- mountain sheep, or edible monsters
ed expanse. Adventurers bent on vandal- brought back by drow hunting bands),
ism take note: unless one brings it along, and to breed rothe away from the crowd-
there is no such thing in the better parts ed isle.
of Menzoberranzan as a loose stone, lying The slaves pole rafts about the pond.
around to be snatched up as a weapon! They are allowed to swim, and even to
Many of the citys largest dwellings, es- dive with spears or to tow nets if fish are
pecially the compounds occupied by noble needed in a hurry, but are forbidden to ex-
Houses, were created by fencing stalag- plore the ponds murky, muddy bottom.
mites together with magically raised and Legends of lurking, water-dwelling ropers
melded stone. The grandest drow feats and worse make the rounds regularly, but
are the carved, worked, hollowed-out sta- most wise orcs suspect that any pond
lactites that hang over much of the central monsters are deliberately-placed guard-
cavern and above Quellarzorl: Over- ians, and the real reason for the prohibi-
caverns linked to the main city below by tion is to keep slaves from finding magical
a hundred leaping, railless, stone bridge- items and valuables lost to the drow in

7
A Walking Tour of the Dark Dominion

long-ago days, when two customs filled


the pond waters with treasures. Tier Breche
It was the custom in those times to con-
The highest part of the city floor, this
sign the bodies of Matron Mothers of the
side cavern is home to the Academy that
eight ruling Houses, and drow heroes fa-
trains drow for adulthood and full status
vored by Lloth, such as warriors who per-
as citizens of Menzoberranzan. From the
ished in achieving victories, to the waters
main part of the city, Tier Breche is
of Donigarten. The corpses were dressed
reached by a stone stairway. Its upper
and adorned in finery (gems, magic, and
end is flanked by two giant stone pillars.
all), then lashed to a stone spar of strong
In the shadow of each, at all times, stands
adamantite content and dweomer radia-
a male drow warrior on guard: last-year
tions. This made the bodies sink, and con-
students of Melee-Magthere, the school
cealed the precise whereabouts of the
for fighters.
magic from would-be thieves, masking the
Here twenty-five-year-old drow come
area with many flickering magical
for training, and are not allowed to pass
dweomers.
back down the stairs into the city until
The second custom was unofficially but
they have been graduated by a Master or
much more enthusiastically pursued; am-
Mistress of the Academy.
bitious drow who murdered friends, ri-
A male whose aptitude for magic has
vals, or kin would often sink them in
not been demonstrated during his youth
Donigarten, in haste and with all valuables
as outstanding (or greater than his battle
that could be identified as theirs, so that
prowess) goes first to Melee-Magthere, the
they disappeared tracelessly into the tan-
largest and most easterly of the three
gle of other corpses below. Something be-
structures of Tier Breche. This is the fight-
low Donigartens inky black surface
ers school, and here the famous Drizzt
devours drow corpses, and orc and goblin
DoUrden, like countless drow before and
slaves do disappear from time to time, but
after him, spent nine years training to
the slaves who swim and dive do not fear
fighta schooling that involved many pa-
attack; it never comes (at least, not in front
trols out into the Dominion and beyond,
of witnesses).
Even drow children have heard persist- into the lawless Underdark, but no visits
to the city proper. The first half of Drizzts
ent, age-old rumors of flooded tunnels
tenth year took him to the sculpted
that link Donigarten to an underwater
stalagmite-tower of Sorcere, the many-
kingdom, or a lost temple of a god older
chambered tower of wizardry, closest to
than Lloth, or a warren of watery caves
the west wall of Tier Breche. Here, many
inhabited by creatures more powerful
of the most powerful drow males of the
than kuo-toa. No sane drow tries to inves-
city dwell, hidden from much daily
tigate such tales; the magical chaos at
intrigueor as fugitives from the deadly
Donigartens bottom hopelessly confuses
ways of House rivalries and politics, await-
all scrying attempts, and explorations
ing a chance for revenge.
must be made directly.
The northernmost and most impressive
building of the Academy is spider-shaped
Arach-Tinilith, where the priestesses of
Lloth are trained. Males are housed here

8
only for the last six months of their ten- and Donigartens precious water lies.
year training. Their mouths are all guarded by scorpion-
Drow leave the Academy molded into shaped, poison-shooting jade spider
the treacherous, vicious ways of Menzo- statues.
berranzan, The Spite of the Spider The smallest of these tunnels leads to a
Queen as other drow have called it. chasm at the eastern edge of the Domin-
Those who fail their training die, or are ion inhabited by driders outcast from the
transformed into driders or worse. More city. They slay and devour all who stray
is said of the Academys dark work in oth- into their clutches, especially hating and
er chapters of this book. prizing the flesh of unaltered drow.

The Dark Dominion


Over a hundred tunnels link the city ca-
vern with the surrounding Underdark
notably with almost two dozen faerzress
(magic power) spots, where adamantite-
laden rock gives off the dark radiations
drow value in the making of their best ar-
mor, weaponry, and tools. The area
around the city patrolled by the drow is
known as Bauthwaf (around-cloak), or
more grandly as the Dark Dominion. (The
word patrolled is carefully chosen; only
a fool ever refers to an area as con-
trolled, or safe.)
Monsters roam the Dominion despite
regular drow patrols, and even venture
into the city, following the ready food and
guidance of merchant traffic. Most are
quickly dispatched; such is the drow that
strong guards are kept only over the sin-
gle entrance to Tier Breche. Its sentinels
are a pair of magical jade spiders (detailed
in Drow of the Underdark, FOR2), over
the several tunnels that open out of Quel-
larzorl (the guards there are drow with
magical items such as wands of viscid
globs, alarm horns to summon swift rein-
forcements, and servant giants) and on
the Eastways.
The Eastways are three tunnels that
open into the eastern end of the cavern of
Menzoberranzan, where no drow dwell

9
Daily Life in Menzoberranzan

As well as being a battleground for war- spell that protects the entire wall. These
ring drow of rival Houses and a cauldron spells typically unleash a 6d4-hit-point
of willing and unwilling followers of the damage lightning discharge the first time
cruel Spider Queen, Menzoberranzan is a around, and if attacks persist, manifest in
place where people live, laugh, love, and the attacked area(s) as an equivalent to
diearrogant, cruel drow, but people Evards black tentacles (duration and pre-
nonetheless. cise damage left to the DM, as they vary
What, then, is daily life like in Menzo- from House to House with the wizards
berranzan? This chapter and the one on who applied them).
Drow High Life attempt to impart the These comments on wall defenses, lack
general feel of the place; DMs who plan of rocks, and tidy gardening of fungi are
to use Menzoberranzan as a setting for less and less true as one travels toward
campaign play are warned that it is on the Donigarten, into the hovels and alleyways
bare bones furnished here that most of of the commoners, and the lodgings of
their development work must be built, to non-drow. There, in the worst areas,
make the city come aliveand to be truly shadows a-plenty lurk between the soft
their own, with secrets that players who radiances, rubble-piles can even be found
read these pages cannot steal before play here and there, and the fungi grow wild.
begins. Drow nobles take care never to go drunk
or lightly armed into such areasmore
than one grand drow has been torn limb
The Streets from limb by inhabitants who saw a
chance to overwhelm a lone target and
A typical street scene in Menzoberranzan
take out their anger, resentment, and frus-
is dimly and weirdly lit, by the vivid phos-
tration over the cruelties of House rule.
phorescent hues of fungi, magical fields of
In Menzoberranzan, edible mushrooms
various sorts, and deliberately-placed fa-
for internal House use are grown within
erie fires. Except for a few ambulatory,
compounds (for safety, to avoid poisoning
slowly-oozing fungi, plant growths tend to
and theft), and the fungi for general con-
be pruned and trained by slaves, to grow
in pillars, arches, or shaped clusters, rath- sumption in the farm fields near Donigar-
ten. The fungi that remain in clumps along
er than spreading wildly. Underfoot,
the edges of streets and between houses
rocks are similarly scarce (to deprive
tend to be guardian shriekers if they flank
thieves, rebellious slaves, or angry visitors
gates or doors in compound walls, or
of ready weapons); adventurers expecting
otherwise inedible (at least to drow) mush-
to just pick up a handy rock are likely to
rooms.
be disappointed.
Typical sights in the streets include
Spells have also been applied to the out-
slaves, commoner servants, and visiting
er walls of House compounds, to prevent
merchants struggling with many-wheeled
their being readily chipped, breached, or
carts. The conveyances of those too poor
defaced. An adventurer who determined-
to afford levitate- related magic tend to
ly attacks such a protected area will either
have many independently-sprung axles, to
discharge a House defense glyph directly
cope with the always uneven rock, mud,
(see Drow of the Underdark, FOR2), or
and scree floors of the Underdarks pas-
will eventually trigger a roving backlash
sages. In Menzoberranzan, the streets are

10
Daily life in Menzoberranzan

of solid, smooth rocknever paving ards, and females either to use lizards
stones. Almost all such carts are drawn by with couches instead of saddles, or en-
subterranean lizards, although the occa- closed litters carried by slaves, depending
sional slug-drawn cart can be seen. The gi- on their rank and age (litters carry a
ant spider-carts (and belly-pack carrying grander status, can be furnished more
spiders) used in the southern Underdark luxuriously, and, unless ones slaves are at-
are never seen in Menzoberranzan; to so tacked, provide a much smoother ride).
treat an arachnid is to earn a painful and The rarer out-of-doors trips made by
immediate death, under the fanged- House Matrons tend to be by stately and
headed whips of the nearest high- silently drifting drift-discs (detailed in
priestesses. Drow of the Underdark, FOR2), flanked
Around these knots of carts and their by heavy escorts of House troops and high
tenders stream many drow on foot, as priestesses on foot, if the Matron wishes
well as small bands of bugbears, orcs, to make a showand by heavily-guarded,
gnolls, and other hirelings. closed litter (borne by House troops, not
In the poorer areas of town near Doni- slaves) if she doesnt.
garten, non-drow bands tend to be armed Non-drow are very seldom seen in Quel-
and unsupervised, and the drow move larzorl, where they are not wanted, and
about in families (commoners going shop- are more likely to run afoul of some arro-
ping or to work) or in armed groups (no- gant drow noble or other, and be pun-
bles and House servants with business in ished or slain out of hand. Near the small,
the area, such as visiting one of the heavily unobtrusive entrance to the Cavern of the
guarded House warehouses). Ruling Council, and in the entire Tier
In the citys better areas (Quellarzorl Breche area, slaves, commoners, and non-
and the streets nearest to the mushroom- drow are not permitted except by the spe-
clad slope that marks its boundary), non- cial invitation of a Master, Mistress, or
drow are fewer, and tend to be Matron, and under escort in any case.
accompanied by a drow overseer or These restricted areas have their own
guide, and the drow on foot tend to go sin- guards, typically drow warriors who can
gly, in pairs, or in small, unconcerned call on a backup wizard, who in turn can
groupslingering to talk, shop, or look alert a high priestess by means of a send-
about with little fear for their personal ing, and/or jade spiders (detailed in Drow
safety. Street patrols (detailed in the Ba- of the Underdark, FOR2) to keep unau-
zaar chapter) are common, and open at- thorized folk out.
tacks in the streets, as well as the firing of The streets of Menzoberranzan tend to
darts and the hurling of spells, except in be rather hushedand yet always noisy.
self-defense, are crimes that demand resti- This is not the contradiction it seems at
tution in the form of very stiff fines, a per- first. The echoing of all sounds made in
iod of (dangerous, of course) servitude, or the cavern could form an endless cacoph-
worse (see Drow Justice, below). ony, so many, many long-term silence
Through this street traffic, parting it in spells have been placed on various stalac-
the same way large ships cleave through tites, spurs, and hollows on the ceiling
many small, moving barges and boats in (drow who know where these are some-
the crowded harbors of the Sword Coast, times use them for sleep or study). These
are nobles. Male nobles tend to ride liz- have the effect of reducing the noise in

11
the city to an endless murmur, formed by around the cavern, and the main trade-
the impact noises of movement on stone, passages impinging on the main cavern al-
the drip of water, and the hissing and low large-scale air transfer.
chatter of speech, highlighted here and Visitors tend to find Menzoberranzan
there by the soft pipings of drow music pleasantly damp (alive, as opposed to the
and the occasional high scream of pain. many drier, dead stretches of the Under-
The great cavern that houses Menzober- dark), cool but not chillingly so, and its air
ranzan tends to be damp at the Donigar- scented with the spicy, strong but not un-
ten end, and dry elsewhere. The decay of pleasant musk of fungi spores.
rotting plants and fertilizer tends to cre- Spells prevent violet fungi or other
ate pockets of warmth in the moss bed, harmful spore discharges from remaining
rothe-isle, and fungi-farm areasand the active longer than 1d4 rounds after their
gatherings of warm, living drow bodies, release into the air of any part of the citys
augmented by magically generated great cavern. Any spores that attack,
warmth and the heat created by various transform, or enter into symbiosis with
work activities, create a larger pool of drow lungs are automatically
warmth at the other end of the cavern. As neutralizedand the lungs of elves,
a result of these warm and cold im- dwarves, gnomes, orcs, humans, and al-
balances, gentle breezes usually waft most all intelligent air-breathing mammals

12
Daily life in Menzoberranzan

are sufficiently protected by the magic. Vi- through alliances, agreements, blackmail,
olet fungi are not permitted in Menzober- loans, and financial guarantees, that it
ranzan, and have been eradicated from controls life in the city. (The exception is
the citys great cavern and from the sur- when one House attacks another; and
rounding Dominion, although the wild even then, such attacks are often caused
Underdark around the patrolled Domin- by Baenren manipulation, and their out-
ion contains a lot of it. comes are decided by Baenren aid or be-
trayal.) Bregan DAerthe exists only at the
favor of House Baenre; both Jarlaxle and
Drow Justice Matron Baenre know that House Baenre,
of all the noble Houses in the city, has the
Menzoberranzan is governed by The Way
might to hunt down and destroy this mer-
of Lloth, a code of behavior known in de-
cenary band.
tail to every high priestess. It is adminis-
This tension and subterfuge underlie
trated by the ruling Council of the
the harsh code of Lloth. It is too long and
Matrons of the eight most powerful noble
complex to quote here, but its general ten-
Houses, who meet in a natural cavern
ets are as follows:
heavily guarded by a ceremonial guard of
priestesses and wizards from the Acad-
There is no true god or goddess other
emy, bolstered by jade spiders, and the than Lloth. Any who follow or bow to
bodyguards of the attending Matrons.
the dictates of any other power or
When the Council is in session, the cave
faith (or its representatives) are to be
is lit by hundreds of sweet-smelling can-
utterly destroyed, preferably in sacri-
dles placed around its edgesand only
fice to Lloth: their names forgotten,
two guards per Matron are permitted in-
their works cast down and broken in-
side (non-magic-using warriors, who do
to rubble, and their spawn eradicated
not bear any magical items). The rest of
(unless such descendants have al-
the bodyguards must remain outside the
ready served Lloth well, or joined her
closed ironbound doors of the cavern.
formal service).
The Matrons meet around a spider-
shaped table, sitting in grand chairs. Four Ritual worship of any power other
plain, smaller chairs can be drawn up than Lloth is forbidden within the
from the cavern walls, to seat guests of citys great cavern. Non-drow who vi-
the Council. olate thisonce are merely fined
Any member of the Council can call a heavily, and expelled from the city.
meeting of this governing body. Typically, They may return on another occa-
Matron Baenre calls the Council together sion. Second offenders, those who
to deal with important business and over- scorn Lloth, or drow worshippers are
all emergencies, and to disseminate the slain. Merely uttering another
public directives of Lloth, and the other powers name is frowned upon, but
Matrons call meetings only to settle dis- no cause for punishment.
putes.
The Council is a grand sham; House In practice, any drow suspected of
Baenre has so much power, and controls following Vhaeraun will be interro-
so many of the other Houses in the city gated magically, and if such worship

13
Daily life in Menzoberranzan

is proven to occur, they are executed appear as a rank different from his or
(even if theyve never performed any her own (except by the express per-
act of worship to the power in Menzo- mission of the owning Matron), must
berranzan). die.

Anyone who mistreats an arachnid, The penalty of death also awaits any
or any creature (from slave to beast non-drow who uses any means to
of burden) of a House, is fined and adopt the disguise of a particular
whipped by priestesses of the Spider drow, or a drow of noble rank or of a
Queen. Those who kill spiders must House other than their own.
die.
If one House attacks another House
For a slave to refuse any order of a and fails to utterly exterminate its no-
drow of the owning House is a fatal ble line, the House that perpetrated
offense. The treatment of slaves is to- the attack is itself obliterated, by the
tally the affair of their owners. Slaves gathered might of the city including
have no rights, and there are no stric- the Academy.
tures on punishments or duties that
can be set for them. If two or more Houses combine to at-
tack another House, all of the Houses
A commoner citizen who refuses to who participated in the attack are to
follow the order of a high priestess be destroyed themselves. House
can be punished as the offended Baenre holds itself exempt from this
priestess sees fit, up to and including rule, apparently with Lloths support.
instant death. The exception to this
requires the commoner to be the Any House attacking another that has
property of another House, and a no- just survived an earlier attack (within
ble of that House must be present and the same year) loses the favor of
object to the punishment. In this case Lloth. This means their priestesses
the priestess and the House Matron lose the use of their spells during the
must agree on a punishment: usually attack and thereafter, until a great
a flogging delivered by the offended deed or service has been performed
priestess. to regain Lloths favor; the House is
unable to defend itself except by dip-
A student of the Academy who lomatic and purely physical means,
refuses a Matron or Mistress any- and is surely doomed. Other Houses
thing can be punished as the offend- may attack it with impunity.
ed officer sees fit, up to and including
instant death.

Any drow who falsely wears the col-


ors or insignia of another House (ex-
cept by the express permission from
that House), or who deliberately al-
ters his or her hairstyle or attire to

14
Drow law, as Drizzt DoUrden so clearly surprise attack on the city is highest and
saw, is but a cruel facade to cover the cha- predators are most likely to follow the
os of ruthlessly-striving, ambitious drow trail of a caravan into a cavern crammed
fighting each other: a mockingly ironic set with ready food.
of rules in which the only ones to be pun-
ished are those who get caught.
Drow law enforcers can imprison drow
and non-drow alike in cells, the pit-
warrens, roamed at times by carrion
crawlers and cave fishers, near Donigar-
tens moss beds.
The patrol strength of such police is de-
tailed in the chapter on the citys Bazaar.
Duty guards are posted at major intersec-
tions and trouble areas, such as slave pens
and the entrances to tunnels used by mer-
chant caravans, where the possibility of a

15
Drow High Life

The daily life of most drow may be domi- seen, in which drow of both sexes dress
nated by hard drudgery and the wanton up in their finest garb. They are very dan-
cruelty of superiorsbut there is fun in gerous situations for non-drow who are
the city of Menzoberranzan, for those not conversant in the subtle intricacies of
who know how to find it. Among visitors drow manners, House rivalries, and re-
from the surface world, the decadent cent happenings among noble Houses in
things noble and wealthy non-noble drow the city.
do have become legendary. In sharp contrast to illiyitrii are the ne-
Among Menzoberranyr inhabitants, deirra of the younger and wilder drow.
drow and non-drow (slaves, hireling Seldom attended by high priestesses,
troops, and trading agents) tend to keep these wild, acrobatic sweat dances usu-
separate in their leisure activities. Visitors ally leave young drow drenched in sweat,
with money to lose are generally welcome dancing to the syncopated, driving
in drow recreational activities, but less so rhythms of drumming and piping music.
in non-drow gatherings (as they might be A wizard or two is often hired to create
spies hired by the drow Houses). fun: illusions, tickling and slapping can-
trips, and so on.
Parties
Massage
Drow love partiesaffairs of wild music
and dancing, much drinking of exotic and For drow who live hard, always tense and
powerful beverages, and the inhaling of alert for attack, the ultimate sensuous
scented smoke (sometimes primed with pleasure in life is a warm bath (or a per-
magical illusions) from braziers. Houses fumed oil soak), followed by a deep-
rent sumptuous open mansions as neutral stroke thorough body massage, typically
ground in which to entertain, rather than on a contoured couch (often in a room
risking the security of their own property. where others are receiving the same min-
Drow love to score witty points in istrations, so that all present can argue,
barbed conversation (while dancing or chat, or do business). A talented body-
dining); a wise host hires wizards to enter- stroker (masseuse) is a highly-valued (and
tain with magic, heading off any drunken highly-paid) artisan of drow society.
(and destructive!) magical competitions The most popular leisure spots in Men-
among the revelers. zoberranzan are the massage houses.
Parties tend to last most of a day. Most Massage is a common outlet for the pas-
end in wild fighting, vandalism, fires, and sions of drow of different Houses, for
wanton debauchery, with party-goers be- whom courtship is too dangerous.
ing dumped unceremoniously into the
street. Wise Matrons send escorts to carry
helplessly drunken scions of Houses
home.
Drow of different Houses can also get to
meet each other at more formal dances,
or illiyitrii (promenade). Both stately and
political, these affairs are places to be

16
Drow High Life

tening for treachery, plans for attacks on


Hunts Houses, or other business being discussed.
The entertainment in such places is
Noble drow, alone of the inhabitants of
slave-versus-slave and slave-versus-beast
Menzoberranzan, like to mount hunts out
fights, in pit-arenas. Establishment pa-
into the Underdarkeither of monsters,
trons wager heavily on these bloody con-
or of slaves released into the tunnels with
tests.
some sort of head-start.
Although drow hunters may restrict
themselves sharply in terms of weapons, Plays
equipments, and steeds used, to give the
quarry a chance, it is rare to find a hunt- Drow theatrical productions always in-
ing party without a wizard and at least volve slapstick comedy, singing, the use of
two (usually five or six) priestesses along. masks and exaggerated costumes, the
The hunters will almost all be well- passing on (or invention) of sly gossip
equipped with magical items useful in about city affairs, and imparting the latest
combatjust in case the hunters become news (bought from newly-arrived mer-
the hunted, or a rival House is unable to chants, who have learned to charge for
resist a chance to strike at relatively un- such news, and not offer it freely to any
protected enemies. who ask) of the Underdarkor, especially,
For the same reason, it is rare to find a the wonders and events of the fabled
hunt (except those sent out to find and ex- Lands of Light (the surface world). They
terminate or capture intelligent prey, such are typically the centerpiece entertain-
as adventurers or scouts from other drow ments at parties, but are also staged in
cities) composed of members of more than rented warehouses near the Bazaar from
one Houseexcept the rare Dark Hunts time to time.
run by the Academy. At a party, a stage is often defined with a
Most of these are training affairs, in faerie fire- glowing rope laid in an oval;
which the monstrous quarry is equipped larger productions typically take place on
with spells it can cast or magical items it a raised stage. Drow audiences always
can use against its pursuers. More than stand and move about during a perform-
one captured adventurer has ended up as ance, not sitting down. To discourage
the doomed quarry of a Dark Hunt. Very thieves, some playhouses hire an expert
rarely, one escapes, to die a lonely death, thief and a wizard. The wizards magic
lost deep in the wild Underdark. gives the thief extraordinary means of
sight, and also animates a dozen or more
glowing skeletal hands (used by drow di-
The Pits rectors to point out things during per-
formances) above the crowd. If thievery is
Drow of all ranks are welcome in the citys
detected, the thief directs the wizard to
drinking pits, where they must surren-
bring a glowing, pointing hand down to in-
der all weapons as they enter, and can get
dicate the guilty party. The crowd around
as drunk as they want, shout, argue, talk,
tends to exact justice on the spot.
and have a good fight. Priestesses often
use magic to eavesdrop in such places, lis-

17
Wizards in search of more violent and
Wizards At Play powerful play sometimes fly out into the
wild Underdark, to the rifts inhabited by
Drow mages like to play pranks (in mas- driders, and get in some good drider-
sage houses and other places of recrea- blasting with whatever offensive spells
tion, where such things are expected, and they can muster. This pastime always car-
most likely to escape retaliation or punish- ries the spice of dangerone never knows
ment) by creating small, harmless oops when a drider will elude or break through
spell effects. barrier-spells, during a magical attack that
A favorite cantrip creates a second disrupts these defenses, and be able to
pair of hands, so a drow being massaged reach its tormentor.
suddenly feels another pair of handsor,
the embracing hands of an amorous danc-
ing couple are suddenly multiplied many-
fold.

18
Now: Current News and Rumors

Its always hard for even citizens of Men- route), and have kept secret just what
zoberranzan to separate real news and plane it leads to.
rumors from the false whispers and tales The Council is upset that a city so
spread (or simply distorted from a core of far away was scouting Menzoberran-
truth, and promoted in slanted form) by zans Dominionperhaps planning an
high priestesses who delight in this sort of invasion, or a good site for establish-
thing. Most Houses have one or more dab- ing a fortified outpost, from which
blers in misinformation, and the ruling the city could ultimately be raided
Council, Arach-Tinilith, and (to a lesser ex- and has met several times to argue
tent) Sorcere indulge in spreading what a over what should be done. An at-
high priestess long ago dubbed archly tempt to seize the gate may be made
false truths. soon.
Behind the citys institutions lies House
Baenre, expert in controlling the spread of The drow city of Maeralyn, far, far to
information and falsehoods, and by those the south, has invaded the drow city
meansaugmented by arranged happen- of Jhachalkhyn, a much nearer com-
ings such as assassinations, brawls, and munity where kin (and investments)
patrol clashessteering the deeds and loy- of House Fey-Branche areor were;
alties of rival Houses and drow common- as far as is known, Jhachalkhyn is all
ers alike, year after year. but destroyed, and its folk fled or
Residents of Menzoberranzan know fought in retreat, scattered all over
this, with varying degrees of perception of the Underdark. Refugees may come
its scope and deliberate naturebut visi- here soon.
tors must learn this the hard way. The
amounts of truth in the current tidings Driders have raided one of the most
that follow are left to the DM, who should precious dark caverns, where the ra-
feel free to twist them to suit planned ad- diations that empower the finest
ventures in a campaign. weapons and armor are strongest.
They were slaughtered by a rescue-
band of priestesses and wizards
The News armed with much magicbut not be-
fore some escaped with nearly-
Here are the tidings a visitor would hear, finished long swords and maces of
of whats going on in Menzoberranzan at the finest make, and left the cavern-
present: guard of almost twenty dark elves
dead. Most of them were torn apart
Drow from the distant city of Sschin- bodily, and the innards takento be
dylryn have discovered a gate to an-
eaten later, it is feared.
other plane, apparently of ancient
make, in the Underdark not farnine New routes to the World Above have
days of travel, not morefrom Men- been discovered, in the northern Cold
zoberranzan. They have mounted a Reaches of the Underdark. Long
guard on it, fighting off several cara- blocked by ice, and bounded by areas
vans that were merely trying to pass roamed by purple worms and infest-
the site (which is on a well-used trade- ed with orc-holds, the ways have re-

19
Now: Current News and Rumors

cently been opened up by drow ex- The rich ore-lodes discovered in the
ploring bands led by the famous Dark Dominion by prospectors of
Uuedurnn Valsharn, of the drow city House Xorlarrin recently, and dubbed
of Dusklyngh. The Lustrum, have proven to in-
He has reported trade possibilities clude much silver, and an astonishing
with surface beings, but has not said variety of gemstones (though not a
what trade, and with whom. Some hint of gold or adamantite). House
priestesses of Lloth have condemned Xorlarrin has formally protested in
this reach to the World Above as un- Council against the aggressions of
sanctioned by the Spider Queen, and other Housessince the announce-
something that could bring disaster ment of their discovery, House guards
on all her People. protecting The Lustrum have fought
off no less than nineteen raids-in-
The great shudders that shook the force, and slain over forty attackers.
Underdark not long ago were Some of the bodies have been identi-
thought to have been caused by some fied as commoners attached to many
not-yet-agreed-upon force, or forces, of the major Houses in the citybut
employing magic in a region of many all of these Houses have so far denied
small caverns and drainage-passages. any knowledge of the attacks, saying
Duergar and drow merchants have that these traitors must have been
found large new caverns, still a-swirl acting independently, out of personal
with dust, where none existed before. greed.
No sign of volcanic activity, water- House Baenre suggested in Council
courses that might carve away rock, that House Xorlarrin hire Bregan
lifeor recent deathhas been found Daerthe, and there are indications
in these areas yet, but it is never wise that they have done so. Xorlarrin wiz-
to go boldly into new ways in the ards have also announced that they
Underdark; explorations continue. will be using new and powerful spells
in defense of The Lustrum.
Mistresses of Arach-Tinilith report
that Revered Queen Lloth has reacted
with favor to newly developed pray- The Whispers
ers offered up in her honor
devotions involving new songs of Rumors currently making quiet rounds of
praise to the Spider Queen, sung by the city, under the openly-discussed news,
include:
males while they render up a sacri-
fice to Lloth, into bowls held by
Lloth is planning a conquest of the
priestesses.
World Aboveand has already cho-
New spells will undoubtedly be
sen certain drow of Menzoberranzan
granted to those who devised the
to lead an assault on certain fortress-
prayersand thence to all Lloths
es in the Lands of Light, striking up
priestesses in the city, in return for el-
from below! This will happen soon;
evated ranks for the favored priest-
already the favored drow war-leaders
esses.
are secretly recruiting those they

20
want to wage war in the World first step in weakening the city,
Above. launched by some outside power. If
the deaths spread to Arach-Tinilith,
A male drow corpse has been found few other conclusions are reasonably
in the Underdark, very close to an en- possible.
trance to the city. It had tentacles in-
stead of armsthree from each House Baenre is controlling the Acad-
shoulderand wore special armor of emys training directlynot just by
rich make! It also bore strange and holding most of the teaching posi-
powerful weapons. They have been tions, as has always been the case, but
whisked away to Sorcereor, some by deliberately arranging the mur-
say, House Baenrefor examination. ders of promising drow of other
Houses in training accidents. There
The dangerous alhoon (illithiliches, or have been angry words in Council,
outcast mind flayer liches) are plan- threats of reprisalsand calm denials
ning to attack Menzoberranzan! from Matron Baenre. The deaths
Their spiesmind flayers of normal from all Houses but Baenre
nature, but very rich and well- continue . . .
dressedhave been peering and pry-
ing about the city for over a year
now, and are growing more numer-
ous. The Council are worried, and the
masters of Sorcere have been put to
work developing new spells to foil at-
tacks on the mind.

Someoneor somethingin Sorcere


is killing wizards. Masters of the
Academy, as well as mages in train-
ing, have been found dead, reduced
to dry, empty husks, as if eaten or
burned away from within so that only
their outer parts remain. So far, inves-
tigations by the Archmage and other
senior Masters have failed to discover
the cause: a rogue spell, a summoned
menace, or even a monster that has
wandered in from the wild Under-
dark, and evaded detection. The
worst fear, of course, is that a Master
has fallen prey to insanity or outside
influencefrom beholders, vam-
pires, alhoon, or rival drowand is
doing the killing with a hitherto-
unknown spell. This may be just a

21
Then: The Spider Mage's History

Deep in the shadowed inner chambers of PCs wanting to rescue captured com-
Sorcere are many things best left hidden rades, on the other hand, will find The
and more than one drow glad to be left Spider Mage sympathetiche knows
alone. One of these (detailed in the Mage what imprisonment feels like, and has lit-
Lords of Menzoberranzan chapter of this tle time for the petty tyranny and cruel-
book) is the mysterious wizard known on- ties of most drow priestesses.
ly as The Spider Mage. He, perhaps best of The Spider Mages tale of the great city
any living drow, can recount the history of Menzoberranzan, The Flower of
of Menzoberranzan. Lloth, can be summarized as follows:
This is his tale; PCs who question other
sources or try to piece things together
from writings will learn various lesser or
The Founding
distorted versions of this narrative. Re- Five thousand years ago, the city was
cent events are not spoken of, as The Spi-
founded here by a great high priestess of
der Mage takes little interest in the trifling
Lloth, Menzoberra the Kinless (so-named
everyday doings of young and foolish
because she had no surviving family), who
drow, and because such details are prop-
had fled from the great drow city of Golo-
erly left to individual Dungeon Masters, to
thaer.
let them bring the city to life, and build in Golothaer was busily destroying itself in
secrets for PCs to uncover.
civil war, between drow faithful to the Spi-
PCs asking around Menzoberranzan
der Queen, Lloth, and those who wor-
about the citys history will hear colorful
shipped Ghaunadaur. As warring
exploits of the ancestors of whoever they- priestesses turned foes to spiders or en-
re speaking to, usually glorifying the tombed them beneath tons of shifting
House of the speaker. If they press for his-
rock, drow mages hurled spells to sum-
torical details, most drow will direct them
mon gigantic purple worms to devour
to the tower of Sorcere. their opponents, made huge, many-
It will take a lot of gold (or somewhat
roomed inhabited stalactites break loose
less in the way of magical items or scrolls)
from cavern ceilings to crash down on
in payment for a master of Sorcere to dis-
dwellings below, and caused great cracks
turb his studies long enough to answer
to open up in the solid rock, to swallow
the foolish and prying queries of outsid-
drow armies and the fortresses they is-
ers. None of the masters will dare to an-
sued from. All over Golothaer there was
swer questions about current doings in
great death and destruction, no safety or
Sorcere; if pressed, theyll irritably direct
peace or happinessand in the end, no
PCs to The Spider Mage, in the shadowed
hope of survival.
heart of Sorcere.
The proud and powerful priestess of
The Spider Mage has Art enough to spy
Lloth, Menzoberra, alone of her sister
on things in the city more or less at will.
high priestesses, turned away from the
He says little of such matters unless paid
fray. She gathered seven families of
well, and will omit or distort answers to
wealth and power, telling them she was
protect the city as a whole (but not indi-
following the will of Lloth, and bade them
vidual Houses) from external attack, or
accompany her to found a new city loyal
the plots of others, especially if he senses
to Lloth.
that the theft of magic may be involved.

22
Then: The Spider Mage's History

Leaving the chaos of war-torn Golo- ple except bravery and axesbut almost
thaer, Menzoberras band set forth into half the drow led by Menzoberra perished
the unknown, trusting to Lloths guidance. at their hands, as those dwarven heroes
They traveled a long, long time through fell one by one, fighting to the last breath;
the Underdark, fighting off many fear- The Brave Beards, the drow afterwards
some monsters, and braving the perils of called them.
waterfalls, cave-ins, and rockslides in the The last dwarf of all to go down, bloody
everpresent darkness. but unbending, his body wracked by
Whenever the band seemed lost, or spasms brought on by the poison borne by
about to perish from hunger or at the a score of drow bolts that had pierced
hands of a foe, Lloth sent aidmany him, wished on the invaders the doom of
easily-slain giant cave bats for easily- many eyes before he coughed blood
gotten food; or a spider leading them on through his beard, and died. Some sort of
by a hidden route out of an apparent wa- dweomer must have set upon this hero be-
terless dead-end; or a timely cave-in, forehand, for his body sank slowly into
bringing down a cave-ceiling atop illithids the solid stone of the cavern floor, and was
on the verge of overwhelming the weary gone.
drow band.
For all of Lloths aid, the road was long The Doom of Many Eyes
and hard, and none of Menzoberras band
could have found the way back to ruined Exploring on through dark and deserted
Golothaer if they had wanted to. caverns where stalactites and stalagmites
hung and stood like forests of ever-gaping
The Axes of the Dwarves fangs, Menzoberras band came at last to a
huge cavern, all a-glow with the soft radi-
Several times, the wandering drow (who ances of giant, edible mushrooms and
took the way Menzoberra thought right, lichensand choked with the bones of
as she followed dream-visions sent by the those who had fallen prey to the caverns
Spider Queen) met and defeated small owner, a gigantic beholder as big around
bands of svirfneblin and dwarves. as the base of the largest tower in far Go-
At length they came to the caverns of lothaer.
the Black Axe Clan, mines rich in iron but The beholder (called Many Eyes by local
mercifully free of monsters, due to the dwarves, the drow later learned) had
vigilance of the dwarves. The clan guards twenty or more eyestalks, and ruled the
fell back before the advancing drow, de- cavern with the aid of various charmed
eming them too many to defeat, and sent monsters (including younglings of its own
word to their elders. kind). The frightened drow hastened to
A handful of clan heroes took a stand in escape the place.
a small cave known as The Cavern of Clov- They were fighting their way free of the
en Heads, seeking to hold off the drow in- monsters who served Many Eyes when
vaders while, behind their shieldwall, the Lloth appeared to them, floating above the
Black Axe Clan fled en masse. beleaguered band in the form of a beauti-
The dwarves had little to withstand the ful, gigantic female drow head whose
spells and numbers of Menzoberras peo- tresses trailed away into long, dark arach-

23
Then: The Spider Mage's History

nid legs. The Curse of All Dark


The Spider Queen told the drow they Elves
were her chosen people, and this was the
place she had chosen for themif they All too soon, the curse that plagues all
were worthy of her, they would find some dark elvesthe same feuding, born of
way to remain, and make it their home. pride, cruelty, and battle-lust, that de-
And so Menzoberras band turned and stroyed Golothaerreturned to the drow
fought with all the blades and magic at of Menzoberranzan.
their command. Many were the beasts The Thaeyalla were a House of proud
they battled, before the great beholder and accomplished wizards, and almost all
was left alone, and finally came against the surviving Nasadra were priestesses of
them, eye-magic against spell. Lloth. The Nasadra ordered the Thaeyal-
lan wizards about, questioned their loyal-
The Founding of The City ty to Lloth, reserved the right to tell them
what to do, and punished those who
Many drow perished fighting Many strayed from such commands in the
Eyeshurled down from on high or turn- name of the goddess. At length, while
ed to stone, as they hacked at eyestalks, or about such proud games, they put to tor-
sunk poisoned darts and bolts into staring ture the oldest and wisest mage of Thaey-
eyes as big as their own heads. More than alla, and he died of it.
one House perished utterly in that fray. In rage, House Thaeyalla appealed to
In the end, Menzoberra herself called Menzoberra to curb the self-assumed au-
upon Lloth and hurled spells into the eye thority of the Nasadra. She took counsel
tyrants gaping mouth that blew it apart with Lloth, and sided wholly with the Na-
from within. As the smoking, writhing ru- sadra, giving them whips whose strands
in drifted towards the cavern floor, Men- were living snake-heads, to enforce the
zoberra the Kinless proclaimed the cavern will of the Spider Queen. The triumphant
their new home, in the name of Lloth, Nasadra gleefully began to flay the Thaey-
Queen Of All Drow. allan wizardswho fled in despair to
Left to stand with her at the end of that gather at a certain spot in the cave.
day of death were the families Ssril, There they spent their own lives in a
Thaeyalla, Baenre, Masqilyr, Nasadra, Tu- great spell that rent the side-cavern asun-
cheth, and Uusralla. They made a home der, burying most of the drow of Menzo-
together in the beholders treasure- berranzan in a single cataclysmic
strewn lair, a large side-cave in the south- explosion and roof-collapse that obliterat-
ern wall of the huge cavern, and raised an ed the Houses of Thaeyalla, Masqilyr, Tu-
altar to Lloth. A yochlol appeared as their cheth, and Uusralla at a single stroke, slew
first prayers were made, and told them to Menzoberra herself, and reduced House
call their cavern Menzoberranzan (= Ssril and House Nasadra to a few dazed
Menzoberras home) in recognition of her survivors. The explosion transformed the
efforts and success in the service of the former side-cavern into the great plateau
Spider Queen. that came to be known as Quellarzorl,
but by some miracle the central pillar of
the main cavern, Narbondel, survived.

24
drow newcomers in the Menzoberranyr
The Way of Lloth way of Lloth-worship. Under their guid-
ance, and amid the stability enforced by
The bitter Nasadran survivors sought to House Baenre, mastery of sorcery leaped
proclaim their rule over the surviving ahead rapidly, and the city of Menzober-
drowbut the tattered priestesses of ranzan soon became a place of pride and
Ssril, the eldest and proudest of the sur- power, of wealth and of soaring castles.
viving families, defied them. House All too soon, rivalries turned violent
Baenre, who retained enough might to de- againbut the citys ruling Council had
cide the issue either way, sided with been proclaimed, and House Baenre held
House Ssrilbut to prevent further iron-hard to The Way of Lloth. Now there
bloodshed that would inevitably leave all were rules to the feuding of drow Houses,
the drow too weak to hold the cavern boundaries on the strife that let warring
against the perils of the Underdark, the drow grow ever-stronger. As they grew in
priestesses of House Baenre proposed a power, so too did the planar power (and
compromise: those who accepted the rule favor) of Lloth the Spider Queen, Dark
of Nasadra would travel on, to found an- Mother Of All Drow.
other city to the glory of the goddess, and
those who sided with Ssril would remain
here.
Lloth appeared in person, and firmly
blessed the wisdom and forbearance of
House Baenre. The Spider Queen then laid
down The Way of Lloth, the basic laws un-
der which both cities would live. She also
decreed that the two cities must remain
friendly to each other without fail or both
face her whole-hearted wrath, and led the
Nasadran band into the Underdark, to
found Ched Nasad.

The Rebuilding
The rebuilding of Menzoberranzan began
slowly, but quickened as homeless drow
and refugees arrived from fallen Golo-
thaer and from Cloibbra, a drow city far
to the south that had been sacked by
dwarves, svirfneblin, and thaalud work-
ing together.
House Ssril died out (the only noble
House of Menzoberranzan ever to become
extinct through non-violent causes), its
last elders founding the Academy to train

25
Menzoberranzan's Merchants

The lifeblood of Menzoberranzan is its cause trouble tend to be left alone, by un-
merchantsHouse agents and traders, written agreement.
and the more numerous independent
commoners. These entrepreneurs (partic-
ularly those who travel the Underdark to
House Alliances
other cities and trademoots) keep Menzo-
Many merchants survive by alliances with
berranzan vital, important, and rich.
noble Housesbut the dangers of anger-
Some are loners and eccentrics; others
ing nobles lead them to keep such rela-
band together to form companies (such
tionships secret, except in the face of
as Xalyths Company, or The Company of
possibly-fatal threats. (You should know,
Three Black Rings), or cooperate in the
as Lloth is my witness, great noble, that to
use of facilities and in trade agreements as
attack me is to attackHouse Baenre.
fellowships (such as The High Handed,
Think on this, I ask you, before you act. If
The Black Claw, and The Brown Mush-
I fall, I shall be avenged.) Hints of such alli-
room).
ances can be found in this book, on a case-
by-case basisbut only one is noted here:
A Merchant Career the relationship between House Baenre
and the fellowship of The Black Claw.
Menzoberranzans merchants are chiefly When merchant alliances and no-blades-
drow males (trade being one of the few bared pacts began to be formalized as fel-
outlets for aggressive and creative males), lowships and companies, most
but a current star trader is Nal Xalyth commoners saw this as gooda counter-
(her nickname is an acronym for Not A La- balance to the overwhelming power of
dy, a scornful boast she once made at a haughty noble Houses.
party, spurning a noble male flatterer). Most Houses didnt agree. House
Non-drow traders are becoming more nu- Baenre, however, was crafty enough to se-
merous, but tend to be relegated to cor- cretly found and sponsor the most power-
ner shop or lift and load laborer roles. ful and independent (openly defiant of
Merchant careers in Menzoberranzan Houses) fellowship of all, The Black Claw.
are dangerous, and often short. To anger a It gained popular support as a rival to the
Matron or even a proud young House no- nobles, but House Baenre controlled its
ble is to court death or disaster to ones policies and actions, and grew rich from
trade through accidental destruction of it. Over time, Baenren control of the Claw
ones goods (or ones home and family), by became an open secret, and then common
spell or misdirected House troops on knowledgeuntil several other powerful
arms practice. houses, led by Fey-Branche, founded The
This, plus the restlessness of many mer- Brown Mushroom as a deliberate counter
chants (who, at heart, are happiest when to House Baenre (to get their own share of
traveling), makes the citys mercantile ros- riches earned through successful trade).
ter ever-changing. To the other dangers of
merchant life must be added rivalries
among traders. These tend to be fiercest
among drow native to the city; visiting
drow, duergar, and other races who dont

26
weapons, and obsidian carvings mined
Goods In And Out from nearby veinsnotably black glass
daggers favored for sacrificial uses in Ca-
Menzoberranzan is largely self-sufficient, limshan, Mulhorand, and certain cults and
if need be (most drow communities must brotherhoods of the North; the Zhen-
be, or they soon fall under the control of tarim, for example, enspell such weapons
another city, or are destroyed), but trades to create magical death daggers, which
with others to gain rare goods (especially they leave as their calling card at the
highly prized surface-world delicacies scenes of assassinations. These weapons
such as fruit and shellfish varieties), slaves smoke when striking, burning a distinc-
(labor is always in short supply, in a place
tive hole around the wound, for triple
dominated by sadistic, whip-wielding normal damage and in the process,
priestesses), textiles, and anything that is cause such wracking pains that the victim
offered at a lower price than it costs to
cannot concentrate to cast spells, and is
buy or make oneself in Menzoberranzan. -3 on all attack rolls.
In return, Menzoberranzan exports Menzoberranzan also sells water to
skilled stone-sculptors, edible mushrooms
long-distance travelers, and breeds and
of very high quality (grown in the rich trains lizard-mounts in nearby caverns.
farms near Donigarten), finely-made
Menzoberranyr hunting bands gain

27
Menzoberranzan's Merchants

food for city tables, keep nearby training, spells.


radiation-strong, and lizard-raising ca- Xalyth is known as a fair gem appraiser
verns relatively safe, and keep the trade- but a hard bargainer, who buys low and
passages to and from the city open (the sells high (with no discounts for volume or
citys own exiled driders and natural pred- repeated patronage). She doesnt have to
ators of the Underdark would overrun all compete overmuch; she is the only steady
if unchecked for long). Wide patrols also (as opposed to caravan empty-the-cart
raid svirfneblin, cloaker, and duergar windfall sale visits) source of spell compo-
holds occasionally, but the days of all-out nents in the city (except for stiff services
war are past (unless Menzoberranyr want providing corpses to those interested in
to harm their own success as a presently- animating undead).
important trading center). Xalyths success in that trade depends
At present, they dont; the city is enjoy- on firm relationships with nine far-
ing a wave of prosperity brought about by traveled suppliers, from the Vhaeraun-
a time of relative peace among its ruling worshipping drow male Amryyr of
Houses (there have been few recent noble Skullport to the duergar Ubelein Fatreek
family extinctions, with attendant losses Shubelith, of Underspires.
of all wealth, servants, talents, and con- Xalyth never tries to cheat anyone, hold-
tacts), and by the success of the citys ba- ing to even casual promises and agree-
zaar (The Bazaar has a chapter all its own, ments (unless forced from her at
in this book). weapon-point). This trustworthiness is the
cornerstone of her success, and she ce-
A DMs handy selection of currently ments it with occasional aid (doctoring,
prominent city merchants can be gleaned hiding, and giving shelter) to her suppli-
from the Neighborhoods chapter. Here ers, if they arrive wounded or in trouble
one of the most interesting traders is de- with the authorities or rivals.
tailed, as a guide for DMs developing mer- On one memorable occasion, Xalyth
chant NPCs. went out into the Underdark alone, when
Xalyth: drow female F7; AC 4 (drow a magical sending told her Amryyr was
chainmail +1); MV 12; 44 hp; #AT 3/2 endangered by zealous priestesses of
rounds; Dmg by weapon (1d8: long sword Lloth. She attacked their patrol from be-
or sword of dancing; 1d4: dagger; 1-3: hind, using special bolts (tipped with a poi-
hand crossbow bolts, 60-yard range, save son that puts to sleep even priestesses
vs. poison at -4 or sleep for 2d4 hours, 2 immune to the usual crossbow-bolt spider
bows and 33 bolts carried); THAC0 14; S venom). Leaving them slumped asleep as a
15, D 14, C 16,I 18, W 17, CH 16; spell use warning to their Houses, she brought
(innate drow powers); CE. Amryyr in safety to the city. Such deeds
Not A Lady Xalyth rose from humble have made her famous in Menzoberran-
origins (as a child, she emptied zan.
chamberpotsby handonto her fathers Xalyth always puts on a calm front;
dung-cart, to be taken to the fungus-farm shrieking rages are for priestesses who
fields) to dominate gem-dealing (and think society revolves around them, and
under-the-table fencing of stolen goods) in have soldiers at their call. At times, her
Menzoberranzan. Her unadvertised side- calm is rather icy, and her sharp tongue is
line is providing material components for famous, but she is always interested in

28
making a deal first, and fighting later. Houses. In answer to suspicious queries
In fights, Xalyth is known for keeping al- from the ruling Council, Courdh was able
ert track of foes who work around to at- to justify working with a commoner mer-
tack her from behind, while she confronts chant (and not reveal precisely what he
those in front of her. did for her) on the grounds of dangerous,
In her shop, Xalyth has several glass vi- but necessary experimentation if Menzo-
als full of potent sleep-gas; if attacked, she berranzan was to keep pace with other
can break one, forcing all within 90 to drow cities in defensive sorcerous arts
save versus breath weapon at -4, or fall too risky to yet perform on any priestess
asleep for 4d4 rounds. of Lloth.
If cornered and fearing death, Xalyth Xalyths ultimate aims are to break the
will reluctantly use her secret weapon, power of the ruling high priestesses, so
bought from a drow wizard for many rare that all drow have a greater say over their
and expensive spell components. If she lives in the cityor if she cant do that, to
speaks or whispers a certain word, part of leave Menzoberranzan for a more free
her prominent bust (a magical construct, and equal community near the surface,
not her own flesh) vanishes, releasing where she can carry on trade. One day, if
chain lightning that inflicts 12d6 (save for drow wizards develop the necessary
half damage) harm on the first being spells and protective items, shed like to be
struck, 11d6 to the second, and so on; able to travel freely between the Under-
Xalyth can control where the first two dark and the surface world, to see the
jumps go, and is herself immune from all wonders of The Lands of Light and to do
burst damage. trade there.
This body-weapon is a magical form of
last-ditch defense becoming popular
among drow able to afford it. Typically
the loss of a body part is involved, and the
procedure is long, risky, and expensive.
Some drow who want such protections
(such as Matrons or ambitious high priest-
esses) cant trust a drow wizard enough to
have it done.
Xalyths chest lightning burst is the sim-
plest, most common sort of body-weapon
(for another, see The Spider Mage in the
chapter on Mage Lords). It was done for
her by the aged Past Master Courdh
Mizzrym, Archmage Emeritus of Menzo-
berranzan, who oversees all teaching at
the Academy, and is in charge of experi-
menting with and guarding most power-
ful magical items held by Sorcere. He is
secretly Sorceres overseer of security
which, unbeknownst to the Matrons,
means he is their chief spy on the noble

2 9
The Neighborhoods of the City

The maps in this set show a proud, cloim, or Manyfolk, home to wealthy
sprawling subterranean city. This chapter non-drow, and well-to-do non-noble drow.
affords an overview of whats where in It contains The Bazaar, detailed in its
its streets. The city can readily be divided own chapter.
up into neighborhoods. To the north of the East of Manyfolkthat is, roughly east
main cavern is its most sacred area, nor- of a line formed by the Clawrift, and the
mally off-limits to visitors and most citi- flight of a quarrel fired straight from the
zens alike: the upper cavern of Tier tip of its easternmost finger to the east-
Breche. ernmost walls of House Fey-Branche lies
To the south of the main cavern is a larg- Eastmyr, or as young drow tauntingly
er raised area, a plateau that is itself domi- rename it, mere East. In these narrower,
nated by a higher plateau occupied by the shabbier streets dwell commoners, drow
vast complex of House Baenre. This is not attached to any noble House, or not
Quellarzorl, the Place of the Nobles. trusted enough to dwell in a House com-
Except by invitation or on important busi- pound. Here live drow mercenaries and
ness, unescorted visitors and drow not of not-so-successful merchants.
(or servants of) the noble families that East of Eastmyr, in a band stretching
dwell in the House loft are not welcome north to south from the western end of
there. the Spiderfangs (the east-west line of
Between these restricted places of dan- stalagmites north of House Barrison De-
ger and power lies bustling Menzoberran- lArmgo), are the dark alleys and hovels of
zan. If one surveys its areas in order of the Braeryn, or the Stenchstreets.
decreasing power and influence, the next Here dwell the nameless and diseased
district is an arc-shaped belt curving along drow, the lawless, and goblins, orcs, bug-
the base of Quellarzorls slopes, from the bears, and other non-drow hangers-on
west wall of the main cavern to the east, and occasional hirelings. Drow nobles oc-
touching the central pillar of Narbondel, casionally go on hunts here for sport,
and roughly as wide as the distance be- slaughtering all who cannot hide or de-
tween Narbondel and the House-loft, all fend themselves.
along its length. This is Narbondellyn, East of the Braeryn is a patrolled area, to
also known as Broad Streets for its keep its inhabitants from freely stealing
wealth and pretensions; most ambitious, from the farms beyondfor to the east lie
up-and-coming noble Houses live here. the rich fungi farms that feed the city.
Older, more established noble Houses They stretch to the easternmost end of the
traditionally inhabit the West Wall area. cavern, where the small lake of Donigar-
It runs north along the main caverns ten lies, with its moss beds and rothe
western wall from where Narbondellyn herds. The whole area is referred to as
ends (the wide meeting of streets known Donigarten.
as Lloths Web, or just the Web), curving The only other city neighborhood
east with the cavern wall, to end at the comprises the passages and side-caverns
steps of Tier Breche. within immediate reach of the main
The West Wall curves around the cavernthe closest areas of the Dark Do-
middle-class and mercantile heart of Men- minion. This fringe of the Bauthwaf
zoberranzan, which lies on all sides of (around-cloak) is known as the Mantle,
Narbondel except the south. This is Duth- and has always been part of city life.

30
The Neighborhoods of the City

As we tour these areas (shown on the ac- constructed rows of shops along the
companying City Districts map), some walls of their compounds, which they
general notes apply. rent out. These shops are constructed
of stone, to look a part of the central
It is impossible to show all of the fortress. Anyone trying to tunnel
many hollowed-out, inhabited, and from a shop into the wall of the castle
sometimes bridge-linked stalactites beyond typically finds a grim warn-
hanging over the cityor the many ing once they pierce the shops back
passages that enter its cavern walls wall, furnished by the priestesses of
high up, to form balconies or beckon- the House: a drow skeleton hung on
ing cave-mouths (no stairs down from the revealed castle wall. If touched, it
these are allowed, to prevent ready animates and attacks. Diggers who
invasion by rival drow, duergar, persist in work on such a castle wall
goblinkin, or others who could fire will encounter killing defense glyphs
missile weapons out over the city to (described in Drow of the
provide covering fire for descending Underdark), typically of the sort that
troops). An inventive DM can add unleash chain lightning.
many of these, to enliven a campaign
set in, or extensively exploring, Men- The visitor will notice several ruins
zoberranzan. around the citynotably those of the
complexes that were once Houses
All neighborhoods are patrolledthe DeVir, DoUrden, Freth, Hunett, and
more important or wealthy the area, Tekenduis. It is considered defiance
the heavier the patrols. Drow rarely of Lloth to rebuild a House (or on the
dare to assault or insult other drow site of a House) eradicated due to
(one never knows when one is facing drow justice, or that fell because it
a master of Sorcere out for some fun, lost the favor of Lloth. In some cases,
or a magically-disguised priestess of a generation or so after a ruin, a
Lloth or Matron Mother on important House may with the open blessing of
business bent, and armed with a Lloth or her priestesses take over a
short temper), but obvious non-drow vacant spot and build, but time must
may be challenged almost continu- pass between the old and the new.
ously in the first three areas listed It is lawful to take over the prem-
above. Patrol strengths appear in the ises of a House that was defeated by
chapter on The Bazaar, but adven- another House, but this is rarely
turers are warned that when the city done; it is considered unlucky. For the
is aroused by recent lawlessness, in- House who conquered, it is danger-
ternal strife, or open violence, patrols ously close to arrogance before Lloth,
in the three wealthiest districts and in to do soand any other House mov-
the trouble spots of Eastmyr and the ing in faces the rightful wrath of the
Braeryn may be doubled or trebled in conquering House. Moreover, who
both numbers and frequency. wants a fortress that has fallen, and is
known to be pregnable?
Partly to get some measure of control
over merchants, many noble Houses

31
Though all buildings in Menzoberran- together to develop a mighty contingency
zan have cellars, the Underways field spell, similar to the mightiest magics
arent extensive. All digging in the city of Evermeet and lost Netheril: the stone
must be done by hand, and tunneling curse. (Contingency field spells are very
beyond the surface boundaries of a rare because their casting usually involves
holding is punishable by death (if a the sacrifice of the casters life.)
buildings outside walls were extend- The stone curse governs all of Menzo-
ed straight down through the berranzan, including the Overways, the
ground, they would mark the limits Underways, and the Mantle. It cannot be
of allowable digging). dispelled by normal means (short of a
wish spell), but can be briefly suspended
These laws are due to widespread dig- by a limited wish. Anyone caught trying to
ging in the citys early daysmining so destroy, alter, or suspend the stone curse
prevalent it caused many disasters. Drow is slain on the spot.
dug to cause a wall or tower of a rival The stone curse triggers an immediate
House to collapse, or to gain access to the reverse gravity spell, accompanied by a
cellars of someone elses building for a thunderclap-like sound, wherever casting
theft or raid-in-force. Things became so is performed for a dig, move earth,
bad that the wizards of Sorcere worked passwall, or vanish spell (or at the location

32
The Neighborhoods of the City

of the wielder of any magical item or psi- Breche from the city below is not likely to
onic power activated to duplicate any of be a successful act.
these effects). Drow who try to fly or climb past the
The by-hand and boundary limitations guards, avoiding the stair, discoverthe
on excavation in Menzoberranzan keep hard waythat other guardians exist:
most digging small-scale. Drow have come many hungry, web-shooting spiders lurk
to recognize two other dangers linked to on the walls and ceiling where Tier
underground expansion: the increasing Breche joins the larger main cavern.
likelihood of triggering a collapse of the The guards challenge all who ascend to
structure above, or of breaking into exist- Tier Breche, except known masters of the
ing passages and caverns (lessening the se- Academy and priestesses of the city. No
curity of the dwelling). one leaving Tier Breche is customarily
Please keep in mind that information on challenged (though the guards may be al-
noble houses given here mirrors what erted to prevent a certain departure), and
most citizens think rather than being challenges issued to any drow who looks
completely accurate. For true details of like a powerful wizard or priestess are po-
the noble Houses, consult the book in this lite indeed.
set devoted to them. The most famous and distinctive build-
ings in Menzoberranzan (House Baenre is
more hollowed-out, bridge-liked over-
Tier Breche hanging stalactites than buildings) are the
three large buildings found in Tier
The largest single piece of architecture
Breche: the spider-shaped temple of Lloth,
found in Menzoberranzan is the broad
stairway that leads up to Tier Breche. Ru- where all priestesses receive their initial
mor says these stone steps are enspelled training, known as Arach-Tinilith; the
with chain lightning and other killing mag- many-spired wizards stronghold of Sor-
ics, under the control of wizards of Sor- cere; and the starkly-simple, huge
pyramid-fortress where Menzoberran-
cere. If such defenses exist, they are
zans fighters are trained, Melee-
rarely used.
Magthere.
The top of the stair is always guarded by
two male drow warriors in the final year Theres no point in mapping any of these
in detail. Visitors rarely see anything more
of their battle training. They wear rings of
spell turning, and have sleep-venomed of Arach-Tinilith than a few small
audience-chambers near the entrance,
longswords, hand crossbows, daggers,
and the large upper chamber dedicated to
and guardhorns.
A note from a guardhorn summons a summoning rituals of homage and wor-
mid-level duty wizard from Sorcere in 1- ship to Lloth (where young drow trainees
graduate). The rest of the temple is largely
2 rounds. The wizard can in turn summon
a pair of jade spider guardians (detailed in shrouded in habitual darknessand if one
is not a Menzoberranyr priestess of Lloth,
Drow of the Underdark) and a duty
priestess of mid-level. In addition to their one is decidedly unwelcome here.
The rooms and passages of Sorcere are
spells and items (both typically carry
so often veiled, distorted, hidden, or al-
wands), these two can call on wizard and
priestess reinforcements; storming Tier tered by the wizards (partly out of para-
noia, partly for amusement or

33
experimentation, and partly due to a de-
liberate plan to foil intruders) that any
Quellarzorl
map is useless before it is finished. Screened from the lower city by its forest
Melee-Magthere is vast, with many cel- of giant mushrooms, the plateau occupied
lars and lower levels as well as the vast by some of the proudest noble Houses is
bulk that can be seen from outside. Yet bare and spacious; there is none of the
there is little of interest here; after one crowding associated with most other
has seen one armory, spartan sleeping- neighborhoods. House Baenre ruthlessly
cell, or sparring-chamber, one has seen keeps the rabble out. One sees only giant
them alland, beyond a few dark mushroomsa small forest of themand
dungeon cells and torture chambers, and noble Houses (as well as the ruined com-
a handful of trophy-adorned, larger war- pounds of some extinct Houses); no one
council and assembly halls, that is all else lives here, and no businesses are lo-
Melee-Magthere contains (in great num- cated here.
bers). Soldiers of all the powerful noble
Houses promenade here from time to
time, on real or assumed business, just to
be seenand to challenge beings they

34
The Neighborhoods of the City

dont think belong here, or just dont like himself. It occupies a recently-finished
the look of. fortress of nine towers, surrounded by a
The eldest of the citys current noble narrow dry moat of sharpened stone
families, House Baenre, was one of the spikes. The House hastily moved to Quel-
founding Houses of Menzoberranzan, five larzorl from the lower city when their
thousand years ago. It has not only sur- wizardly rivals House Xorlarrin arrived in
vived the citys cruel intrigues, but flour- the House loft, to preserve their assumed
ished, growing to fill an awesome fortress supremacy in matters magical.
of thirty linked stalactites and twenty tall House Mizzrym has become known for
and majestic stalagmites, atop a plateau at the depth and intricacy of its intrigues and
the eastern end of Quellarzorl. This com- interlocking alliances. The treachery and
plex is girt about with a huge weblike double-dealing of Mizzrym have even led
fencewhose most powerful spells, citi- to a Menzoberranyr saying: Even one
zens whisper, were spun by Lloth herself. side of a Mizzryms tongue doesnt know
The House is so strong that it can spare a what the other is sayingand once it finds
thousand warriors (all it has openly admit- out, wont admit to it! (Mizzrymyr have
ted to having, for years) to guard its walls been known to attack drow who say such
at all times. At the heart of the great for- words, but secretly take great satisfaction
tress is a huge circular, domed temple to in such a reputation.) Persistent whispers
Llothan amphitheater dominated by an say House Mizzrym is building its own ar-
image of the Spider Queen that shifts end- my, somewhere in the labyrinthine pas-
lessly from one of her forms to another. sages southwest of Menzoberranzan.
Lloth seems well pleased with the First House Mizzrym occupies an old, large
House of Menzoberranzan. cavern network above Quellarzorl,
Below the watching bulk of House reached by a heavily-guarded stair spiral-
Baenre, three other Houses currently ling up from a single massive stalagmite-
dwell on Quellarzorl: Xorlarrin, Agrach tower. Among the guardians of the
Dyrr, and Mizzrym. All are among the rul- stairway are monstrous foulwings (see
ing Houses of the present Council. Monsters of Menzoberranzan).
House Xorlarrin is reclusive and secre- In the southwestern corner of Quellar-
tive; its members go veiled or masked in zorl is the entrance to The Chamber of
public. It is known for its magical might, the Ruling Council. Its arched, ironbound
boasting at least seven wizards among the double entrance doors are closed and
masters of Sorcere, some of them very old guarded by soldiers of House Baenre and
and powerful. an honor guard from Melee-Magthere at
House Xorlarrin occupies a small, all times, opening only to allow Matron
recently-raised stone tower, the Spellto- Mothers and their bodyguards into and
wer Xorlarrin, in the center of Quellar- out of the not-so-secret meetings where
zorl. They moved here from a cluster of the ruling Houses decide what befalls in
unfenced houses in the lower city after the city.
their utter destruction of House Hrost Ul- The Chamber is a small, natural side-
uar. cavern dominated by a spider-shaped ta-
House Agrach Dyrr is an old, haughty ble. The ruling Mothers sit there in tall,
House dominated by a handful of power- jewelled thrones when Council is in ses-
ful male wizards led by the lichdrow Dyrr sion, the chamber lit by a hundred sweet-

35
The Neighborhoods of the City

smelling candles. A single, unadorned


chair is provided for guests (only one Narbondellyn
guest is customarily allowed into the ca-
This wealthy district is dominated by the
vern at a time). It is rare indeed for any
ruling noble Houses of Fey-Branche, Faen
guest to be non-drow, or male. Body-
Tlabbar, and Barrison DelArmgo, and by
guards in attendance on the matron moth-
the lesser Houses of Tuin'Tarl, Srunelett,
ers are allowed in, and by custom remain
Horlbar, and Shobalar. It is also home to
silent, standing around the walls, when
many wealthy up-and-coming drow fami-
Council is in session, speaking and moving
lies (the noble Houses of the future), and
only when bidden to. Each matron admits
the most luxurious and profitable of
the same number of bodyguards, no more
trades: gems, perfumes, moneylending,
than two except by extraordinary agree-
and the like.
ment, and never more than six (six each
Fey-Branche, a relatively young and ag-
makes the Chamber crowded indeed).
gressive House, has a triangular
Guards are usually clerks or others called
stalagmite-compound in the center of the
to make demonstrations or give evidence;
city, just south of where drow flying in
they are rarely needed (or effective) as de-
straight lines from Tier Breche, House
fenders of a matrons person.
Baenre, and Narbondel would meet. From
The most striking natural feature of the
there, neighbors say cattily, they can spy
House loft is its mushroom forest. The
on everything, with a minimum of real ef-
maps in this set only show mushrooms the
fort.
size of an ogre or larger, but among those
House Faen Tlabbar is known for its tall,
giants shown are many smaller shrooms
beautiful, and ardent females, who often
and fungi, growing in a fantastic labyrinth
seek the company of male visitors, and are
of soft phosphorescence. This area is used
always developing new spells. Its Matron
by many nobles for meetings, picnics, and
Mothers created an unusual tradition:
gamesbut no prudent drow considers it
open, candid speech among House mem-
an area to go into unarmed, or a place for
bers, regardless of sex or rank. The House
words and dealings that must remain se-
occupies the stalagmite-and-stalactite
cret: House Baenre and others use magic
compound just north and west of the
to spy or eavesdrop on drow in the mush-
western end of Quellarzorl.
room forest as a matter of course. It is a
The dangerous Second House of Barri-
crime punishable by a heavy fine to will-
son DelArmgo occupies the large, triangu-
fully damage (or cut, for eating) any grow-
lar fenced-stalagmite compound lying
ing thing in this forest. Anyone
northeast of Quellarzorl, between House
destroying, felling, or harvesting an entire
Baenre and Donigarten.
mushroom faces the death penalty. With-
House TuinTarl is relatively young, risen
out these rules (known to all Menzober-
from common stock through shrewd trad-
ranyr), the forest would long ago have
ing with other drow communities. It occu-
vanishedas most of the mushrooms
pies the triangular fenced-stalagmite
growing in the main chamber did. Hungry
compound due south of Narbondel (east of
drow harvested them for food, and sam-
a larger triangular compound occupied by
pled them for use in the making of medi-
House Horlbar).
cines, potions, and spellcasting, until few
House Srunelett is known for the short,
were left.

36
The Neighborhoods of the City

stout drow its bloodlines produce (its gets into trouble of any sort.
priestesses have long been referred to House Shobalar inhabits the diamond-
throughout the city as the fat sisters, shaped stalagmite-and-stalactite fortress
much to their annoyance). It inhabits a directly north of House Faen Tlabbar.
recently-constructed, many-pinnacled for- Many other drow families of wealth and
tress on the north side of the Darkspires importance (or self-assumed importance)
(the stalagmite cluster that runs east to inhabit Narbondellyn. These include
west, between Houses Horlbar and Shoba- Urundlet, Balartyr, Tuektharm, Haellrin,
lar). Shunn Tahaladar, and Klorlbar.
House Horlbar has been ruled by sister Important merchants dwelling and op-
high priestesses for two thousand years. erating in Narbondellyn include the most
Their cruel depravity is infamous; if they haughty gem-merchants of the city.
were ever to fight each other, the House (Though a wealthy merchant may rent or
would split apart, making it easy prey for own a second home to escape business
rivalswhich is all that keeps these two pressures or to use for secret meetings,
cold, contemptuous females from tearing mistresses, and the like, almost all mer-
each others hearts out. Horlbarryn, it is chants live in the same fortified building
said, make dangerous enemies: they never that houses their shop, to better guard
forget, and their patience for revenge can their stock and wealth.)
span a thousand years or more. The Mritt Shadalun and Hondel Belektyr
House occupies the westernmost of the carry on a bitter rivalry for bragging
two triangular fenced-stalagmite com- rights to being the best gem merchant in
pounds south of Narbondel (the smaller, the city. Both are known for the variety
more easterly compound is House Tuin- and high quality of their stock. They may
Tarl). coldly outbid each other for a particularly
House Shobalar is almost exclusively fe- large or unusual gemstone of a type Men-
male; among its women are wizards of zoberranyr deem valuable (rubies, sap-
power as well as high priestesses. It keeps phires, and emeralds are most favored),
to itself, its nobles rarely appearing in but on a daily basis tend to specialize.
publicand there are persistent rumors Surface-world oddities and treasures
of strange Shobalarran experiments in- (such as amaratha, kings tears, and rogue
volving spiders. One possibly exaggerated stones, all prized by drow and detailed in
tale whispers of powerful, living spider- the FORGOTTEN REALMS Adventures
bodies whose legs are equipped with hardcover sourcebook) are the stock-in-
dagger-like blades of bone, that drow don trade of Belektyr, while Shadalun sneers
like clothing, and animate by thought. at such foreign stones, and tends to deal
This is unconfirmed, but it is true that in black opals, fire opals, and other trea-
Shobalarran prefer to ride about the city sures of the known and familiar.
on strange, mutated or specially-bred gi- A cluster of lesser gem merchants spe-
ant spider steeds (regular giant spiders cialize in one particular stone (amethysts
that can fire sticky strands at prey, as are the field of the Ouol family, and dia-
cave fishers do), rather than using drift- monds are dealt in by the rival families of
discs or riding-lizards. The House also has Thadalix and Ryrrl), or deal in stolen,
a history of entering alliances and then seized, or enspelled materials. The most
simply abandoning them whenever an ally famous of these dealers in the shadows

37
The Neighborhoods of the City

is a magically-well-armed, sardonic one- ciently powerful, fawning) merchants of


eyed drow male warrior known as Farsee- Narbondellyn are the not-so-silently-hated
ing Phurn, who can be met with by moneylenders.
leaving messages for him at most of the
drinking-spots in Menzoberranzan; his Moneylending
competitors include the drow priestess
Thaelara Oblare, a skilled gem re-cutter, Most ambitious drow run short of coin at
and the mercenary female drow warrior one time or another. Some are in no posi-
Infinyl Mestpar. tion to successfully steal or extort funds,
Narbondellyn is also home to the weal- murder and rob, or gain a loan from a pa-
thiest (and most expensive) perfumers in tron or House superior. They turn to the
the city. In the crowded, damp under- moneylenders, who also act as money-
ground, perfuming is an art born of neces- changers for outsiders.
sity. The best drow scents mingle with less Menzoberranyr accept all surface coin-
desirable smells to mute everything into a ages, but prefer metal or gems of intrinsic
pleasurable backgroundrather than value. A drow is happier with silver or
masking stinks with a thick, choking stink gold coins than copper pieces, because the
of their own. The precise makings of metal can be melted and reshaped for use
scents are well-guarded secrets, although where the coinage is not honored. The
most drow know (and, if time and needs moneylenders of Menzoberranzan also
permit, practice) the basics of making a deal in trade bars, rare shells, the jarred
pleasant, usually spicy masking scent. and jellied eyeballs used by some mind
The artists of Menzoberranzan perfum- flayers, all known types of gems, per-
ery sell scents that purport to capture the fumes, and even rare foods and plants.
fragrance of certain surface-world The more exotic the currency or collat-
flowers, or that sway drow into certain eral, the higher their rates.
emotional states (such as ardent love), as A standard loan to a drow of the city is
well as personal body-scents and typically in coinage, at an interest rate of
recognition-smell dyes and paints. These 10%, compounded every 20 days. Collat-
preeminent merchants include Mhaersha- eral of written title to items worth 25 gp
la of the Flowers, famous far across the or 75% of the loan, whichever is higher, is
Underdark; the halfling Myrip Minstrel- usually required.
wish, reputed to be half-crazed (or worse), To a visiting drow, the standard is 12%,
and given to acrobatic dancing and sing- compounded every 40 days, but collateral
ing while he works; the discreet brothers equal in value to 100% or more of the loan
Dhellorn and Diriziir Jaszarr, Perfumers in portable property (or a deed to land or
to Nobles, who deal in love-drugs and per- a building in the city) must be left with the
sonal scents for fashion and party use; and lender.
the old, lame she-drow Halaera, who To a non-drow citizen or long-term resi-
walks with a stick, carries powerful magi- dent of Menzoberranzan, the terms are the
cal items on her person, and has a hand in same as for visiting drow, but the rate is
half the kidnappings and slave-deals in the 14% or more, compounded every 20 days.
city. Visiting non-drow are also lent money on
More openly sinister than most of the these terms, but at 16% or more.
proud (or, if a customer is noble and suffi-

38
The Neighborhoods of the City

High-risk loans (to merchants who must function as both guards and spies; Yuim-
travel the Underdark before they can see mith sells information as well as lending
profit enough to repay, a fugitive from money. Any secret of the city that can be
drow justice, or someone widely known learnt, Menzoberranyr say, Yuimmith has
around the city to be in trouble with a for sale.
powerful drow House) typically are at
20% to 25% or more, and require collat-
eral left in the lenders possession, to the West Wall
value of 150% of the loan.
Aside from the ruins of House DoUrden,
Most moneylenders have magic and
the fortresses along the western wall of
hired swords and spies to back up their
the great cavern of Menzoberranzan are
demands and defend their wealth. They
wealthy, solid, and long-establishedand
are wily, ruthless, and often adopt a pow-
look it. Among them are the noble Houses
erful House as patron (giving its members
of Duskryn, Druugiir, Symryvvin, and
cut rates and ready credit), to gain its pro-
Vandree. Their neighbors include proud
tection when a noble debtor of another
old non-noble families, given to gaming,
House decides, as some of the younger
various esoteric hobbies (such as collect-
and more reckless inevitably do, that hav-
ing animals of the surface world, or stag-
ing a bit of sport and wiping out fast-
ing gladiatorial combats between
building debts with a quick swordthrust is
captured beings, for private amusement),
easier than paying up.
and dreaming of grander days.
Moneylenders prominent in the city at
House Duskryn is known for well-
present include Nantlel of the Three Fin-
equipped, mercilessly-trained troops, led
gers (all his others have been lost in
by nobles known for cruel pranks and leg-
swordfights, down the years), a retired
endary drinking-bouts. It inhabits the
warrior (F11) known to be guarded by
large, long and narrow fenced-stalagmite
several servant monsters, including a
compound due north of the Westrift.
greater peltast (detailed fully in module
House Druugiir is strong in mercantile
FA1, Halls of the High King, and described
affairs and moneylendingso strong, folk
in the Adventures book of the Ruins of
say, that its influence over actions in the
UnderMountain boxed set). Nantels com-
city is often secondary only to House
petitors include the sinister drow wizard
Baenre. House Druugiir is dominated by
Sheeress of the Many Eyes, a bitter and
elderly male wizards, with coins enough
paranoid female archmage outcast from
to hire any needed warriors. Rumor holds
Sorcere by male wizards who feared her
that Druugiir maintains a camp of ready
soaring power; the fat, gluttonous drow
warriors somewhere near the city, at its
male warrior Ologh Gathergold Ilyri,
direct call: hirelings that can, some whis-
last of his family (ridiculed by his slimmer,
per, appear directly in House Druugiir by
less lazy kin, he poisoned them all to gain
means of magical gates opened by the
their wealth and start his business); and
House wizards. It occupies a small rectan-
Yuimmith Shulcloak, an elderly drow of
gular fenced-stalagmite compound south-
quick and cold wits, iron nerves, soft
east of the tip of Westrift.
speech, and long patience. Yuimmith em-
House Symryvvin is known for its pur-
ploys more than a dozen halflings, and
suit of magical mightdevising prayers to
half that number of orphaned drow. They

39
The Neighborhoods of the City

Lloth (and receiving new priest spells in There are few shops or massage houses
return) and creating new wizard spells. Its in this neighborhood; the drow who dwell
elderly and numerous mages and high here actively discourage such common es-
priestesses dont appear in public often, tablishments, and the traffic they bring,
but are accorded great respect when they preferring to go into adjacent Manyfolk
dothey are apt to fell one, or one dozen, for such services.
drow who displease them (regardless of One of the few businesses that does
who their targets are; in the recent past, flourish in this neighborhood is Elstearns
victims have included masters of the Escorts. This escort service can provide
Academy and priestesses of House good-looking drow of either sex to accom-
Baenre), hurling spells as if they held pany clients, but its principal business lies
endless reserves of memorized magic! in providing intelligent, good-looking,
House Symryvvin inhabits the five-sided well-spoken and connected Menzober-
stalagmite-and-stalactite fortress north- ranyr citizens as guides and interpreters
east of the tip of the Westrift (and of to outlanders visiting the city and trying to
House Duskryn). carry on tradeand as bodyguards to cul-
House Vandree has a reputation for get- tured West Wall citizens when they want
ting into trouble and surviving somehow. It to visit more dangerous parts of the city,
is a family that seems to delight in involved, or go on hunts or other excursions out in-
ongoing internal feuds. Poisonings and to the surrounding Underdark.
stabbings are common, and the nobles see
whipping their commoners as enjoyable
and frequently necessary recreation. Most Manyfolk
House members are very interested in
This large area of the city is home to the
surface-world affairs, and in acquiring tro-
common folk, and is where most of the
phies from The Lands of Light, from leaves
shops and businesses of the city can be
and flower-seeds to human skulls, fine fur-
found, from the Bluirren family (who
niture and magical items. From time to
make spiced sausages from Underdark
time, these collecting propensities extend
creatures whose precise identities and ori-
as far as living humans and other surface-
gins are better not investigated too
world monsters, which usually end their
closely) to the Ulaver (whose luminous,
days (after providing amorous drow fe-
sweet green wine is a growing taste
males and whip-wielding drow males with
among Menzoberranyr).
sufficient amusement) facing the blades of
It also home to the noble House of Oblo-
House Vandree warriors in need of a little
dra, who have always had a treacherous,
practice.
unpredictable, even insane reputation.
House Vandree inhabits the large walled
Oblodren are known for fanaticism, reck-
compound south of ruined House DoUr-
less battle-rages, and for dabbling in the
den, whose walls point eastwards into the
wildest magic and the most dangerous of
city in a great prow-shape.
the arts of the mind, continually pushing
The homes of many cultured, wealthy
the boundaries of the dictates of Lloth.
non-noble drow families can also be found
Such drive brings the House again and
hereamong them Ilueph, Llarabbar, Mi-
again to the brink of extinctionbut no
liskeera, Neereath, Olilisk, Tirin, Vaha-
one wants to have House Oblodra for an
darr, Waeth deltar, and Yulauntlar.

40
The Neighborhoods of the City

enemy; Oblodren attack like mad dogs, customers eyes, a hot meal seasoned and
throwing their own lives away unhesitat- done to order.
ingly to get revenge. The most wealthy and influential mer-
The Houses high priestesses command chants of this area currently include:
strange, unusual powers of the mind (psi-
onic wild talents, some tutored), and many Duarthe Klendara (drow male F5): tex-
Menzoberranyr drow whisper that this tiles
House sends its daughters to train and
even breed with illithid in nearby mind Uluruela Drael Tuabbar (drow female
flayer cities! House Oblodra occupies the F3/P3 of Lloth): clothing and travel
small compound in the center of the city, goods of leather, lizardskin, and carved
between two fingers of the Clawrift. bone
Around The Bazaar stand too many
shops and family homes to list; almost all Bhaern delHluanter (drow male F7):
commoner or normal drow citizens crates, chests, casks, and carts
dwell in Manyfolk, and even most noble
Houses maintain secondary or secretive Shaun Darnruel (drow female F4/P4 of
safe residences here. It is the place most Lloth): personal fashions, clothing,
Menzoberranyr come from, and (although body dyes and augmentations (crests,
the ambitious always try to move out of it, glued-on manes of hair or wigs, artifi-
to a better area) is the most colorful, in- cial limbs, body padding, etc.)
teresting, and tolerant neighborhood of
the city. Baelaskros DoIlisharr (drow male F6,
DMs locating businesses, inns, and mi- grossly fat): bulk grain, dates, and other
nor noble Houses of their own invention foodstuffs
(or would-be nobles) should place them
somewhere in Manyfolk, where most of Tlar Queltlarn (drow male F2): fine
the buildings have been left unassigned metal smithing, gemsetting, and lock-
for them to do so. smithing
Visitors seeking the sights of Manyfolk
Rhauvais del'Ygana (drow female F6):
(after The Bazaar, of course) are directed
weapons, exotic and high-quality (speci-
to the many fine massage houses, and to
ality: concealed and venomed body-
shops such as Faeeras Floating Plants
weaponry for nobles)
(which deals in exotic plants from All
over the Realms, Above and Below, dis-
played and sold in levitating pots); Vil- Eastmyr
teerns Fine Chains (where chain can be
purchased in lengths up to a thousand Those not successful enough to dwell in
feet, ranging in size from wire-thin orna- Manyfolk live in the poorer, less esteemed
mental links to fortress-gate chain whose neighborhood of Eastmyr. Struggling mer-
links are as long as a full-grown drow chants, outlaws and the penniless, merce-
stands tall); and The Cathlyre, where naries, and non-drow of no particular
surface-world birds of all sorts (including wealth or power dwell here. The noble
the peacock-like cathlyre) are sold as pets, Houses Hunzrin and Kenafin maintain
live targets, or roasted alive before the their fortresses here.

41
House Hunzrin is known for stupid ar- Few individuals of prominence dwell in
rogance; its folk are quick to wet blades in Eastmyr, but one good massage house can
those who offend them, regardless of the be found here: Dylchantas Furfeathers,
cost. It has survived extinction because of which regularly hosts massage-parties for
its large numbers; Hunzrin currently large groups.
dominates farming in Menzoberranzan, Eastmyr also has at least four rooming-
and its food supply can support huge houses useful to non-drow visitors to the
numbers of children. House Hunzrin oc- city wishing to avoid attention, cold treat-
cupies the triangular fenced-stalagmite ment, and high prices. Two of these, Nar-
compound due north of House Barrison bondels Shadow and Symeeras, are
DelArmgo, the closest noble House to the recommended (both are run by careful,
citys farms. fair human ex-adventurers, who know
House Kenafin occupies the walled com- contacts for the discreet hire or purchase
pound that lies between House Hunzrin of needed magic, healing, weapons, and
and House Fey-Branche. Nearby are the other gear within the city). Typical rates
houses of several families who pretend to are 1 gp/person/day (includes all meals,
nobility: Asbodela, Dlaen DelAmatar, and basic drink, stabling for a mount, and a
Yuneduis. It remains to be seen whether private room with a glowglobe light
their pretensions will ever become reality. source).

42
The Braeryn Donigarten
Extending north from the western end of The granary of Menzoberranzan, this area
the Spiderfangs are the dark alleys and hov- is dominated by the lake of Donigarten. It is
els of the Stenchstreets. This is Menzober- surrounded by a rich moss bed, a stand of
ranzans slum, home to sick and outlaw giant mushrooms, and rich fungi farms. On
drow, goblins, orcs, bugbears, and other an islet in the lake, orcs and goblins tend a
non-drow who are sometimes hired for odd herd of rothe (deep rothe, detailed in Drow
jobs (such as heavy loading or digging) by of the Underdark), watched over by drow
Menzoberranyr, or for guard or mercenary patrols sent out from Tier Breche through
pillage-raid duty. Some are even stupid or the Mantle. As well as the patrols, drow
desperate enough to try their luck in the with guardhorns and eyes of the eagle
city as thieves or kidnappers. cusps keep watch from cavern-wall fis-
Drow hunt here for sport from time to sures overlooking Donigarten, to prevent
time (often after drinking too much), slay- food thefts by the orcs and goblins, as well
ing all who cant hide, escape, or fight off as raids by others. There are 2-5 spies on
their attackers. Outlaws and others hide duty at once, drawn from all three schools
here: raiding drow occasionally come to in Tier Breche (to teach them patience and
grief when the helpless old orc they at- vigilance).
tacked turns into a powerful, enraged hu-
man wizard or drow priestess on a spy
mission or indulging personal tastes for
adventure.
No drow of importance or reputation
dwell here, but the mercenary band Bre-
gan DAerthe maintains contacts here,
through which they can be hired. Certain
aged drow dwelling here concoct and sell
poisons, drugs, and love philtres. Some al-
so sell information, but seldom live long,
once they become widely known.
One such crone, city cradle-lore swears,
was once revealed as the Spider Queen in
disguisewhen the Goddess shed her rags
to blast a priestess who treated her cru-
elly. Rumors persist that Lloth keeps
watch over (or even, in disguised form,
dwells in) the Stenchstreets. Such beliefs
gain support from the numerous spiders
of all sorts and sizes who scuttle and lurk
all about the area, despite many attempts
to slay them or drive them off.

43
The Mantle
berranyr have learned that these menaces
The passages and caverns directly around are so numerous (attracted by the smells,
the main city cavern have always played a warmth, and vibrations of so many beings
daily part in the life of the city. Teenagers gathered in one place) that establishing
prove their defiant daring by venturing permanent, immobile guardposts merely
into the Mantle; bold children play in its offers ready food to the passing
entrances; lovers use its dark ways for monstersdrow food.
trysts (particularly forbidden liaisons be- Instead, the Menzoberranyr use mobile
tween drow of rival Houses); and plotters patrols. In strategically important areas,
find it handy for dark meetings. drow work-parties excavate defendable
There is no such thing as a safe area of firing-hollows. A patrol uses a four-to-six
the Underdark, and this is as true of the drow star formation to move in and se-
Mantle as it is of the wild depths of the cure the known hollow, as the rest of the
subterranean realms far from drow rule. patrol provides covering fire. Once the ar-
Monsters occasionally reach the main ea is secured, the star provides covering
cavernthrough the Mantle. The Menzo- fire for the others to join them.

44
The Bazaar

There is an ever-changing, always busy ar- visit revenge on an enemy, or recover


ea of Menzoberranzan; a crowded, untidy from a revenge someone has worked on
labyrinth of stalls and hagglers whose them. There are also stalls selling wines,
fame has spread across the Underdark. In cheeses, and exotics (jellied eels, venison
the city, it is known simply as The Bazaar. tarts, even wyvern pie) from the Lands of
A Calishite with rings gleaming on every Light.
finger and puffing slaves bringing pur- Prices vary with supply (scarcity) and
chases along behind would feel right at demandwhen mind flayer or Calishite
home hereand indeed, Calishite satraps visitors arrive in larger numbers, and
seeking bargains are often to be seen in seem to want to buy everything in the Ba-
the Bazaar. zaar, down to the bare boards of the stalls,
Menzoberranzans ongoing trade fair at- prices quickly go up.
tracts merchants and goods from all The businesses that preceded The Ba-
Faerun, and even a few items from Kara- zaar here are still going strong, too: the
Tur and fabled Maztica. Merchants and massage dens. Many drow visit their fa-
shoppers of all races and lands are vorite den at least once a day (for more on
welcomeand it is even whispered that the drow taste for massage, see the Drow
some of the more mysterious traders (who High Life chapter). These places are sel-
go about masked and cowled, gesturing si- dom settings for hired romance. Drow of
lently) come from places beyond the both sexes and all ages delight in simply
stars, Above the World Above, or other relaxing, and often hold business discus-
planes of existence! sions, or simply chat sessions or casual
get-togethers, on adjacent massage-
Goods And Services couches.

The less lawful and tolerated vices among Moving, Always


drow are addressed in the Bazaarand as
long as rebellion is not talked of, and the Moving
peace is kept (folk bow, scrape, and get
out of the way of House Matrons doing a The Bazaar, by decree of the ruling Coun-
little shopping), shoppers can get cil, contains no permanent structures
their every desire satisfied in the cur- even long-established and favored booths
tained booths and stalls of the Bazaar must be moved around. The longest a stall
without being (so they think) under the or booth can remain in one spot is 66 days.
watchful eye of a Matron. This law prevents any proprietor from
Slaves are bought and sold here, sur- owning floor-space in the Bazaar, and
gery (rare in the Underdark), potions and buying more (so as to make the Bazaar
herbal medicines are available, and there ever-smaller, as the desirable space is
are even certain booths where one can ar- locked up, until it dwindles away to noth-
range to send or receive messages to and ing, and the city loses its riches). It also
from locales and folk in the World Above forces visiting buyers to tour the Bazaar,
(surface world). searching for favored stalls or merchants
Other drow flock to the Bazaar to hire theyre looking forso they see every-
outlander mages to work spells, often to thing, and opportunities for impulse-

45
buying are as numerous as possible. spaceits not theirs to sellbut if money
Proud merchants boast that one can buy changes hands in the sealing of a deal over
anything at the Bazaar, for coins enough, who moves where, thats purely the pri-
and theyre not far wrongnot since wiz- vate affair of the traders involved.
ards took to teleporting in fresh surface-
world produce and items, for those who
can pay enough.
Patrols
Wise established merchants arrange to
The Archmage of Menzoberranzan ar-
trade spots with other established ven-
ranges to have the Bazaar patrolled, by
dors, rotating around the Bazaar-space.
warriors-in-training from the Academy
Still, fights and covert sabotage are com-
(led by an instructor), augmented by train-
mon, as booths of different sizes jostle for
ee priestesses and wizards (these duties
space that isnt really there, or fight to
are rotating, and paid). The firm intent of
avoid being relegated to a bad location
such policing is simply to keep the lid on
(low-traffic, or sandwiched between larg-
violence, not to muscle in on haggling, ar-
er competitors in the same goods, or
guments, or the fun of shoppers; unobtru-
someone selling something that clashes
sive firmness is the order of the day.
with or diminishes ones own wares). Mer-
chants are not allowed to openly sell their

46
The Bazaar

Menzoberranzan mounts constant ers reports on the performance of all


street patrols, consisting of a hand (see patrol membersparticularly the
below), accompanied by a wizard, and mage and the priestess, who are not
led by a priestess. currently her students. Drow students
In the Bazaar, where things can quick- under the eye of an instructor do not
ly get very wild indeed, patrols are larg- generally indulge themselves in reck-
er. A typical Bazaar patrol, on duty at less, disorganized, or goaded-to-rage
any given time (the Bazaar is always behavior; they are trying to impress,
open), consists of three open hands, or and are practicing fighting as an orga-
smaller, open-formation groups. nized unit.
Each group has 8-12 male fighters of
2nd level, armed with +1 long daggers
and short swords, and long, black This is not to say the ruling Council al-
wooden staves with one end equipped ways adopts a hands-off or neutral posi-
with a metal ball, that can do 1d6 + 1 tion towards the Bazaar. Someone who
damage, and the other fitted with a breaks their rules, or sells things they
snag-hook, for catching fleeing thieves. dont approve of (such as access to wor-
They are led by an instructor from ship services of deities other than Lloth,
the Academy, typically a female F6/P6, spells that purport to neutralize House de-
armed with a +4 or better adamantine fense glyphs, or female drow slaves guar-
(the most durable adamantite alloy is anteed to be former priestesses of Lloth)
called adamantine) mace and a hand will soon meet with an accident that de-
crossbow (60-yard range, 22 darts car- stroys their stall, typically with them in it.
ried, each doing 1-3 hp damage, plus Then whispers will begin, started by
save vs. poison at -4, or sleep for 2d4 priestesses, that the displeasure of Lloth
hours; the poison is a mixture that af- was involved, and others should take
fects even drow immune to the usual heed.
spider venom darts are tipped with). Meddling occasionally takes a more
The warrior leader instructs at least heavy-handed form (yet always cloaked in
one, and usually two, fighters to serve the thin disguise of something accidental
as flanking guards to the priestess and or unintended, to avoid harming the Ba-
the mage on patrol: a female F7/P8, zaars popularity among visitors). At least
armed with her spells, a mace, and a one recent and very public spell-battle be-
wand of viscid globs (detailed in Drow tween rival House wizards, which de-
of the Underdark), who also carries 1d4 stroyed many houses and shops adjacent
healing potions; and a male F3/W3, to The Bazaar area, is widely suspected to
armed with his spells, a sleep-poisoned have been deliberately arranged by the
dagger, and a spider wand (also found Matrons of the two Houses involved, to
in FOR2). clear more space for The Bazaar.
The priestess commands the patrol, Merchants always grumble about the
but wise priestesses follow the orders meddling of the Council, but all of them
of the Academy instructor (the warrior accept it as necessaryfor one thing, if
leader), who among other things deliv- the patrols did not exist, there would be
more destructive behavior by Houses or

47
individual nobles, just throwing their Vhurn Bhaelyndryns Bestiary: This estab-
pride aroundand for another thing, the lishment is heavily-guarded (by a dozen
patrols (bolstered by occasional under- drow and gnoll overseers at a time, armed
cover surveillance by powerful Academy with snatch-hooks, clubs, weighted
wizards, who usually want to do a little throwing-nets, and quarter staves). It pro-
shopping themselves) were instituted to vides pack lizards and riding lizard
curtail rampant thievery. mounts (see the Monsters chapter), and
Moreover, whenever Bazaar patrols be- harnesses, goads, lead-lines, and carrying-
come smaller or fewer, thievery and frames for them.
drunken brawling (with attendant vandal- At least one of each sort of lizard are al-
ism) rise sharply, and merchants ways harnessed and ready. These cost
complainor resort to a tactic frowned on four times more than the rest of the ex-
by the Council: hiring ever-larger num- pensive stock (three times if the buyer
bers of guards (which the Council fears throws trade-in mounts into the deal), but
could grow into private armies). this fee includes immediate help from the
Certain beings (such as beholders, overseers, in delaying pursuit, patrols,
neogi, and githyanki) are not welcome in and other forces (short of angry high
the Bazaar, and others are tolerated only priestesses) seeking to detain the pur-
when they keep a low profile, or appear in chaser and any companions from leaving
small numbers (such as Zhentarim and the city.
mind flayers). Some beings are considered The fat, affable Vhurn (an old, scarred
just too powerful, too dangerous to the drow warrior) also sells Underdark
city if they prove treacherous or grow packs, containing torches, ropes, grap-
enragedor are mentally manipulated by nels, spikes and a mallet, a tinder box,
the spells of a desperate or mischievous flasks of lamp oil in a metal carry-box, a
drow mage. hooded signal-eye lamp, a probing pole
(10' pole with a reel on one end that re-
Two fixture Bazaar establishments of in- leases a weight-tipped, marked plumb
terest to visitors are: linefor measuring drops and chasms),
food, and a spare dagger, rock-hammer
Daelein Shimmerdarks Decanter: Named and prying-bar.
for its handsome, charming (smart- He also knows good places to buy other
mouthed) young proprietor, this stall gear and weapons, and to deal in gems.
stocks rare and fine drinkables from the
Realms overat prices only drow nobles
(and desperate or homesick surface-world
merchants) can afford.
Love- and sleeping-potions, and even liq-
uid poisons, can also be had here, by those
who know just how to phrase their whis-
pers, and how much extra to offer.
(Daelein also provides directions to those
wishing to sell stolen goods discreetly.)

48
Special Occasions

There are many parties and religious rit- beforehand and lying low, so that they
uals in the life of Menzoberranyr, as well have become almost trusted, or almost
as grave and important meetings of the forgotten) will find more drunken or fun-
ruling Councilbut precious few special seeking and relaxed drow about than at
occasions. Here we survey the three annu- any other time of the year, fewer guards,
al festivities enjoyed in the city; they are and in general, less vigilance. The acquisi-
spaced evenly around the year. tive are warned that it is customary for
wise House wizards to set magical traps
and warnings on all valuables and vulner-
The Ceremony of able access-points, before the fun
Graduation beginsas much against drow prank-
sters as against thieves or would-be assas-
Students in the Academy, at the end of ten sins.
long years, enjoy the Ceremony of
Graduationled by the top-ranking fe-
male student priestess, who summons a
The Festival of the
tanarri from the Abyss. It is a time of wan- Founding
ton abandon, enjoyed by students and
high priestesses as (temporary) equals. Every year on the anniversary of the
This ritual can be more daunting than death of Many Eyes and the formal found-
pleasant for those whose worship of Lloth ing of the city by Menzoberra, the drow of
is not strong; Drizzt DoUrden was such a the city celebrate their heritage by going
one. to a strange house or an open picnic in the
It is traditional for all Houses who have farm fields to take dinner with a family
members graduating from the Academy they do not customarily dine with. At this
no matter how lowly in the ranks of the meal, dignified toasts are made to Lloth,
Houseto celebrate with a light feast, ac- then Menzoberra, and then to the found-
companied by much dancing and drink- ers of whatever Houses the diners belong
ing. It is forbidden for any House to attack to, and then to favorite ancestors or dead
any other House on the day preceding heroes of the families involved. Tales are
Graduation, the day of the Ceremony, and told of their exploits, and it is said that on
the day following, and it is usual for this day Lloth walks among her people in
Houses to let most of their servants and the form of a mortal drow, of either sex
warriors have three days of leisure, re- and any age and appearance, listening to
ducing the active staff to bodyguards and and judging her people.
cooks. It is also usual for most nobles to For this reason, no passing stranger is
stay at home, and the folk of the Academy refused hospitality at a meal, but is instead
(non-graduating students, masters, and invited to sit down and partake. Lloth, it is
mistresses) who have kin in the city below said, has been known to reward those
Tier Breche, to go down and visit their who please her with magical powers, mi-
families at this time. nor but permanent transformations of
Visitors are not generally welcome in their physical frailties or shortcomings, or
the city at this time, but those who have gifts of magical itemsbut she has also
somehow got in (usually by arriving days been known to strike dead entire families

49
who irritate or displease her by turning
their food and drink to deadly poison.
The Open Days
If the talk, as she listens or passes near,
The special occasion of most interest to
is of someone she favored, Lloth some-
the visitor is an annual stretch of eight
times causes the real-seeming image of the
days that serve Menzoberranyr as a sort
dead hero spoken of to appear, respond-
of trade fair.
ing to the speakers with silent gestures
Visitors (even hungry predatory mon-
and expressions as if they live, and can
sters of the Underdark!) are allowed into
hear what is being said. She uses such illu-
the city, to wander freely (even into the
sions, of course, to sway drow to under-
compounds of noble Houses). This pro-
take tasks or make decisions she desires
vides the citizens with as much of a spec-
them to. tacle as it does the visitors, and quite a few
The entire city takes heart if Lloth her-
Houses dine on exotic fare, such as rock-
self is definitely seenand any family who
snake steak, or tunnel worm stew, as a re-
hosted her is honored, as guests for a
sult of a hungry monsters attack coupled
week or so following the festival, and ac-
with the presence of alert House servants
corded respect for the entire rest of the
or guards.
year (as folk who enjoy the favor of Lloth,
The purpose of the event, however, is to
and who should therefore not be crossed
encourage trade, and few drow get much
or harmed). The festival itself is cele-
sleep. Guards are always alert, shop-
brated in the second half of the day, cen-
keepers keep their establishments always
tering as it does around the main meal
open for business, and House agents are
that closes the day, but by tradition the en-
always trying to meet with visiting mer-
tire day is one of leisure, when shops are
chants, to make deals.
closed and no trade is done.
To impress such visitors, and to discour-
Visitors to the city will be hosted at din-
age those who might secretly be examin-
ner (who knows what form Lloths whims
ing the city for any signs of weakness,
will cause her to take?), but they will be
drow Houses put on special demonstra-
unable to find any drowexcept guards,
tions of magic and martial readiness, to
angered at having to leave their dining!
awe potential foes and rivals. It is common
at their accustomed tasks, or willing to do
for House armies to execute precision aer-
any business. This state of affairs lasts for
ial maneuvers in full battle armor, for high
only one day; the preceding and following
priestesses and wizards to fly grandly
days are life as usual.
through the air while sipping drinks or
playing at various games and gambling di-
versions, and even for staid and dignified
masters of Sorcere to engage in spell-
hurling competitions, or in spectacular se-
quences of meant-to-impress shape
changes.
Priestesses take turns weaving large and
elaborate illusions of Lloth in the air above
the city, so that she appears in a succes-
sion of forms, looking down on the city

50
but from time to time, such clerics have fully-rested contingent of guards, wiz-
fainted dead away upon discovering that ards, and priestesses ready to stand guard
their work was amusingor annoying! as everyone else sleeps, to recover).
the real Lloth, who had appeared to watch
the fun.
Visitors with sinister intent are warned
Unexpected Revels
that most Houses set one or more wizards
It is rare for Menzoberranyr to engage in
and priests to the exclusive task of watch-
any city-wide celebration for an unexpect-
ing for drow of rival Houses, or other ene-
ed or sudden cause. When these do occur,
mies, who enter House compounds they tend to be wild parties (extending, at
disguised (or even openly), on dark pur-
times, to brawls and orgies), held because
poses bent. This is not a time for catching forces of the city have scored a major vic-
drow unawares amid the apparent
tory over foes outside the city, or because
chaoseveryone is more alert than usual
Lloth herself (her avatar) has appeared
(and when the Open Days end, and drow somewhere in the city, and not shown any
know theyll be exhausted, they either
anger or disfavor by issuing harsh decrees
close up their shops or houses to sleep
or meting out punishments.
things off, or [in the case of Houses] have a

51
What the Future May Hold

Not even the gods can see all that well in to body, but which collapse into drifting
what lies before us, and has not befallen smoke if attacked, will become a feature
yet. Mortals peering into the future tend of the subterranean worldand will be
to see what they want to seeor fear thought to be manifestations of Malyk.
most. To keep wizards of Sorcere (most of
Elminster of Shadowdale whom have always felt rebelliousif not
daring to be actively sotowards the rule
Soothsaying, even divination magic, tends of her high priestesses) loyal to her, not
to be a less than exact craft at the best of turning to this upstart Malyk, Lloth will
timesand the farther one looks from grant the wizards of Menzoberranzan
here and now, the more prone to exagger- new and powerful spells. They will grow
ation, errors, and wishful thinking it be- more able to ignore or thwart the orders
comes. Accordingly, this chapter does not say and cruelties of priestesses, if not more in-
what will surely befall. Instead, it tries to fluential and prominent in Menzober-
outline possibilities to guide DMs in devel- ranyr society.
oping long-running campaigns set in Men- At the same time, increased trade will
zoberranzan, and the Underdark around. bring a secretive trickle of new spells and
magical items, which will awaken in the
The Future of younger and more ambitious drow mages
a desire to see the surface world, and per-
Menzoberranzan haps grow in power there. Escape from
Menzoberranzan will become a perceived
In the city itself, the pressures of trade possibilityamong commoners, too, as
will continue to loosen the rules, customs, they see more and more riches from the
and petty tyrannies of the noble Houses World Above, and hear news of change.
commoners and visitors alike will be able The long-static society of Menzoberran-
to move as they please, and less as the zan will enter a period of uncomfortable,
whims of various House Matrons and intrigue-filled change. House Baenre,
lesser high priestesses force them to do. which has always ruled the city in fact if
At the same time, Lloths rule over the not in name, will move skillfully to keep its
city will increasingly be challenged by oth- power, by gathering the most powerful
er deities (especially Vhaeraun). new spells, magic, and goods under its
There is also a growing cult in the control, and by manipulating or befriend-
Underdark: the worship of Malyk, The ing the most influential and powerful out-
Dark Mage, who represents wild and evil siders (adventurers from the surface
magicall that is mysterious and a chal- world, for example) who take any interest
lenge to authority. Some wild mages will or residence in the city.
worship him, and folk of the Underdark To avoid offering itself overmuch as a
will encounter more and more wizshades target, House Baenre will employ lesser
(detailed in Volume 7 of the Monstrous Houses that it controls or influences to do
Compendium, the first SPELLJAMMER much of the work involved in keep the
appendix), believed to be his servants. Appa- city under effective Baenren control. As
ritions of empty, cowled robes that move its stable, loyal, lasting rule has kept
and gesture as if filled by an invisible Lloths worship strong in the city, it is un-
likely that House Baenres dominance will

52
What the Future May Hold

be ended unless a new power or invading it dooms the city to stale ingrowth, and an
force destroys the city or forcibly changes eventual decadent dwindling of power
things, at the same time as Baenre loses and with it, Lloths own power and influ-
the favor of Lloth, or the Spider Queens ence. Contact with the Underdark, which
own power diminishes to the point that is on the move again, after an aeon of rel-
she is unable to aid them enough. ative isolation from the surface world, is
Although the unconquerable has been to inevitably expose Menzoberranyr to
defeated many times before, and the eter- surface-world goods, trade, and other in-
nal swept away by the winds of change, it fluences, and to awaken in them interest
seems unlikely that anything short of a in the Lands of Light.
military destruction of the city (or a great
natural cataclysm, such as the collapse of
the entire great cavern, brought on by the The Days Ahead for
sort of spell-battle that might accompany a the Nearby
full-scale civil war, or a last-ditch defense
of the city) will end the rule of Lloth Underdark
(through House Baenre) over Menzober-
ranzan. Menzoberranzans patrols have always
Although details of the customs, rules, controlled a large area of the Underdark
and laws of the city will probably change, immediately surrounding the city (the
it is in Lloths interest to keep the rate of Dark Dominion), but the very strength
such changes slow. Widespread, acceler- and riches of the city have always drawn
ating change has a dangerous way of end- predators of the Underdarkfrom hunt-
ing in serious to fatal challenges to the ing beasts to rival intelligent racesto it.
status quoand once commoners, and Rival drow and duergar who have re-
drow males of all ranks, taste indepen- spected the overwhelming military and es-
dence, the reign of Lloths priestesses may pecially magical power of the city of
well be doomed. Menzoberranzan, have never dared do
There is a deep-rooted fascination with more than occasionally raid the rich ore
the surface world among drow, born of deposits (such as The Lustrum, mentioned
the loss they felt at losing a place in it. in the Now chapter that deals with cur-
Many drow, as much as they fear the per- rent news of the city) and important
ils of the Underdark and the unfamiliar, radiation-strong areas controlled by Men-
but almost certainly greater dangers of zoberranyr drow, in the Dominion.
the World Above, secretly dream of re- Were the Menzoberranyr to weaken,
turning there, to see the sun. As even however, they could expect attacks from
ready access (say, from subterranean tun- these subterranean rivals. The presence
nel homes, or mountain caves) to the sur- of a gate to another plane or planes in the
face world will bring opportunities and nearby Underdark (see the Now chap-
influences to drow that challenge Lloths ter) makes a Menzoberranyr defense that
cruel, repressive rule, the Spider Queen is much more difficult; the citys drow must
always battling this deep urge of the dark guard against a surprise attack in force, at
elves. all times, by foes of unknown numbers
On the other hand, to wall Menzober- and powers.
ranzan off from the greater world around The known foes are bad enough. Two

53
age-old powers of the Underdark are on vive, Menzoberranzan must be able to de-
the rise again: the mysterious cloakers feat not only the first foe to attack it, or
(led, it is whispered, by a powerful become embroiled in a dispute with it
Cloaker Lord) and the awesomely- but the next waiting foe, and the next. (If
powerful beholders. Both races are ex- they cannot, two or more such foes may
panding throughout the Underdark, and struck at once, and smash Menzoberran-
if their internal wars do not tear their zan between them.)
power asunder again, they may well be- Given Lloths aggressive, dominant na-
come rulers of the Underdark, dividing all ture and the increasing traffic between
between them before annihilating each Menzoberranzan and the surface world, it
other. is likely the Spider Queen may soon urge
Drow culture may well perish, caught drow of this loyal city to mount attacks on
between these rival races and opportunist the surface world. She must be careful not
raids from surface-based powers through to weaken Menzoberranzan too much,
increasingly-well-known surface connec- howeveror the waiting foes will strike,
tions and subterranean trade routes. and the drained city fall to them.
There is a third rising power in the local
Underdark, a new one: the outcast al-
hoon, or illithiliches. If they ever come to
lead or dominate sizable communities of
illithids (as opposed to merely small bands
of adherents), these fell beings may well
outstrip all other subterranean powers.
An alliance between them and large num-
bers of beholders, for example, would be
unbeatable by any known community
presently active in the Underdark of
Faerun. They are already spying out the
communities of the Underdark, including
Menzoberranzan. Informants and agents
loyal to the city fear that some surface-
dwelling drow who worship Vhaeraun
and trade into the Underdark are already
under the sway of the Alhoon; any alli-
ance in force between these two groups
could also be disastrous for Menzoberran-
zan.
It is not enough to be powerfulmight
enough to impress some, and make others
too fearful to attack, always attracts inter-
est in the Underdark. Whenever a time of
weakness comes, as it inevitably will,
given the numerous enemies and natural
perils of the subterranean world, probing
attacks will come from all sides. To sur-

54
The Mage Lords of Menzoberranzan

Far less well-known than the socially dom- and large, remain aloof from the cut and
inant priestesses of Lloth, even among thrust of daily House-versus-House in-
drow, are the Mage Lords, the (male trigues, if they wish to.
drow) mages of power active in Menzo- No wizards of note survive for long out
berranzan. They are the mightiest drow, in the wild Underdark too close to
in a one-to-one fight, the city can muster Menzoberranzanthe high priestesses of
tough, twisted survivors who have risen all the citys Houses (who constantly see in-
to rival human archmages in power, over- vasions from without, and treachery from
coming far greater obstacles on their jour- within, where no such things have been
ney. All began under the harsh schooling planned) will not tolerate such risky mis-
of Menzoberranzans Academy, the cradle fits, and gather forces to root out such
of drow wizards. rogue males.

Drow Wizards House Wizards


In many ways, drow wizards are the same Wizards of power can work within the so-
as human magesthey run the same ciety of Menzoberranzan, as members of
broad spectrum of eccentric and nasty a House. If they are accomplished in sor-
personalities, the same variety of power cery, and in favor with the Matron of a
and aptitude, and even the same wide dif- Houseor merely competent, but a direct
ference from spell roster to roster (most relative of the ruling priestessthey may
human-devised spells useful in the Under- become the head House wizard, serving
dark can be found in a spellbook in Sor- as the familys chief instrument of sorcery.
cere, and in use by Menzoberranyr This position tends to be risky and time-
mages; consult FOR2, Drow of the Under- consuming; like it or not, one is always
dark, for specialized drow wizard spells). embroiled in the politics of the city. If one
Like humans, most of the few does poorly, one is deemed expendable by
sorcerously-talented drow who survive a priestess or other, and expended; if one
long enough to attain any power choose does well, one is seen as an ambitious,
to flee from society. They become rec- treacherous threat and, sooner or later,
luses, dwelling in fortresses or spell- when the time is right, expended. Few
guarded towers, generally avoiding the House wizards ever attain a level higher
company of others. Those drow wizards than 12th (although 16th and even higher
who dare not, or desire not, to dwell out have been known, in large, confident
in the wild Underdark, can go a long way Houses such as Baenre).
towards achieving seclusion in the city, by If one is injured too badly to hold ones
taking a teaching position in the Academy, own, winds up on the losing side of an in-
in the tower of Sorcere. There they are ternal House battle, grows tired of in-
nominally under the command of drow trigue, or wishes to grow in power
priestesses, and are occasionally called through study, Sorcere always awaits.
upon to take part in the affairs of the city
(using their spells to destroy a noble
House, for instance). They have students,
and set duties within Sorcere, but can, by

55
Sorcere
All wizards of Menzoberranzan receive
training at Sorcere. It is supervised by the
Mistress of the Academy (herself head of
Arach-Tinilith) to ensure that it turns out
wizards who will not defy the rule of
Lloth (or her priestesses), and deals with
all possible threats to social stability and
authoritysuch as drow of either sex who
get their hands on magical items, and hide
them for later rebellious use against their
Houses or the priestesses of Llothor
who exhibit signs of psionic powers.
The Mistress of the Academy (abetted
from time to time by other servant crea-
tures of Lloth) spies often on the wizards
of Sorcere, just to be sure theyre not up to
something that could unintentionallyor
deliberately! destroy the city, or its
present rulers, or challenge the authority
of the ruling Mothers (and behind them,
Lloth). around the caster, a shimmering, hissing
The Masters of Sorcere have orders to nimbus that briefly surrounds the caster,
watch their students closelyand only the and then fades away, illusory changes to
dimmest among them fail to realize that the casters body that make parts of it
they, too, are being watched. As a result, seem temporarily transparent, or suf-
wizards of Sorcere have developed the fused with rushing blood, and so on.
habits of concealing what theyre really It is important for adventurers from
dabbling with by means of many unneces- outside Menzoberranzan, hostile drow
sary gestures, rituals, and incantations citizens confronting a wizard of Sorcere,
(many of which are actually cantrips that and even good priestess-spies, all to re-
evoke minor frills to impress spies and to member that these frills are just that: a
conceal the true natureand simplicity wizard can dispense with them all, to kill
of the spell really being cast). with a spell unleashed with a single word
A typical series of these showy additions or gesture, that lashes out an instant later.
might involve a passionate chant, the kiss- Wizards of Sorcere tend to drop the frills
ing of frogs held in the hands, circling when dealing with fellow wizards (who
backwards around a mushroom that has snort or sigh derision at such antics), Ma-
been set a-glow with faerie fire, and the tron Mothers in a rage, and others who
addition of a strand of the casters hair to a will know the deception for what it is (and
lit brazier or candle. They might add (to a who can do the wizard direct and immedi-
dimension door spell, say, or an identify), a ate harm).
pulsing and flickering radiance swirling No one likes being spied on, and within

56
The Mage Lords of Menzoberranzan

Sorcere, there is a protocol governing Archmage is almost always a wizard of


magical prying on fellow wizardsand House Baenre, who use their influence to
various factors making surveillance by ensure that one of their own occupies the
priestesses, outsiders planning thefts or high seat in Sorcere (to keep wizardly acts
attacks, or merely rivals within the Acad- against House Baenre to a minimum).
emy as difficult as possible. These include The Archmage of Menzoberranzan is
interior wall-coverings of overlapped lead seldom of less than 13th level as a wizard,
sheeting, covered with a stucco which in- and is usually of 17th to 20th level (the
cludes gorgons blood, spellstone-dust, current office-holder, Gromph Baenre, is
and certain other secret substancesand, 19th level). Some drow cities have mages
atop these, doors, wood panels, and door- who hold officesor who rule and lead
curtains adorned with randomly- the city, where Lloth does not hold exclu-
migrating magical auras, wards, sive swaywho are as powerful as 24th
protective runes, and so on. These defens- level. More powerful drow wizards are
es prevent anyone teleporting or using very rarenot surprising, perhaps, given
similar ethereal-travel magics to enter or the extreme danger of the society and en-
leave Sorcere; such trips have to be made vironment they live in (remember that
physically (past wizard doorguards and any wizardly enclave, just as any drow
turretwardens, and the other guardians city, has its intrigues, cabals, betrayalsas
of Tier Breche), or by using items (such as well as genuine magical accidents and
an amulet of the planes), known gates, or monstrous dangers!).
spells (such as a gemjump, described in
the FORGOTTEN REALMS Adventures The Masters of Sorcere
sourcebook). The defenses also make
mind-prying (either magical or psionic) The Masters under the Archmage are a
confusing or impossible (depending on largely mysterious, reclusive group of
what is being attempted), and visual scru- men with an awesome reputation. They
tiny only slightly less difficult. Many pro- have few ranks or titles, but many differ-
tective runes (see Drow of the Underdark ences in power and influence, from the
for more on these) await, to punish un- lowliest of the teaching Masters and the
wary spies or intruders with their magic. Students Aspirant (undergraduate
masters- or House wizards-in-training,
The Archmage studying and practicing spells to attain the
magical might necessary for a position
The head of Sorcere, and the only one of they covetor their House Matrons in-
its Masters with a high public profile, is tend for them) to the mighty Mage Lords.
the Archmage of Menzoberranzan. His Only one of this last, most powerful
role is to advise and serve the ruling Coun- group is described here; DMs are urged to
cil (especially in devising magics for the add many more, under the cloak of secre-
defenses of the city), and to keep time in cy that guards Sorcere.
the city by casting the spells that light up
Narbondel (a duty that incidentally gener-
ally keeps him tied to the city, and under
the watchful eye of its priestesses). The

57
The Mage Lords of Menzoberranzan

A Mage Lord be her personal slave.


It was a long time before he found a
chance to take his revenge. When he did,
In this entry, spells marked with an aster-
it proved fatal for his captor. He fled into
isk are found in Drow of the Underdark;
the wild Underdark, vowing to return on-
spells marked # appear in the Tome of
ly when he had magic enough to hold his
Magic; spells marked ! are in the own in cruel Menzoberranzan. Jalynfein
FORGOTTEN REALMS Adventures tome; returned only a dozen years later, and will
spells marked @ are in this book.
not speak of where he went, or how he
Jalynfein, The Spider Mage: drow
gained his magic. When he came back, he
male W24; AC 1 (see below); MV 12; 51 hp;
was an accomplished mage, demonstrat-
#AT 1; Dmg by spell or weapon (dagger: ing this by besting three wizards at once
1d4); THAC0 13; S 15, D 17, C 14, I 18, W
in spell-combat, for the entertainment of a
17, CH 7; AL CN.
House Matron.
Perhaps the most powerful wizard of
His nickname (which is what he prefers
Menzoberranzan now, The Spider Mage
to be known by) comes from a bizarre
cloaks his might behind a carefully-
spell-like power conferred upon him by a
cultivated reputation of insanity and zeal-
yochlol, long ago: once a day, Jalynfein can
ous devotion to Lloth. This is false; like
perform a spider summoning (as the spell,
Zaknafein (onetime weapon master of
detailed in the wizards spells chapter of
House DoUrden), he hates the tyranny of
this bookbut for The Spider Mage, it is a
Lloth, and the twisted, cruel creatures she
natural ability, not requiring rest or
makes of the drow, who should be truly
study). While he is doing so (and as long as
noble, free of evil manipulations of a
the spiders are present), his disfigured
heartless, fey goddess.
face (which he normally conceals with a
Jalynfein is far too intelligent (and
featureless gray cloth mask) is trans-
skilled at magic) to ever betray these inner
formed into a writhing mass of long spi-
thoughts. He uses spells to spy on events
dery legs, and is lit by a flickering
in the city, often, and will sell information
purple-and-orange faerie fire radiance.
if offered enough magical items, gems, or
The Spider Mages spells are
gold pieces (by the hundreds).
5,5,5,5,5,5,5,5,4. When in Sorcere, he typi-
The Spider Mage knows what it feels
cally has memorized: charm person, iden-
like to be imprisoned, and opposes slavery
tify, magic missile, shocking grasp, spider
of any sort, for all races. If he can thwart a
climb/blindness, detect invisibility, ESP, in-
scheme of any priestess and escape detec-
visibility, spectral hand/far reaching I#,
tion, he will; he hates the cruelty and wan-
fly, hand of darkness*, hold person, minor
ton destructiveness of most drow
malison#/acid bolt*, backlash*, dimension
priestesses.
door, Evards black tentacles, spider
In his youth, he spurned a priestess,
shape@/cloudkill, feeblemind, hold mon-
who in fury slashed open his face and
ster, spidercloak armor@, wonderform@/
doused the wounds with a corrosive distil-
anti-magic shell, chain lightning, claws of
late of spider poison. His face became a
the umber hulk#, lich touch!,
purplish, bloated ruin resembling a
turnshadow!/finger of death, forcecage,
fungus-growth. She imprisoned the now- reverse gravity, ruby ray of reversal!, spell
unrecognizable youth in her chambers, to
turning/death link!, mind blank, poly-

58
feelings and interests.
The Spider Mages treasure consists of
several caches of gems (typically 16,000
gp-worth or so, plus a handful of spend-
ing money coins), healing potions, and
spellbooks, concealed in the Underdark
around the city. He has a similar cache
above a sliding panel in his bedroom in
Sorcere (directly above the bed), and has
concealed another inside the body of one
of Sorceres interior guardian jade spiders
(magically animated guardian monsters,
described in FOR2/ Drow of the Under-
dark), which he enchanted.
Over the years, Jalynfein has deliber-
ately imbibed ever-stronger doses of
many spider venoms. This has earned him
a false reputation for being of sickly
healthand rendered him immune to the
poisons of most known spider types. He al-
so bears a magical experiment: if he
breaks one of his fingers and utters a
word, the finger is consumed, but un-
morph any object, prismatic wall, sink/
black blade of disaster*, imprisonment, leashes a burst of 24 magic missiles (as the
spell).
time stop, web of shadows (a spell created
by Jalynfein, which he keeps secret and al-
most always has memorized; it is detailed Ninth Level Spell
below). He typically wears a ring of pro-
tection +6 on AC, +1 on saving throws Web of Shadows (Conjuration/
and a ring of free action, and carries a rod Summoning)
of absorption and a wand of magic mis-
siles, but has access to many more items Range: 40 yards
when in Sorcere. Components: V, S, M
The Spider Mage is reluctant to attack Duration: 1 hour/level
anyone until he learns who they are and Casting Time: 1 round
where theyre from. He is particularly in- Area of Effect: 40 sq. ft./level
terested in surface-world lands and the Saving Throw: Special
powerful wizards who dwell there, and
will even aid surface-folk in return for in- This spell fills an area with shadowy
formation and magical shop talk. On the grey strands of force, resembling a giant
other hand, he is always alert for traps set spider web. The strands are not solid, and
by the high priestesses, and will not ver- need not be anchored to anything. Once
bally betray his city, say ill directly against created, they are stationary, and can be
any House or priestess, or reveal his true destroyed or moved only by spells; gusts

59
of wind (even magical ones) and physical reach zero hit points, the web stops drain-
attacks do not affect them. ing them at that point.
Creatures in the area in which a web of If a spark, fire spell, or open flame of
shadows is forming are allowed a saving any sort comes into contact with a web of
throw to get out. If it succeeds, they take shadows, it does not harm the webbut
only 1d4 points of chill damage, and are does race all over it: the entire web blazes
deemed to have left the web. If it fails (or for 1d4 rounds before the fire vanishes.
they elect to stay in the area), they suffer During this time, all creatures in contact
full contact effects. with the web take 1d4 points of fiery dam-
Contact with a web of shadows causes age (2d4 if a save versus breath weapon
all beings (except the caster, who ignores fails), per round. This damage is in addi-
all effects of his own web) to be slowed tion to the webs usual chilling damage,
while in the web, and for the rest of any which is not impaired.
round in which they leave it. A web of shadows vanishes at the death,
In each round in which contact with the unconsciousness, or deliberate will of the
web occurs, a being is chilled, losing caster (who need not concentrate, remain
2d4 + 1 hit points and 1 Strength point present or refrain from spellcasting to
(lost Strength points return 2d4 rounds af- maintain it). Its material component is a
ter leaving the web). Creatures who lose piece of spider web, collected in shadow
all their strength collapse helplessly, losing or darkness.
consciousness; if this occurs before they

60
Magic of Menzoberranzan: Items

Magical items used by Menzoberranyr Orb of Radiance


drow are described here, unless they are XP Value: 8,000 GP Value: 32,000
rare or unique (prepared by the DM as These hand-sized globes of polished
surprises for adventures), or have al- white quartz are among the most valued
ready appeared in the FOR2/ Drow of the items of drow mages, who use them to de-
Underdark sourcebook. In the entries, fend themselves against drow attack (or to
XP Value is experience gained by a being sufficiently impress other drow, particu-
who makes (enchants) an item, not by one larly hostile priestesses, that attacks can
who merely comes to possess it. be avoided). Any being who knows the
GP Value is a guide for DMs trying to command words can use an orb of radi-
determine a typical market price for the ance, as long as some part of their skin is
item (to a buyer who does not sense that in direct contact with it. While they hold it
the sellers are desperate for cash). Keep or carry it on their person, they make all
these values secret from players; PCs in saving throws against any sort of magic at
the Realms do not normally know the go- -1.
ing market rate for any magical item. When directed, an orb of radiance can
emit a:
sunray (once every other round, to a
Miscellaneous maximum of four times/day): as the spell,
Magic command words: Delather myarra heth!
light spell (once every other round, re-
Amulet of Phelthong mains in globe where cast, not moving
XP Value: 7,000 GP Value: 30,000 with orb, and unless dispelled by other
Named for the drow wizard of fabled means, lasts exactly 1 day from casting),
powers who devised them long ago, these command word: Aumrae!
rare, fist-sized obsidian pendants are ruby ray (once per day): effects as the
carved into smiling drow faces. In Menzo- ruby ray of reversal (see the FORGOTTEN
berranzan, they are worn only by power- REALMS Adventures sourcebook): melts
ful master mages of Sorcere. Such amulets away one patch of web or viscid glob; or:
have the following powers (identical to springs all magical and mechanical traps
spells of the same names): touched (normal effects, if targets in
comprehend languages whenever held reach); or: unties all knots and opens all
or worn locks, breaks all bars, chains, straps, man-
dimension door twice per day, by silent acles, and opens even wizard locks and
will-command of the bearer. Use of this held portals; or: ends the effects of all en-
power extinguishes any fires within 30 in tangling or imprisoning spells, magical ef-
the round of its activation fects, or devicesexcept walls of force
obscurement once/day, activated by the and forcecages, which it opens a 1-foot-
bearers will wide hole in; or: dispels all touched illu-
timestop once every 12 days: this sions; or: reverses effects of a magic jar
power can only be unleashed by speaking spell; or: returns a petrified or poly-
a secret word while touching the amulet morphed being to original form (system
to a magical item (which is forever shock rolls, if any, still apply).
drained)

61
Each time the ruby ray power is acti-
vated, it drains 1d4 + 1 hit points from the
orb- user; such lost hit points can be re-
gained by normal healing means. The
command word for this power is:
Raspra!
It is whispered that these rare items
were first fashioned with the aid of
surface-world priests of other faiths. In
Menzoberranzan, such items are carried
only by wizards of Sorcere, or perhaps as
hidden treasures by nobles of one or more
of the most powerful noble Houses.

Phandoorls Bracers
XP Value: 4,000 GP Value: 20,000
Named for the long-ago drow wizard
who devised them, these dark, ordinary-
looking bracers have been made by many
wizards since, because of their extreme
usefulness. They automatically protect
the wearer against all attacks by arach-
nids and snakes of any sort (including oth-
er beings who have magically assumed than a pair, is worn, the protection is re-
such forms), forcing them to attack the duced to -1 on spider, snake, and whip of
wearer of the bracers at -3 to hit, and al- fangs attack rolls, and a +1 bonus on sav-
lowing the wearer a +2 bonus on all sav- ing throws against poison, webs, and se-
ing throws versus webbing (of any cretions.
sorteven magical webs or living web
monsters, having nothing to do with Magical Weapons
arachnids), venom, and acidic or other se-
cretions. Death Dart
In addition, Phandoorls bracers com- XP Value: 4,000 GP Value: 16,000
pletely ward off all attacks made by a This item is similar to the surface-world
whip of fangs, such as those borne by guardian magical item known as a flying
priestesses of Lloth (and detailed in the dagger. Few drow mages know how to
sourcebook FOR2/ Drow of the fashion them (and fewer still will admit to
Underdark); the fanged heads of such a knowing how, for fear of being captured
weapon simply cannot touch the wearer and enslaved by a noble House, and set to
of the bracers. making endless darts for protection and
Phandoorls bracers may be worn under for sale). They are eagerly sought after by
clothing, and will function unhampered. noble and wealthy drow.
They may be worn around thighs, biceps, In old hoards, 1d8 such weapons are
or ankles as well as wrists, and still func- usually found. Sometimes one or more
tion normally. If a single bracer, rather will be set atop or inside a chest, with in-

62
structions to attack all living things except after, the poison has been exhausted). A
the being who placed them there (or dart can be anointed with poison as often
someone accompanied by the one who as its activator has the means and desire.
placed them). A death dart resembles a Most death darts are AC 4; MV Fl 24 (A);
nine-inch-long black needle. It has a flared HD 1 + 1; hp 9 each; THAC0 17; #AT 3;
butt-end, tapers swiftly, and then thickens Dmg 1-4; and are considered magical
more gradually to a bulge in the center, weapons for purposes of deciding what it
before thinning down to a long, deadly can hit. A few darts may differ slightly
point (so that the bulge looks like two from this norm, usually being larger, and
back-to-back cones, large ends placed to- AC6; MV Fl 20 (A); HD 2; THAC0 17; #AT 2;
gether). When constructed, a dart is ei- Dmg 2-7 (1d6 + 1).
ther set to activate at a whispered
command word (to be carried about for
personal defense), or given activation con-
ditions as specific as the most elaborate
triggering conditions of a magic mouth
spell (q.v.). Once determined, the activa-
tion conditions of a given dart can never
be altered.
Once activated, a death dart flies about,
silently and point-first. Death darts cannot
be affected by any sort of mental control.
The spells that enable a death dart to
swoop, dart, and detect opponents (they
are usually set to attack anything within
60 that moves) also prevent rusting and
brittleness due to extreme heat and cold.
A dart that successfully strikes a moving
arrow or thrown weapon, can deflect it, if
a DM desires.
Some death darts can reflect, or are im-
mune to, certain spells, or have special
abilities: e.g. their touch can rust metal
items as a rust monsters antenna does.
Items struck must save vs. lightning or
rust. A death dart strikes metal when it is
attacking a target being carrying or wear-
ing something metal, and its attack roll
misses by only one to three points. A few
(22%) death darts carry sleep or damaging
poison. Poison damage is added to physi-
cal damage for the first three strikes of
the dart: the target saves versus poison
normally for the first strike, at +2 for the
second, and at +4 for the third (there-

63
Magic of Menzoberranzan: Mage Spells

Like most mages, drow wizards constant- elven master mage may face almost any
ly experiment with magic, and steal, buy, spell). DMs determining the spell roster of
or seize spells from othersseeking al- any drow mage should note that dark
ways to increase their own mastery of elves tend to go in for necromancy; nec-
magic, and to keep as many specific details romantic spells from FORGOTTEN
of their powers secret as possible (to bet- REALMS Adventures, the Players Hand-
ter deter rival mages and hostile priest- book, the Tome of Magic, and the various
esses from attacking them). RAVENLOFT publications can readily be
A fair number of surface-realm spells used. Drow mages are not keen on wild
have made the journey to the Underdark magic, due to its tendencies to wreak hav-
over the years, either in stolen or pur- oc on nearby cavern walls and ceilings!
chased spellbooks or scrolls, or via living The new spells appearing here are pre-
mages (captives or highly-paid guests). sented alphabetically, within ascending
Some of the more daring drow mages levels.
have also become accomplished thieves of
magic, venturing up into the surface
Realms by night to make off with what First Level Spells
they can. Adventurers spellbooks are par-
Cling (Alteration)
ticularly attractive prey; weary bands of
Range: Touch
heroes bunked down in the open, or at an
Components: V, S
inn, are more easily overcome than a wiz-
Duration: 1 round +1 round/level
ard surrounded by apprentices, compo-
Casting Time: 1
nents, scrolls, items, and guardian spells
Area of Effect: Creature touched
and creatures, in a well-guarded lair.
Saving Throw: None
A few spells have made the reverse jour-
ney, developed in the Underdark and then This spell allows the caster or another
showing up in use in surface landseven touched being to adhere to any surface,
in other worlds! These, listed alphabetical-
regardless of gravity, winds, weight, or
ly within ascending levels, include (if the slipperiness. This allows a slipping or leap-
Dungeon Master has access to the Tome of ing being who reaches a smooth stone,
Magic hardcover sourcebook): conjure
soapy, icy, or wet surface to stick fast. The
spell component, fist of stone/protection caster can end this effect with a word.
from paralysis/Maximilians Stony Grasp, The clinging being chooses a body area
minor malison/greater malison, mask of
(e.g. back, hand, or the fingers of one
death/safeguarding/claws of the umber hand) as the holding surface. As long as
hulk and acid storm. the holding surface doesnt move (i.e. un-
Some of the basic drow wizard spells
like a spider climb spell, the being cannot
that appear in FOR2/ Drow of the Under- move about), the clinging effect remains
dark have also been seen in use by firm, even if the being casts spells, readies
surface-dwelling mages. The spells given weapons, ties knots, drives in spikes, or
here are not immune from this wizardly performs another activity.
borrowing-back-and-forth. Clinging ends instantly, breaking the
Be warned: most powerful spells devel-
spell, if the spell recipient moves about, or
oped by the Mage Lords of Sorcere re- the surface clung to is shattered. If the re-
main secret (adventurers battling a dark

64
Magic of Menzoberranzan: Mage Spells

cipient is struck by, or burdened by, an ob- living flesh.


ject of greater weight than its own, a The masque mask transforms the sur-
Strength Check is forced; failure also face appearance of the casters facial fea-
means that the clinging ceases. This spell tures into a shifting blur, studded with
does not lessen falling damage in any way. eyes. The casters own eyeshowever
many currently have sightwill appear, in
Immunity to Adherence (Abjura- their customary location and with their
tion, Alteration) usual appearance (i.e. a mage blind in one
Range: Touch eye will only display the good eye; and
Components: V, S, M one with more than two eyes will show
Duration: 1 round/level them all, even if trying to conceal the fact
Casting Time: 3 with eyepatches or shutting eyes during
Area of Effect: Creature touched this spell). This effect cannot foil true see-
Saving Throw: None ing or any magic that can foil illusions, and
in any case lasts only for 2-3 rounds (even
This spell confers upon the caster or an- roll = 2 rounds, odd = 3 rounds; the cast-
other touched being temporary immunity er has no control over duration). The spell
to magical and natural webs, viscid globs does not conceal hair hue or cut, general
(such as those produced by a wand of vis- skin coloration, ear shapes, and so on, and
cid globs), the sticky secretions and natu- is therefore seldom able to conceal the
ral glue-like properties of quicksand, race of the caster. The spells name comes
roper strands, mimic pseudopods, cave from its use at revels, to conceal the cast-
fisher filaments, and similar impediments. ers identity when unmaskedbut it is
These perils do not hamper or cling to the more often used when fleeing a crime
spell recipient, who may move and act scene, or while perpetrating a crime.
normally.
The material components for this spell
are a milkweed seed or other windborne Second Level Spells
seed key or puff, and a drop of water,
alcohol, tears, or spittle. Circle Dance (Divination) Reversible
Range: 0
Masque Mask (Illusion/Phantasm) Components: V, S, M
Range: 0 Duration: 1 round
Components: V, S Casting Time: 2 rounds
Duration: Special Area of Effect: The caster
Casting Time: 1 Saving Throw: None
Area of Effect: The casters face
Saving Throw: None This spell enables the caster to learn
something of another creature. A gem or
This spell is used by wizards who wish gems of not less than 1,000 gp total value
to conceal their identities for a short en- are powdered before spellcasting. The
counter or momentary sighting. It only caster sprinkles this powder in a circle of
works on beings who have faces (although at least ten feet in diameter on any solid
more than one head, if they belong to the surface (it may be temporary), and dances
same being, may be affected), and only on an intricate, weaving pattern within it

65
while concentrating on the target crea-
ture and singing a repetitive rhyme (Re-
veal to me/For I would see... or the like)
which names the target creature concen-
trated upon.
This naming is a focusing aid, and need
not be accurate (nicknames and descrip-
tions may be used). If the spell is success-
ful, the dance ends with the caster
receiving mental images and impressions
of the target creature. If the sought-after
creature is on another plane, that much is
made clearbut which plane, and any de-
tails of the current surroundings and state
of the target, remain unknown.
If the target creature is on the same
plane as the caster, the caster gains a
vague idea of how distant the target is
from the circle dance, and some indication
of the targets current surroundings and
physical or mental state (e.g. dead, asleep,
unconscious, alert, happy, sad, casting a
spell, etc.).
The reverse of the spell, circle charm,
The base chance of success is 4% per involves the same material component
level of the caster, plus cumulative bo-
and a reversed dance. It has the effect of
nuses as follows:
hiding the caster (only) and objects on his
+25% if target is fairly well known to the or her person from all circle dance, locate
caster, or +40% if target is intimately
object, ESP, know alignment, and other
known to caster;
spells that locate and divine the thoughts
+10 if target is upset or excited;
or nature of creatures. This protection
+15% if target is currently spellcasting or
lasts for 1 day per level of the caster.
actively using a magical item;
Neither form of this spell affects a send-
+5% if the target is near (within 1 mile
ing or wizard eye, or functions as any sort
per level of caster).
of psionic barrier or protective aid.
The total percentile score of the caster
determines how much the circle dance re- Immunity to Spider Venom (Abjura-
veals; a total of 100% will yield a clear tion)
mental picture of the targets surround- Range: Touch
ings and a precise distance and direction Components: V, S, M
to that locale. This is not an ESP spell, and Duration: 2 rounds + 1 round/level
does not allowing hearing of, or spellcast- Casting Time: 2
ing at a target (it is not seeing the target Area of Effect: Creature touched
for purposes of casting a magic missile or Saving Throw: Neg.
similar spell, but may well aid the caster in
teleportation).

66
Magic of Menzoberranzan: Mage Spells

This spell confers upon the caster or an- are a drop of bitumen (pitch) or tree gum,
other touched creature (who, even if will- and a live spider, both of which must be
ing, receives a saving throw; if successful, eaten by the recipient. Unwilling recipi-
it breaks the spell) absolute immunity to ents must be touched and must eat the
all effects of the venom, internal fluids, di- components, and must also fail a saving
gestive juices or secretions, or spilled gore throw vs. spell, to be affected.
of any arachnid (i.e. corrosive as well as
poison effects are negated). Fresh-spun
webs will not adhere to the protected be-
Third Level Spells
ing, and the spell recipient is even im-
Cloak of Insanity (Abjuration)
mune to the blinding effects that would
Range: 0
normally result from being sprayed in the
Components: V, S
face by such fluids.
Duration: 1 round + 1d4 rounds
The spell also confers upon the protect-
Casting Time: 3
ed being a +2 saving throw bonus against Area of Effect: The caster
all other acids, venoms, and poisons (in-
Saving Throw: None
gested, contact, or insinuative).
The material component of this spell is a This spell temporarily cloaks the casters
whole poisonous spider of any size, alive mind with wild, insane surface thoughts
or dried; it is crushed during spellcasting. and images; it cant be read or influenced,
even by psionics. A cloak of insanity there-
Improved Spider Climb (Alteration)
fore confers short-term immunity to psi-
Range: Touch
onic attack and all spells that act on the
Components: V, S, M
mind, such as charm, command, confu-
Duration: 3 rounds +1 round/level
sion, ESP, fear, feeblemind, phantasmal
Casting Time: 1
killer, possession, rulership, soul trapping,
Area of Effect: Creature touched
suggestion, and telepathy and similar in-
Saving Throw: Neg.
fluencing or scrying effects created or
caused by magical items. Limited wish and
This spell is an improved version of the
wish spells can penetrate this protection,
first level wizard spell spider climb. The
as can the spells and spell-like powers
recipient can climb on vertical surfaces
wielded by demipowers and deities.
and hang upside down from ceilings, mov-
While protected by the cloak, the caster
ing at a rate of 8 (4 if at all encumbered);
cant cast another spell (any attempt to do
bare hands and feet are not required, and
so will force upon the caster instant
small objects do not stick to the recipients
feeblemind effects, lasting 1 turn/level of
body: a recipient can easily cast spells
the caster). The caster can use magical
while sticking to a wall with feet and/or
items (even those requiring command
back. The caster can end the effect with a
words, and/or mental control of effects),
word (if this causes a fall, normal damage
drink potions, scan spellbooks and scrolls
applies). Sufficient force or impact can al-
to choose spells (but not study to memo-
so tear the recipient free; the DM must as-
rize spells, or be feebleminded), or ready
sign a saving throw based on the
apparatus for later spellcasting. Combat
circumstances.
and other physical activity on the part of
The material components of this spell

67
Magic of Menzoberranzan: Mage Spells

the caster, even if it causes unconscious-


ness or forces a System Shock survival Fourth Level Spells
roll, cannot end a cloak of insanity.
Spider Leap (Alteration)
Each time this spell is used, there is a
Range: 0
12% chance that the caster will become
Components: V
confused (totally helpless) when it expires,
Duration: Instantaneous
this state lasting 2d4 rounds. If this oc-
Casting Time: 1
curs, roll 1d8; if a result of 1-3 occurs, the
Area of Effect: The caster
caster will unleash any offensive spell car-
Saving Throw: None
ried (or failing that, hurl any available
weapon) at a nearby creature, even if
This specialized variant of the dimen-
friendly (determine randomly), and then
sion door spell allows the caster to trans-
revert to normal mental state.
fer himself to the present location of a
previously seen and/or touched arachnid
Venom Bolt (Evocation)
of any sort. The spell is wasted, and does
Range: 30 yards
nothing, if no arachnid is within 30 (per
Components: V, S, M
Duration: Instantaneous casters level) of the caster.
If the desired arachnid (which the cast-
Casting Time: 3
er concentrates upon) is beyond this
Area of Effect: One creature
Saving Throw: range, but another arachnid is within
reach, the caster is taken to the other
This spell creates a burst of black, ap- arachnid, even if unwilling (if several
parently blazing liquid from the casters arachnids are within range, determine the
mouth. It gouts towards a target creature one arrived at randomly).
chosen by the caster; to hit the desired This special form of teleportation by-
target with a venom bolt, the caster must passes all physical obstacles, but cant pass
make a successful attack roll (at a +4 bo- through water or magical barriers. The
nus). If the roll fails, the bolt fades; it can- caster cannot arrive in a spot occupied by
not affect non-living flesh or harm an anything solid; if this occurs, the caster is
unintended being. simply shifted in a random direction to an
A venom bolt, despite its name, is corro- open space, not trapped in the Astral
sive in nature. It is not aflame, and can by- plane (but is confused for 2 rounds). If the
pass armor or obstacles by acting as a gas caster arrives without a solid surface un-
or mist of droplets. Its touch deals any liv- der his feet (i.e. the spider is on a wall, and
ing (not undead) victim 4-16 (4d4) points of the caster arrives in mid-air), falling dam-
damage. age applies unless further magic is em-
The material components of this spell ployed.
are at least six drops of any sort of poison, The spell does not confer any protection
and any source of spark or flame (extin- against, influence over, or friendship with,
guished in the spellcasting). the arachnid focus. The caster requires 1
round to recover from the use of this spell
(unless confused as noted above), and can
bring all worn or carried items, up to a
weight limit of 500 pounds of non-

68
Magic of Menzoberranzan: Mage Spells

living matter, or 250 pounds of living mat- The being in spider shape can also leap
ter. If the weight limit is exceeded, the if a real spider of the same form usually
spell flickers for 1 round, during which can, and bite for the same damage. Poison
the caster must shed excess items to cause effects are not gained. Web-spinning abili-
the spell to work (at the end of the round; ties arent gained, but even if a real spider
the caster is still at his initial location, vul- of the same form cant spin webs, a being
nerable to attack, during this time)or in spider shape can cast one web spell (as
the spell is wasted and will not function at the second level wizard spell, but with no
all. material component required). Unless the
form chosen is too small, a being in spider
Spider Shape (Alteration) shape can also carry burdens of up to 600
Range: 0 pounds, including riders, without being
Components: V, S torn off walls or ceilings by the weight.
Duration: 4d4 rounds + 2 rounds/level The change to spider shape neither
Casting Time: 4 heals existing damage or causes harm; any
Area of Effect: Touched creature armor worn is hurled away by the spell. A
Saving Throw: Neg. spell recipient is trapped in spider form
until touched by the caster, or until the
This spell allows the caster to assume a spell expires; the caster can resume his
specialized arachnid form (such as any of own form at will (this ends the spell). A
the spiders found in Volume 1 of the Mon- slain spell recipient automatically reverts
strous Compendium, or in FOR2/The to his normal form.
Drow of the Underdark). The caster can No System Shock rolls are required for
also confer this spell upon another touch- transformation to or from spider shape,
ed being; if unwilling, the being gets a sav- and beings in spider shape are highly re-
ing throw vs. spell, at +2. If the save is sistant (+4 to all saving throws) to hostile
successful, the spell is broken, and the vic- polymorph spells and magical effects.
tim avoids its effects (but is confused for 1
round, as they battle its power).
Beings assuming spider form require 1- Fifth Level Spells
2 rounds (determine randomly, by odd/
Spidercloak Armor (Conjuration)
even die roll) to become aware of their
Range: 0
newly gained abilities, and to learn how to
Components: V, S, M
make the arachnid body respond. During
Duration: 4 rounds + 1 round/level
this time, they are motionless and vulnera-
Casting Time: 5
ble.
Area of Effect: The caster
Once acclimatized, the spell recipient
Saving Throw: None
commands all the normal abilities of the
spider form. This extends (even if a real
This spell surrounds the caster with a
spider of the same sort doesnt have these
floating, swirling, shadowy network of
powers) to the ability to spider climb (as
non-sticky webs (of irregular scraps of
the first level spell) and the power to move
force) and magical shadows. This magical,
along or through natural or magical webs
partially-solid barrier helps to deflect both
without being slowed down or becoming
physical and magical attacks, raising the
stuck.

69
Armor Class of even a stationary, pin-
ioned, or attacked-from-behind caster by
3 points, plus 1 or 2 points more (odd or
even roll; check each round, as it fluctu-
ates.)
Spidercloak armor also gives a variable
aid to saving throws, of either nothing
(odd roll) or +1 (even roll; check each
round), and its benefits are cumulative
with those of other protective spells or
items. The armor also conceals the casters
alignment aura, and any magical auras
carried on his or her person, from magical
scrutiny.
The material component of this spell is a
bit of spiderweb, or a living spider
(crushed during casting).

Wonderform (Alteration)
Range: 0
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

This spell allows the caster to instantly be brandished (instead, they disappear by
take on the form of a wingless wonder themselves from the casters person, un-
der the concealment of the wonder form).
(q.v., Monsters of Menzoberranzan
chapter). No System Shock roll is re- A wizard can remain in wingless won-
quired, and the spell conceals the casters der form permanently, though 1 point of
true alignment with the chaotic neutral intelligence is lost at the end of each full
aura of a wonder, as well as shielding the year in wonder form (ignore partial
casters mind from all contact: it cant be years). At will, the caster can revert to his
read, influenced, or attacked. (Drow wiz- or her own form, or take on another form
ards commonly use this spell to hide from by casting another spell that enables a
hostile priestesses of the Spider Queen, or change of shape. In either case, the won-
intruder-mages unfamiliar with the derform spell instantly ends; a wizard
Underdark). cannot shift back and forth between nor-
While in wingless wonder form, a mage mal and wingless wonder form except by
can cast any memorized spells desired, casting multiple wonderform spells.
purely by force of will. Somatic and verbal
components are not necessary; material
components are consumed, and a spell
will fail without them, but they need not

70
Priestesses of Evil

It has been said that the true ruler of Men- utter loyalty to Lloth) of the citys First
zoberranzan is the goddess Lloth; she is House, the family of Baenre. Lloth keeps a
responsible for the citys nature, customs, close watch over the minds of not only its
laws, and survival. This saying is correct, aged ruling Matron, but over all of its high
but it is also true that at least forty other priestesses and wizards of note; she
drow communities in (or under) the knows well that it is among the ranks of
Realms are known to worship the Spider the lowly and ambitiousand especially
Queen, and that her divine concerns, among wizards of Sorcerethat loyalty to
aims, and efforts often transcend her at- her is lowest, and open rebellion often
tention to mere individual mortal wor- kept down only by stronger fear.
shippers. In short, she cant (and doesnt To a lesser extent, Lloth watches over
want to) spend all of her time nursemaid- the other Houses of the city for the same
ing and spying on her Menzoberranyr things. Though priestesses are taught ear-
faithful. Although she enjoys being feared ly that Lloth has a thousand thousand
and worshipped, and being in the midst of eyes, it is usually true that she has more
a place where her rule is paramount, valuable (and interesting) things to do
spending attention on a secure holding is than to use them all constantly to spy over
a luxury, when battles and intrigue else- the shoulders of her every worshipper
where demand far more urgent attention. so she uses the vigilance and inquisitive-
So Lloth comes to Menzoberranzan all too ness of a ready-made network of loyal
seldom to please her most dedicated spies within each House to do most of her
faithfulher high priestessesand much work for her: her priestesses. They do
too often for the comfort of its every other Lloths watching, and she keeps them in
inhabitant. check by spying upon them, watching the
Lloth maintains her rule over the city by watchers to prevent any splinter faiths
means of those same priestesses; in Men- from emerging that might lessen her
zoberranzan, they speak her will, and act power, and to prevent any other deity
upon it. Through warring Matrons of rival from subverting one of her high priest-
Houses, Lloth sets the drow at war with esses to serve a different divine power.
each other, both for her own amusement
and to prevent the onset of complacency,
assertion of runaway pride, and a possible
Rival Faiths In
decadent turning to other deities. In truth, Menzoberranzan
Lloth fears the underground worship of
Vhaeraun and Ghaunadaur, which she Many visitorsboth willing merchants
knows to be present in Menzoberranzan, and unwilling slavescome to Menzober-
and cant seem to eradicate. Her priest- ranzan with its passing days, and it is fair
esses have firm, zealous orders to tireless- to say that almost all of the known faiths
ly seek out and destroy all traces of such of Faerun have been worshipped by some-
treacherous, unholy faiths. one in the city at some point in time. This
At the same time, Lloths hold over Men- holds true for most trading cities of the
zoberranzan is kept secure, and the whole Realms, and can be discounted in a look at
community kept from a perilous plunge rival faiths.
into ongoing, open civil warfare, by the Lloths commands make it a fatal offense
overwhelmingly superior strength (and

71
Priestesses of Evil

to openly worship any deity but her with- ter conceal who is and isnt a devotee of
in the city (swearing by another deity in a Vhaeraun from searching PCs.
tavern, or during an argument or moment The passages of the Underdark all
of great emotion, is frowned uponand around Menzoberranzan are studded
tends to get one watchedbut is not cause with cleverly-hidden holy symbols of The
for death; the prohibition is on rituals). In Masked Lord, which are so constructed as
practice, Lloths priestesses tend to turn a to emit no betraying magical or alignment
blind eye to hired mercenaries of other aura. Priests of Vhaeraun need only be
races worshipping their own gods, such as within a mile of their holy symbol to use it
orcs, bugbears, gnolls, humans who make in working spells given to them by Vhae-
offerings to Tempus Lord of Battles, and raun; it need not ever be on their person
so on. They are after bigger game: the ri- (except when they first wear it to become
val drow faiths of Eilistraee, Ghaunadaur, attuned or linked to it) or brandished in
and Vhaeraun (all detailed in the source- spellcasting or dealing with undead. An-
book FOR2/The Drow of the Underdark). other chapter of this book deals with some
In Menzoberranzan, the worship of of their important spells, and the chapter
Eilistraee is practically non-existent, as is on the spells granted by Lloth herself con-
that of Ghaunadaur (a handful of Menzo- tains one vital spell used by priests of
berranyr devotees worship The Eye on- Vhaeraun: conceal item. (They also, of
ly on visits to other drow communities, course, can call on any of the common to
and do not communicate with each other all drow priests spells detailed in FOR2/
in any sort of organized, underground The Drow of the Underdark).
cult) and the smaller drow cults (not men- To priestesses of Lloth, priests of Vhae-
tioned here). raun are the enemy, to be hunted down
The real rival is Vhaeraun, The Masked by any means possibletorture of sus-
Lord, who has a small but growing follow- pected drow is a favorite tacticand erad-
ing in the city, particularly among drow icated on the altars of Lloth, to earn the
who travel the Underdark (and therefore maximum glory of the goddess, and derive
see things as they are outside a city ruled the most personal enjoyment out of ones
by Lloths dictates), and young drow dis- efforts.
satisfied with the society as it is or with
their own lowly ranking within it. (They
are likely to ask such questions as: why Serving Two Deities
are things so cruel and divisive? why isnt
Very rare, but greatly feared in Lloth-
there more harmony, mutual enjoyment,
fostered drow folklore, and amongst liv-
and common growth in power? why, after
ing priestesses of Lloth, is the
thousands of years, are we still all stuck in
traitor-priestess (or priest), who serves
this one cavern, at each others throats all
Lloth and another deity (usually Vhae-
the timewhen we could be great, rule a
raun). It is for this reason that male drow
vast part of the Underdark, and all live
who aspire to be priests in Lloths service
like surface-world kings?)
seldom rise very far in levels: even if they
The necessarily secretive nature of the
overcome the hatred and resentment of
faith of Vhaeraun in the city keeps it mys-
any female drow clergy they must work
terious, and its worshippers hidden; little
with, the Spider Queen simply does not
is said of them here, to allow DMs to bet-

72
trust themthey tend to end their days able candidates and steering them alive
quickly, being used as temple enforcers through the perils of preparation without
or guards. In this role they face many losing their loyalty to Lloth and to their
spell-battles with intruders (such as drow handler is unlikely in the extremeand so
trying to settle grudges with enemies in far, as far as it is can be told from the news
the clergy), or priestesses who are rebel- of the Underdark, so unlikely as to be un-
lious, or feuding, or who have succumbed known.
to insanity under the pressures of their How can such treachery be tolerated by
station or contact with lower-planar crea- the Spider Queen? Surely she knows the
tures. heart of every worshipper, and could pre-
There are priests, and even more priest- vail over any influences of a god of lesser
esses, who serve Lloth on the surface, and power, such as Vhaeraun?
Vhaeraun underneath. The reverse is al- The truth is that Vhaeraun is not so
most unknown, though the destructive much less powerful than the Spider
potential of such an individual keeps the Queen; he simply uses his power in subtle,
idea a dark and secret dream that fires a hidden, behind-the-scenes ways, not in
glint in the eyes of many a high priestess. the tyrannical, exultant, and brutal-naked-
The glory for training and placing such a force manner so beloved by Lloth.
one would be very great, but finding suit- He also watches over the drow in any

73
Priestesses of Evil

place ruled by Lloth where he does have raun, who richly rewards those who do
worshippers (such as the drow cities of well in his service (sometimes, he will
Menzoberranzan, Tlethtyrr, and falsely claim, with immortalityand hes
Waerglarn) often and attentively, looking still looking for a worthy consort); the
into their minds for doubts and misgiv- personal attention of Vhaeraun, in the
ings. If he finds great hatred or open re- form of useful information imparted to
bellion against the dictates of the Spider the priestess from time to time, in her
Queen (or against her local high priest- dreams; and the ability to function with-
esses), and can find an opportunity for a out any penalties in full or bright light, in
private audience with the wavering part because the eyes of the faithful are
Lloth-worshipper, Vhaeraun manifests as shaded with the shadow of Vhaerauns
a shadowy black face-mask, and telepathi- power.
cally speaks to the individual. A double agent priest or priestess con-
If the individual is discovered or at- tinues to advance in Lloths service, and to
tacked by others, Vhaeraun typically gain spells normally. If the individuals loy-
leavesafter using spells to destroy the alty to Vhaeraun is ever discovered, Lloth
beings who discover or attack his intend- typically alerts nearby drow, and refuses
ed faithful, as a sign of his power over to grant any further spells to the traitor
Lloth, and to preserve the intended wor- but does not strip the drow of any
shipper for another attempt at conversion presently-memorized spells. If the drow
later. survives long enough to flee Lloth-
Vhaeraun offers a faithful follower addi- worshippers and any community they
tional powers, typically as follows: access control, he or she continues at the same
to all spells known to his faith (this in- priest level and spell-power, losing only ac-
cludes the spells noted in the relevant cess to spells specifically and only granted
chapter of this book, in Drow of the by Lloth (note that the conceal item spell is
Underdark, and any desired spells from granted by deities other than the Spider
other rulebooks: notably, from Tome of Queen, and there may well be other Lloth-
Magic, the spells chaotic combat (which granted spells that have been co-opted by
will work only when cast by the priestess rival deities). The double agent becomes a
on herself, or another faithful of Vhae- cleric of Vhaeraun (although the dress
raun, regardless of class), create holy sym- and manners of a Lloth-worshipper may
bol, divine inspiration, mindnet, be retained for use as a disguise), and typi-
reversion, and seclusion); the use of one cally travels to near-surface drow hold-
additional, free blessing of Vhaeraun ings or trading communities used by
spell per day, in addition to the normal several races (such as Skullport).
spell roster of the cleric; the use of one de- If a DM wishes to make known to play-
ceive prying spell at any time in the fu- ers the existence of double agent priest-
ture, bestowed immediately and carried esses in drow society, an effective way of
in addition to the normal spell roster of revealing them is to have PCs witness the
the cleric (but not replaced by Vhaeraun; unmasking and furious destruction of
if used, any replacement spell must be such a priestess at the hands of priestesses
prayed for, by a priest of sufficient level, loyal to Lloth, who will spit, snarl, lash
and gained as part of the usual, limited with their snake-headed whips until one
complement of spells); the favor of Vhae- grows tired simply watching them, and af-

74
terwards trumpet their victory over the
evil Shadow, the treacherous Masked Priestesses of the
One, as they parade the mutilated rem- Spider Queen
nants of the traitor through the city.
This grisly fate has befallen many a dev- In Lloth-dominated drow society, priest-
otee of Vhaeraun, particularly before esses of the Spider Queen are owed the
some of the concealment spells now avail- hospitality of all drow including those of
able to his faithful had been devised by rival Houses, who may provide guest fur-
the Masked Lord: notably, in Menzober- nishings at a safe distance from their own
ranzan, the priestesses Ililree Co- residences without giving any offense to
branhree, Slylyndrath Dhree, and Myyrin the visitors or to Lloth.
Jalhuus, and the priest Narr Thuirbrynn. Generally, under The Way of Lloth, it is
Drow tend not to speak the names or death to any drow or lesser creature (i.e.
want to remember such traitorstheir non-drow) to disobey a priestessand a
Houses disown them for safetys sake, and punishable offense for any drow of lesser
other drow are urged by the yochlol not rank than high priestess to disobey a Ma-
to remind people of treachery to Lloth by tron of any House. There are recognized ex-
keeping alive names of those who have so ceptions to this rule: guests have a limited
sinned. immunity, masters and mistresses holding
office in any community are exempt, and
certain drow (such as mercenaries) are out-
side The Way of Lloth. Be warned; when in
doubt, most priestesses strike to punish
first, and ask questions later.

75
Magic of Menzoberranzan: Priest Spells

Priestesses of Lloth wield many dark and dark dont begin to lose their power, and
deadly spells; some are shown in the Play- the drow caster suffers no bright light
ers Handbook and Tome of Magic, and in combat penalties). This magic is specifi-
two sections (the entries for Lloths clergy cally fashioned to prevail against a light
and commonly shared drow priest spell.
spells) in Drow of the Underdark. A priest shrouded in a cloak of dark
These pages delve again into the magic power functions as if of one experience
of those who pray to Lloth. Her clergy de- level higher, in all dealings with undead.
vise fewer spells than some priesthoods, Arachnids (and others using arachnid
but many of their magics are yet un- forms) attack a cloak -wearer at -3.
known to surface-world folk, and new
ones do appear. Spells given here may Undead Battlemight (Necromancy)
vary in detail from drow city to cityand
may even see use by priests of other dei- Sphere: Necromantic
ties (and other races). Range: Touch
No priestess of Lloth should be easily Components: V, S, M
overcome in any confrontation; most are Duration: 1 round + round/level
harsh, aggressive creatures, quick to Casting Time: 4
strike, and canny in battle. More than Area of Effect: One undead/level
most priests (except those of war-gods, Saving Throw: None
such as Tempus), clergy of Lloth are train-
ed and experienced in combat. This spell affects (only) undead zombies
and skeletons touched by the caster, giv-
ing them the speed and agility of the cast-
First Level Spells er (in peak, healthy state). The undead
gain initiative rolls and the same saving
Cloak of Dark Power (Evocation, Al- throws as the caster, if better than their
teration) usual saves. The material components of
the spell are three drops of water, sinew
Sphere: Necromantic
or cartilage from any mammal, and a drop
Range: 0
of quicksilver.
Components: V, S
Duration: 1 round/level
Casting Time: 4 Second Level Spell
Area of Effect: The caster
Saving Throw: None Revenance (Necromancy)

This spell creates a dark aura of cours- Sphere: Necromantic


ing, swirling power around the caster. Range: Touch
The priests body and anything worn or Components: V, S, M
carried (by the caster only) are protected Duration: Special
by this aura from the effects of full sun- Casting Time: 5
light, even under the open, daytime sky of Area of Effect: 1 undead/level
the surface world (arms and armor im- Saving Throw: None
bued with the radiations of the Under-

76
This is a clerical version of the wizardly
revenance spell (see the FORGOTTEN Third Level Spell
REALMS Adventures book). The caster
affects one touched undead per level, Conceal Item (Illusion/Phantasm)
making it immune to an initial attempt to
Sphere: Protection
turn, destroy, or command it by a priest,
Range: Touch
paladin, or other being with power over
Components: V, S, M
undead. The spell ends as it prevents that
Duration: 2 rounds + 1 round/level
one attempt; later attempts have a normal
Casting Time: 6
chance of success (the spell does not pro-
Area of Effect: One item
tect undead from spells or magical item ef-
Saving Throw: None
fects). Protected undead radiate a faint
magical aura. Unlike the wizard spell,
This magic enables the caster to render
multiple clerical revenances can be cast
utterly undetectable, except to himself,
on a single undead; each turning attempt
any single non-living item smaller than his
ends only one spell, leaving the others op-
total body mass, as long as he is carrying
erating. The material components of the
or touching it. The spell conceals even
spell are a drop of blood and a pinch of
magical or alignment auras, and shows a
dust per undead to be affected.
spy using true seeing a blank, shifting-

77
Magic of Menzoberranzan: Priest Spells

outlines area of white fog where the walk up or down as well as horizontally,
item is. and can tell direction relative to the natu-
This spell is usually used to conceal a ral grain of the rock.
carried magical item or weapon; priests of The caster is trapped alive, entombed in
Vhaeraun typically use it to hide holy sym- solid stone (the same as a victim of the wiz-
bols (when cast on any holy symbol, spell ardly imprisonment spell) if not out of
duration is tripled). Developed by a priest- stone at spell expiry. A priest within 12
ess of Lloth, this spell has been bor- feet of a break in the stone at expiry can
rowed by all Menzoberranyr priests of struggle onwards at a cost of 1d6 lost hp
Vhaeraun. Its material component is a (2d6 if a system shock roll fails) to break
small handful (about two ounces) of the out. In a round of emergence from stone,
dust of any powdered gemstone. a caster is unable to use spells or make at-
tacks, has an effective Armor Class of 10,
and moves at half rate (rounding down).
Fourth Level Spell
Stone Walk (Alteration) Fifth Level Spells
Sphere: Elemental Imbue Undead With Spell Ability
Range: 0 (Necromancy)
Components: S
Duration: 1 round + 1 round/level Sphere: Necromantic
Casting Time: 7 Range: Touch
Area of Effect: The caster Components: V, S, M
Saving Throw: None Duration: Special
Casting Time: 8
A development of the meld into stone Area of Effect: One undead
spell, this magic allows a caster to merge Saving Throw: None
into solid stone and travel (short dis-
tances) through it. Travel is possible This is a clerical version of the wizards
through loose, or broken stone, but not spell of the same name described in the
mud, sand, or fine gravel. Movement is al- FORGOTTEN REALMS Adventures book.
ways 10 feet/round. The caster can affect one undead, touched
If spell duration permits, a caster can with a drop of the casters own blood (the
enter stone, leave it, and re-enter it or an- spells material component).
other mass of stone, without casting a sec- The undead (which can be controlled by
ond stone walk. While in stone, the caster clerical ability or by spells, without ham-
can sense any ending or edges of stone pering this spell) becomes a spell focus for
within 120 feet, as well as the presence, the casterwho can funnel any chosen,
location, and size of any cavities, seep- currently-carried spell through the un-
water, fissures, air pockets, and beings dead. The spell is emitted from the un-
such as digging or imprisoned creatures, dead, but all casting activity (including
and those able to pass through stone (such component use) is performed by the
as xorn). The stone blocks all hearing, but priest. Distance does not matter, if priest
some vibrations can be felt. The caster can and undead remain on the same plane

78
Magic of Menzoberranzan: Priest Spells

(but unless other spells are used to see to do. The caster can cast other spells
the undeads surroundings, or it is in a without ending this spells control. At spell
known location, spells will be hurled expiry, surviving spiders fade away, re-
blindly). turning whence they came.
Unlike the wizard spell, spells to be cast Only true arachnids can be summoned
through the undead can be chosen as by this spell, not similar insect creatures
needed, rather than at or before imbue- or beings using magic to take arachnid
ment. A priest can cast multiple spells, one form (such as Lloth, or a wizard using spi-
per round, through the undead, until it is der shape). The spell cannot be used to
destroyed, or a maximum of one spell per command or repel encountered spiders; it
level of the priest has been cast (exhaust- only allows the caster to command the
ing the spell), or the spell runs out (it can arachnids it summons. The spells material
last up to 10 turns per level of the caster). component is a dried arachnid corpse.
With this spell, a hidden priest can avoid
direct combat, employing an undead as a
spellcasting fighting-focus. It can be cast
Sixth Level Spell
on undead affected by revenance and/or
Meld of Lolth (Enchantment/Charm)
undead battlemight, and the spells will
function simultaneously. A dispel magic
Sphere: Charm
cast on such an augmented undead will Range: Touch
end only one of these spells (choose which Components: V, S
randomly).
Duration: 1 hour/level
Casting Time: 9
Spider Summoning (Conjuration/
Area of Effect: One being
Summoning)
Saving Throw: Special
Sphere: Animal
Often used by priestesses to link them-
Range: 0
selves to a powerful drow male before a
Components: V, S, M
battle (to control them when necessary),
Duration: 1 round +1 round/level
this spell enables the caster to mind-meld
Casting Time: 8
with another creature. The meld allows
Area of Effect: Special
the caster to see through the other beings
Saving Throw: None
eyes and read its thoughts, and communi-
cate telepathically with the linked being.
This spell calls 1d4 large spiders (de-
The caster can act, speak, and cast spells
tailed in Volume 1 of the Monstrous Com-
normally without ending this link, and is
pendium) per level of the caster, to serve
able (whenever not casting another spell
the priest. They fade into view within 100
or using any psionic abilities) to dominate
feet of the caster, on the round after cast-
ing, and obey the casters command on the the linked being completely, controlling its
body regardless of distance (the spell is
round thereafter. They have full possible
broken if caster and linked being end up
hit points and poison reserves, and fight to
on different planes). The caster can use
death for the caster with utter loyalty, fol-
the linked being as the focus (source of
lowing the casters silent mental urgings
emission) of a currently-memorized spell,
as to targets, direction to move, and tasks

79
Magic of Menzoberranzan: Priest Spells

casting it through the linked beingbut regenerates severed or missing limbs or


this ends the meld instantly. body extremities;
If the linked beings intelligence is less purges the body of all poisons, diseases,
than the casters, it is allowed a saving insanity, charms and outside mental influ-
throw vs. spells once per turn to break the ences, curses and geas effects, possession
meld. If the linked being is as intelligent as or symbiotic life (even if friendly and de-
the caster (or more so), and is or becomes sired), feeblemindedness, and cancels the
(i.e. when ordered into danger) unwilling effects of any forget spells previously cast
to be in the meld, it gets a saving throw vs. on the being;
spell once every other round, to escape. restores the being to full wakefulness,
Whenever the linked being suffers dam- alertness, sobriety, and pain-free state;
age, the caster must save vs. death. If the and
save fails, the spell ends, and the pain- heals the being of 4d8 hit points of dam-
wracked caster suffers 1d6 hp of damage. age (the being cannot gain extra hit
If the linked being dies, the caster must points by this means).
make a system shock roll or die instantly If this spell is cast on a hurt being with-
(the caster can willingly end a meld 1 in 2 rounds after the major injury, the
round after deciding to do so). spell has the effects noted above, and al-
lows a victim who has failed a system
shock survival roll (and died) a second
Eighth Level Spell chance. This roll is made at a +22% bo-
nus; if it fails, death occurs, but the purge
Cloak of Gaer (Necromancy) and regenerate effects still occur to the
corpse.
Sphere: Healing
If this spell is applied 3 to 9 rounds after
Range: Touch
a being has been stricken, it allows a sec-
Components: V, S, M
ond system shock survival roll, but with-
Duration: Special
out any bonus; other spell effects occur as
Casting Time: 11
noted here. If the spell is applied later, it
Area of Effect: One being (usually caster)
only purges and regenerates (even on
Saving Throw: None
bodies).
The spells material components are
This powerful spell surrounds the cast-
four drops each of holy water, the casters
er (or a touched recipient being) with a
blood, and dew. A dispel magic cannot
faint magical aura. It takes effect (days or
perhaps years later) when the being it is end this spell, in its waiting state. This
cast on is forced to make a system shock magic has enabled many known dead
drow to return and hunt down foes. Cer-
survival roll, or when the being reaches 6
tain drow wizards are rumored to use a
hp or less. It can also be cast on a just-
similar spell.
injured being.
A being protected by a cloak of Gaer au-
tomatically makes a successful system
shock survival roll, when one is required.
This triggers the spell to act; in the same
round it also:

80
81
Magic of Menzoberranzan: Special Spells

Certain spells are crucial to the daily sur- Duration: 1 round +1 round/level
vival of the few, hidden priests of Vhae- Casting Time: 9
raun in Menzoberranzan. (Most spells of Area of Effect: Creature touched
The Masked Lord require his holy symbol Saving Throw: None
to be within 1 mile of the caster, not on the
casters person.) Here are a few of these This spell, a slightly more powerful ver-
special spells: sion of the common air walk spell, tempo-
rarily alters the body weight of the priest
or a touched being (of L-size or less), so
Second Level Spell that the spell recipient can walk upon liq-
uid or on air with normal balance and at
Blessing of Vhaeraun (Conjuration/
normal movement rate. Unlike the third
Summoning)
level spell water walk, the beings feet do
Sphere: Combat contact any liquid walked upon.
Range: Touch If cast upon a falling person, this spell
Components: V, S brings their descent to a stop within a fur-
Duration: Special ther drop of their own body length (if any
Casting Time: 4 surface is struck during this time, base
Area of Effect: Creature touched falling damage is halved). Very long falls
Saving Throw: None can be lessened by using the spell dura-
tion to walk straight downwards, to lessen
This spell enables any one thiefly ability the height of the remaining, unavoidable
use or weapon attack of the caster or a fall. When this spell ends, normal descent
touched spell recipient, to be performed (with possible falling damage) occurs.
with a + 5 attack roll bonus or + 25% abil- This spell is customarily used to walk
ity bonus. Any damage caused by this across chasms, or from one rooftop to an-
action (harmful or beneficial to the recipi- other, but may be used to cast one addi-
ent) will be the maximum possible on a d8 tional spell from a stationary midair
roll of 1-6 (otherwise, determine damage standing on nothingness perch. This use
normally). The ability or attack to be aug- of the spell exhausts it immediately upon
mented is chosen by the spell recipient the completion of casting the other spell,
and stated aloud (Let the aid be NOW!). It so that the caster immediately begins to
must be performed within 1 turn of cast- fall. The material components of this spell
ing, or the magic is lost. It also fails if a dis- are a feather, a pinch of dust, and a sandal
pel magic is cast on the recipient before or shoe of any size.
the round in which the blessing is used.
Deceive Prying (Divination)

Sixth Level Spells Sphere: All


Range: Touch
Air Tread (Alteration) Components: V, S, M
Duration: 1 turn +1 turn/level
Sphere: Necromantic Casting Time: 9
Range: Touch Area of Effect: Creature touched
Components: V, S, M Saving Throw: None

82
This spell protects the priest or another tial saving throw against a charm person
touched being from magical and psionic magic (not the more powerful charm
examination (not attack). The alignment monster), by making the attackers mind
aura, faith, and thoughts of the recipient assault less precise.
are overlaid by a false alignment and set of Priests of Vhaeraun use this spell to hide
beliefs (chosen during casting), and ran- from those trying to discover their identi-
dom surface thoughts are supplied by the ties. Its material components are a drop of
spell, in response to what the being sees cranial fluid (from any mammal), and a
happening and the false alignment and small cube of iron.
faith chosen. The being can cast spells
without breaking this protection, and con-
duct any mental activity desired (includ-
ing the use of psionics or telepathy)
behind the mental screen. A deceive pry-
ing spell provides no protection against
enchantment/charm spells or psionic at-
tacks except to give a +1 bonus to the ini-

83
Monsters of Menzoberranzan

Far too many monsters infest the vast, cause of the Cloaker Lord that now leads
wild Underdark to fit into this book. Many them. This individual is part of a superior
have appeared in various volumes of sub-race, not a unique being, and is smart
the Monstrous Compendium and in enough to capture and emplace the
FORGOTTEN REALMS products, notably monster-producing beings known as De-
FOR2/The Drow of the Underdark and The epspawn (see below, and the FR11/
Ruins of UnderMountain boxed set. Every- Dwarves Deep sourcebook) to protect
thing from gargoyles to purple worms can cloaker lairs from drow attacks.
be met, by the unlucky adventurer, within
ten days travel of Menzoberranzan. Here, Deepspawn: These rare, infamous hor-
some of the most important monsters are rors have the awesome power of generat-
noted, for easy DM reference. ing other, lesser monstersversions of
creatures that the deepspawn has de-
Alhoon: Described later in this chapter, voured sometime in its past. These other
these mind flayer liches are a growing monsters, the spawn of the mother
force in the Underdark. Current news deepspawn, are self-willed, but cannot at-
(see the Now chapter) suggests they tack their parent deepspawn, even if com-
have plans for Menzoberranzan. pelled magically to do so. Deepspawn are
fully detailed in the FR11/Dwarves Deep
Bat, Deep: This collective heading ap- sourcebook.
pears in Drow of the Underdark, and in- In the vicinity of Menzoberranzan, they
cludes the azmyth, night hunter, sinister, are found only in caverns where the
and werebat. The first-listed bat type is a cloaker lord (see above) has placed them,
whimsical beast that can befriend or be- their travel restricted by nets, and their
devil a drow or surface-world adventurer feeding controlled by the cloakers.
alike, even serving as an adventuring- Any attack or foray in force in the direc-
companion. tion of the cloaker lords area by the Men-
The two types listed in the middle are zoberranyr drow will be answered by a
hunters, a menace to all in the Underdark, removal of the nets, and a skillful retreat
but most dangerous when hunting in by cloakers, to draw the drow into a con-
large packs. frontation with the deepspawns assorted
The last-listed bat is a lycanthrope. It is monster spawn.
certain that Menzoberranyr drow, as well
as humans and other surface-world folk, Dragon, Deep: Detailed in Drow of the
can become werebats. They are forced in- Underdark, this fearsome dragon of the
to were-shape when the moon is full in the depths can shift its form to resemble a
night sky above the surface world, even drow, duergar, orc, human, or other intel-
though they cannot see it (and may never ligent biped of the Underdark, as well as
have seen it!). taking a winged snake shape.
Dangerous to drow in the extreme,
Cloaker Lord: The ancient and mysteri- these silent hunters are hunted down by
ous subterranean r a c e k n o w n a s Menzoberranyr whenever they are
cloakers is scattered all over the Under- found. Although they respect the magical
dark. Local cloakers seem to growing in might of the drow gathered in Menzober-
power (see the Now chapter), in part be- ranzan too much to reveal themselves, or

84
Monsters of Menzoberranzan

to try and live in the city in drow-shape, at ders form hunting packs from time to
least four deep dragons regularly visit the time, at the request of drow priestesses,
city, noting weaknesses of the drow, and and go out into the Dominion to scour it
opportunities for later prey among fellow for foes of Lloth.
visitors to The Bazaar.
Deep dragons dont become intoxicated Pedipalp: This collective heading ap-
as humans, duergar, and drow doso pears in Drow of the Underdark, where it
they quite often (in humanoid form) go the details the related large, huge, and giant
drinking pits and dances of the drow species of whip scorpion monsters. Na-
(described in the High Life chapter), to tive to the Underdark around Menzober-
get to know certain drow, hear things let ranzan, they are used by the citys citizens
slip by drunken drow, and generally have as pets, guardians, and the equivalent of
a good time being amused by the antics of hunting dogs. In the wild, they are far-
the celebrants. ranging hunters, who attack anything
fearlessly except groups of drow, arach-
Foulwing: Described in this chapter, nids of any sort, and other pedipalpi.
these clumsy fliers are rare in the Under-
dark around the city; they too easily fall Rothe, Deep: One of three related spe-
prey to more agile predators. More com- cies of oxen-like herd creatures (the oth-
mon in areas of the Underdark that con- ers are the surface rothe, and the
nect with remote clefts, mountainous white-haired, arctic-dwelling glacier or
peaks, and valleys in the surface world, ghost rothe), these creatures have been
foulwings are used by the more adventur- domesticated by the Menzoberranyr
ous drow as aerial steeds in the night skies drow. In and around the city, they are
of the surface world. They are included found only on the island in Donigarten,
here for instances when Menzoberranyr under heavy orc guard.
and other drow venture into the surface Detailed in Drow of the Underdark,
world. deep rothe are a crucial staple of the diet
of the citys citizens, a large part of the
Lizard, Subterranean: Described in food supply that keeps Menzoberranzan a
these pages under this collective heading lasting, independent community. Al-
are two of the most common Underdark though they are healthy and hardy, drow
reptiles used by intelligent races as domes- patrols and other Underdark predators
ticated stock: the strong pack lizard and have rendered them extinct in the Domin-
the smaller, faster riding lizard. ion and the nearby Underdark. Elsewhere
in the dark realms, they are a plentiful
Myrlochar: Detailed in Drow of the source of food, in the form of wandering
Underdark, these servants of Lloth are herds.
spiders native to the Abyss. In the hierar-
chy of Lloths servitors, they rank below Slithermorph: These black crawlers
the yochlol (see below, and in Drow of the are solitary predators native to the Under-
Underdark). dark. Rare in most areas, they are more
Found in Menzoberranzan only when numerous around Menzoberranzan,
summoned by the prayers and rituals of seemingly attracted to the high-radiation
Lloth-worshipping drow, these soul spi- areaor perhaps merely to the ready

85
food that gathers there (the drow who dark, but the first two species are com-
guard and use these clefts and caverns). mon in the wild. Watchspiders, developed
Slithermorphs are detailed in The Ruins of in Waterdeep, have been purchased in
UnderMountain boxed set. large numbers (via Skullport) for use as
trained guardians, by Menzoberranyr
Solifugid: These false spiders are natu- drow.
ral predators of the Underdark. They To these subterranean species should be
obey drow who use spells to control them, added the flying spider (described in the
and are wise enough not to attack drow in UnderMountain Adventures booklet, in
any event (unless wounded and in small The Ruins of UnderMountain boxed set),
numbers), but are a menace to all crea- and the giant spider-variant developed by
tures they think they can defeat. They are House Shobalar. Their spider-steeds
detailed in Drow of the Underdark. are: Int Low; AL CE; AC 4; MV 3, Wb 12 (2
and 10 laden); HD 4 + 4; THAC0 17; #AT 1;
Spider, Subterranean: This collective Dmg 1-8 + poison; SA adhesive trapline (as
heading appears in FOR2/The Drow of the cave fishers fired filament); SZ L; ML 13;
Underdark, where it describes the hairy, XP 975; q.v. Spider (Giant), MC 1, and Cave
hunting, sword, and watch subspecies. fisher, MC 1. They are large, strong giant
Sword spiders are unknown in the Under- spiders trained as steeds, and able to car-

86
ry a rider and still stick to walls and ceil- Wingless Wonder: These strange, comi-
ings. Spider-steeds are able to fire sticky cal, sometimes deadly creatures roam the
strands at prey, as cave fishers do. Underdark in and around the Dominion,
The basic Spider entry is found in Vol- and appear in this chapter.
ume 1 of the Monstrous Compendium.
Yochlol: The dreaded handmaidens of
Spitting Crawler: Detailed in Drow of Lloth are native to the Abyss, and appear
the Underdark, these small, acid-spitting in Faerun only when summoned by the
lizards of the Underdark are often em- rituals of Lloths high priestesses. They
ployed as familiars by drow mages are detailed in Drow of the Underdark.
but unwary visitors to the wild Under-
dark can encounter them as foes. The few In the pages that follow, the new mon-
that stray into the Dominion are soon cap- sters of Menzoberranzans vicinity, men-
tured by drow patrols, for use by the tioned above, are fully detailed. They can
Academys tutors. be used to generate many adventures set
anywhere in the Underdarkand to spice
Steel Shadow: Detailed in the The Ruins up adventures included in this set, by
of UnderMountain boxed set, these worm- adding one or more of the monsters noted
like predators can merge with metal, and above as complications into the
(like the slithermorphs; see above) seem adventure-plots.
attracted to the radiation-strong caverns
in Menzoberranzans Dark Dominion.

87
Alhoon (Illithilich) FRB1

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Community or solitary

ACTIVE TIME: Any


DIET: Special
INTELLIGENCE: Genius (18)

TREASURE: S, T, V x 3 (x 6 in lair), X
ALIGNMENT: Neutral evil

NO. APPEARING: 1-4


ARMOR CLASS: 5
MOVEMENT: 12

HIT DICE: 8+4


THAC0: 11
NO. OF ATTACKS: 4

DAMAGE/ATTACK: Special
SPECIAL ATTACKS: Mind blast, spell use
SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: 90%


SIZE: M (6 tall)
MORALE: Fanatic (17-18)
XP VALUE: 9,000
Alhoon look like living mind flayers (mauve-skinned, octopus-
headed beings with four mouth-tentacles, and three-fingered
hands). The only visible difference between illithid and illithilich 1992 TSR, Inc. All Rights Reserved.
is that an alhoons skin is dry and often wrinkled, never glisten- Habitat/Society: Alhoon spurn illithid societies ruled by elder-
ing with slime. brains, and do not hesitate to take living mind flayers as thought-
controlled slaves (just as they took all other creatures as slaves,
Combat: Alhoon attack with four tentacles, as living mind flay-
when alivea process continued in lichnee state). They usually
ers do. Once a tentacle hits, it does 1d4 points of damage per
live alone in the surface world, often slaying a human wizard
round automatically, as it bores on into the victims body. Attacks
and taking over his remote tower, but in the Underdark cooper-
on a tentacle (consider it AC 7) doing it 5 points or more of dam-
ate for mutual survival, sharing spells and aid freely to overcome
age in a single round cause it to recoil, drawing out of the victims
drow, duergar, cloakers, aboleth, and living mind flayers alike.
body. It will then always strike at a new spot; an attack roll is
Alhoon are capable of diplomacy and of loyally adhering to alli-
required, and boring time to the victims brain remains 1-4
ances when they see an ultimate benefitbut they consider all
rounds. Tentacles striking a victim elsewhere than its head do
other beings cattle, and promises to them merely empty conven-
damage for 4 rounds and then withdraw; they are not long
iences. Alhoon regard true liches and beholders as their greatest
enough to reach the brain.
rivals, and accordingly destroy them whenever prudently possi-
An illithilich retains the psionic powers it had in life, being the
ble.
equivalent of a 7th level psionicist, with 3 disciplines, 5 sciences,
and 14 devotions. Alhoon attack with a mind thrust, having a Ecology: Alhoon have no need for sustenance, but their bodies
Power Score of 18, and 1d100 + 250 psionic strength points. Like adapt only imperfectly to lichnee state; many magical parts of
all mind flayers, illithiliches always have the abilities of astral most lichdom processes used by humans fail on a strongly-magic
projection, body equilibrium (their only psychometabolic resistant mind flayer body. Alhoon are plagued by ongoing skin
power), control body, domination, ESP, levitation, post-hypnotic wrinkling and tissue desiccation, which they counteract by bath-
suggestion, probability travel, and teleport, and possess other ing, or by drinking water, soup, alcohol, and other liquids. Nutri-
abilities varying from individual to individual, as well (consult ents need not be ingested, and poisons absorbed in this way will
PHBR5/The Complete Psionics Handbook). harm a mind flayer (lowering its hit points in the usual way), but
In addition to their tentacles and psionic abilities, illithiliches cannot kill it (it reaches a minimum of 6 hp, and takes no fur-
can cast spells as 9th level mages (spells: 4, 3, 3, 2, 1). Typically, ther damage). The lichnee state neutralizes most poisons (healing
they use a wide variety of spells seized from human mages, all damage done by them) in 2d4 turns. Illithiliches enjoy devour-
spellbooks found in tombs, and the likeand always avidly seek ing brains just as they did in life, but do not need to do so. Some-
more, driven by their hunger for power. An alhoon can use a times (3 in 12 chance), devouring a brain gives an alhoon mental
spell (as well as its tentacle attacks) in any round in which it does glimpses of 1d12 thoughts that the brain held, either at ran-
not use psionics. dom, or (if the alhoon concentrates on a topic, such as magical
Alhoon gain no special undead attacks (such as a human lichs items, written spells, or treasure locations), thoughts most
chill touch), but do have standard undead immunities to sleep closely related to a chosen topic.
and charm- related magics. They cannot be turned or dispelled Essence of alhoon brain is a general ingredient in spell-writing
by priests, and are not harmed or impeded by holy water, cold inks, and can be employed with great advantage in the crafting
iron, protection from evil, sunlight, or silver weaponsbut are of any magical item concerned with effects of the minds of crea-
subject to spells specifically affecting undead. tures.
Cloaker Lord FRB1

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary or Community (leading
cloakers)

ACTIVE TIME: Any


DIET: Carnivore
INTELLIGENCE: Genius (17-18)

TREASURE: C, V
ALIGNMENT: Chaotic neutral

NO. APPEARING: 1
ARMOR CLASS: 3 (1)
MOVEMENT: 2, Fl 19 (C)

HIT DICE: 9
THAC0: 11
NO. OF ATTACKS: 2 + special

DAMAGE/ATTACK: 2-8 + victims AC/2-12


SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Special

MAGIC RESISTANCE: 30%


SIZE: H (12+ long)
MORALE: Fanatic (17-18)
XP VALUE: 2,000

Cloaker lords are a superior sub-race of the feared subterra- 1992 TSR, Inc. All Rights Reserved.
nean race of cloakers. They look just like large cloakers, appear-
ing either as a black cloak, such as an ogre or small giant might feet across at its open end. All beings in the area must save v.
wearor unfurling to reveal their batlike true form, with ivory- poison at -1, or be overcome by nausea and weakness for
clawed black wings, a flattish body whose white underside is in- 1d4 + 1 rounds (during this time, they are unable to take any de-
set with a red-eyed, needle-fanged, horned face, and a lashing, liberate action).
whiplike tail. The fourth moan strength acts as a hold monster spell, affect-
ing only one being, who must be within 50 feet. Its effects last 6
roundsunless the monster attacks another target with this
Combat: Cloaker lords fly at targets and try to engulf them. A
moan, which instantly frees a previously- held victim.
successful attack roll means a cloaker lord has wrapped itself
By means of shadow shifting, a cloaker lord can obscure the
around a targets body. An engulfed victim cannot use any weap-
vision of opponents, raising its own effective Armor Class to 1 by
on longer than the arm wielding it, but automatically hits the
cloaking itself in swirls of darkness. Most often, the cloaker cre-
cloaker with smaller weapons, at a -3 damage penalty. The
ates duplicates of itself, to draw away enemy attacks; treat this
cloaker lord also automatically bites the engulfed victim, doing
2d4 (plus the victims unadjusted Armor Class, ignoring shields) effect as a mirror image spell that creates 1d4 + 2 images. A
cloaker lord can use only one shadow shifting effect per round,
points of damage per round. Cloaker lords absorb blood through
but it can moan, attack physically (except biting, which makes
their skins, devouring victims until only cleaned bones remain,
moaning impossible), and employ shadow shifting, all in the
to spill out of the unfurling cloak. Attacks against an engulfing
same round.
cloaker lord inflict half their damage on the monster, and half on
the trapped victim. Area effect spells such as fireball inflict full
damage on both cloaker lord and victim. Habitat/Society: Cloaker lords can elude most mind-commun-
While engulfing a victim, a cloaker lord can use its thick- ication and -influencing psionics and spells because of their
muscled, bone-barbed tail to lash any nearby creature for 2d6 strange thought processes (determine what occurs on a case-by-
damage. The tail is AC1, and is severed if dealt more than 24 case basis; attackers will have more success, the more practice
points of damage. they have in using such powers against cloaker lords). Cloaker
The cloaker lords moan attack can cause an 90-foot-range un- lords hold a natural domination over cloakers, and have recently
ease and numbing, forcing all creatures in range to attack at -2, come to rule their lesser brethren, drawing normally-solitary
and suffer a -2 penalty on all damage rolls. Any creature who cloakers together into loose raiding bands, and forcing other
remains in range, and hears the moaning for six consecutive monsters (such as deepspawn, subdued by moans) into servi-
rounds is forced into a trance that lasts as long as the moaning tude.
continues. Entranced victims cannot make attacks or cast spells,
and cannot defend themselves (anything attacking them does so Ecology: A cloaker lord that reaches a certain age or is near
at +6 on all attack rolls). death will find a cloaker and devour it. If the cloaker lord sur-
Alternatively, a cloakers moan can act as a fear spell, affecting vives 2d4 days longer, it splits apart, giving birth to a cloaker lord
all beings within 40 feet of the cloaker lord. They must save vs. and 1d6 cloakers, all babies of miniature size. All can moan at
spell, or flee at full movement rate for 2 rounds. birth, but their attacks do only half damage, and they cant yet
The third intensity of moaning affects creatures in a conical control their shadow shifting. Instinct drives them to fly in dif-
area, extending 40 feet from the monster, and widening to 30 ferent directions, to seek prey and master their powers.
Foulwing FRB1

CLIMATE/TERRAIN: Any land


FREQUENCY: Rare
ORGANIZATION: Flock

ACTIVE TIME: Any


DIET: Carnivore
INTELLIGENCE: Low (5-7)

TREASURE: Nil
ALIGNMENT: Neutral evil

NO. APPEARING: 1-4


ARMOR CLASS: 3
MOVEMENT: 6, Fl 13 (D)

HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 5

DAMAGE/ATTACK: 2-5/2-5/2-5/1-4/1-4
SPECIAL ATTACKS: Ammonia breath, blood drain
SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Nil


SIZE: H (16-20 long, 40 wingspan)
MORALE: Elite (14)
XP VALUE: 975

Foulwings are grotesquely misshapen flying predators,


thought to have originated on another plane. Mildly empathic
and essentially lazy hunters, these clumsy fliers are often tamed 1992 TSR, Inc. All Rights Reserved.
for use as steeds by evil humans and drow hunting in the surface Foulwings can be trained to pounce upon running or riding
world by night. creatures from the air, doing 2d4 points of impact damage and
Foulwings have black, leathery wings, tailless, toad-shaped trying to pin the quarry (the target is allowed a Dexterity Check
bodies, and vaguely horse-like heads. The shapes of their heads to avoid this fate), and to crush fences, flimsy buildings, and carts
and the location and size of the many horn-shaped, wriggling by the same means. If there is a chance that the Foulwing could
skin growths that cover their black bodies vary from individual be impaled on a ready-held spear, wooden spar, or similar pierc-
to individual. Every foulwing has three needle-toothed jaws set ing point, it must make a Dexterity Check. If the check succeeds,
around a single- the Foulwing takes only half weapon damage (in the case of a
nostril snout. Their glowing, many-faceted red eyes have infra- deliberately-placed or -wielded weapon), or 1d4 points of damage
vision (range: 9). Foulwings communicate with each other in from a wreckage hazard. If the check fails, full weapon damage
harsh creakings, conveying identities, basic emotions, urges, and is suffered, or 3d4 points is taken from wreckage.
warnings.
Habitat/Society: Foulwings may be solitary hunters, or flock
Combat: Foulwings prefer to fight in the air, or pounce from it, together in family groups or as unrelated individuals, gathering
allowing them use of their wing-claws and the weight of their while courting or to attack strong prey. Every flock (of up to
wings and great bulk, to knock down and pin prey to the ground. four foulwings) will be dominated by the largest specimen, and
Savage and wantonly destructive, foulwings enjoy killing. They will work together to scatter, disable, and herd prey.
twist their heads in battle so as to bite with all their jaws, and
their ammonia-like breath causes opponents to temporarily Ecology: Foulwings are rapacious scavengers, but will eat carri-
(round of contact and following round) suffer -1 on attack rolls on or even plant leaves if no other food is available. They have
due to the stinging irritation it causes to visual and olfactory been known to keep a larder of captive creatures for later food.
senses. Foulwings hate asperii and griffons, and will attack both on
If a foulwing disables or pins prey (a Strength of at least 16 is sight.
required to escape pinning unaided; allow one Strength Check Foulwings bear live young, typically 1-3 at once, nesting in
per round), it will attempt to leisurely drain blood from the prey rocky, mountainous wilderland areas. Young are born with a sin-
by sucking with one of its hollow, tube-like tongues, biting open gle hit dice, and only bite attacks (for 1-2 damage, each jaw), but
wounds to do so. The blood drain is equal to 2-5 points a round; rapidly grow to full size, whereupon the parents abandon them
pulling free causes prey another 2 points of damage (each time). and each other.
When used as a steed, a Foulwing flies at MV 11 (E), and its Foulwing flesh is heavy, oily, and foul in taste (hence the crea-
powerful flight settles (in 1d3 rounds) into a rhythm stable tures name). It quickly rots upon the creatures death, and has
enough to allow riders to cast spells and use missile weapons no known usefulness as armor or in magical practices. Foulwing
without penalty. In a pinch, two M-size beings (or up to 4 S-sized blood and salivary fluid, however, have both been found to be a
creatures) can ride a single Foulwing, but the crowding makes mildly caustic cleanser that brings metal to a bright, long-lasting
spellcasting impossible, and all weapon uses force both -3 at- sheen.
tack roll penalties, and a Dexterity Check (to avoid falling off!) on
every rider. A Foulwing this heavily laden is reduced to MV 9 (E).
Lizard, Subterranean FRB1

Pack Lizard
CLIMATE/TERRAIN: Any
FREQUENCY: Common (subterranean); rare
(surface)
ORGANIZATION: Solitary or packs

ACTIVE TIME: Any


DIET: Omnivore
INTELLIGENCE: Low (5-7)

TREASURE: Q (stomach) + whatever carried


ALIGNMENT: (Lawful) neutral

NO. APPEARING: 1-4 (domesticated: 1-20)


ARMOR CLASS: 3
MOVEMENT: 9, Sw 15

HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil


SIZE: H (15 + long, tail an additional
8-12)
MORALE: 13
XP VALUE: 1,400
1992 TSR, Inc. All Rights Reserved.

Pack lizards resemble giant iguanas, except that they are a dull, On the round that follows, the lizard does not bite, but does
mottled olive-gray in hue, and are unusually broad of body (aver- 4d4 crushing damage. Allow the pinned victim (who can attack
aging 22-24 in overall length, they are always around 10 wide). only at -3) a Strength Check (at the usual 4-point penalty) to
As their name suggests, they are used as draft animals by all in- wriggle free of the crushing weight; success on any round means
telligent races traveling in rocky or underground terrain. only half damage is taken. The lizard typically goes on crushing,
at 4d4 damage per round, for 6 to 8 rounds (or until it successful-
ly makes another Intelligence Check), when it stops to see whats
Combat: Pack lizards are placid, slow-moving beasts who sel-
leftand bite it.
dom attack anything unless attacked first. They will eat any-
thing, including carrion, and seem especially fond of snake-flesh
and the various yellow-petaled flowers that grow in meadows Habitat/Society: Left to themselves, pack lizards tend to be la-
(such as dandelions, sunflowers, buttercups, and sunstars). Pack zy, placid beasts who lie about in grassy meadows devouring
lizards have long, sticky probing tongues, and in battle bite down grass and carrion at leisure, crawling into burrows or cave-
with crushingly-powerful jaws (if their teeth were larger, sharp- refuges to escape biting winter cold, and who venture down into
er fangs, they would do far more damage). They have been the depths when breezes bring them the reek of much carrion
known to bite through armor and wooden doors, if hungry after a large battle in the Underdark, for instance.
enough, and given time to think about it. If a pack lizard bites However, they seldom, if ever, are left to themselves. Faster,
down in such a way that a metal or wooden object is at risk (a flat more intelligent creatures are always hunting them down for
surface usually is not, but one that sticks up, or has a projecting food, or enslaving them. Few are left aboveground, these days,
corner certainly is), the item should make a saving throw vs. save in the remotest desert areas. Instead, they dwell in burrows
crushing blow. If the lizard deliberately attacks the item (i.e. to and caverns around volcanic areas, basking in the heat of the
bite the head off a spear that is jabbing it, or to get through a cell earth, and eating whatever they can find (such as violet fungi,
door to food beyond), the saving throw is made at -2. gelatinous cubes, and other plants or creatures that most beings
Pack lizards are immune to most known poisons, and regener- find poisonous or corrosive). Pack lizards mate seldom, but re-
ate physical damage at the rate of 1 hit point every 3 turns. Heat- main together in stable pairs for years when they do, raising lit-
and fire-based attacks inflict only half damage on them, but cold- ters of 2d4 young at a time from rubbery-shelled eggs, and
based attacks do them an extra point of damage per die. having new litters twice or thrice a year.
Pack lizards have sticky pads on their splay-toed feet. These
flexible, vulnerable digits are covered by claw-like, horny pro- Ecology: Pack lizards can haul awesome loads in quite cold and
tective sheathsbut pack lizards do not in fact have claws, and damp conditions, so long as they have sufficient time to soak up
cannot rake anything in combat for damage. Their sticky feet the heat of the full sun (in surface-world deserts or on sun-baked
allow them to travel on cavern (and room!) walls and ceilings just mountain rocks, for example), or that of deep, close-flowing lava.
as they do on floors, retaining their grip even when carrying Their flesh, which resembles the densest, whitest pork, is eat-
heavy loads. en by many creatures, including drow and humans, and is espe-
Pack lizards able to knock down and put a foot on a M-sized or cially prized by orcs. Pack lizard ichor is a prized ingredient in
smaller opponent can hold on, so that bite attacks are automati- potions of vitality, and the essence derived from their boiled feet
cally successful (no attack roll necessary; roll only for damage). is valued in the making of sovereign glue.
Riding Lizard FRB1

CLIMATE/TERRAIN: Any subterranean


FREQUENCY: Common
ORGANIZATION: Solitary or pack

ACTIVE TIME: Any


DIET: Omnivore
INTELLIGENCE: Average (8-10)

TREASURE: Nil (except as carried)


ALIGNMENT: Lawful neutral

NO. APPEARING: 1-6


ARMOR CLASS: 7
MOVEMENT: 16, SW 20

HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3

DAMAGE/ATTACK: 2-8/2-12/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil


SIZE: H (stands 12 high; tail is another
8-10 long)
MORALE: Elite (13-14)
XP VALUE: 975

Riding or mount lizards are light, sleek reptiles, able to run


swiftly on their hind legs when unencumbered. Unknown on the 1992 TSR, Inc. All Rights Reserved.
surface, they take the place of the horse as the general steed of Riding lizards have sticky pads on their three-toed feet, exuding
intelligent races in the Underdark. an adhesive that they can neutralize instantly with another secre-
tion. These allow them to trot or even run in utter silence along the
Combat: Riding lizards are darting, alert beasts who hunt prey floors, ceilings, and walls of caverns and structures, retaining their
aggressively when in the wild, preferring small snakes, centi- grip even when laden (riders who are not strapped in must take
pedes, andbest of allthe small scurry rat of the Underdark. care to hold on, with a successful Strength Check, when their
Riding lizards also eat lichens and fungi. Their diets make them mount leaps or is upside downor theyll fall out!).
immune to the poisons of centipedes, insects, arachnids, and Riding lizards run lightly on their back legs or on all fours, and
fungiand also immune to all known fungi spore effects. can scale stone as easily as a spider. Left to themselves, they take
In combat, a riding lizard bites for 2d4 damage, and can kick an irregular route, using leaps, passage ceilings, walls, and dry,
with either or both of its large hind legs in a round, doing 2d6 non-slippery stalactites and stalagmites more than floors, to
damage with each one. Those same legs propel it on prodigious avoid being tracked by predators of the Underdark who possess
leaps, of up to 30 upwards, and 50 horizontally, and it can de- infravision.
scend, without harm, up to 80 in a single bound (with a rider
mounted on it, reduce these three safe distances by 10). It uses Habitat/Society: Riding lizards are typically captured by
its leaps, and its ability to cling to any solid surface that it means of spells, and trained for most of a year, to make them
strikessuch as a stalactite, halfway across the roof of a vast fully obedient to more than one rider. Most drow communities
cavernto cross uncrossable chasms, or to reach remote rock capture lizards only to acquire new bloodlines; they breed and
ledges where prey lairs. raise their lizard stock from previously-captured sires.
Riding lizards have keen balance and infravision (effective up In the wild, riding lizards run in large, loose packs, the strong-
to 160 away, unless within sight of a fire or magma-flow, when it er individuals of either sex serving as sentinels and guards for
is reduced to half range). When it has been trained by drow, and the others. They mate often, but do not form families; the de-
is magically compelled (e.g. by the use of spells or house insignia) fense and feeding of a pregnant female is the common responsi-
by a drow who is present, the effective morale of a riding lizard bility of all. Female riding lizards typically give birth to a litter of
rises to Fearless (20). 1d8 live young once every 7 months or so.
The movement rate of a riding lizard carrying a single M-sized The young are born able to run and leap as their parents do.
rider and gear (a drow warrior with weapons and provisions, for They run and hunt with their parents from the outset, joining
example), is reduced to 15. Riding lizards carrying two such be- the pack, and are AC 7; MV 16, Sw 16 (unable to carry even a S-
ings move at only 13; one equipped with a pack-lizard-style size rider); HD 2; THAC0 19; #AT 3; Dmg 1-4/1-4/1-6; SD poison
cargo-harness can leap only short distances, and downwards (up immunities, regeneration; SZ M (body 4-6 + tail of up to 4); ML
to 30), with out harm, and moves at only 11. Any leaping and 13; XP 120.
clinging movements, encumbered or unencumbered, force a
Dexterity Check on the lizard (see below for effects). Ecology: Eaten by many predators, riding lizard meat is a staple
Riding lizards regenerate 1 hit point of physical damage every 5 of duergar diet. Drow only eat those that perish through misfor-
turns. Heat- and fire-based attacks inflict only half damage on them, tune. A good trained mount can fetch up to 1,000 gp (most go for
but cold-based attacks do them an extra point of damage per die. 600700); untrained young sell for 200-500 gp.
Wingless Wonder FRB1

True Transformed
CLIMATE/TERRAIN: Any except arctic Any
FREQUENCY: Very rare Rare
ORGANIZATION: Solitary or mated pair Solitary

ACTIVE TIME: Any Any


DIET: Omnivore O mnivore
INTELLIGENCE: Low (5-7) As previously possessed

TREASURE: Qx4 Any (likely Nil)


ALIGNMENT: Chaotic Neutral As previously possessed

NO. APPEARING: 1-2 1


ARMOR CLASS: 8 8
MOVEMENT: 6, Sw 4 6, Sw 4

HIT DICE: 2+2 As previously possessed


THAC0: 19 17
NO. OF ATTACKS: 10 10

DAMAGE/ATTACK: 2-8/1 x 10 2-8/1 x 10


SPECIAL ATTACKS: Psionic blast, wild magic See below
SPECIAL DEFENSES: Anti-Magic Shell Nil

MAGIC RESISTANCE: 90% 90%


SIZE: S (4 tall) S (4 tall)
MORALE: Fearless (19) As previously possessed
XP VALUE: 975 Varies

The alkada, or wingless wonder, is a comical beast that re- wonders total the number of tentacles its using (tentacles en-
sembles a walking egg (which it has also been called). It stands gaged against another foe, or holding items, cannot participate).
rather unsteadily on two weak legs that end in rubbery, sticky If the targets total is higher, the target tears free of the tentacles;
pads, and has two small arms, which it flaps constantly; hence its if the wonders adjusted total is higher, the target is dragged
most popular name. The only sound it can make is a high-pitched within reach of the wonders mouth, and automatically bitten
chittering. (for 2d4 damage). The wonder always releases a target after one
Wonders are blue-green in color, with purplish undersides. bite.
They redden slightly when angry or excited. A wonders mouth Foes attempting to sever a wonders tentacles will find that
is atop its head, surrounded by nine tentacles (old tales and re- they have an effective Armor Class of 3 (able to suddenly retract
cords suggest that there was once a related species that had from harm), and one can only be severed if it is dealt 7 hp of
twelve tentaclesand additional powers not possessed by won- damage or more in a single round (total hp damage to tentacles
ders today). does not matter, except to kill the wonder by damage accumula-
These pitifully clumsy, waddling misfits of nature are often tion).
more deadly than they appear. Many of them are in reality far Wingless wonders radiate a continuous, natural anti-magic
more powerful, transformed creaturessuch as high-level wiz- shell, that stops all magical attacks inches from their skins. This
ards. aura is visible as a faint purple-white faerie fire glow around any
wonder that is carrying an egg (developing young inside itself).
Combat: Wingless wonders are curious, shortsighted (10 or so This is doubly curious, as wonders seem to be creatures pos-
effective vision and infravision), and seemingly fearless. They sessing natural wild magic. Once per day, a wonder can un-
wander through life feeling along everything they come into con- leash a random minor magical effectakin to the powers
tact with, employing their mouth-fringe of nine rubbery, retrac- unleashed by a wand of wonder. Such an effect will be at the
tile tentacles. time of a wonders choosing, but it cant control just what will
A wonders tentacles are 2 to 12 feet in length, extending or occur. The magical effect seems to draw power from the anti-
shortening as it desires, and serve to handle food and to aid the magic shell, which flickers and pulses visibly. The round in
wonder in moving about. Their ends are rubbery and sticky, able which the wild magic effect manifests is the only time spells can
to grasp and hold anything they touch (a Strength of 13 or penetrate the shell, to affect the wonder itself, although foes of a
greater can break a wonders grip, as can alcohol and oil of slip- wonder will have to discover this for themselves.
periness). Curiously, wonders cannot be held by any sort of Wonders regenerate naturally, regaining 1 lost hit point every
webs, or by sovereign glue or viscid globs (produced by the 2 rounds. This healing power does not seem to extend to the deli-
wand of the same name, detailed in FOR2/The Drow of the cate, fuzz-covered outer skin of an alkada: it does not heal quick-
Underdark), although spells such as entangle do affect them. ly, and many wonders are bleeding copiously when found,
A wonder can extrude a bony hook from deep within each ten- leaving a bloody trail wherever they go. Wonders are immune to
tacle, to grasp struggling food or to slash when fighting off a foe. damage from all forms and sources of fire.
This does 1 hp of damage. In any round of combat, every tentacle Wingless wonders also exhibit a permanent, seemingly-
can strike at a foe (or multiple foes, if the wonder is surrounded), unbreakable mind bar. This functions as the telepathic devotion
twice. The first attack does damage (1 hp per successfully- (detailed in PHBR5/The Complete Psionics Handbook), but at-
striking tentacle). The second attack is an attempt to grasp the tempts to engage a wonder in psionic combat always fail; the
foe: roll d20 for the target, and d10 for the wonder, adding to the wonders mind seems to slip away. In similar fashion, magical
1992 TSR, Inc. All Rights Reserved.
Wingless Wonder FRB1

spells that aim to contact or influence the mind fail when used on in this book. Such transformed folk can speak normally, and
a wonder; there is a momentary impression of colorful mental work magic, while in wonder-shape, and escape from wonder-
chaos, and then the wonders mind seems to slip away. form at will. As the beings mind is completely shielded from con-
The only other psionic activity that a wonder ever exhibits oc- tact, and the wonderform spell masks its true alignment aura
curs if it is slain: a dying scream directed at its killers. This is with a normal wonders alignment, this can be a very effective
similar to the mental blast of a mind flayer: it manifests as a cone, hiding-
aimed by the dying wonder, 60 feet long, 5 feet wide at the base, place from a foe who is able to probe disguises readily.
and 20 feet wide at its end. All creatures in the area of effect Others are not so luckyand they are the sort most known to
must save versus wands at -4 or be confused (as in the wizard surface-world humans, through tales and ballads. Several centu-
spell confusion) for 1d10 +2 rounds. They must also save vs. ries ago, the notorious spellslinger Durshult the Mage (who
breath weapon or be feebleminded (as the wizard spell). A crea- made a career of challenging mages, defeating them in spell-
ture who fails both saves is not mentally affected at all, but is combat, and then seizing all their magic) was turned into a wing-
mind- less wonder by the sorceress Haleera Shundyl, after losing a
burnt for a physical loss of 2d12 hp. sorcerous duel to her in Baldurs Gate. After Durshults fate be-
Wonders cannot be stunned or subdued by magical or physical came widely known, it was for a time a fad to imprison enemies
means, and seem mentally unaffected by disasters or great vio- in wingless wonder form.
lence occurring around them, chittering and waddling uncon- The infamous Rebel Mage Phaerl Godeep, a drow male who
cernedly in the midst of a battlefield, or trotting in the heart of rebelled against the dictates of the ruling priestesses in his city,
an attacking dragons breath weapon! was forcibly imprisoned in wonder formand presumably is
still a helpless, ridiculed prisoner. The drow wizard known on-
Habitat/Society: Despite its seeming host of immunities and ly as the Watchspider Wizard is known to have taken refuge
special powers, a wonder is easily killed by purely physical in wonder form to elude a yochlol summoned and sent (by an
means, and wonders are therefore rare in populated areas. angered priestess) to slay him. Several human mages, including
Wonders are always curious, and are attracted to brilliant red Auziiyra Twelvestars of Tethyr and Brondeth of the Broken
or purple colors and flashy objects. They are fascinated by gems; Staff, may still survive somewhere in the Underdark, in the
any treasure a wonder carries are gems it has swallowed. These wonder forms they assumed to escape death at the hands of
stomach-stones are typically a wide variety of pretty stones, drow attackers who overwhelmed the human mining commu-
some nearly valueless. Wonders seem to spend most of their time nity they were guarding.
curiously examining things around them, and sampling them to In Menzoberranzan, the drow wizards Thaerlbone Faen Tlab-
see if they can be eaten. bar and Master (of the Academy) Daethleness TuinTarl are
Wonders are bisexual. Whenever solitary wonders encounter known to have escaped the justice of Lloth by taking wonder
another of their species, the two entwine tentacles and chitter formand Ardreyth Mizzrym, Matron of her House at the time,
excitedly in chorus for 2 rounds. This appears to be mating con- received a fatal surprise when she casually lashed a chittering
tact. Wonders may wander together in mated pairs, but are usu- wonder out of her path during a huntand it snarled and un-
ally solitary. leashed a meteor swarm that fried her and most of her family
Wonders develop eggs within their bodies, excreting them around her. When the drifting smoke thinned, the blackened
when they are ready to hatch (gestation seems to take 6 or 7 wonder was seen, by the astonished drow survivors, standing
months). An egg falls to the ground as its parent wonder wan- unconcernedly amid the cooked carnage, having survived the
ders away, ignoring it, and splits open in 1d4 rounds, to reveal a full damage of its own spell. It sighed and shuffled slowly away.
small and even more clumsy (but otherwise fully-developed, hav- That transformed wonder is still out there in the Underdark,
ing 1 + 1 HD but all the other statistics of an adult) wonder. somewhere; the drow dared not try to stop it going on about its
business.
Ecology: Wonders eat mainly fruits and vegetables, although Surface-world wizards have developed spells that specifically
they will devour worms, birds, small animals that stray into the polymorph a foe into wonder-form, and drow priestesses of the
reach of their tentacles, and carrion. Underdark also use a spell to work the same effect, which keeps
The flesh of a wonder is poisonous (save vs. poison at -1, or the wizards alive in case their power is needed later, but as vul-
take 3d10 points of damage, within 1d4 rounds; if the save is suc- nerable, helpless, non-threatening things. Beings so entrapped
cessful, only 1d4 points of damage are suffered, accompanied by cannot speak (though they can use sticks to write words or draw
a brief, wrenching nausea). Wonders lose their anti-magical symbols)they can only chitter, as natural wonders do.
properties immediately upon deathand if part of a wonder is Lacking any means to work spells or effectively communicate
cut away from its living body, that part retains no special powers with others, such unfortunates are trapped, although they retain
or properties. A Wonders skin rots away in 3 + 1d4 days, but their human intelligence and knowledge. Existence as a wonder
while still intact, it can serve as a cloak protecting (half to no may drive a human insane. Check at the end of each year; to
damage, if saving throw successful) against non-magical fire. avoid insanity, a percentile roll score must exceed a total of 50
minus the characters wisdom. A trapped being can always, by
Transformed Wonders: There is a 20% chance that any wing- force of will, unleash a wonders natural random magical effect
less wonder encountered will not be a natural wonder at all, but (as noted earlier), but has no control over what effect occurs.
a transformed being. Most transformed beings are human The only way to free a being trapped in wonder form is during
mages. Those who encounter a wonder never know if it is mere- the once-daily round in which they unleash a wild magic effect.
ly a curious beast, a helpless victim able to unleash only random During this round, the anti-magic shell becomes visible, and flick-
small magics ers visibly. A dispel magic, remove curse, or properly-worded
or a disguised magic user, able to cast powerful memorized polymorph other spell cast at the wonder during this round will
spells! return the being to its true formalthough the being must make
Many wizards from Netheril escaped into wonder form when a System Shock Survival roll.
their kingdom fell, using a spell later (and independently) dupli-
cated by drow mages; the wonderform spell included elsewhere
This chapter contains a few magical and Three in 10 locks (acid or poison) are
physical booby traps intruders may en- constructed to fire twiceor more.
counter in guarded areas of Menzober-
ranzan, such as Sorcere, House compound Fangs of Lloth: These are jointed clus-
perimeters, and vault-caverns. Add these ters of eight poisoned darts, curved and
to the common pit- and smash-traps joined by cross-strands to have the shape
known to the surface world (a handy se- of the legs of a spider. Points outward,
lection of these appear on the DMs hand they spin downwards, triggered by trip-
of cards included in The Ruins of Under- wires or pressure-pad descending-stone
Mountain boxed set), and obvious traps, detectors.
such as throat- and ankle-height scything The spinning darts strike at anyone trig-
blades, weighted webs that fall from gering them, at THAC0 7. A struck victim
above, and web-tongues (sticky fila- is hit by 1d4 darts, for 1 hp of damage
ments that shoot out like those of a cave eachplus a single save vs. poison. Such
fisher, detailed in its Monstrous Compen- darts carry venom effective against drow
dium Volume 1 entry). as well as other races, doing a further 1d4
points of damage instantly, and bringing
Acid Locks: These are locks trapped on 2d4 rounds of paralysis, onset time in
with a squirt-bladder of acid. If the main 1d6 rounds.
lock is locked, a second, hidden lock is also
engaged. Hands of Undeath: A rare, secret spell
If the main lock is picked but the second used by some drow Houses creates a glow-
is not, or the door is forced open, a blad- ing skeletal hand that guards a door, win-
der of acid within the door sprays directly dow, or archway. Anyone passing is
in front of the door. Any beings within five touched, for 1d4 points of chilling dam-
feet of any part of the door must make a age. A cold white faerie fire radiance is al-
Dexterity Check. Success indicates 1 hp of so imparted, expanding to illuminate the
splash damage is suffered; failure means intruders entire body for 2d12 rounds (or
2-8 hp is taken. until dispelled). As the hand acts, it emits a
The second lock counts as a trap for loud wailing sound. Unless dispelled or
use of the Find and Remove Traps ability. dealt 9 points of damage (it is AC 4, and
There is no way to remove the trap except MV Fl 14 (A)), it can strike at the next in-
to successfully pick the second lock truder, acting up to 9 times.
whose hole is the squirting-orifice for the
bladder (applying flame to the hole melts
the bladderdischarging it anyway!).
A little less than 2 in 10 of such locks fire
a jet of poison-gas, not acid. Such a jet
forces a poison save on all beings within
10 of the door. Success means 1 round of
nausea (-1 on attack rolls, no further dam-
age); failure means 1d4 + 1 hp of damage
and 1-2 rounds of confusion. The poison
reacts with air to become harmless after
the round in which it jets out.

95
Book Two: The Houses
by
Robert A. Salvatore,
Michael Leger,
and Douglas Niles
Table of Contents
The Law Within the Raging Chaos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
House Baenre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
House Barrison DelArmgo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 0
House Oblodra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
House Faen Tlabbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 9
House Xorlarrin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 6
House Agrach Dyrr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
House Mizzrym . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1
House Fey-Branche . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Lesser Houses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
House TuinTarl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 7
House Duskryn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 7
House Srunelett . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
House Horlbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 8
House Kenafin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 9
House Druugiir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 9
House Hunzrin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
House Shobalar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0
House Vandree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
House Symrivvin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2
Bregan Daerthe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 3
Credits:
Design: Robert A. Salvatore, Michael Leger, Interior Art: Jaime Lombardo and Ron Hill
Douglas Niles Cartography: Diesel
Editing: Karen S. Boomgarden Typography: Gaye OKeefe
Cover Art: Jeff Easley Production: Paul Hanchette and Dee Barnett

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of TSR, Inc.
Copyright 1992 TSR, Inc. All Rights Reserved.
Printed in U.S.A.
ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. The TSR logo is a
trademark owned by TSR, Inc.
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ISBN 1-56076-460-0
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1083
The Law Within the Raging Chaos

Chaos is a predominant trait in dark elves, a Of course, there are rules of behavior;
fault that has cost the drow potential every society must boast of these. To openly
conquests throughout the Realms. commit murder or wage war invites the
Infighting, backstabbing, and treachery are pretense of justice, and penalties exacted in
not reserved for enemies of the drow the name of drow justice are merciless. To
nations. stick a dagger in the back of a rival during
There is a framework of law within the the chaos of a larger battle or in the quiet
chaos, though; there would have to be, else shadows of an alley, however, is quite
the vicious dark elves surely would have acceptableeven applauded. Investigation
reduced their own numbers to the point of is not the forte of drow justice. No one cares
extinction. This framework is very specific enough to bother.
and very unyielding; the penalties for Station is the way of Lloth, the ambition
overstepping ones bounds are dealt with she bestows to further the chaos, to keep
typical drow mercynone at all! her drow children along their appointed
Menzoberranzan, like many drow cities, course of self-imprisonment. Children?
is dominated by family networks, kin Pawns, more likely, dancing dolls for the
bonded together (when it is convenient) for Spider Queen, puppets on the imperceptible
mutual protection. The eight strongest but impervious strands of her web. All
families (houses) rule the city, with the other climb the Spider Queens ladders; all hunt
fifty or sixty (the number fluctuates yearly) for her pleasure; and all fall to the hunters
scrambling for position behind them. of her pleasure.
Perhaps nothing in all of Menzoberranzan is Station is the paradox of the world of my
important as a h o u s e s r a n k , o r a n people, the limitation of our power within
individuals rank within her/his particular the hunger for power. It is gained through
house. Only the Matron Mothers of the top treachery and invites treachery against
eight houses are accorded the prestige of those who gain it. Those most powerful in
seats on the citys Ruling Council. Menzoberranzan spend their days watching
As Drizzt DoUrden, the single drow from over their shoulders, defending against the
Menzoberranzan known to have thrown off daggers that would find their backs.
the evil ways of his kin and traveled to the Their deaths usually come from the front.
surface, explains, station is of utmost Drizzt DoUrden
importance. (from Homeland)

Station: In all the world of the drow, there This paradox of station, as Drizzt
is no more important word. It is the calling describes it, is not only the limitation of
of theirof ourreligion, the incessant Menzoberranzans power, but the chaos
pulling of hungering heartstrings. Ambition inspiring element for adventures by
overrides good sense and compassion is non-drow characters within the drow city.
thrown away in its face, all in the name of A drow house will stop at nothing to gain an
Lloth, the Spider Queen. edge over another drow house, even hiring
Ascension to power in drow society is a non-drow as spies or mercenaries. (The one
simple process of assassination. The Spider exception to this would be the hiring of
Queen is a deity of chaos, and she and her surface elves. Above the hunt for station in
high priestesses, the true rulers of the drow the drow world, all houses seek to maintain
world, do not look with ill favor upon the favor of the Spider Queen and
ambitious individuals wielding poisoned associating with surface elves would
daggers. normally defeat those ends.)

3
The Law Within the Raging Chaos

House wars are quite common among the aggressor house faces a dire fate indeed.
least houses, minor groups continually Consider the consequences faced by House
jockeying for position, with little to lose and Tekenduis when their attempt to destroy
all the world to gain. Wars among the larger House Freth left three noble children alive
houses are more rare, though certainly not (excerpted from Homeland), and note, too,
unheard of. In the last fifty years, three the role that Matron Baenre, that
ruling houses, House DeVir, House Hunett, ev er-present o ld hag, played in t he
and House DoUrden, have been violently execution of those consequences:
taken down. While this activity is a bit
extraordinary, even for the chaotic drow, Matron Baenre addressed the guilty
the intrigue among the top houses is house. House Tekenduis! she called. You
certainly not ended. have broken our laws and have been
DMs concerned with the politics of rightfully caught. Fight if you will, but know
Menzoberranzan should pay particular that you have brought this doom upon
attention to the tension between the allied yourself! With a wave of her hand, she set
houses of Faen Tlabbar and Xorlarrin the Academy, the dispatcher of justice, into
(ranked 4th and 5th) and either Barrison motion.
DelArmgo (2nd house) or Oblodra (3rd Great braziers had been placed in eight
house). Faen Tlabbar and Xorlarrin are both positions a r o u n d H o u s e Tekenduis,
loyal to the first house, Baenre, and, of attended by mistresses of Arach-Tinilith and
course, Barrison DelArmgo and Oblodra the highest-ranking clerical studen ts.
are Baenres only real rivals within the city. Flames roared to life and shot into the air as
Also, the prestigious seventh and eighth the high priestesses opened gates to the
spots in the city might be in jeopardy, with lower planes.
Houses Duskrin (10th house) and SruneLett Denizens of those dark places, huge,
(11th house) firmly allied and eyeing the many-armed monsters, slime-covered and
coveted spots. spitting fire, stepped through the flames.
Even greater stirrings might be in the When the signal from Matron Baenre came,
works. Many of the houses, great and lesser, they eagerly descended upon House
have expressed quiet concerns that House Tekenduis.
Baenre is becoming simply too powerful. It Glyphs and wards exploded at every
is said in Menzoberranzan that House corner of the houses feeble gate, but these
Baenre could defeat the combined forces of were mere inconveniences to the
any five other houses together, and Matron summoned creatures.
Baenres network might even be more The wizards and students of Sorcere then
formidable than that! went into action, slamming the top of House
But such absolute rule has never been a Tekenduis with conjured lightning bolts,
precept of the chaotic Spider Queens balls of acid, and fireballs.
teachings. In Lloths many eyes, a follower Students and masters of Melee-Magthere,
can indeed become too good. the school of fighters, rushed about with
The attempted takeover of another house h eavy crossbow s, firing into windows
is most definitely a hit-or-miss proposition. where the doomed family might try to
If the coup is completely successful, with escape.
not a single house family member left alive The horde of monsters burst through the
to bear witness, t h e n t h e g a i n s are doors. Lightning flashed and thunder
immediate. But if the attempt fails at all, if boomed.
any of the Family Nobles escape, then the The first screams of the doomed family

4
The Law Within the Raging Chaos

rolled out from the house, screams so Not a pretty picture, but such is the awful
terrible and agonized . . . truth behind the faerie-fire enhanced
One of the sons of House Tekenduis, beauty of Menzoberranzan, the awful truth
fleeing a ten-armed giant monster, stepped behind the unparalleled physical beauty of
out onto the balcony of a high window. A the evil drow.
dozen crossbow quarrels struck him
simultaneously, and before he even fell A NOTE ON NOBLES: In the Dark Elf
dead, three separate lightning bolts Trilogy, nobles were described as the
alternately lifted him from the balcony, then Matron Mother and her immediate family,
dropped him back onto it. her children only, though sometimes
Scorched and mutilated, the drow corpse extended to include a favored patron. For
started to tumble from its high perch, but purposes of this book, the description has
the grotesque monster reached out a huge, been expanded to include the extended
clawed hand from the window and pulled it family, the Matrons grandchildren, her
back in to devour it. great-grandchildren, and in some cases, her
The siege went on for more than an hour, great-great-grandchildren. Only the
and when it was finished, when the immediate family, though, may bear witness
denizens of the lower planes were against an aggressor house.
dispatched through the braziers gates and Here, then, are the 18 most important
the students and instructors of the houses forming the loose law within the
Academy started their march back to Tier raging chaos of drow society.
Breche, House Tekenduis was no more than
a glowing lump of lifeless, molten stone.

5
House Baenre

First House of House Baenre is the oldest (5,000 years), the


strongest, and the most prestigious house in
Menzoberranzan Menzoberranzan. The story of its ascension
to the premier rank in the city is not known;
SYMBOL: to the drow of Menzoberranzan, Baenre
just is, and always has been, the First House.
And their power cannot be logically denied.
In addition to the oldest and most
Matron Mother: Matron Baenre powerful Matron Mother in the city, who
level 25 priestess seems to have a special relationship with the
Nobles: 63 Spider Queen, the house boasts 16 high
Priestesses: 47 priestesses, including Triel, holding the
High Priestesses: 16 crucial and powerful position as Matron
House Males: 16 Mistress of the drow Academy.
Fighters: 4 There can be no doubt that clerical
Wizards: 12 prowess is the strength of House Baenre.
Their wizard force, while second only to
Drow Soldiers: 2,600 (known) Barrison DelArmgos, is not as impressive.
Formations: 325 Elite Foot (female) Still, Matron Baenres elderboy, Gromph, is
675 Archers the Arch-mage of Menzoberranzan, the
1,200 Foot highest ranking wizard in all the city, with
400 Lizriders access to the finest alchemy shops and the
most ancient spellbooks. The powers of the
Slave Force: 700 (at house proper) eleven wizards of House Baenre behind
Gromph run somewhat thin, but this may
Formations: 200 goblin foot be due to the fact that Matron Baenre puts
150 orc spearcasters little store in the wizardly arts (and in males,
100 gnoll archers in general), and since she already has one
150 bugbears son in the most prestigious and favored
75 ogre position, the others dont really seem to
boulder-hurlers count.
25 minotaur foot Sheer numbers and the finest equipment
gives House Baenres elite fighting force top
Chief Alliances: Gains strong support honors in the city. Twenty-six hundred
from House Faen Tlabbar (#4), House drow soldiers stand ready inside the
Xorlarrin (#5), and House Agrach Dyrr (#6), incredible Baenre complex, and, if the
although the greatest amount of immediate rumors are true, that is barely half of the
support can be received from the houseless force the First Matron Mother of
rogues of Bregan Daerthe. Menzoberranzan could muster in a crisis.
As First Matron Mother, Matron Baenre
Chief Rivals: No house would openly has principle say in the disposition of both
reveal enmity for House Baenre, but House surviving nobles and surviving soldiers of
Barrison DelArmgo (#2) and House Oblodra defeated drow houses. The only other voice
(#3), because of their ranking and because in the city which could offer a check and
neither has apparently sealed any pacts balance to her decisions is that of the
with Baenre, have been closely watched by Matron Mistress of the drow Academy, and,
the powerful First Matron Mother. well, Matron Baenre seems to have that

6
House Baenre

situation in hand. Baenre does not hoard all


of these refugees, though, for she has to
The Dwelling of
keep the appearance, at least, that the House Baenre
power structures within Menzoberranzan
present some balance. It is no accident that House Baenre occupies the highest tier in
most of the houses between the ninth and the main cavern of Menzoberranzan, at the
twentieth rank boast of similar numbers. eastern end of the Quellarzorl. The
But Matron Baenre is wily enough to find compound is roughly oval in shape,
gains, even in handing out soldiers and three-eighths of a mile long and a quarter
nobles. Inevitably, when a house accepts mile wide, and surrounded by a magnificent
such deposed drow, they take in a spy or and magical fence, appearing as a silvery
two more loyal to Matron Baenre than to the spiders web around the general blue hues
particular houses Matron Mother. Also, of the Baenre compound. Twenty feet high,
some of the lesser houses (see House this striking barrier is formed of iron-strung
Symryvvin) are quite willing to exchange strands as thick as a drows arm, and
unfavorable secret treaties with Matron enchanted so that anything touching it will
Baenre in exchange for choice refugees. become stuck fast until the Matron Mother
Perhaps the strongest and most devious of the house wills it to be freed (Note: the
alliance that House Baenre has formed is 5th level wizard spell, 4th level cleric spell,
with the renegade mercenary band of passweb will not work on this fence, though
Bregan Daerthe. The leader of the rogues, a spider mask will). Even the sharpest of
Jarlaxle, is a common visitor to the grand drow weapons could not put a nick in the
houses magnificent complex, and some say (rumors say) Lloth-given gift. Entrance is
that he is more to Matron Baenre than a gained through one of several symmetrical
business partner. Whatever their personal web-gates, the principle one being set
relationship, there can be little doubt that between the outer compounds tallest two
Bregan Daerthe makes few moves without stalagmites, which spiral out, creating a
the knowledge and consent of the First circular gap.
Matron Mother. The central structure of House Baenre is a
Simply put, Matron Baenre, in her purple-glowing dome, covering a chapel
millennium as the leader of the first house, large enough to seat all 2,600 of Baenres
has developed an intricate and dominating drow. Around its anchoring symmetry,
network throughout the dark elf city, and twenty huge stalagmite mounds weave a
even beyond. It is said in Menzoberranzan: variety of ways, some tall and slender,
Ilharess Baenre uil kernothump others short and squat, and all
a-Menzoberranzan, Ilharess Baenre wuis interconnected with gracefully sweeping
ke r nothump a - M e n z o b e r r a n z a n ! which and arching bridges and parapets.
literally means, Matron Baenre does not Even more striking loom the inverse
have her finger on the pulse of structures of the thirty stalactites. Not all
Menzoberranzan, Matron Baenre IS the are hollowed, as are the stalagmite mounds,
pulse of Menzoberranzan! but all are ringed with balconies, curving
like the edging of a screw. Some connect
tip-to-tip with stalagmite mounds; others
hang freely, except for the inevitable
skywalks linking every structure.
A thousand soldiers are always on patrol
along these skywalks and balconies,

7
House Baenre

adorned in their meticulous Baenre silver


uniforms, proudly displaying badges
distinguishing their house and rank. The
largest garrison (45 elite female warriors)
patrols the area around the central dome
and the immediate two stalagmite mounds
flanking it on either side (where reside the
noble familyfemales in the more elaborate
structure on the left; males in the lesser
mound on the right).
The great mound occupied by Matron
Baenre and her daughters also houses its
own inner garrison of no less than 50 elite
female warriors, 25 per shift, broken down
into patrol groups of 5.

5 Guard Captains (9th level fighters):


AC -8 (chain +5, buckler +3, Dex 18 +);
MOVE 12"; HD 9; hit points 63-75; #AT 3/2;
Dmg 2-7 +5; THAC0 7; MR 68%; AL LE
Weapon: mace +5 or handcrossbow with
darts of stunning
Inherent Spell-like Abilities: dancing
lights, faerie fire, darkness, levitate, know
alignment, detect magic, clairvoyance,
detect lie, suggestion, dispel magic (all
once/day)

20 Drow Guards (6th level fighters):


AC -2 (chain +3, dex 18 +); MOVE 12"; HD
6; hit points 45-55; #AT 2; Dmg 1-6 +3/1-4
+3; THAC0 12; MR 62%; AL LE
Weapons: short sword +3, dagger +3, or
handcrossbow with poison darts
Inherent Spell-like Abilities: same as
captains, above

The lowest level contains dozens of


separate chambers, housing both the elite
guard and the many slaves and attendants.
Here, too, is an enclosed connecting
walkway leading to a door in the nearby

8
House Baenre

chapel. The second level houses Baenres private family gatherings, which includes a
daughters, with the exception of Triel (when private and secret extra-dimensional
she is visiting her home), BladenKerst, and walkway to a secret door atop the crest of
SosUmptu. the great chapels dome, directly above the
A single circular, nearly translucent altar area. Another secret door in this area
crystal stairway ascends to the third level, a leads to House Baenres primary treasure
series of winding corridors connecting eight room (see below).
widely-spaced rooms. The only permanent Triel, BladenKerst, and Gromph each
occupants, in a single, small chamber are claim one of the other enchanted areas. The
Deschel and Hingebrew, Matron Baenres remaining two rooms are normal enough,
personal scribes. Three other rooms are though undeniably elaborate. One is used
reserved as private audience chambers for by SosUmptu, the other by Matron Baenres
use by Baenre and her most important favorite non-drow associate, the illithid
daughters. Two others are war-rooms, one El-Viddenvelp.
general, one for secret meetings of the Beneath the lowest levels of Matron
family, discussing dealings behind the Baenres stalagmite mound lies an intricate
dealings. The remaining two rooms contain tunnel complex, stuffed with stores
the coined wealth and minor treasures of (inclu ding a priv at e ro t he herd and
House Baenre (the contents of either one mushroom garden) that could allow the
outstrip the total wealth of any other house prominent house to withstand a siege
in the city). indefinitely.
The towers fourth level is dominated by The inner area of the great domed chapel
Matron Baenres elaborate throne room. resembles a gladiatorial arena, except that
The throne itself is the most incredible item, the central altar area is raised, affording an
carved of pure black sapphire. The souls of excellent view from every seat on the
all Menzoberranzan drow converted into ringing benches. Arches are built along the
driders reside within this inky black walls only, leaving the structure as a single,
dimension, and can be seen writhing in unobstructed open room. The outside of the
torment beneath the First Matron Mother. building is marvelously decorated with bas
A thirty-carat diamond is set into the end reliefs and faerie fire and sports a widows
of each arm on the throne, magically walk around its entire perimeter, a favored
empowered to provide the room with light. guard position among the rank and file.
On a command from Matron Baenre, either The southwestern stalactite balconies are
of these gemstones can shoot forth a line of also heavily guarded, with Baenre taking no
purplish light, forcing its target to save vs. chances from the ceiling-dwelling,
death magic or be disintegrated. double-dealing wretches of House Mizzrym.
The fifth and smallest level of the tower All in all, House Baenre seems an
resembles a spider in design, with the impregnable fortress, fortified with
central area as the lone common room on powerful magical wards and manned by an
the level, and each of the eight legs a small army of superbly-trained, superbly armed
private room. S i x o f t h e s e c o n t a i n and armored drow warriors. No house (at
extra-dimensional private and permanent least none that anyone can remember, or
mansions (see the 7th level wizards spell, would dare to mention even if they could)
Mordenkainens Magnificent Mansion). has ever attempted a takeover of Baenre,
Matron Baenre claims three for her though there is a fleeting rumor among
ownone for her private use; one to keep dwellers of the region outside of
her present patron; and one for the most Menzoberranzan concerning that rather

9
House Baenre

10
House Baenre

wide crack in the northwestern corner of the widest range of levels, from the lowliest
the caverns floor . . . novice fighters to Dantrag himself (18th
level). Their chain mail varies in magic from
The Baenre House Guard +1 to +3; bucklers are typically in the +1
to +2 range.
No force in all of Menzoberranzan, perhaps Berginyon Baenre (a classmate of Drizzt
in all of the Underdark, is as well-equipped DoUrdens in Melee-Magthere) leads the
as the 2,600 drow soldiers patrolling House 400 lizard riders of House Baenre. This
Baenres elaborate compound. Of course, all force is comprised of both male and female
wear piwafwi cloaks and drow boots, but warriors of 5th to 7th level, equipped in
they normally keep their shielding cloaks chain mail of not less than +3 value and
folded small, openly displaying their Baenre wielding d eath lan ces, with +3 short
house uniforms. swords on their belts, just in case. The lizard
The 350 elite female foot soldiers are all riders patrol the ceiling above the Baenre
adorned in chain mail +5 and bucklers +3, compound, often making excursions in the
an d w i e l d p o w e r fu l m e l e e w e a po ns direction of House Mizzrym (just in case).
(typically of the +3 bonus). All carry The House Emblem of each Baenre rider can
hand-held crossbows, with both emit a dim light, similar to faerie fire, of
poison-tipped quarrels and assorted bolts of blue, purple, red, green, or orange hue.
power, preferring the spider dart variety. Nothing in all the Underdark can match the
Normal elite foot soldiers range in level spect acle o f t he Baenre lizard rider
from 3rd to 6th. Patrol group leaders (not changing of the guard, with streaking riders
less than 7th level) are also routinely crossing paths along the thirty stalactite
equipped with a wand of enemy detection pillars in brilliant formations.
and a mace befitting a high priestess (+4). The Baenre slave force is not as numerous
The archers of House Baenre, male and as those of other houses, primarily because
female, typically patrol the higher stations Matron Baenre does not think much of
along the stalactite walkways. Levels range lesser creatures such as orcs and ogres and
from 2nd to 5th, with patrol leaders (almost does not like them smelling up her fabulous
always female) no higher than 7th, since any compound. They are quartered in dark
female above that rank would either be holes, usually no more than
committed to the command staff or the elite t hree-cham bered cav es, beneat h t he
foot soldiers. The archers wear the least compounds outermost stalagmite mounds.
armor in the Baenre drow force (chain mail Their patrolling areas are under the direct
+2) with no bucklers, and carry short jurisdiction of Dantrag and his generals, but
swords of lesser, +1, quality. Sixty percent rarely are any of them allowed on the
of each patrol group wields a light walkways above the floor level of the
crossbow, the other forty percent using Baenre compound (unless the drow archers
heavy. All utilize quarrels of +3 value, often need target practice). Still, even the
poison-tipped with either sleep or spider minotaurs wear specially-crafted drow
(save 15/0) poison. armor (+3) and the bugbears wield +3
The meat of the Baenre drow force, 1,200 halberds.
male foot soldiers, controls the perimeter of
the compound, patrolling both inside and
outside of the enchanted web fence and
keeping watch over the Baenre slave
soldiers. This force, exclusively male, offers

11
House Baenre

House Baenre's The left door, however, leads into the


dome-shaped treasure room (40 ft.
Treasures diameter). Seven chests line the rooms
perimeter. Six of these contain the house
If any PCs are fortunate enough to stumble general wealth (Treasure type H), which
among the secret chambers concealed varies according to pay schedules for house
within the apex of the house chapels great drow and bribes for political intrigue, and
dome, they will be in the area of the greatest the seventh holds 2d10 time bombs, also
single treasure trove of Menzoberranzan. A used for political intrigue.
secret door leads to a two-foot wide Directly to the left of the door stands an
corridor, 20 feet long and ending in an invisible pedestal with an invisible crystal
ornate, platinum-gilded door (wizard ball atop it. Gromph peers through this
locked, triple-locked, and coated with device periodically, just to make certain that
contact poison XX). Before the adventurers all is as it should be.
get to this point, though, they will be met by Two black doors stand alone, side-by-side
a regally-adorned Skeleton Warrior (AC 0; in the center of the room, leading
Move 6; HD 9 + 2; hit points 72; #AT 1; Dmg apparently nowhere. They will not move,
1D10 +5; THAC0 3Matron Baenre has the and actually, both are locked (-20% to a
circlet), brandishing a shining silver thiefs roll). Also, only one of these can be
two-handed sword (+5). The creatures opened at a time. The door on the right
gem-covered robes and abundant jewelry leads (you guessed it) to an
alone are worth some 10,000 gp, but the extra-dimensional pocket, this one a small
real value of the undead is as an escort (this chamber filled with perfect ebony
is the legendary skeleton key), for the sculptures of drow elves in various positions
monster has been specially enchanted so (see Vendes below). Matron Baenre trades
that it can simply open the magically barred these unfortunate artifacts (duergar adore
door. The warrior seems ready for battle, them and have been known to pay as much
but will not strike. Any hostile actions as 50 finely-crafted weapons or 20,000 gps.
towards the warrior or any attempts to take worth of gems for a single piece). There is
its valuable possessions will begin a fight, nothing else in the crowded chamber.
but if the adventurers let the creature make The door on the left leads to House
the first move, and if they can successfully Baenres private armory. In here are: 6d12
lie their way through its interrogation piwafwi cloaks; 3d4 suits of drow chain (+2
(remember, the monster has Exceptional to +4); 3d4 bucklers (+1); 4d6 assorted
intelligence!), it will open the protected door melee weapons (+1 to +3); and 2d4 hand
for them. held crossbows, each with a case of 20 bolts
Beyond the door is a 10 x 10 chamber
(+1).
with two more doors, one to either side. The rest of the main treasure room
Note: only one of these three doors can be contains assorted magical and otherwise
opened at any time, and the area in between valuable items (roll 20d6 with each result of
them, though the PCs might not know it, is 1 signifying a magical treasure). Always
actually another extra-dimensional pocket. present, i n a d d i t i o n t o t h e r a n d o m
The right door is the wrong door, for treasures, are: 2d4 potions, including a
opening it will lead to another, separate potion of elemental controlearth (in case
extra-dimensional pocket, the result being of deep gnomes), and a potion of magic
akin to throwing a bag of holding into a resistance; a wand of enemy detection; a
portable hole, opening a rift to the Astral brazier of fire elemental control; a brazier
Plane.

12
House Baenre

of sleep smoke; a figurine of wondrous Third Level: telepathy, spellweb, emotion


power (obsidian steed); a Manual of Golems control, animate dead, dispel magic
(jade spiders); and a Tome of Mystical Fourth Level: divination, free action,
Equations. passweb, mental domination, m o d i f y
A mighty haul indeed, but just in case m em ory
your PCs think that theyve gotten away Fifth Level: commune, dispel evil, flame
with something grand, there is, set in the strike, mind shatter, summon spider
center of the curving ceiling, a mirror of Sixth Level: blade barrier, spiritual wrath,
retention (fastened with sovereign glue and reverse time, word of recall
covered by three permanent outer layers, Seventh Level: creeping doom, unholy word
each the equivalent of a wall of force),
which will record all of the events in the Physical Description: Matron Mother
room, and which Gromph checks and Baenre is considered to be ancient, even as
re-activates at the start of each day (even drow go, and whereas most drow retain
before he goes to light up Narbondel). Dont their youthful appearance for most of their
doubt for a minute that Matron Baenre and lives, Matron Baenre has degenerated
Gromph will stop at nothing to retrieve throughout her long and illustrious one. Her
stolen goods. face is criss-crossed with numerous, deep
wrinkles and her hair has become thin and
stringy, giving her a strange, wraith-like
House Baenre NPCs appearance. There are whispers among the
masses that the Matron Mother of House
Matron Mother Baenre Baenre should be dead and there are even
quieter whispers that suggest perhaps she
ARMOR CLASS: 5 already is.
MOVE: 12 Equipment: Matron Mother Baenre has
HIT POINTS: 87 acquired hundreds of interesting items in
NO. OF ATTACKS: 1 (Spider Wand) her long life, but she has a special place in
DAMAGE/ATTACK: Save vs. Poison/Die her heart for a select few and these she
SPECIAL ATTACKS: Poison carries with her at all times.
SPECIAL DEFENSE: Nil On her left hand she wears a large,
MAGIC RESISTANCE: 100% ornate, gold ring with a huge, shimmering
SIZE: M sapphire in its setting. The gold band has
ALIGNMENT: Chaotic Evil been magically enchanted to writhe and
squirm on the Matron Mothers finger as if
25th Level Drow Priestess alive and the sapphire contains a magically
S:09 I: 18W 19 D: 10 C: 16 CH: 15 sustained, live black widow spider. The ring,
as a whole, has been enchanted to act as a
Inherent Spell-like Abilities: dancing ring of arachnid control (88 charges).
lights, faerie fire, darkness, levitate, know On her right hand she wears a small ring
alignment, detect magic, detect lie, made from the tooth of a mountain dwarf.
clairvoyance, suggestion, dispel magic The ring contains the trapped and
tormented soul of a mountain dwarf king
Commonly Remembered Spells: whose mining party ventured too near to
First Level: spider eyes, combine, command, Menzoberranzan. The party was captured
fear, invisibility to undead and sacrificed to Lloth and the kings soul
Second Level: augury, charm person, dark was trapped within the ring. The ring now
fire, messenger, wyvern watch

13
House Baenre

functions as a ring of anti-venom (18 Triel Baenre, Matron


charges) and with every use the soul is
brought one step closer to a final rest, a Mistress of the Academy
thought which displeases Matron Baenre
ARMOR CLASS: - 3
immensely.
MOVE: 12"
The Matron Mother also carries a small
HIT POINTS: 98
bag filled with 25 tiny onyx spiders which
NO. OF ATTACKS: 5 (Whip of Fangs)
acts similarly to a bag of bones. Upon
DAMAGE/ATTACK: 2d4 X 5(QX)
casting these items and uttering the
SPECIAL ATTACK: Weakness (Whip)
command word, the onyx spiders become
huge spiders fully under the command of
SPECIAL DEFENSE: Nil
Matron Baenre.
MAGIC RESISTANCE: 82%
Her favorite little toy is her prized spider
SIZE: M
wand (63 charges). Her preferred tactic is to
ALIGNMENT: Chaotic Evil
use the web power of the wand to entangle
her victim and then poison the hapless
16th Level Drow Priestess
captive until either he dies or Matron
S:15 I: 14W: 18 D: 17 C: 16 CH: 15
Baenre grows tired of the game (tired of
torment? Not likely).
Inherent Spell-like Abilities: dancing
Personality: Matron Baenre carries lights, faerie fire, darkness, detect magic,
herself with an ease that reeks of cockiness;
know alignment, levitation, clairvoyance,
if she ever had any fears they have been
detect lie, suggestion, dispel magic
long forgotten. Matron Baenre has grown
tired of most physical pleasures (see Commonly Remembered Spells:
torment, above) so now she devotes her First Level: spider eyes, thought capture,
time to the pleasures of political intrigue command, fear
and psychological web-weaving. She openly Second Level: augury, hesitation, dark fire,
promotes strife within Menzoberranzan mind read
and seems to draw energy (perhaps life) Third Level: spellweb, memory read,
from the resulting chaos. Feeling confident telepathy, unearthly choir
that she is safely set as First Matron Mother, Fourth Level: passweb, circle of privacy,
she encourages ambitious on to great, and mental domination, free action
sometimes gory, glory. Fifth Level: mind shatter, repeat action,
Motivation: Having lived for such a long flame strike, summon spider
time, t h e F i r s t M a t r o n M o t h e r o f Sixth Level: spiritual wrath, reverse time,
Menzoberranzan has realized her greatest word of recall
goals and, for the present, seems content to Seventh Level: mind tracker
serve the Spider Queen as well as she can
and let the chaotic story unfold around her Physical Description: Triel is a strong
(with her inevitable nudging). and confident female. She is just under five
Unfortunately for Menzoberranzan, she feet tall, but carries herself with such a
still retains her natural drow craving for powerful grace there can be no doubt of her
more and more power, so although the status.
other houses dont have to worry about Equipment: With Arach-Tinilith at her
House Baenres personal ambitions for command, Triel prefers to be uncluttered by
ascension, they certainly have to keep wary personal items, so she commonly carries
of Matron Baenres love of chaos. few possessions. Her chain mail is of the

14
House Baenre

finest quality (+5), as is her rarely-utilized


mace (+5). She wears her house insignia on
Gromph Baenre,
a heavy gold chain. This item, like all the Archmage of
insignia of the selected Baenre nobles, Menzoberranzan
empowers Triel with a Word of Recall,
which will bring her directly to Matron ARMOR CLASS: - 2
Baenres throne room. MOVE: 12"
He r fa v o r e d w e a p o n i s a d readed HIT POINTS: 39
five-headed whip of fangs which has tasted NO. OF ATTACKS: 1 (Dagger +5)
the flesh of more than a few young drow DAMAGE/ATTACK: 1d4 + 5
who have made their way through the SPECIAL ATTACKS: Poison (Dagger)
Academy. Another toy is her wand of fear, a SPECIAL DEFENSE: Nil
gift from Mother when Triel was appointed MAGIC RESISTANCE: 95%
to her present, prestigious position. SIZE: M
Personality: Triel is dominating and ALIGNMENT: Chaotic Evil
overbearing, even as drow go, but she is
also aware that she is in a very influential 20th Level Drow Archmage
position and is careful about taking risks S: 10 I: 19 W: 12 D: 16 C: 9 CH: 8
that might jeopardize her station. Although
Triel is a demanding overseer, she deals with Inherent Spell-like Abilities: dancing
the Academy Mistresses, Masters, and lights, faerie fire, darkness, levitate, know
students as fairly as possiblethey know alignment, detect magic
what is expected of them and Triel usually
follows the rules that she has set down. But Commonly Remembered Spells:
these are drow, after all, and there are First Level: metamorphose liquid,
exceptions to rules. Murducks feathery flyer, spider eyes,
Motivation: Triel is content with her life spider climb
as Matron Mistress of the Academy and has Second Level: Maximillians earthen grasp,
no designs to usurp her Mother as Matron past life, ride the wind, sense shifting, web
of House Baenre. As Matron Mistress, she Third Level: darkwing, hand of darkness,
wields more power than other Matron alacrity, wizard sight, lightning bolt
Mothers, save those of the very highest Fourth Level: acid bolt, stop, thunder staff,
houses, and she sees no point in stepping turn pebble to boulder, dimension door
down from her position to foster a lesser Fifth Level: passweb, lower resistance, mind
house. Besides, there remains the questions fog, chaos, domination
of Matron Baenres age; Triel is unsure that Sixth Level: summon spider, Bloodstones
Matron Baenres position will ever be spectral steed, disintegrate, Forests fiery
vacant. constriction
Seventh Level: viper gout (spider gout
variation, of course), prismatic spray,
suffocate
Eighth Level: death spider, demand, symbol
Ninth Level: power word kill, time stop

Physical Description: Gromph, being


the elderboy of House Baenre, is older than
many o f t h e M a t r o n M o t h e r s o f
Menzoberranzan. He has aged gracefully

15
House Baenre

physically, if not mentally, with flowing and


vibrant white hair and shows little of his
seven hundred years. He is a perfectionist
with few equals and carries himself with a
dignity befitting his station in life as the
citys revered Archmage.
Equipment: Over the years, Gromph has
acquired many fascinating pieces of magic.
As elderboy of House Baenre, he had
already inherited many items, and as
Archmage of Menzoberranzan, he received
even more. Now Gromph finds himself with
an over-abundance of magical toys, if thats
possible.
His most-prized possession, of course, is
the celebrated robe of the Archmage of
Menzoberranzan. This flowing,
many-pocketed piwafwi is emblazoned with
sigils and runes of power highlighted with
varying hues of faerie fire, and bestows the
following benefits:
1. Armor equal to Armor Class 0
2. +5% Magic Resistance
3. +1 to all saving throws
4. wraithform, as spell, 2/day
Two brooches adorn the robe. One acts as a
more powerful version of the amulet of
perpetual youth, halving the effects of
natural and unnatural aging for as long as
Gromph is accorded the position as city
Archmage.
The second brooch enables Gromph to
cast the lingering heat enchantment into
Narbondel at the beginning of each day.
Some other items which Gromph carries
with him at all times include an ancient
wand of viscid globs, which was given to
him upon his birth by Matron Mother
Xlarrazet of House Xlarraz etsoj. Since
that particular house was destroyed by
House Baenre just a year later, Gromph has
to say that he found the wand while
cleaning the attic of one of House Baenres
lesser stalagmite mounds.
A wand of acidic spheres rests easy on
Gromphs left hipit seems that he
stumbled across that one in the same

16
House Baenre

lucrative attic. He wears a brooch of hypocrites who use their goddess as a shield
number numbing under his marvelous (Matron Baenre excluded, of course).
robes. (Gromph is typically House Baenres Unfortunately for Gromph, it is a very
bargaining agentin the world of the drow, effective shield.
having the upper hand is everything.) Because of his traitorous feelings, Gromph
Some of Gromphs more important items is in a tentative position with his Mother.
are kept in his office in Sorcere. His large Matron Baenre has chosen to ignore her
dwarf-bone desk contain his many contracts sons failings as long as he remains
of Nepthas (to be used only in emergencies, ultimately useful to her. And Gromph has
of course!), his lens of speed reading, and his found a way, despite all, to find the favor of
talisman of memorization. Built into the wall the Spider Queen. The most extraordinary
of his office, in a secret compartment, is the sight in House Baenre is a permanent,
Zhaunil del Faerbol Talinth-Mrimm, which 30-foot-diameter illusion hovering over the
translates to the Knowledge of Philosophical central altar in the main chapel. This work
(Alchemical) Magics, and acts as Nefradinas of art continually shifts its form, one
identifier. Scattered around the office is a moment appearing as a gigantic spider, the
vast collection of talintu bolet (thought next a perfect-featured drow female,
bottles), some full, others waiting for an perhaps the best representation of Lloth in
inspiration to fill their void. all of Menzoberranzan.
In his room at House Baenre, Gromph
keeps his prized spider mask. Matron El-Viddenvelp, House
Baenre makes him keep it at home, since her
wondrous fence is not immune to the items
Adviser for
effects and she fears that another house Extra-Menzobermanian
might get their hands on it and find a way to Affairs
make copies.
Personality: Gromph is an evil and RACE: Illithid
corrupt old drow, everything a dark elf ARMOR CLASS: 5
mother could ask for. He is cold, bitter, MOVE: 12
calculating, and hoards his information like a HIT DICE: 8 + 4 (level 7
miser hoards gold. While it is possible, though psionicist)
rare, to deal with Gromph on a regular basis, HIT POINTS: 82
be assured that you will leave the relationship THAC0: 11
with less than you had going in. ATTACKS: 4
Motivation: Gromph is motivated by one DAMAGE/ATTACK: Special
thing: hatred. He sees his station in life (as a SPECIAL ATTACKS: Mind blast/psionics
male in Menzoberranzan) as pointless, and SPECIAL DEFENSE: Psionics
realizes that he cannot, under the strict MAGIC RESISTANCE: 90%
matriarchal system, rise any higher. With SIZE: M
that in mind, he continually strives to ALIGNMENT: Lawful Evil
improve, to become more and more INTELLIGENCE: Genius
powerful, in the fleeting hopes that, one
day, things will change for the better. As Psionic Strength: 225
Archmage of the city, Gromph receives a AT/DEF Modes: MT/M-/TS/MB/ +1
great deal of respect, but not from the most Disciplines: 3
powerful Matron Mothers, who he Sciences: 5
considers to be an overbearing bunch of Devotions: 14

17
House Baenre

El-Viddenvelp, or Methil, as he is known for Matron Baenre to allow her to assume the
ease, is the chief adviser to Matron Baenre title of Matron Mother of some lesser house
concerning matters beyond and then spend centuries building that
Menzoberranzans borders, a n d a n house to prominence. She has openly
important consultant even on matters declared, however that she wishes to rule
within the city itself. His mental prowess the Academy and has also alluded, very
(though little is known of his specific psionic dimly, that perhaps Triel has been getting
powers) has proven more than helpful to lax in her duties.
the First Matron Mother in her dealings
with other Matron Mothers, particularly in Vendes Baenre, Level 11/14
the meetings of the ruling council. cleric/thief: This small and vicious female
Matron Baenre even secretly created a is known as Duk-Tak or the Unholy
small chamber right beside the council cave, Executioner. Vendes is so uncontrollably
so that El-Viddenvelp could be out of sight, volatile that Matron Baenre would not give
but not out of mind. her a room in the highest tier of the family
The reasons for the illithids dealing with stalagmite. Of course, this fact, especially
the house are shady at best. Perhaps it is since an illithid is allowed to reside up there,
due to the fact that El-Viddenvelps illithid only shortens the fuse. The slight does not
community is located only a few weeks mean that Matron Baenre has no use for her
march to the west of Menzoberranzan. fourth daughter. Often when Matron
While mind flayers do not normally fear the Baenre has a problem with a lower ranking
drow, they do respect them, especially drow, she calls upon Vendes to meet out her
w h e n de a l i n g w i t h a c i t y o f 2 0 ,0 00! punishment. Vendes wields a special
El-Viddenvelps community, by contrast, seven-headed whip of fangs which
numbers a scant one or two hundred (and transforms the skin of her victims into
half the time, h a l f o f t h o s e a r e o f f ebony (save vs. death magic; drow magic
gallivanting in the Astral Plane). resistance does not apply). Matron Baenre
Matron Baenre has nothing personal then deposits the statue in a room for future
against double-agents, as long as she sale.
benefits from the relationship. At present, Vendes has also made her mark in
she needs El-Viddenvelp to help her Arach-Tinilith. When a would-be priestess is
understand the mysterious powers of seen, or even thought to be, deviating from
House Oblodra (#3). the Way of Lloth, Vendes puts her whip into
action. These special statues are put on
Other Important House display in front of Arach-Tinilith for all to
see, for a period of one year.
Baerne NPCs
BladenKerst Baenre, Level 14 high
Quenthel Baenre, Level 10 high priestess: If sadistic behavior were a
priestess: The newest member in Baenres virtue, this high priestess would be a
high priestess collection, Quenthel is seen as goddess. BladenKerst is the oldest in-house
being the most ambitious of Baenres lot. She daughter (second behind Triel) and she
became a high priestess in record time (to aspires to heights of greatness that Matron
the envy of all her peers, family included) Baenre would never allow her to achieve.
and if it were not for the fact that she is Even in savage drow culture, there is a time
favored by Lloth, she would have been for cruelty and a time for, well, less cruelty,
killed years ago by a prudent Triel. Quenthel but BladenKerst never quite grasped that
knows that the best she can hope for is for

18
House Baenre

idea and as a result has become a problem but has no usurpers aspirations (i.e., hes
for the family. Matron Baenre fears that not stupid). H e w e a r s b r a c e r s o f t h e
BladenKerst would fail miserably if she blinding strike and fights with two swords,
attempted to form a house of her own, and neither of drow make. One is a sword of
fears even more the possibility that sharpness (+3), and the other a defender
BladenKerst would succeed. With her lack (+5). Rumors say that the sword of
of civility and understanding of drow sharpness is an intelligent blade, evilly
protocol, the second daughter would aligned and quite thrilled with its present
certainly disgrace House Baenre. For now possessor.
Matron Baenre is happy just to let her Dantrag is about as honorable as a
terrorize the house males and believe that Lloth-worshipping drow can be, preferring
she is doing the family proud. not to attack unarmed foes or strike from
behind. This should not be confused with
Sos'Umptu Baenre, Level 12 high honor, though, for it is merely the result of
priestess: SosUmptu has been managing Dantrags sick pride; in his eyes, no one can
the Baenre chapel for over 200 years, beat him in melee combat.
reaching a level of perfection in her work Dantrag desires the position as Principle
that has astounded even her ancient Master of Melee-Magthere, but Matron
mother. After finishing her studies in Baenre will not allow it since he is too
Arach-Tinilith she assumed the role of valuable to her in the role of house weapon
caretaker for the huge worship place, and master.
since that time she has taken great pains
(some of them even her own) to see that the
chapel remains in perfect shape. It was
SosUmptu who suggested the great
spider/lady work of art, even going over
BladenKersts head in prompting her
brother to create it. This has caused a major
rift between the two sisters, especially
considering Matron Baenres delight at the
birthday gift. Because of BladenKersts
obvious scorn and dangerous mannerisms,
SosUmptu is now seldom seen outside of
the huge domed chapel, a place where even
her elder sister would not dare to strike out
at her.

Dantrag Baenre, Level 18 fighter: With


Zaknafein DoUrden out of the way, Dantrag
Baenre is reputed to be the finest weapon
master in all of Menzoberranzan. (Youd
never convince House Barrison DelArmgo
of this, however.) Whether or not he is the
citys finest fighter remains to be seen, for
few would dare to challenge any drow of
the citys First House in combat. Dantrag is
the secondboy of the house behind Gromph,

19
House Barrison DelArmgo

Second House of rivals. No other house really poses any


threat to the superbly trained forces of the
Menzoberranzan second house, though they do fear a
conspiracy between Faen Tlabbar,
SYMBOL: Xorlarrin, and Agrach Dyrr, the 4th, 5th,
and 6th houses respectively, all allies of
House Baenre. Also, House Vandree (17th)
seems in line for trouble.
Matron Mother: MezBarris Armgo
level 13/13 Barrison DelArmgo, the second house of
priestess/fighter the city is, in a drow elfs twisted perception
of time, just a newborn babe. How they
Nobles: 48 came to achieve their number two ranking
Priestesses: 11 is shrouded in suspicion and envy, but no
High Priestesses: 3 one has yet to express their feelings openly
House Males: 37 or with purpose.
Fighters: 20 The house is led by Matron Mez Barris
Wizards: 17 Armgo and her five daughters. Early on
they realized that they could never hope to
Drow Soldiers: 1,000 total become a force in Menzoberranzan without
a sizeable number of high priestesses. For
Formations: 50 Elite Foot (female) many years they prayed and sacrificed to
200 Elite Foot (male) Lloth in the hope that she would answer
200 Archers their prayers and bring them to greatness.
350 Foot In the meantime, they wisely spent their
200 Lizriders time making treaties and forming alliances
with the lesser noble housestreaties
Slave Force: 1,100 total designed to preserve their very existence as
a minor house.
Formations: 300 goblin foot For years they had been quietly fostering
200 goblin archers a staff of house wizards second to none,
150 orc spearcasters producing almost twice as many competent
250 ogrillons wizards as even the larger houses. The
(home-bred) Matron Mother discarded numerous
150 bugbears patrons in the hope that she could give birth
50 ogres to the daughters that are so essential to life
in the Underdark. Unfortunately, her
Chief Alliances: Tentative agreement with attempts were futile and she gave birth to
House Oblodra (#3), since both are under only five daughters, of whom only three
House Baenres ominous shadow. were destined for greatness.
Otherwise, House Barrison DelArmgo has As their wizard population began to grow,
no known allies within Menzoberranzan. Barrison DelArmgo became more and more
useful to the larger houses as an alternative
Chief Rivals: House Oblodra (#3), quietly, to the outrageously priced mercenaries of
and House Baenre (#1), even more quietly, Bregan Daerthe. Consequently, with even
seem to be Barrison DelArmgos principle House Baenre continually calling, the house

20
House Barrison Del'Armgo

developed a reputation as an up and coming MezBarris, long considered a renegade


force. Unfortunately, not all of the greater for her catering to the predominant house
houses took heed of these rumors and, in males, decided then to stop fighting against
the end, their ignorance proved to be their her nature, to stop resisting the unique
undoing. graces Lloth had bestowed upon her house.
With their list of alliances growing at an MezBarris realized that she, and her
incredible rate, Mez-Barris turned her off spring, w o u l d f o r e v e r b e a r m a l e
thoughts toward conquest. In their 550th children, and understood that Lloth wanted
year, Barrison DelArmgo was ranked 47th it this way. Of all the drow cities,
and the Matron Mother decided that it was Menzoberranzan, with their slavish
time for a drastic change. The great dedication to matriarchal rule, was
Barrison DelArmgo wizards concocted a probably the weakest in terms of wizardly
spell that would move them up the ladder. magic. And the lopsided favors extended to
Barely a year later, the mages began their females certainly diminished the other half
evil work. At the waning of Narbondel, the of the citys drow population.
dark hour reserved for dark business, the MezBarris found a new patron, an
2 7 t h h o u s e , Brontej, quite simply exceptionally large and strong male, and
disappeared, leaving in its stead a pool of began with him a line of physically and
murky sludge. The sludge solidified in a few emotionally superior males.
days, forming a natural ridgework that And so Barrison DelArmgo, using their
curiously resembled the insignia of Barrison u n i q u e ( t o Menzoberranzan) gifts,
DelArmgo. Very few knew any specifics continued to thrive, continued their
about the attack, but for many days inevitable ascension. Their open acceptance
afterward a glowing disc was seen floating of males beamed out as a beacon of
from House Baenre to Barrison DelArmgo welcome for unhoused roguesrumors say
and all the houses, great and small, took that even Jarlaxle, mercenary leader of
heed. Bregan Daerthe, has found the secret favor
When things were at last sorted out, by of MezBarris. Jarlaxle, of course, pragmatic
decision of the Ruling Council, Barrison and wise, and considered by Matron Baenre
DelArmgo was awarded the 16th rank in to be her exclusive property, denies these
the city, and, curiously, not a single house claims bitterly.
offered the slightest word of open There was also once a rumor that Gromph
complaint. But of course, this Baenre, Archmage of the city, spent some
unprecedented jump of 31 ranks would not private moments with MezBarris Armgo on
go unchallenged for long. more than one occasion. This cannot be
Over the ensuing years, Barrison confirmed, though, since everyone who
DelArmgo was assaulted by a number of spoke the rumor, and nearly all of those
houses, including noble ones, and they who heard it, have since been sold as ebony
survived each attack and slipped inevitably statues to a distant duergar community.
toward a seat on the Ruling Council. Still, Another major benefit of Barrison
MezBarris realized that her house was DelArmgos attitude towards males is that
being tolerated and pandered to, but the the house males are undyingly loyal to their
treatment was condescending. Eventually, Matron Mother (where else in all the city
Barrison DelArmgo would ascend too high, could they go and receive as much respect?).
and the greatest houses, Baenre included, MezBarris, therefore, does not have to
would turn against them. worry, as do so many other Matron

21
House Barrison Del'Armgo

Mothers, about sinister plots from within. House Barrison DelArmgo is nearly as
No house other than Baenre would dare to impregnable as House Baenre, when you
strike out against Barrison DelArmgo alone, consider the size of the contingent held
and even Baenre, so smug and mighty, within its relatively small walls. While half
understands that the cost of taking on the of the garrison is sleeping, the other half
citys second house would be far too high. spends its time patrolling every square inch
(This is why Barrison DelArmgo rightfully of the fifteen foot walls that surround the
fears a conspiracy between Baenres most complex. To make living arrangements even
powerful allies.) The house has bred not worse, the cavern ceiling is exceptionally
only the finest wizards in all the city, but the low above the compound, sporting dozens
most elite warrior group as well, males big of stalactites, too thin to be hollowed for
and strongunnaturally so, whisper the living quarters, but strong enough to
jealous other houses. support guard stations and excellent
Note that they whisper. archery positions.
House soldiers typically range from level
The Dwelling of 2-7, with guard captains in the 7-10 range.
Patrol groups consist of 15 fighters plus
House Barrison captain, accompanied by 2 fighter/mages of
not less than level 5/8. Guard captains are
Del'Armgo outfitted in the finest chain (+5) and
typically fight with battle axe and hand axe
Barrison DelArmgo occupies a triangular of the finest quality. Wizard spells are
compound east of the Quellarzorl, literally typically offensive and brutal in nature
(and fittingly) in the shadow of House (magic missile, lightning bolt, acid bolt, and
Baenre. While the compound is not small by Evards black tentacles are favorites).
Menzoberranzan standards, the 1,000 drow The chapel of House Barrison DelArmgo
of Barrison DelArmgo find it is located in the large, easternmost
uncomfortably tight. For this reason, and stalagmite mound that also houses the
the fact that MezBarris has outgrown the family nobles, male and female. While
motherly eye of Matron Baenre, Barrison having the most important building
DelArmgo is apparently planning a move. anchoring one end of the compound gate
Three former noble houses, DoUrden, might seem dangerous, even foolhardy, the
DeVir, and Hunett, are presently either mighty house is not overly concerned at the
unoccupied or housing very minor families, present, relatively unthreatening, time.
but Barrison DelArmgo, as second house, This enormously thick stalagmite has two
desires an even grander compound than distinct (and unconnecting) sections, the
any of these. House Baenre possesses the small inner area used as the chapel and
grandest, there can be no argument to that, noble quarters, and the outer, circling
but behind it, the compounds of House tunnels, wherein reside nearly a third of the
Duskryn (10th) and House Vandree (17th) Barrison DelArmgo lizard riders and their
seem the most promising. Duskryn, mounts, leaving the important mound
powerful beyond their rank and, by all crawling with lizards every moment of
expectations destined for the ruling council, every day. Also, the many stalactites above
could prove a formidable foe. Vandree, on this area form the stations for dozens of the
the other hand, with merely 150 drow houses most skilled archers, and dozens of
warriors and no worthwhile alliances, could deadly wizards. There is even an area on
be easy pickings.

22
House Barrison Del'Armgo

the walkways reserved for spell research Physical Description: Matron Mother
and alchemical mixing, allowing the wizards MezBarris Armgo is a hulking, brutish
to continually work toward improving their female, with piercing red eyes. She has a
craft, even while guarding the noble family. curious red streak of hair that runs down
the center of her headsome say it was a
House Barrison gift of the Spider Queen and a mark of
greatness.
Del'Armgo NPCs Equipment: Matron MezBarris wears
arm-length, open fingered evening gloves
that, though appearing delicate, function as
Matron Mother g au ntlets of ogre pow er a n d bracers of
MezBarris Armgo defense (AC 2). Her piwafwi is also
deceiving, functioning as a cloak of
ARMOR CLASS: 1 arachnida. For disciplining unruly slaves or
MOVE: 12 unruly drow, she typically uses her
HIT POINTS: 80 five-headed whip of fangs, but her
NO. OF ATTACKS: 4 or 5 (Whip of Fangs) preferred method of battle is to fight with
DAMAGE/ATTACK: 2-7 +5 or 2d4 x 5 twin maces +5, Quilth and Quuente
SPECIAL ATTACKS: Weakness (Whip) (literally Blood and Guts), swinging twice
SPECIAL DEFENSE: Nil each round with each of them.
MAGIC RESISTANCE: 80% S h e w e a r s a g o l d e n necklace of the
SIZE: M retriever with four large gems (ruby,
ALIGNMENT: Chaotic Evil diamond, blue sapphire, and obsidian), each
valued at no less than 2,000 gold pieces. The
13/13 Level Drow Priestess/Fighter first three gems can emit, once/day, 60 long
S: 15 I: 15 W: 18 D: 17 C: 11 CH: 14 rays of fire, cold and lightning respectively,
striking a single target and delivering
Inherent Spell-like Abilities: dancing damage equal to MezBarris current hit
lights, faerie fire, darkness, levitate, know points (half with a successful save vs. breath
alignment, detect magic, detect lie, weapon). The obsidian stone fires a ray of
clairvoyance, suggestion, dispel magic transmutation, which turns the victim into
mud, stone, gold, or lead (determined
Commonly Remembered Spells: randomly) unless a successful save vs.
First Level: spider eyes, personal reading, petrification is made, in which case there is
cause light wounds, ring of woe no effect.
Second Level: draw upon unholy might, Personality: MezBarris is a fierce,
hesitation, idea, charm person, hold person battle-hungry warrior, the only Matron
Third Level: summon insects, spellweb, Mother known to actually engage enemy
emotion control, meld into stone, cause drow warriors in melee combat. It was not
disease always this way; MezBarris love of battle
Fourth Level: giant insect, cloak of fear, only came about after she realized her
undetectable lie, poison, passweb special place in Menzoberranzan.
Fifth Level: plane shift, flame strike, insect Motivation: Like most successful drow,
plague, summon spider MezBarris is motivated by desire for power
Sixth Level: blade barrier, word of recall and the favor of Lloth. She seeks greater
Seventh Level: mind tracker glories (and a bigger compound) for her

23
House Barrison DelArmgo

Uthegentel, Patron and


Weapon Master of House
Barrison Del'Armgo
ARMOR CLASS: -7 or -9
MOVE: 24
HIT POINTS: 122
NO. OF ATTACKS: 2 or 3
DAMAGE/ATTACK: 2-7 + 8
SPECIAL ATTACKS: Skewer, Entrapment
SPECIAL DEFENSE: Nil
MAGIC RESISTANCE: 90%
SIZE: M
ALIGNMENT: Chaotic Evil

20th Level Drow Fighter


S: 18/33 I: 10 W: 12 D: 18 C: 17 CH: 12

Inherent Spell-like Abilities: dancing


lights, faerie fire, darkness, levitate, know
alignment, detect magic

Physical Description: Standing near to


six feet, with shoulders broad and sturdy,
and weighing nearly 200 po u nds,
Uthegentel is one of the largest drow ever
house and believes whole-heartedly that seen in Menzoberranzan. He wears his
House Baenre nears the end of its reign. white hair short-cropped and spiked, and
Another immediate concern is House often paints his face with zig-zagging lines
Oblodra (#3), the unpredictable and reckless of red and yellow. A mithral ring adorns his
mad dogs coveting Barrison DelArmgos nose, a golden pin protrudes through each
station. Believing that the fighting garrison cheek, and Uthegentels blood-red eyes
of Barrison DelArmgo will have little seem forever locked in a furrowed, angry
trouble eliminating the Vandree family, glare. If your PCs have a worst nightmare, it
MezBarris has her wizards concocting a probably resembles Uthegentel.
mighty dweomer that will extend the huge, Equipment: Uthegentel wears black
claw-shaped ravine east of Tier Breche plate mail (+5) and boots of speed, which he
around the unfortunate house and drop typically uses for only one direction
them into oblivion. If this attack plan is ever straight ahead. He fights with a black
executed, MezBarris is confident that it will trident (+5) which Uthegentel can use to
defeat the potential conspiracy between the skewer, much like a lizard king (doing
4th, 5th, and 6th houses before they ever double damage), and a net of entrapment.
even formulate plans against Barrison Though not truly of the noble family, his
DelArmgo. special house emblem, pinned to his bare
neck, functions as a girdle of giant strength
(storm) once/day for 3D10 rounds.

24
House Barrison DelArmgo

Personality: Savage and merciless, Motivation: Uthegentel lives to fight and


Uthegentel has been aptly tagged with to breed, and serves as House Patron and as
nick-names such as Streeaka Drocuh (Mad sire to the majority of the other house
Dragon), Elgg-hor (the Destroyer), and females (which explains the unusual size of
Ultrin Sargtlin (Supreme Warrior), the last Barrison DelArmgos warriors). He is
one of particular disliking to Dantrag completely loyal to MezBarris and the
Baenre. family and will remain so as long as the
Uthegentel growls more than he speaks, fierce Matron Mother retains her zeal for
spits readily, and has been known to war.
arrange battles between himself On a personal note, Uthegentel wants
(weaponless) and six armed goblin slaves. nothing more than a fight against Dantrag
He even gives the goblins first swing, and Baenre. With Zaknafein DoUrden out of the
allows at least one of the blades to land a picture, only Dantrag presents any real
wicked hit. Then he summarily rips the challenge. Dantrag welcomes the
lesser creatures limb from limb and has fightpubliclybut because Matron
their choicest parts prepared for his supper. Baenre, evoking the name of Lloth, has
forbidden it, it is commonly believed that
Dantrag is wiser than he sounds.

25
House Oblodra

Third House of knows that they knowshe ENJOYS that


they know!
Menzoberranzan Somehow, even so obviously outside the
accepted practices of Menzoberranzan,
SYMBOL: Matron Kyorl has remained in the favor of
Lloth, as evidenced by House Oblodras solid
standing in the citys hierarchy (and this
despite the fact that their garrison numbers
Matron Mother: Kyorl Odran far less than the forces of Faen Tlabbar, the
level 16 priestess next house in line). At one council meeting,
Nobles: 32 it was even quietly suggested, by Matron
Priestesses: 22 Baenre, that the two houses should consider
High Priestesses: 6 a reversal of rank. Kyorl laughed at her, and
House Males: 10 promptly warned Matron Ghennitiroth
Fighters: 4 Tlabbar that if she ever claimed the position
Wizards: 6 of third house, the Oblodren would set
upon House Tlabbar openly, to the ultimate
Drow Soldiers: 450 total destruction of both houses. Matron Baenre
has not made a similar suggestion since.
Formations: 300 Elite Foot Oblodren are known for fanaticism,
75 Archers reckless battle rages and outright frenzy,
75 Lizriders and for dabbling in the wildest magic,
pushing the boundaries of accepted magical
Slave Force: 600 total practices as casually as they push the
boundaries of Lloths unwritten dictates.
Formations: 600 kobold Such recklessness has brought the house
seemingly to the verge of extinction again
Chief Alliances: Tentative (phony) alliance and again, but no other house has actually
with House Barrison DelArmgo (#2). dared to attack them. Perhaps this is due to
Matron Kyorls supreme confidence, the
Chief Rivals: House Baenre (#1) has little feeling that she always has some hidden
use for the unpredictable Oblodren. wild card left to play, but more likely it is
Likewise, Matron MezBarris Armgo of the because the Oblodren have left more than a
second house does not trust (simply dozen obliterated houses in the wake of
despises) Matron Kyorl Odran. House Faen their ascensionobliterated beyond even
Tlabbar (#4), with a larger force, views the the expectations of drow warfare.
rank of House Oblodra as the most likely The priestesses of House Oblodra are
next step in its quest for ascension. known for possessing unusual powers of
the mind (psionicsmostly wild talents),
House Oblodra has been tagged (rightfully and many in the city whisper that they train
so!) with a treacherous and unpredictable with a community of illithids. Perhaps it is
reputation. They are the most secretive of no coincidence that since the illithid
houses, and Matron Kyorl often flashes a El-Viddenvelp has come to serve as Matron
wicked smile at meetings of the Ruling Baenres consult, the First Matron Mother
Council, a grin that tells the other Matron has afforded the wild Oblodren a great deal
Mothers that she is undoubtedly lying. She more respect.

26
House Oblodra

By all sensible measures Faen Tlabbar (#4) Two or more drow can play Khaless (it
is a stronger house than Oblodra, as were gets really wild when a dozen or more go up
many of the houses ranking below the third into the globe!) and even the younger drow
house. Matron Kyorls uncanny are invited and given levitation spells by the
understanding of drow politics is credited house mages. (Of course, these ignorant
for this. young drow have no idea at all of how long
Using this understanding, the Matron the wizards spell might last.) Winners are
Mother of House Oblodra has become the accorded a vacation of pleasure (the female
principle overseer of the many patrol of their choice included) in the luxuries of
groups scouting the tunnels outside of the first familys house; losers (if they
Menzoberranzans cavern, and she always survive) must spend a month cleaning the
places many of her finest warriors in the kobold caverns. Of course, there is often no
ranks of those patrols. This would seem yet winner. If one drow plummets from the
another reckless move for a house with so globe, the other would not know it.
few drow to spare, but through this tactic
Kyorl always seems to have noble children
of rival houses in a vulnerable and closely
The Dwelling of
watched position. As with everything else in House Oblodra
her frantic life, Kyorl is walking a fine and
dangerous line. House O b l o d r a o c c u p i e s t h e s m a l l
One of the reasons House Oblodras stalagmite and stalactite compound in the
garrison is so small (and why so few lower center of the city, between two fingers of
level drow survive in the house), and also an the Clawrift. The house is protected on
example of the renowned insanity of the three sides by the Clawrift, and the west
Oblodren, is a game called simply, Khaless face of the house is guarded by a contingent
(Trust). Khaless is played above the Clawrift, of no less than 25 (2nd - 3rd level) warriors,
at the widest and deepest known point, at armed with bows and short swords (+2).
the base of the chasms thumb. In The Oblodren keep their kobolds in an
preparation for the game, a globe of extensive network of tunnels and walkways
darkness is hung in the open air above this that extend deep into the rift. The tunnels
drop, and the area is also enchanted with a are ancient and while House Oblodra admits
magical silence 15 radius. The challenging to having 600 kobolds, it is rumored that the
drow levitate themselves and are pushed tunnels are capable of holding 100 times
into this dark and quiet globe by the that number. This simple rumor has
referees, using long catch poles called kheal. stopped more than a few ambitious houses
The rules are simple: the first drow to from attempting a move into Oblodras
come out of the darkened area, either by position.
floating down and calling for a pole, or by The soldiers of House Oblodra typically
hanging beyond the duration of her/his range from levels 4 to 8. While their
levitation abilities (thus falling to her/his defensive equipment is not of the finest
death) loses. A drow willingly coming out of drow make (typically +2 or +3), their
the globe does not automatically lose, weapons are as powerful as those of even
however. If the challenging drow, in the House Baenre.
darkness and silence and thus oblivious to Half of the Oblodren drow warriors and
the others surrender, remains in the area at least one noble daughter are out of the
too long and falls, the survivor wins. house at any given time. Matron Kyorl has

27
House Oblodra

openly declared that should any house telekinesis, detonate, teleport, empower
attack the Oblodren compound, this force Psionic Devotions: contact, invincible
will bring the battle to its gates (while the foes, awe, false sensory input, id
noble daughter convenes the Ruling insinuation, psionic blast, inflict pain,
Council). psychic messenger, molecular agitation,
control body, inertial barrier, animate
House Oblodra object, danger sense, combat mind, astral
projection, time shift, dimensional door,
NPCs convergence, psychic drain, stasis field

Physical Description: Matron Kyorl is


Matron Mother Kyorl a small, seemingly weak female drow. She
Odran wears simple, unadorned robes and carries
no visible weapon. She is, all in all, totally
ARMOR CLASS: 10 unremarkable.
MOVE: 12" Equipment: Kyorl wears no armor and
HIT POINTS: 37 carries no weapon. In fact, when Detect
NO. OF ATTACKS: 1 Magic is cast upon Kyorl, nothing registers
DAMAGE/ATTACK: 1d3 + 1 (knife) as magic! She walks around apparently
SPECIAL ATTACKS: Psionics undefended but acting as if she is invincible.
SPECIAL DEFENSE: Psionics Personality: This mysterious Matron
MAGIC RESISTANCE: 80% Mother offers no pretense of friendliness
SIZE: M towards anyone outside of House Oblodra.
ALIGNMENT: Chaotic Evil Cocky, arrogant, even openly hostile, it
seems amazing that Kyorl has survived,
9/15 Level Drow Priestess/Psionicist particularly since she appears so very
S: 08 I: 17 W: 18 D: 14 C: 11 CH: 13 vulnerable. In Menzoberranzan, this is
whispered derisively as Kyorls Bluff, but so
Inherent Spell-like Abilities: dancing far no one has found the courage to call that
lights, faerie fire, darkness, levitate, know bluff.
alignment, detect magic, detect lie, Motivation: Kyorl is dedicated to the
clairvoyance, suggestion, dispel magic pleasures of life, particularly the pleasures
of the mind. She uses her psionic powers
Commonly Remembered Spells: more to heighten the intrigue around her
First Level: spider eyes, command and to anger her rival Matron Mothers than
Second Level: enthrall, augury for any real gains. Kyorl has been known to
Third Level: emotion control show up (psychic messenger) uninvited to a
Fourth Level: cloak of fear House Baenre family dinner, or even a war
Fifth Level: slay the living conference, and MezBarris Armgo simply
cannot get the witch out of her dreams.
Psionic Strength: 210
Defense Modes: All
Psionic Disciplines: telepathy, psycho-
kinesis, clairsentience, psychoporta-
tion, metapsionics
Psionic Sciences: mindlink, domination,
m a s s d o m i n a t i o n , s w i t c h p e r s o n ality ,

28
House Faen Tlabbar

groups, two to five of them together. When


Fourth House of a group of Faen Tlabbar females sets out for
Menzoberranzan a night of such celebration, the whole city
often discusses their exploits the following
SYMBOL: day. Males are often slain by other jealous
males in the course of these ribaldries, and
entire dens of debauchery are given over to
the whims of a few high level priestesses.
Matron Mother: Ghennitiroth Tlabbar The matron mother of the House is
level 16 priestess Matron Ghenni, who is six hundred and
Nobles: 40 forty years old. She has spent nearly three
Priestesses: 22 centuries as matron mother, and during that
High Priestesses: 5 time her house has climbed from ninth to
House Males: 18 fourth in statusthough it has never made
Fighters: 12 an attack on another house!
Wizards: 6 The children of the matron have included
11 daughters (eight of whom still live) and
Drow Soldiers: 750 total 11 sons, of whom all but five have been
killed. The high priestess of the house, after
Formations: 100 Elite Foot (female) the matron of course, is Finithey. This
200 Archers powerful cleric (level 13) is a refugee from a
300 Foot lower-ranking house that was destroyed in
150 Lizriders war; Matron Ghenni recognized her
potential when s h e b e g g e d T l a b b a r
Slave Force: 800 total protection. The matriarch promoted the
newcomer over all of her own daughters.
Formations: 400 goblin foot The bitterness of this elevation, in fact, led
100 goblin archers the eldest Faen Tlabbar daughter to an
100 orc spearcasters attempt on Fin-theys life. (Up until this
100 bugbears event, Ghenni still had eleven living
100 trolls daughters.) The net result of the
arrangement is that House Faen Tlabbar has
Chief Alliances: Strong supporter of a high priestess of more advanced rank than
House Baenre (#1); has longstanding truce most matron mothers in Menzoberranzan.
with House Xorlarrin (#5) Fini-they assists Matron Ghenni in her
ceremonies. Many observers anticipate a
Chief Rivals: Faen Tlabbar covets the bloody fight between the adopted drow and
position of House Oblodra (#3); and worries the familys natural daughters when the
most paranoically about attack from Houses time comes for a younger female to take
Agrach Dyrr (#6) and Mizzrym (#7). over Matron Ghennis position.
The elderboy of House Faen Tlabbar is
House Faen Tlabbar is a clan known PirOront Tlabbar, a fighter of no minimal
throughout M e n z o b e r r a n z a n f o r t h e accomplishment (level 14). He is content to
wanton nature of its priestesseswho also remain in the backgroundsetting the
have a reputation for the utmost loyalty to example for the rest of the house
Lloth. The priestesses venture forth in small maleswhile the priestesses guide the

29
House Faen Tlabbar

destiny of the clan. He is also the family ranking females of the house. The potion is
weapon master, and sees to the training of odorless and tasteless, and imbibers must
the younger drow. PirOront is a skilled make saving throws versus poison at -4 in
tactician, with an unusual characteristic for order to avoid the effects.
a drow warrior: he tries to conserve the Those effects vary specifically by the
lives of his troops when he plans and fights a nature of whoever drinks the potion. If the
battle. He has trained most of his younger imbiber is a drow, than the potion incites
brothers, and defeated challenges from within that character a passionate hunger
more than one of his mothers patrons. In for the company of Faen Tlabbar
fact, family legend claims that he killed his femalesan effect that lasts a year. Such
own father, the former weapon master, as smitten drow will stretch the bounds of
the means of ascending to his post. good taste and convention in their
The priestesses are the key to House Faen determination to win the favors of the
Tlabbars power and its eminent rank as house females, but they will not change
fourth house among all the clans of their alignments or betray their own houses
Menzoberranzan. They are a potent band of (unless given very unusual circumstances
females, well-augmented by the fighting indeed). If one who is not a drow, but is still
qualities of the males. Though the females, a humanoid of some type, drinks the potion,
and Matron Ghenni specifically, exercise the potion will render that person into the
typical iron-fisted drow matriarchal rule, physical image of a drow elf of the same
the clan is unusual in that open dialogue and sexi.e. shockingly white hair and indigo
a free exchange of ideas and opinions is black skin. The drow appearance will still
encouragedincluding input from the carry some traits of the originala
males! Of course, the females make the transformed ogre, for example, will be
ultimate decisions, but all clan members are larger than any drow, and unusually broad
given the opportunity to voice their of girth. Humans will retain their wide eyes,
opinions. or rounded ears, but all other
The high priestesses of House Faen characteristics become quite like a dark elf.
Tlabbar do great and continuous honor to The dwellings of House Faen Tlabbar are
Lloth, and the Queen of Spiders, in return, located in a walled compound of stalactites
has granted the clan some specific favors. and stalagmites. Battle platforms occupy
Most notably, s h e h a s g r a n t e d t h e many different elevations of this great
priestesses of the house the skill to create pillars, and walls of adamantite protect the
new spells of dark magic. These spells are great family compound, as well as the inner
only rewarded after a rigorous period of keep. The walls around the latter location
prayer and ritual performed by all the clans are fully thirty feet high, and only breached
priestesses. by a single gate. The house itself is detailed
When new incantations are granted, on pages 31-33.
however, Matron Ghenni or one of her Much of Faen Tlabbars power comes
daughters demonstrate the spell for the from its influence as a major trading house.
benefit of all Menzoberranzan, and so the Because it has so many friendsor, at least,
familys status in the favor of their dark so many drow who owe some debt of
goddess is widely known. gratitude to the Matron Ghennithe house
The priestesses of House Faen Tlabbar are has access to great amounts of information.
also famed for a potent potion, the brewing Thus, Faen Tlabbar agents are among the
of which is a secret reserved for the highest first to learn when a new caravan of

30
House Faen Tlabbar

duergar dwarves, for example, is due in rare occasions when Menzoberranzan


M e n zob er r a n z a n w i t h a s h i p m e nt o f musters an army to challenge another
diamonds and high-quality weapons and populaces forces, the Tlabbar riders have
blades. The merchants of the house use often proved their worth.
information such as this to conclude deals
with traders before much of the rest of the
city even knows that theres anything for
The Dwelling of
sale. House Faen Tlabbar
House Faen Tlabbar has a reputation as a
fair-minded and relatively non-treacherous The residence of this highly-regarded clan
clan (within the context of drow society, of fits the houses status in this city which is
course). They have never, so far as is always so aware of station. The expansive
known, gone to war with any other house. compound is very grand indeed, but not
Indeed, they tend to be very non-belligerent quite so grand as the dwellings of the
in negotiation and discussionthe matron second and third housesand nowhere
will not even employ the threats that are the near the extravagant opulence of House
meat of and bread of most drow Baenre.
conversation. Of course, Lloths favorable The fortified residence is located in the
impression of the house is enough easternmost alcove of Menzoberranzans
protection and enough of a threatto great cavern. The outer compound is a large
keep most detractors silent. courtyard, enclosed by high, adaman-
This house is a favorite refuge for those tite-reinforced walls. Within that compound
survivors of the common inter-clan wars in dwell most of the house slaves, and the
Menzoberranzan. Such houseless common drow troops of the family gar-
renegades need a place to live, a clan to rison. Here, too, are the great warehouses
protect them from the cruel ravages of of the familys trading concerns.
Menzoberranzan societyand House Faen This portion of the compound is guarded
Tlabbar is only too willing to welcome new, by shriekers outside the walls themselves,
and often powerful, members into the circle as well as a series of mechanically concealed
of its family. Several of its most proficient pit traps at the base of the wall. These traps
warriors have come to the house in such are thin screens of webbing supporting a
desperate fashion. Now, they fight as loyally dusting of gravelidentical to the ground
for their adopted family as they ever did for around the house. They have absolutely no
their native clans. magical enhancement, and consequently
The soldiers of the clan are equipped with will not be revealed by a detect magic spell.
a wealth of enchanted armaments. Drow Atop the wall are posted drow guards at
chainmail armor is standard for all the dark 60 intervals. In addition, a patrol of 10
elf contingents of the force, and the average guards, led by a fighter/mage of level 5/5, is
enchantment of the Faen Tlabbar melee continuously on duty, patrolling the
weapons is a +3. T h e t r o o p s a r e ramparts of the wall. They will arrive at any
exceptionally loyal, regardless of how long disturbance within 2-12 rounds of an
they have servedMatron Ghenni tends to alarmbut they will not leave this section of
inspire such unusual (and un- drow-like) the compound.
reactions in her subordinates.
The lizard-mounted cavalry is among the Faen Tlabbar Drow Guards (2nd level
finest of such troops in the city. On those fighters): AC 2; Move 12; HD 2; hit points 11

31
House Faen Tlabbar

(average); #AT 1; Dmg 1d8 + 3; THAC0 16; The gatehouse, the only entrance to the
MR 54%; AL LE clanhold, occupies a great stalagmite
Weapons: long swords +3; handbows anchored to the ground. The sides of the
Inherent Spell-like Abilities: dancing pillar have been carved out to support battle
lights, faerie fire, darkness (all once/day) platforms, and wizards and archers will
hasten to garrison these in the event of an
Guard Captain (fighter/mage level attack, where they can command the
5/5): AC 0; Move 12; HD 5; hit points 24; #AT situation both outside of the walls and
1; Dmg 1d8 + 5; THAC0 12; MR 60%; AL LE within the main compound. A taller, more
Weapon: Long sword +4 narrow pillar rises from the ground at one
Inherent Spell-like Abilities: dancing corner of this compound, and this, too, has
lights, faerie fire, darkness, levitate, know been constructed into a defensive bastion.
alignment, detect magic (all once/day). Each warehouse is guarded by a drow
Spells Known: patrol (equivalent to the wall patrol, above,
First Level: alarm, magic missile, light, including the captain). Also like the wall
charm person patrol, these guards are trained to stay at
Second Level: invisibility, web their stations. They will not move to
Third Level: haste reinforce their comrades in the event of
trouble.
Each of the barracks houses half of the

32
House Faen Tlabbar

drow soldiers of the house. All troops gathering of many hundred dark elves.
within those barracks will be armed and Around the periphery of the houses
armored, pouring out the door into the upper compound are many narrower, but
courtyard, within 2-12 rounds of an alarm. often taller columns. These are given to the
The slaves are kept in two much dingier, males for their living quarters, and also
smaller barracks buildingseach of which have been prepared as ultimate defensive
is guarded by a typical patrol. In the event of positions, in case the outer compound of the
an attack, the slaves will arm themselves, house should fall.
but will not be ready for battle until 6-16 These walls are garrisoned with two
rounds have passed (2d6 + 4). guards every thirty feet, and three patrols
The stables for the lizard mounts of the of house guardsone ready to respond to
elite Faen Tlabbar cavalry are also located trouble at each of the tree main walls. One
here. The lizards are guarded by a double of these patrols will reach a disturbance
patrol of guards, and the beasts themselves within 1-6 rounds of any alarm. Guards and
are loyal to the house and will resist any patrols are the same as listed above.
attempts to abduct them. Patron Rinnill has established himself in
But the true heart of the household is the one of these columns, surrounding his
great keep, occupying the higher terrain in quarters with sycophants and courtiers.
the rear of the compound. A veritable forest Graceful, curving bridges of crystal connect
of cave-pillarsstalactites and stalagmites, the pillar with the compound walls and with
both, as well as solid columns where the two the central tower of the priestess. (The
have grown togetherwalls in this secluded bridges can be disintegrated with a single
compound, providing a defensive perimeter command word, and would be destroyed at
as well as framework for the dwellings of the beginning of any battle.) The outside of
the Faen Tlabbar nobles and their the pillar is decorated in intricate and
attendants. unusual patterns of faerie fire, and is widely
The floor of the caverns slopes upward regarded as one of the most beautiful
considerably near the back of the constructs in Menzoberranzan.
compound, close to the great pillar of The clan elderboy, PirOront, has claimed
Narbondel, and this has placed the Tlabbar another of the great columnsthe one
household on high, commanding terrain. farthest from the house gateand has
The ground level of the main family turned the pillar into the most strongly
compound, as a matter of fact, is higher fortified portion of the entire compound.
than most of the walltops of the lower Traps both magical and mundane protect
compound. T h u s , i t provides good every door, every window of the place. He
observation across the city, as well as has an elite squad of personal guards, all
f or ci n g a n y a t t a c k e r s t o a s c e n d a fighters of exceptional courage and loyalty,
treacherous surface. pledged to protect the elderboy unto death.
A great central pillar holds the house
proper, with the sacred chapel and the altar
of Lloth near the columns summit, and the
sleeping chambers of the priestesses and
their consorts occupying the lower floors of
the great central stalagmite. The matrons
throne room is in the bottom room, a great,
circular chamber large enough to hold a

33
House Faen Tlabbar

caused others to suspect that she is frail. In


House Faen Tlabbar truth, her slender limbs are well-muscled.
NPCs She enjoys wearing white gowns which
match her hair and contrast sharply with
her indigo-black skin.
Matron Mother Equipment: Matron Ghenni always
Ghenni'tirzoth Tlabbar carries her dagger, which she calls
Scrag-tooth. The weapon is exceptionally
ARMOR CLASS: 5 poisonous ( -4 to saving throw) if the
MOVE: 12 proper command word is used within 6
HIT POINTS: 85 turns before the wound is inflicted. The + 6
NO. OF ATTACKS: 1 (dagger + 6) enchantment remains whether or not the
DAMAGE/ATTACK: 1d4 +6 poison is employed. In addition, the weapon
SPECIAL ATTACKS: poison can be used out to a range of 60, by use of a
SPECIAL DEFENSES: Nil different command word. It will fly
MAGIC RESISTANCE: 82% outward, attack, and return to the wielders
SIZE: M hand in a single round. Calculate the chance
ALIGNMENT: Chaotic Evil to hit as if the weapon was wielded in melee
combat.
16th level drow priestess Another cherished device of Matron
S: 11 I: 17 W: 19 D: 15 C: 12 CH: 16 Ghenni is her platter of communing. This is
a platinum plate upon which her priestesses
Inherent Spell-like Abilities: dancing serve the sacrificial remains offered to Lloth
lights, faerie fire, darkness, levitate, know when they beseech a new spell. The
alignment, detect magic, clairvoyance, symbols for the spells appear in blazing light
detect lie, suggestion, dispel magic on the plate after the sacrifice (usually a
heart) is consumed.
Commonly Remembered Spells: She also carriesas do all the females of
First Level: command, detect snares and the familya small vial of the special potion
pits, invisibility to undead, magical stone, brewed by the Faen Tlabbar females.
fear Personality: Matron Ghenni is,
Second Level: augury, flame blade, silence outwardly, extremely calm and dignified for
15 radius, slow poison, wyvern watch a drow female. She rarely raises her voice in
Third Level: feign death, meld into stone, the screeching displays of temper that are
prayer, pyrotechnics, speak with dead so commonplace among her peers. Though
Fourth Level: abjure, free action, imbue she does feel rage, the same as any drow,
with spell ability, spell immunity, tongues she has learned to channel that fury into
Fifth Level: animal growth, control vapor, internal power.
summon spider, transmute rock to mud, Also unlike most drow, Matron Ghenni
wall of fire can be genuinely pleasant and concerned
Sixth Level: aerial servant, animate object, when in conversation with those of lesser
word of recall status. It is this apparent sincerity that
Seventh Level: repulsion draws so many refugees to the protective
arms of House Faen Tlabbar.
Physical Description: Matron Ghenni Motivation: Here, the matron is typical
is exceptionally tall for a drow. She is also of virtually all powerful drow females: she
extremely slender, and this has occasionally

34
House Faen Tlabbar

desires more power, and she desires to see of buckler +3 a n d s h o r t s w o r d + 4 for


her enemies perish before her eyesin as melee combat. He wears the traditional
much agony as is physically possible. piwafwi of the drow, as well as the drow
Although she carefully nurtures her equivalent of boots of elvenkind.
reputation as an unusually fair-minded and Personality: Rinnill is a smooth-talking,
trustworthy drow, she is not above sticking unusually pleasant individual (for a drow, of
the knife in the back of some trusting course!) He has wooed Matron Ghenni with
underlingif the act will provide a concrete far more romance than is usually employed
benefit. Because her reputation is so in dark elf courtship, and knows how to use
important, however, the matron makes sure flattery to cajole and win favor. Although he
that her tracks are very well covered when is patron of the matron mother, in the
she resorts to such messy tactics. This free-wheeling relationships of this house his
thoroughness has been known to extend to companionship has been enjoyed by more
ranks of tens or scores of victims who are than one of the matrons daughtersGhenni
only peripherally related to the doesnt mind, as long as hes available when
indiscretionbut who pay for their minimal she wants him.
knowledge with their lives, in order to Rinnill has tried to form friendshipsor at
preserve Matron Ghennis precious name! least, bases of mutual trustwith the house
males, but here he has been less successful.
Patron Rinnill Tlabbar The elderboy, PirOront (who is also the
weapon master), has gone so far as to
ARMOR CLASS: - 2 challenge Rinnill to a duel. Since the patron
MOVE: 12" could not hope to win, he politely
HIT POINTS: 64 declinedbut since that time, he has
NO. OF ATTACKS: 1 maintained a watchful eye on the houses
DAMAGE/ATTACK: by weapon eldest son.
SPECIAL ATTACKS: Nil Motivation: Rinnill is a refugee from a
SPECIAL DEFENSES: Nil destroyed house, and in consequence is
MAGIC RESISTANCE: grateful for the protection offered him by
SIZE: M Matron Ghenni. On the other hand, he
ALIGNMENT: Chaotic Evil knows that all of her patrons were slain
when the female tired of them, and he
9th level drow fighter would prefer to avoid this fate.
S:16 I: 9 W: 12 D: 18 C: 13 CH: 17 Thus, he has made secret contacts with
both House Agrach Dyrr (#6) and Mizzrym
Inherent Spell-like Abilities: dancing (#7), the two chief rivals of House Faen
lights, faerie fire, darkness, levitate, know Tlabbar. If either (or both) of these houses
alignment, detect magic should ever move against the Tlabbar clan,
Rinnill will weigh the odds very carefully.
Physical Description: Patron Rinnill is Since his status will be greatly increased in
exceptionally handsome for a drow male. any victorious house that successfully
His features are finely chiseled, and his defeats Faen Tlabbar, he will be willing to
snow-white hair is kept long and take significant risks at the moment of his
free-flowing. He is large of frame, but well- treachery.
proportioned.
Equipment: Rinnill favors a combination

35
House Xorlarrin

Fifth House of allows the males to live on a more or less


equal basis; and two, every male child is
Menzoberranzan rigorously (and ruthlessly) screened, to
ensure that his life is employed to the most
SYMBOL: efficient purposes of the house.
Xorlarrin is a house that, even among the
fanatically secretive drow, must be
considered paranoically reclusive. All of the
Matron Mother: Zeerith QXorlarrin nobles of House Xorlarrin, whether wizard
level 15 priestess or priestess, conceal their identities when
Nobles: 36 they venture into public. A veil or mask
Priestesses: 14 covers the face, and loose, flowing clothing
High priestesses: 5 is favored, to disguise the overall size,
House Males: 22 physiqueand even the sex!of the noble.
Mages: 21 The family badge, inscribed with the
Fighters: 1 Xorlarrin symbol, is still displayed
prominently on such a costume, however.
Drow Soldiers: 250 total Matron Mother Zeerith QXorlarrin is the
matriarch of this clan, but she exercises a
Formations: 60 Elite Foot (female) more democratic rule than any other
100 Archers powerful matron in Menzoberranzan.
80 Foot Lively arguments are tolerated, wherein the
20 Lizriders malesat least the elderboy, patron and
weapon masterspeak up as loudly as any
Slave Force: 500 total high priestess. Indeed, so unusual among
her peers is Matron Zeerith that many of
Formations: 200 goblin foot her ex-patrons still live, serving the house in
100 goblin archers some fashion or another.
100 orc The current patron is the ancient, bald,
spearthrowers and decrepit-looking drow wizard known as
100 bugbears Horroodissimoth Xorlarrin. He is also the
leader of the council of wizards who
Chief Alliances: Has been known to aid oversee Sorcerethe second most
the activities of House Baenre (#1); has influential position for a Menzoberranzan
longstanding truce with House Faen wizard, after the archmage Gromph, who
Tlabbar (#4) ignites the daily fire of Narbondel. Though
he is physically repulsive, Matron Zeerith
Chief Rivals: The Xorlarrins worry most shows him most un-drowlike respect, and
about attack from Houses Agrach Dyrr (#6) even affection. The wizard has fathered
and Mizzrym (#7). none of the matrons children (though three
have been born during his tenure as
House Xorlarrin wields power far beyond patron). He and Zeerith have a relationship
that indicated by mere numbers of nobles based purely upon ambition, and have
or warriors. The true strength of this house found each other to be most useful tools.
emerges from two characteristics: one, the Weapon master Jearth Xorlarrin is the
Matron Mother (and, hence, all the females) only fighter of note among the clans nobles,

36
House Xorlarrin

though he is not a formal member of the The key to the houses relative
family. He has, however, sired several of the invulnerability is found in the potent magic
matrons children during the last century wielded by the Xorlarrin wizardsall of
and a half. He is an extremely accomplished them male, and numbering among the
warrior, but is used more as an assassin and group the most accomplished sorcerers in
b odygua r d t h a n a s a t e a c h e r o f t he all Menzoberranzan. Fully seven of them
Xorlarrin male offspring. are counted among the masters of the
Of these, the elderboy is the most mage-school Sorcere, and these include the
powerful. He is Brackthal Xorlarrin, a leader of that august council,
wizard of level 14. He is jealous of the other Horroodissimoth Xorlarrin.
two influential males, and has often Matron Mother Zeerith and her daughters
considered plots for the removal of one or have consistently given birth to male
the other of them. These plots have always offspring of high magical ability. The
been discarded as too risky, but he would be purpose of the aforementioned screening of
a willing conspirator in any such endeavor youths is to determine, at a very young age,
that seemed practical and relatively secure. the exact level of aptitude exhibited by the
The high priestesses are all daughters or boy toward the arcane arts. Only those
granddaughters of Matron Zeerith, and youths who demonstrate a significant level
have been very loyal to their mother. None of potential are retained by the family, to
of them is truly powerful (the most begin immediate schooling as a mages
experienced, Kiriy, being a mere 10th level) apprentice.
enough to challenge their mothers All other male children are disposed of.
stationand also, they recognize the Some are sacrificed in family ceremonies.
prosperity that the current matron has Others are sold to Bregan Daerthe to serve
brought to them all. If there is a point of as warriors in that mercenary legion. Those
contention with the daughters, it is that who display some physical proficiencies are
their mother shows the males of the clan too sometimes spared the deadly kiss of Lloth,
much respect and tolerance. Kiriy is the instead being sold into slavery. This
eldest daughter, and most vocal on this procedure ensures that even useless sons
pointbut never when the matron mother contribute to the house in the form of the
is around. riches or the favors of Lloth gained from the
The family center is the Spelltower youths sacrifice.
Xorlarrin, an elegant spire located in the Of the 22 mages currently listed on the
center of the raised platform known as family record, a full 12 of them are wizards,
Quellarzorl. Given the elevation of the with the most powerful of these
tower and its strategic position on the flank (Horroodissomoth Xorlarrin) a physically
of House Baenre, the family occupies one of decrepit but deceptively mighty level 18. He
the most commanding locations in is discussed in detail among the NPCs of
Menzoberranzan. House Xorlarrin.
The structure itself is deceptively small. The other 10 mages cover the range of
Though it rises like a spire from the rocky apprentice and journeyman (through about
floor of the cavern, the tower is relatively lev els 1-7); all o f t hese hav e sho wn
narrow in girth, and this lends the lie to the promising aptitude in the arcane arts. At
illusion of towering height. Nevertheless, least seven wizards of the house are listed
the place is one of the most defensible among the masters of Sorcere, and several
houses in all the great drow city. of these are extremely powerful (though not

37
House Xorlarrin

quite as mighty as Horroodissomoth). is assumed to have an AC of -4, and 12 hit


The wizards of House Xorlarrin have points. However, it can be cut by the wielder
raised the art of magical wand creation to its of the wand with any knife or blade, by the
highest level in drow history. All sorts of use of a command word.
wands have been designed by these drow The wand, when new, contains a full 240
sorcerers, m a n y o f w h i c h h a v e b e e n of rope. If the rope is saved after each use
bestowed upon important personages of (drawn back into the wand) the full length is
other houses as gifts, bribes, or other available the next time. If any is lost,
payments. In fact, the possession of a however, it is lost permanently.
Xorlarrion wand is considered a mark of Sting. T h e w a n d e x t e n d s i n t o a
high status in Menzoberranzan. scorpion-like scimitar that functions in all
Many of their wands are unique, and a respects as a poisoned longsword, +4. The
couple of them are described here. Even the user needs no proficiency in sword use; but
more standard types of wands, such as must know a command word to activate the
wands of lightning bolts and fireballs, or a stingsword. Damage is inflicted normally
wand of cold, are superior when crafted by (1d8 +4 against man- sized foes), but anyone
the Xorlarrin wizards. As a general rule, if a struck with the weapon must also make a
Xorlarrin wand is a damage-inflicting saving throw versus poison. If the save fails,
device, it will inflict +1 hit point per die of the character is paralyzed for 3-18 turns.
damage. (Example: if the normal damage of
a wand-cast spell is 6d6, a Xorlarrin wand Wand of the Underdark: This wand can
will deliver 6d6 + 6 of damage.) Also, victims be used once per turn, to perform one of the
suffer -2 penalties to their saving throws following effects:
when they are saving against the effects of a Darkness, 30 radius. This expanded
Xorlarrin wand. sphere of darkness will remain for a time
The following are two wands unique to period (up to permanent) specified by the
House Xorlarrin. Several of each have been caster at the time of the casting. It can be
made, but they are rare, and each example cast up to 120 away.
is a highly treasured item in Menzo- Silence, 30 radius. This effect works
berranzan. within the same parameters as darkness,
above.
Wand of Lloth: This is a tiny device, no Detect Magic. The wand can be used to
more than eight inches long. It can be indicate an object or area (up to a
employed for several different purposes: medium-sized room or 60 section of
Web. The wand can launch the equivalent corridor). It will indicate whether the item is
of 1 web spell per round, creating the effect under any sort of enchantment, though it
up to 120 away from the wielder. will not provide any further definition.
Rope. The wand will launch a thin, but
very strong, rope. The rope will travel up to House Xorlarrin has long fostered a good
240, to a secure location indicated by the relationship with House Baenre. Indeed, the
user (or, alternately, it can hang straight matron mothers of the latter have often
down without being attached to anything). employed Xorlarrin wizards when they
Once fastened, it remains affixed until the need extra magical capability for some task.
wielder commands it to release. The rope The root of House Xorlarrins financial
cannot be affected by fire or normal wealth comes not from trade or even
weapons; if attacked by magical weapons, it craftsmanship (though, occasionally, a

38
House Xorlarrin

Xorlarrin wand is sold by bid). Instead, the the base of the tower. In the event of a full
house exploits the diplomatic ability of its scale attack, these spew a steady drain of oil,
matron mother to serve as agent and arbiter which quickly spreads across the already
for the business transactions of many other slippery slopes around the tower. The oil
houses. For a small fee, the priestess and makes the surface impassable except to
wizards of House Xorlarrin will adjudicate those who can employ exceptional means
the squabbles of two or more other houses. (levitation, thief climbing ability, spikes or
crampons, etc.) to retain their balance. Even
The Dwelling of then, the obstacles are not entirely
negatedthe house wizards are willing to
House Xorlarrin: ignite the entire oil-spill in an attempt to
incinerate overly tenacious attackers. The
The Spelltower walls of the tower have been designed to
withstand this heat, and the slits in the walls
This elegant spire is, as mentioned, a can be closed against smoke and heat.
prominent feature of the Quellarzorl. A pair of platforms provides commanding
Located on a raised portion of the cave floor, defensive positions from the outside of the
the tower is far removed from any hanging tower. The first of these is a wide parapet,
stalactites or other natural means of about halfway (75) up the tower. From
approach. It is outlined in a steady circle of here, ranks of archers can shower arrows
diagonal stripes, etched in faerie fire, that and darts onto attackers massed below.
rotate around the pillar, giving it the Near the very top of the tower is a smaller
appearance of constant motion. rampart. T h i s o n e i s d e s i g n e d f o r
The walls of the tower are iron, wand-wielding mages, and serves as a base
reinforced with adamantite. A single, from which a half-dozen or so of the house
arched gateway allows access into the base mages (usually apprentices or journeymen)
of the tower. There are arrow (and magic) keep a watch against attack from above.
slits located around the periphery of the Should any enemy attempt to descend
tower, beginning at 20 above ground level, against the top of the tower, a combination
but these are too narrow for a normal-sized of frost-cones, fireballs, and lightning bolts
drow to fit through. They are designed to will try to blast them from the air.
give the defenders, in the tower, a wide field The ground floor of the tower is always
of view; yet at the same time to restrict the garrisoned by an elite company of 24 drow
line of sight granted to an enemy outside. guards and six captains.
The approaches to the tower are steep,
but deceptively smooth. Although, from a Guard Captains (fighter/mage level
distance, the sloping terrain looks rough, 6/5): AC -1; Move 12; HD 6; hit points 28;
pocked with multiple hand- and footholds, it #AT 1; Dmg 1d8 +5; THAC0 11; MR 62%; AL
has in fact been smoothed to an almost LE
metallic finish by the magic of Xorlarrin Weapon: Long sword +5, or hand-
wizards. Any character attempting to cross crossbow with poison darts
the slopes here (unless climbing the smooth Inherent Spell-like Abilities: dancing
steps leading to the gate) should be lights, faerie fire, darkness, levitate, know
subjected to multiple Dexterity checks, with alignment, detect magic (all once/day).
failure forcing a fall and potential Spells Known:
backsliding of 0-50. First Level: detect magic, magic missile,
There are many spouts located around light, taunt

39
House Xorlarrin

Second Level: invisibility, protection from


paralysis
Third Level: spirit armor

Drow Guards (3rd level fighters): AC 1;


Move 12; HD3; hit points 18 (average); #AT
1; Dmg 1d8 + 3; THAC0 12; MR 56%; AL LE
Weapons: long swords +3; handbows
Inherent Spell-like Abilities: dancing
lights, faerie fire, darkness (all once/day)

The ground floor of the great tower is the


audience chamber of the matron mother,
and a general council and gathering place
for the clan. Several great thrones are
placed on a raised platform in the center of
the room (a huge chair for the matron
mother; six lesser ones for the three highest
ranking priestess and three most
highly-regarded house males). The rest of
the group stands, or sits on the hard floor,
during large gatherings.
The three floors immediately above the
throne room are given over to the family
quarters. Unlike most drow households,
these are not segregated, with males and
females in different parts of the dwelling.
Here, the apartments of a priestess may just
as likely neighbor those of a wizard as
another priestess.
The highest levels of the tower are the
laboratories of the mages. Here are kept the
ingredients and the libraries which have
made Xorlarrin such an influential power in
the realm of arcane accomplishments in
Menzoberranzan. A host of magical traps
protect the spiral stairway leading up to this
sanctum, and the approach is constantly
(and jealously) guarded by an invisible drow
wizard of at least 9th level.

Wizard Guard (mage level 9): AC 0;


Move 12; hit points 24; #AT 1; Dmg 1d4 + 5;
THAC0 12; MR 68%; AL LE
Weapon: dagger +4
Inherent Spell-like Abilities: dancing
lights, faerie fire, darkness, levitate, know

40
House Xorlarrin

alignment, detect magic (all once/day).


Spells Known: House Xorlarrin
First Level: alarm, magic missile, light, fist of
stone
NPCs
Second Level: invisibility, ride the wind,
improved phantasmal force Matron Mother Zeerith
Third Level: slow, invisibility 10 radius, fly Q'Xorlarrin
Fourth Level: acid bolt, minor globe of
invulnerability ARMOR CLASS: 5
Fifth Level: passweb MOVE: 12
HIT POINTS: 77
The clerical heart of the house lies NO. OF ATTACKS: 1 (dagger + 4)
underground, in a secret chamber whose DAMAGE/ATTACK: 1d4 +4
very existence is not even suspected beyond SPECIAL ATTACKS: poison
the walls of the house. Indeed, the SPECIAL DEFENSES: Nil
excavations were constructed magically, MAGIC RESISTANCE: 80%
with the greatest secrecy, and now these SIZE: M
chambers represent the last refuge of the ALIGNMENT: Chaotic Evil
clanhold in the event of a nearly successful
attack. 15th level drow priestess
The caverns are designed in two levels. S: 11 I: 17 W: 19 D: 16 C: 10 CH: 15
The upper, entrance chamber, is designed as
a battle maze, wherein an attacker gets Inherent Spell-like Abilities: dancing
confused and disoriented, all the while lights, faerie fire, darkness, levitate, know
subjected to deadly attackers by the alignment, detect magic, clairvoyance,
Xorlarrin defenders. Several battle mazes detect lie, suggestion, dispel magic
are presented on the cards included in the
box setany one of these can be employed Commonly Remembered Spells:
to represent the Xorlarrin network. First Level: c u r s e , d e t e c t g o o d , d e t e c t
The final bastion, and most sacred altar, of poison, invisibility to undead, protection
the house is found in the deep chamber. from good, fear
This huge, cavelike expanse, has been Second Level: augury, charm person, silence
dedicated to the greatness of Lloth. Indeed, 15 radius, slow poison, snake charm, trip
a giant statue of the spider queen is the Third Level: continuous faerie fire, meld
dominant feature of the room. into stone, prayer, spellweb, speak with
dead, water breathing
Fourth Level: control tem perature 10
radius, divination, free action, passweb,
spell immunity
Fifth Level: atonement, flame strike,
transmute rock to mud
Sixth Level: animate object, spider bite
Seventh Level: regenerate

Physical Description: Matron Zeerith


is an unprepossessing drow female of
indeterminate age. She carries herself with

41
House Xorlarrin

a very dignified, almost regal, bearingand against any threat from a lower ranking
this, more than any specific aspect of her clan.
appearance, is how other drow remember
her.
Equipment: Matron Zeerith has a flying
House Wizard
carpet that she employs for its dramatic Horroodissomoth
effect whenever the matrons of the council Xorlarrin
gather. She also possesses a russet tentacle
rod, and is never encountered without her ARMOR CLASS: 0
wand of viscid globs. MOVE: 12"
Personality: Perhaps more than any HIT POINTS: 55
other matron mother in all of NO. OF ATTACKS: 1 (dagger + 6)
Menzoberranzan, Matron Zeerith has DAMAGE/ATTACK: 1d4 +6
learned the value of listening to those SPECIAL ATTACKS: poison
around her. She can be as cruel and ruthless SPECIAL DEFENSES: Nil
as any drow, but employs the tactics for the MAGIC RESISTANCE: 86%
fear they induce, not for the sense of SIZE: M
pleasure that most drow derive from pure, ALIGNMENT: Chaotic Evil
unadulterated malice.
She is also unusually diplomatic in her 18th level drow wizard
approach to discussion, and has been very S: 11 I: 19 W: 13 D: 16 C: 7 CH: 11
successful in getting other drow to see
matters from her point of view. This Inherent Spell-like Abilities: dancing
utilization of speech instead of threats and lights, faerie fire, darkness, levitate, know
intimidation, naturally, is regarded with a alignment, detect magic
great deal of suspicion by other drow. Commonly Remembered Spells:
Rumors persist that she is actually using a First Level: Affect normal fires, alarm,
subtle form of charm magic that is merely cantrip, magic missile, unseen servant
disguised as persuasion. Second Level: Blindness, detect invisibility,
Motivation: Matron Zeerith is knock, strength, web
determined to hold her houses position in Third Level: clairaudience, clairvoyance,
Menzoberranzan for many centuries, even dispel magic, fly, lightning bolt
millennia, to come. This is the root of the Fourth Level: acid bolt, backlash, improved
clans secretive nature, and also explains the invisibility, wall of fire
care with which the spelltowers defenses Fifth Level: a n i m a t e d e a d , c l o u d k i l l ,
have been designed. A key feature in the passwall, teleport
matrons diplomacy has been the cultivation Sixth Level: Anti-magic shell, globe of
of a relationship with House Baenre. It is invulnerability, summon spider
well known throughout the city that House Seventh Level: delayed blast fireball, finger
Xorlarrin wizards have been know to act in of death, power word: stun
causes favored by House Baenre, and such a Eighth Level: airboat, death spider
reputed connection can go a long way to Ninth Level: glorious transmutation
insure a houses safety from attack. The
matron is not eager to claim the position of a Physical Description: Horrood-
higher house, feeling that it is a much more issomoth is a grotesque caricature of the
useful tactic to remain constantly alert generally handsome dark elves. His head is
completely bald, and lined with multiple

42
House Xorlarrin

levels of wrinkles. This represents the annoying, and often shortcuts lessons and
ravages of his craft more than the toll of procedures in his scorn for the young drow.
time, for the wizard is but six centuries old. Motivation: The wizards motivations
Nevertheless, his form is frail, his posture are divided between the desire to immerse
stooped, and his whole appearance utterly himself in his studies and meditationshis
decrepit. true, innermost wishand the necessity of
However, when Horroodissomoth ven- worldly involvement. This is illustrated by
tures into the city in disguise (as all his lackadaisical approach to teaching, for
Xorlarrins disguise themselves in public) he example, but even more profoundly in his
also disguises his physical frailties. One relationship to Matron Zeerith.
seeing his robed, masked figure striding Because of her, he devotes considerable
along the street will naturally mistake him attention to the investigation of other
for a much younger drow, probably a houses, and in the maintenance of House
fighter. Xorlarrins defenses at the peak of
Equipment: The wizard has a deadly efficiency. His network of spies is the
dagger, enchanted to +6, which responds to greatest in Menzoberranzan (though the
the commands of its owner. When held, the spies are never able to identify the one to
dagger functions like a dagger; however, if whom they provide their information). The
the wizard names a victim who is within mage likes to select nondescript commoners
120 and then concentrates on the task, the for his espionage duties, employing them to
dagger will float to the target (at 60 per observe activities in other houses without
round). When it reaches, it will attack as if it attracting attention to themselves. (Spying is
is being wielded by the caster. It attacks for an inherently deadly task in the drow city
five rounds; at the end of this time (or if the because of the mind-reading abilities
caster breaks concentration) it returns to possessed by so many priestesses of Lloth.)
the wizard. However, Horroodissomoth has prepared
Horroodissomoth also has a magic wand an ultimate refuge for himselfand in the
for every occasion, and is usually decked event that House Xorlarrin should perish,
out with no less than four of them (all he does not intend to perish with it. He has
Xorlarrin wands, naturally!) in his belt. outfitted a cave in a distant portion of the
These will include a wand of frost and a Underdark with all the luxuries a drow
wand of Lloth, with two other wands could desire, as well as a complete library of
selected for the task at hand. tomes he hasnt had the time to read. He
Personality: The wizard Horrood- intends to teleport there if things become
issomoth is totally consumed by his work. too dire.
The only time he displays any interest or
animation in conversation is when the use
of magic is the topic. This total detachment
has allowed him to remain patron of the
family even as children have been sired by
other males.
Horroodissomoth spends much time
teaching in Sorcere, where he is a ruthless
but only marginally effective instructor.
Although his knowledge is immense, he
finds the students lack of expertise

43
House Xorlarrin

Weapon Master Jearth other house, his aggressive statements and


argumentative postures undoubtedly would
Xorlarrin have cost him his tongue by now, if not his
life. He is fortunate to have found a home
ARMOR CLASS: - 3 with House Xorlarrin, where he has made
MOVE: 12 himself an asset to the matron mother and
HIT POINTS: 61 the clan.
NO. OF ATTACKS: 4 Jearth is the military authority of the
THAC0: 2 family, and prides himself on his familiarity
DAMAGE/ATTACK: 1d8 + 7 (x4) with all matters violent and combative. He
SPECIAL ATTACKS: Nil commands the house companies, and has
SPECIAL DEFENSES: Nil designed the mechanical and military
MAGIC RESISTANCE: 76% aspects of Spelltower Xorlarrins defenses
SIZE: M
(the oil-chutes, for example, and the smooth
ALIGNMENT: Chaotic Evil
outside approaches).
Motivation: Jearth is determined to
13th level drow fighter
prove himself a master in every art of battle
S: 18/42 I: 12 W: 13 D: 18 C: 12 CH: 13
and assassination that the fiendish drow
mind can concoct. He has been responsible
Inherent Spell-like Abilities: dancing
fo r a nu m ber o f killings in Menzo -
lights, faerie fire, darkness, levitate, know
berranzan, each performed in a different
alignment, detect magic
disguise. Secretly, he wishes that some other
clan would attack House Xorlarrin, so that
Physical Description: Jearth Xorlarrin
the effectiveness o f h i s d e f e n s i v e
is a stocky and extremely muscular drow.
preparations could be proven beyond
His legs are bowed and his shoulders almost
doubt.
unnaturally broad. His eyes are small, but
when he fixes them upon someone they
seem to stare with a paralyzing intensity.
Jearth is a very dangerous dark elf, and he
wants everyone to know it.
Equipment: The weapon master of
House Xorlarrin is famous for his twin long
swords, a pair of ink-black, adamantite
blades that are more than 2,000 years old.
The weapons, enchanted to +4, were
crafted by Yerrithal Baenre himself, the
most accomplished swordsmith in all
Menzoberranzans legendary history.
The swords bestow upon their wielder an
automatic proficiency with two weapons
when both are used together, allowing an
attack with each and no penalty for the use
of a weapon in each hand.
Personality: J e a r t h X o r l a r r i n i s
unusually passionate for a drow elf,
particularly a male. Indeed, in nearly any

44
House Agrach Dyrr

Sixth House of House Agrach Dyrr.


The house occupies a sprawling palace in
Menzoberranzan Quellarzorl, anchored like a spiderweb
upon nine natural towers in the cavern.
SYMBOL: From here, the wizards and priestesses of
the house command the respect (and/or
fear) of all Menzoberranzan. House Agrach
Dyrr is known as a very warlike clan,
Matron Mother: Auropol Dyrr responsible for the destruction of numerous
other houses, and the brutally successful
Nobles: 19 defense of its own domain on many
Priestesses: 12 different occasions.
High Priestesses: 4 The secret of this success is the wizard
House Males: 7 Dyrr. This powerful mage was one of the
Fighters: 2 patriarchs o f t h e c l a n a n u n u s u a l
Wizards: 5 character for Menzoberranzan in any time
period. Dyrr, however, was born more than
Drow Soldiers: 400 total two thousand years ago! Yet he is still seen at
the family gatherings, or, less frequently, in
Formations: 100 Elite Foot the streets of the city. He goes about veiled,
100 Archers but he speaks to those he knowsand all
150 Foot are convinced, as they have been convinced
50 Lizriders for many centuries, that they have spoken
with Dyrr, himself. More details on Dyrr are
Slave Force: 600 total provided under the NPCs of House Agrach
Dyrr.
Formations: 200 goblin foot The matron mother of the house is
200 goblin archers Matron Auropol Dyrr. She has presided
100 orc spearcasters over the clan for four centuries, the fourth
100 bugbears in a series of matriarchs during the reign of
Dyrr. The mage is not the family patron,
Chief Alliances: Supporter of House howeverMatron Auro has entertained a
Baenre (#1); has longstanding truce with typical selection of these, as have her
House Mizzrym (#7) predecessors. S h e h a s h a d s e v e r a l
childrennot a lot, by the standards of the
Chief Rivals: House Agrach Dyrr covets larger clans, but a talented and capable
the position of House Faen Tlabbar (#4); it brood nonetheless. Indeed, the sorcerous
tries to remain ready for an attack from any power of the Agrach Dyrr mages is justly
quarter. famed throughout Menzoberranzan. Other
drow often refer to them as The Wizards of
Agrach Dyrr is one of the oldest houses in Dyrr.
Menzoberranzan. In fact, only House Matron Auro shares a characteristic with
Baenre can prove that it predates Agrach the matrons of Houses Xorlarrin and Faen
Dyrrs reign of more than five millennia, Tlabbar: she grants the males in the family
though House Mizzrym is known to have an unusually large share of independence
appeared at approximately the same time as and respect. In part, this is due to the

45
House Agrach Dyrr

reliance she is forced to place on her noble of the attacking family remained after
wizardsthey are the cornerstones of the the battle. This annihilation deprived the
clans power. But to a greater extent, this is ruling council of the necessityor perhaps
due to the influence of the wizard Dyrr. the pleasureof ordering the destruction as
Dyrr, by the same token, keeps the clan a lesson in justice. Nevertheless, House
mages under tight control, seeing that they Agrach Dyrr has been accorded the greatest
are devoted totally to the service of the respect by the members of the other ruling
matron mother. families, and the lesser nobles of the city as
The current patron of the house is Curacc well.
Dyrr, a young drow of renowned physical
attributes (in all arenas, so to speak). He has
entertained the matron for some thirty
The Dwelling of
years, but his lack of intellect is beginning to House Agrach Dyrr
tell as Matron Auro becomes more and
more frustrated with him. The sixth house of Menzoberranzan has
House Agrach Dyrr has exploited its built an elaborate palace in the Quellarz-
ancient status with a kind of haughty orl, completed within the last few years.
arrogance that other drow find annoying, Previously, they dwelled in the lower
but nonetheless at least partially believable. cavern, in a small cluster of houses without
Thus, despite the pompous nature of some even a proper wall for defense!
Dyrr nobles, others will hesitate to correct Their current location is quite the
or defy them in publicsimply because of opposite, and rival houses, knowing the
this reputation of superiority. effectiveness of Agrach Dyrrs defenders in
The military record of the house bears out their previous lair, are quite reluctant to
this dominance as well. Three powerful attack the current, highly fortified dwelling.
houses (Celofraie, Mlinthobbyn, Syrthaerl; The house has three features to its
all of them one-time members of the ruling defense: a deep moat, a network of nine
council of the city) have been annihilated in towers enclosing the fortress, and a high,
attacks perpetrated by House Agrach Dyrr adamantite wall surrounding the entire
during its climb to its current high station. compound. A single gate, reached by a
(Of course, though this fact is well known in narrow bridge (with no protective railings)
Menzoberranzan, to speak of it publicly provides access to the house.
would be a gross breach of the peace, likely The moat itself is 40 wide, and has been
to trigger recriminations, council- excavated by dig spells to a uniform depth
sanctioned punishment, or war.) Numerous of 50. Its sheer walls offer no handholds
other houses of lesser status have also nor footholds. The bottom is littered with
perished due to Agrach Dyrr aggression. jagged-edged rocks and rubble, so that
More recently, the house has not made anyone falling there suffers 10d6 hit points
any attacksand yet, its reputation for of damagedouble the normal dice of
warlike competence has not suffered. falling damage.
Within the last forty years, three separate The bridge and fortress gate are guarded
houses have attacked Agrach Dyrr. All of by a complement of drow fighters,
them have been soundly defeated. Indeed, commanded by a fighter/mage. The same
the most recent of thesean attack by garrison is placed in each of the nine
then-tenth ranked House Electhilwas towers, maintaining a constant watch
vanquished so completely that not a single

46
House Agrach Dyrr

around the fortress. First Level: detect m agic, lig h t, m ag ic


The inner sanctum of the house is large, missile, spider eyes
with quarters for commoners and nobles Second Level: detect invisibility, skyhook
alike in one palatial structure. The building Third Level: darkwings
has no doors nor windows, and the interior
is crisscrossed by secret doors known only Drow Guards (3rd level fighters): AC 0;
to the nobles of the family and the captains Move 12; HD3; hit points 21 (average); #AT
of the house troops. 1; Dmg 1d8 + 3; THAC0 12; MR 56%; AL LE
Weapons: long swords +3; handbows
Guard Captains (fighter/mage level Inherent Spell-like Abilities: dancing
6/5): AC -1; Move 12; HD 6; hit points 28; lights, faerie fire, darkness (all once/day)
#AT 1; Dmg 1d8 + 5; THAC0 11; MR 62%; AL
LE The temple to Lloth lies at the heart of the
Weapon: Long sword +5, or hand- fortress, which is also where the Lichdrow
crossbow with poison darts Dyrr spends most of his time. (He has no
Inherent Spell-like Abilities: dancing apartments, since he neither sleeps, nor
lights, faerie fire, darkness, levitate, know eats.)
alignment, detect magic (all once/day).
Spells Known:

47
House Agrach Dyrr

Equipment: Matron Auro is never


House Agrach Dyrr encountered without her poisoned dagger,
NPCs enchanted to +3 magic. She also has a staff
of th e serp ent, granted to one of her
predecessors by Lloth. Whenever the
Matron Mother Auro'pol matron is encountered she will also be
Dyrr wearing her ring of arachnid control and a
brooch mounting a fire elemental gem.
ARMOR CLASS: 3 Personality: This matron mother is
MOVE: 12 relatively frivolous, at least by the standards
HIT POINTS: 67 of Menzoberranzan society. She enjoys life,
NO. OF ATTACKS: 1 (dagger +3) and if this enjoyment has a cruel streak
DAMAGE/ATTACK: 1d4 +3 (torment being one of her favorite
SPECIAL ATTACKS: poison entertainments), it is nevertheless marked
SPECIAL DEFENSES: Nil by her ability to laugh and display her
MAGIC RESISTANCE: 76% delight.
SIZE: M This frivolous nature has extended to her
ALIGNMENT: Chaotic Evil patrons, all of whom have had relatively
13th level drow priestess short tenures of less than a century. She has
S: 13 I: 14 W: 18 D: 11 C: 15 CH: 13 already grown bored of her current
paramour, Currac Dyrr, and has been
Inherent Spell-like Abilities: dancing casting about for a replacement. The
lights, faerie fire, darkness, levitate, know gruesome disposal of Currac will be one of
alignment, detect magic, clairvoyance, the high points of the coming decade for
detect lie, suggestion, dispel magic Matron Auro and her high priestesses.
Motivation: Matron Auro is currently
Commonly Remembered Spells: motivated by the desire to find a
First Level: c u r s e , d e t e c t g o o d , d e t e c t replacement patron for Currac. In the
poison, detect snares and pits, spider climb longer term, however, she accepts the
Second Level: charm person, darkfire, burden of responsibility inherent in the
silence 15 radius, mind touch, wyvern custody of an ancient house: she will see
watch that the family not only survives, but
Third Level: animate dead, continual faerie prospers.
fire, giant spider, speak with dead, curse
Fourth Level: atonement, free action,
passweb, tongues
Fifth Level: summon spider, transmute rock
to mud
Sixth Level: spider bite, word of recall

Physical Description: Matron Auro is


relatively youthful, for a matron mother in
any event. Her features are attractive, her
figure lissome. She wears her white hair
long, and unencumberedan unusual
fashion among the always-battle-ready dark
elves.

48
House Agrach Dyrr

The Lichdrow Dyrr


ARMOR CLASS: - 4
MOVE: 6
HIT POINTS: 108
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: paralysis
SPECIAL DEFENSES: +1 or better magical
weapon to hit
MAGIC RESISTANCE: 86%
SIZE: M
ALIGNMENT: Chaotic Evil)
18th level drow wizard, now undead lich
Inherent Spell-like Abilities: Dancing
lights, faerie fire, darkness, levitate, know
alignment, detect magic, animate dead

Immune to: charm, sleep, enfeeblement,


polymorph, cold, electricity, insanity, or
death spells

Commonly Remembered Spells:


First Level: alarm, cantrip, chill touch, light,
sleep
Second Level: blind, deafness, forget,
invisibility, wizard lock
Third Level: blink, clairaudience,
clairvoyance, fireball, slow
Fourth Level: c h a r m monster, dig,
massmorph, monster summoning, wizard
eye
Fifth Level: advanced illusion, airy water,
cloudkill, sending, teleport
Sixth Level: death spell, invisible stalker,
true seeing
Seventh Level: control undead, delayed
blast fireball, shadowcat
Eighth Level: mass charm, polymorph any
object
Ninth Level: black blade of disaster

Physical Description: The lichdrow


has suffered the effects of more than a
thousand years of undeath, but this has not

49
House Agrach Dyrr

resulted in the rotting of his body so much power of the priestesses. The undead
as its petrification. Those few who get a look wizard derives his power directly from
at Dyrr receive an impression of a shell-like Lloth, and his consistent dedication to the
drow, dry skin supported by nothing. The Spider Queen has insured her favor both for
effect is quite misleading, f o r t h e himself and for the matron mothers and
adamantite strength of the lichs body is high priestesses of the clan. Like the
obvious to anyone who has suffered the wizards, the priestesses recognize the debt
creatures physical wrath. they owe to Dyrr, and consequently allow
Dyrr is generally masked even when themselves to be reconciled to a more equal
among the members of his own family; only status for the house males.
the high priestesses, wizards, and matron Motivation: Dyrrs motivations
mother have seen the lichdrows actual face. regarding his family involve the
Equipment: The lichdrow Dyrr has maintenance of high tension and rivalry
access to an incredible variety of magical between the males and females. This
items, since the House Agrach Dyrr armory emotional equilibrium contributes greatly
is exceptionally well-stocked in that area. to the warlike nature of Agrach Dyrr, for it
However, his favorite personal item is a staff is a lethal force when unleashed against a
of withering which he carries at all times, rival house.
using it in the deception that he needs it for Dyrr seeks to encourage battle among
support when he walks. other drow houses whenever possible. The
Personality: Dyrr is completely lich has even taken the extreme risk of
immersed in the dynasty of his family and intervening, in a battle between houses, to
his own (hopefully eternal) role within that favor the one whose victory most benefits
dynasty. To this end, he is a pleasant-voiced House Agrach Dyrr. Such intervention is
arbitrator in the constant tension between always done in the form of an invisible
the males and females of the house. Dyrr teleportation, a quick barrage of spells into
insures that the wizards receive the best the heart of the victims defensive position,
training and the finest equipment that and then a teleportation back to his own
Menzoberranzan can offer. With the lich as house. Even if his robed figure is witnessed,
their leader, the wizards of Dyrr form the briefly, the dynamic, blazing figure at the
most formidable team of mages in the scene of the war bears no resemblance to
citywith the possible exception of those of the hobbling, decrepit figure of Dyrr that
House Xorlarrin. Dyrr, himself, reserves a hobbles about the city, leaning on his staff.
great deal of lore for the exclusive
knowledge of his own clan. No one in
Menzoberranzan has been around for so
long, or seen as much, as has the lichdrow
Dyrr.
Indeed, the wizards of the house have
gained so much power that they, as a group,
are a match for any family of priestesses in
the cleric-dominated city. Only the powerful
will of the undead thing who is their leader
has held the wizards back from taking
control of their own house.
Dyrr also maintains and elevates the

50
House Mizzrym

they have been currying the favor of House


Seventh House of Srunelett (#11) with gifts of gold and
Menzoberranzan platinum, all the while subtly encouraging
the Srune to attack House Xorlarrin in
SYMBOL: conjunction with House Mizzrym. However,
Mizzrym has no intention of aiding such an
onslaught, though it might subtly influence
the outcome of the battle with treachery
Matron Mother: Mizri Mizzrym directed against vulnerable parts of House
Xorlarrin.
Nobles: 14 Matron Mizri, the matriarch of this
Priestesses: 8 relative upstart (2,000 years old) house, is a
High Priestesses: 3 cruel and wanton leader in the finest
House Males: 6 traditions of Menzoberranzan femininity.
Fighters: 3 She has offered many of her sons to the
Wizards: 3 Spider Queen, and guards her position
jealously against the ambitions of her
Drow Soldiers: 300 total daughters.
A great deal of the Mizzrym influence
Formations: 150 Archers comes from trade, for the clan is more
100 Foot willing than most other drow to deal with
50 Lizriders creatures from beyond Menzoberranzan.
Rumors have insinuated that the Mizzrym
Slave Force: 400 total hav e ev en nego t iat ed priv at e t rade
arrangements with unscrupulous deep
Formations: 200 goblin foot gnomes. This is a treacherous deed in the
100 orc spearcasters eyes of both nations, since all interaction
100 bugbears between these mortal enemies has
traditionally been relegated to the Market of
Chief Alliances: House Mizzyrm has pacts the Underdark, Mantol-Derith. (It is detailed
of alliance with all seven of the other ruling in the adventure accompanying this boxed
houses; it intends to honor those with House set.) The secret trade is performed in order
Baenrae (#1) and House Xorlarrin (#5). It has for the Mizzrym to gain access to
also cultivated relationships with many of exceptionally rare gems. In exchange, the
the minor houses; however, these might be treacherous Mizzrym usually provide the
dissolved at any moment it seems gnomes with information about drow
convenient for the Mizzrym interests. operations near the svirfneblin territory.
The wealth of the house has led it to be
Chief Rivals: House Mizzrym is envious of one of the major employers of mercenaries
the position of House Faen Tlabbar (#4), and in the city. Indeed, the sponsorship of House
is working toward its destruction. Mizzrym was instrumental in the rise of the
Bregan Daerthe band of hired soldiers,
House Mizzrym is famed as the most andthough the clan has not employed the
duplicitous, double-dealing, treacherous, mercenaries in more than two decadesthe
back-stabbing group of negotiators in a city matron mother still maintains regular
full of black-hearted betrayals. For example, communications with the mercenary leader,

51
House Mizzrym

Jarlaxle. sights in the great cavern of


The Mizzrimyr are accomplished in the Menzoberranzan. Two great foulwings
uses of illusionary magic, which they use to stand guard at the base of the stairway.
deceive allies and enemies alike. These uses The top of the staircase is guarded by a
include the simple disguise of appearances guard patrol of a captain and 10 second
to the creation of elaborate ambushes and level drow. The captain, and two members
horrifying spectacles. of the patrol, know a command word that
requires a full round to utterbut when
The Dwelling of spoken aloud will cause the bridge to
vanish.
House Mizzrym Another guard patrol garrisons the top of
the pillar, which is the only way into the
House Mizzrym is the only clan to occupy a caverns of House Mizzrym. There is a
dwelling in the ceiling of the great landing open to the air here, where those
Menzoberranzan cavern. It is reached via a who can teleport or fly can rise straight to
spiraling stalagmite that reaches to within the portals of the house from the cavern
100' of a hanging stalactite. The open space floor. A pair of strong adamantite doors
in between is traversed by a winding, separates the landing area from the house
crystal stairway that is outlined clearly in proper. The landing is about 1000 above the
faerie fireone of the high and glittering cavern floor.

52
House Mizzrym

The dwellings themselves are organized Second Level: chant, charm person, silence
into three great caverns, each of which rises 15 radius, produce flame, wyvern watch
from the central pillar entrance so that it Third Level: animate dead, prayer, speak
has at least a 60 thickness of solid rock for a with dead, curse, stone shape
floor. The chamber to the right is dedicated Fourth Level: abjure, divination, free action,
to the worship of Lloth. The central, and tongues
largest, cavern is the dwelling of the Fifth Level: flame strike, transmute rock to
familyspacious and airy for the noble mud
females; cramped and stuffy for everyone Sixth Level: animate object, word of recall
else. To the left is a small, relatively open
cavern that houses the warehousing stock Physical Description: Matron Mizri is
of this clan which deals in so much trade. a cruel female with a hard edge to her face.
Small loads of very valuable objects will be She smiles only to relish the suffering of
stored in the family quarters; bulk goods another, and when she does so a fiendish
such as coal, iron, sand, obsidian, and so light gleams in her eyes. She is moderate in
forth are all stored in here. age and build, unremarkable in other
respects.
Equipment: T h e m a t r o n m o t h e r
House Mizzrym possesses a fleet of six flying carpets,
NPC ranging in size from exceptionally small and
nimble to a huge (12 x 20) and lumbering
rug that can carry several tons of weight.
Matron Mother Miz'ri She uses these for her own transportation,
Mizzrym but she also shares them with the family
merchants, who use the larger ones to carry
ARMOR CLASS: 0 cargo from the cavern floor to the house
MOVE: 12" landing.
HIT POINTS: 61 She also carries a six-headed whip of fangs
NO. OF ATTACKS: 1 (dagger +4) and a purple tentacle rod. She wears a pair
DAMAGE/ATTACK: 1d4 +4 of magical rings at all times: a ring of
SPECIAL ATTACKS: poison anti-venom and a ring of free action.
SPECIAL DEFENSES: Nil Personality: Matron Mizri is
MAGIC RESISTANCE: 74% domineering, arrogant, and cruel. She
SIZE: M enjoys causing discomfort among those who
ALIGNMENT: Chaotic Evil anger or disappoint her, and relishes the use
of her whip on the house males and all
12th level drow priestess commoners.
S: 11 I: 15 W: 18 D: 9 C: 14 CH: 15 Motivation: The matriarch is devoted to
the furtherance of her houses aims through
Inherent Spell-like Abilities: Dancing diplomacy and double-dealing. She often
lights, faerie fire, darkness, levitate, know works a deal with some other house or
alignment, detect magic, clairvoyance, agent, simply for the pleasure she derives
detect lie, suggestion, dispel magic from her ultimate betrayal of the poor saps.

Commonly Remembered Spells:


First Level: c u r s e , d e t e c t g o o d , d e t e c t
poison, detect snares and pits, sanctuary

53
House Fey-Branche

Eighth House of
Menzoberranzan
SYMBOL:

Matron Mother: Byrtyn Fey

Nobles: 12
Priestesses: 7
High Priestesses: 4
House Males: 5
Fighters: 2
Wizards: 3

Drow Soldiers: 300 total

Formations: 50 Elite Foot


100 Archers
100 Foot
50 Lizriders

Slave Force: 400 total

Formations: 200 goblin foot


200 goblin archers

Chief Alliances: House Fey-Branche has


long practiced fawning adulation for the
houses of higher status; it has no formal
alliance, but is recognized for lackey
potential by Houses #1-7.

Chief Rivals: As the eighth house,


Fey-Branche fears attack from many lower-
ranking houses who desire a position on the
council. Most particularly, House Duskryn
(#10) is perceived as a threat.

House Fey-Branche is one of the most


ancient of all of Menzoberranzans long-
lasting noble houses. At last count, the
house had been in existence for more than
3,900 years. Unfortunately for the drow of

54
House Fey-Branche

the clan, they are not exactly forty centuries the years, and this knowledge has become
of triumphs and accomplishments. Indeed, the familys greatest trump. With reams of
considering the bad luck that has plagued information that could bring at least
this house through the years, it is amazing embarrassment and in many cases outright
that it is still around at all. doom upon the exposed house, the matron
However, t h e h o u s e h a s n o t o n l y is able to deter most potential enemies from
withstood the vagaries of fortune, it has any outright action against Fey-Branche.
successfully defended itself against more
than a dozen attacks to destroy it. Its walled
compound is quite defensible and
The Dwelling of
dominates a large section of the House Fey-Branche
Narbondellyn section of the city.
The dark cloud that has long-daunted this The compound of this house is surrounded
clan has been reflected most often in the by an unusually high wall of adamantite,
untimely deaths of its noble members. Some penetrated by a single reinforced gate. The
of these have fallen to freak accidents, while three towers that anchor the corners of the
others have been slain in the course of duels triangular fortress have been hollowed out
or by assassination attempts. on many levels, to offer a variety of
However, Matron Mother Byrtyn Fey has defensive positions.
collected a great deal of information over The compound within the walls includes a

55
House Fey-Branche

great temple where the females live, and Fourth Level: divination, detect lie, passweb
where the worship of Lloth is also Fifth Level: commune, cure critical wounds,
consummated; and small buildings that undead regeneration
serve as quarters for the male nobles, the
commoners, and the house slaves. The
whole area is dotted with shriekers that are Physical Description: Matron Byrtyn
set off by the approach of anyone not is an extremely attractive drow female with
wearing the house insignia. Also, the wall is an unusually well-rounded figure. She
dotted with sporadic lightning bolt spells, wears garments that highlight her sensual
set to blast anyone who approaches within appeal and favors robes and shawls of filmy
30 of the wall (except in the area around gauze that do little to preserve her modesty.
the gate). Equipment: The matriarch possesses a
six-headed whip of fangs. Her favored
House Fey-Branche weapon, however, is a violet tentacle rod.
She also brews her own potent version of
NPC the potion of magic resistance (which she
carries in several small vials wherever she
goes). The matron is additionally armed at
Matron Mother Byrtyn all times with a spider wand.
Fey Personality: Matron Byrtyn is famed
throughout Menzoberranzan for her
ARMOR CLASS: 5 passionate affairs and ribald exploits. She
MOVE: 12 uses her physical attractiveness to seduce
HIT POINTS: 55 an assortment of males. She has not
NO. OF ATTACKS: 1 (mace +3) maintained a regular patron for more than a
DAMAGE/ATTACK: 1d6 +3 century.
SPECIAL ATTACKS: Nil Motivation: This drow is motivated by
SPECIAL DEFENSES: Nil hedonism as much as by the desire to better
MAGIC RESISTANCE: 72% her family. Indeed, some of the elder
SIZE: M daughters secretly despise their mother for
ALIGNMENT: Chaotic Evil her wanton behavior, and desire very much
to claim her position as mistress of the clan.
11th level drow priestess None of them is as yet powerful enough to
S: 10 I: 15 W: 18 D: 15 C: 7 CH: 14 make such a move, however.

Inherent Spell-like Abilities: dancing


lights, faerie fire, darkness, levitate, know
alignment, detect magic, clairvoyance,
detect lie, suggestion, dispel magic

Commonly Remembered Spells:


First Level: c o m b i n e , c o mm a n d , detect
magic, sanctuary
Second Level: charm person, find traps,
silence 15 radius, spiritual hammer
Third Level: animate dead, curse, remove
paralysis, water breathing

56
Lesser Houses

House House
TuinTarl Duskryn
Ninth House Tenth House
SYMBOL: SYMBOL:

Matron Mother: Prideesoth Tuin Matron Mother: Bernith Duskryn


(level 12 priestess)
Nobles: 11 Nobles: 33
Priestesses: 5 Priestesses: 15
High Priestesses: 4 High Priestesses: 13
House Males: 6 House Males: 18
Fighters: 2 Fighters: 6
Wizards: 4 Wizards: 12
Drow Soldiers: 400 total Drow Soldiers: 600 total
Slave Force: 500 total
Slave Force: 400 total
Chief Alliances: House Duskryn has
Chief Alliances: House TuinTarl is known formed a solid alliance with House
to be weak, and thus no other house is SruneLett (#11).
willing to recognize an alliance with it.
Chief Rivals: Because of its numerous
troops, House Duskryn fears no house
Chief Rivals: As the ninth house, TuinTarl
beneath its station; it has many offensive
fears attack from many lower-ranking
desires, including attacks against House
houses, most particularly House Duskryn
Fey-Branche (#8) and House TuinTarl (#9).
(#10).
House Duskryn has a reputation for
House TuinTarl is a relatively new house, savage cruelty for nothing other than the
having arisen within the last millennium. Its perverse amusement of the nobles. Arising
original strength came from trade, and that more than 3,000 years ago, the house has
still forms the basis of TuinTarl power. The consistently trained some of the best armies
clan is willing to send expeditions into the in all Menzoberranzan. Advancement in this
far reaches of the Underdark, even trading company is rewarded for performance, not
with distant drow communities. (Indeed, noble ranking. The houses most famous
one of the clan priestesses was brought to victories have all been defensive, however.
Menzoberranzan from distant Ched Nasad.) About seven centuries ago, several houses
tried and failed in successive attempts to
destroy House Duskryn. It has long been
whispered that House Baenre was behind
those attempts.

57
Lesser Houses

House
short and stockythey are often referred to
as the fat sistersthough if the priestesses
hear someone use the term, the phrase
Srune'lett often becomes the last words of the
incautious speaker.
Recent rumors have passed around the
Eleventh House city, alleging that SruneLett has acquired
the services of a non-drow wizard. This is
SYMBOL: partially true the matron mother has
persuaded a mind flayer to join ranks with
the family, a fact which considerably
improves its military standing.
Matron Mother: SruneLyris Lett

Nobles:
(level 11 priestess)
32
House
Priestesses:
High Priestesses:
15
11
Horlbar
House Males: 6
Fighters: 2 Twelfth House
Wizards: 4
SYMBOL:
Drow Soldiers: 250 total

Slave Force: 400 total


Matron Mother: Ker Horlbar
Chief Alliances: SruneLett has tried to
form several alliances recently, including a (level 13 priestess)
bond with House Faen Tlabbar (#4), and and Jerlys Horlbar
House Duskryn (#10). None of these (level 12 priestess)
initiatives has met with success. The Nobles: 13
Srunelett have accepted peace initiatives Priestesses: 8
from House Mizzrym (#7), but have been High Priestesses: 7
rightfully suspicious of their sincerity. House Males: 5
Fighters: 1
Chief Rivals: SruneLett attracts the Wizards: 4
interest of many ambitious, lower-ranking
houses, including Druugiir (#14) and Drow Soldiers: 200 total
Hunzrin (#15). The house is cautiously going
along with House Mizzrym with plans to Slave Force: 400 total
strike against House Xorlarrin (#5).
Chief Alliances: House Horlbar has long
This clan comprises many powerful had a cooperative relationship with House
female priestesses, but few skilled wizards Kenafin (#13).
or fighters. It has a decent-sized force of
hired troops, but their loyalty has long been Chief Rivals: The house is one of the chief
suspect. plotters against House Tuin'Tarl (#9)though
The priestesses of SruneLett tend to be that fact is not known to the Tarlyn.

58
Lesser Houses

The twin matron mothers of this clan are House Kenafin is a house where the
its distinguishing feature. This has been the domination of the priestesses has
clan structure for 2,000 years, with the pair completely subjugated the males. Under the
being either sisters or first cousins in every ambitious and cruel reign of the matron
case. When one falls for any reason, the mother, t h e f e m a l e s e x a c t t e r r i b l e
other is also replaced by a female of the next vengeance for any infractions against their
generation. rigid code of behavior.
The two matrons traditionally hate each In public, House Kenafin is known as a
other almost as much as they hate busy trading house. It performs most of its
everything non-Horlbaryn in nature. The trade within Menzoberranzan itself, moving
clan has gained its power through products around the city instead of
productive agriculture and ambitious trade. importing them from outside sources.
Though Horlbaryn only rarely initiate a The priestesses are working a grand
war, they never forget a slight, and appeal to Lloth, for which they are creating
vengeance against another house may be a giant image of the goddess out of waxa
carried out generations later. project that has lasted 10 years. The image
will be consumed during the ceremony, and
then, hopefully, the favor of the spider
House queen will be clear.

Kenafin House
Thirteenth House Druugiir
SYMBOL:
Fourteenth House
SYMBOL:
Matron Mother: Kyrnill Kenafin

(level 13 priestess)
Nobles: 14 Matron Mother: Carrolloc Giir
Priestesses: 8
High Priestesses: 6 (level 11 priestess)
House Males: 6 Nobles: 11
Fighters: 3 Priestesses: 4
Wizards: 3 High Priestesses: 3
House Males: 7
Drow Soldiers: 225 total Fighters: 2
Wizards: 5
Slave Force: 500 total
Drow Soldiers: 250 total
Chief Alliances: House Kenafin has long 300 total
Slave Force:
cooperated with House Horlbar (#12).
Chief Alliances: This house has no formal
Chief Rivals: House Kenafin is a secret
alliances, but its role as moneylender
plotter against House Fey-Branche (#8).

59
Lesser Houses

insures that its can exert pressure on most Chief Alliances: House Baenre (#1) is a
any other clan. strong supporter of Kintuere; as long as
House Hunzrin continues to provide the
Chief Rivals: House DruuGiir desires to
agricultural needs of the city without
execute an attack against House SruneLett
getting presumptuous.
(#11).
House Druugiir has a direct influence Chief Rivals: House Shobalar (#16).
over other houses in the city that is second
only to the power wielded by House Baenre. House Hunzrin has control of the farming
This is because the clan controls nearly all in Menzoberranzan, a fact which has led to
of the moneylending that occurs in their being viewed as a bunch of stone
Menzoberranzan. head farmers. Of course this is never
The clan is dominated by elderly male mentioned in public, for the warriors of
wizards, and can quickly augment its troops Hunzrin are reputed to be the best pitch-
by hiring the Bregan Daerthe or another fork (magical) wielders in the Underdark.
mercenary band if necessary. Matron Mother Kintuere Hunzrin has, on
The ultimate fear inspired by the houses many occasions, consulted with Mez Barris
reputation is the notion that the house Armgo about Hunzrins inability to produce
wizards can employ gate spells to bring females, a trait which both houses share.
their quickly-reinforced armies to virtually
any house, any room, in Menzoberranzan!

House
House Shobalar
Hunzrin
Sixteenth House
Fifteenth House
SYMBOL:
SYMBOL:

Matron Mother: Hinkutesnat Alar


Matron Mother: Kintuere Hunzrin
(level 11 priestess)
(level 11 priestess) Nobles: 12
Nobles: 12 Priestesses: 5
Priestesses: 4 High Priestesses: 3
High Priestesses: 1 House Males: 1
House Males: 8 Fighters: 1
Fighters: 7 Wizards (female): 6
Wizards: 1
Drow Soldiers: 200 total Drow Soldiers: 150 total

Slave Force: 1,850 total (handles Slave Force: 100 total


general city farm
slave force) Chief Alliances: None.

60
Lesser Houses

Chief Rivals: Though not a weak house by Nobles: 13


any means, without allies, the house is a Priestesses: 5
prime candidate for elimination by an High Priestesses: 2
ambitious lower-ranked house. House Males: 8
Fighters: 6
House Shobalar is a house dominated by Wizards: 2
females, having only one noble son, the
weapon master, PuNel. This house also Drow Soldiers: 150 total
showcases six wizards, which isnt unusual,
until you realize that they are all female. Slave Force: 120 total
House Shobalar is seclusive and the family is
seldom seen in public, but when they are Chief Alliances: Trying to forge an
seen, they are usually accompanied by alliance with House Baenre (#1).
enormous spiders which have been bred for
riding. These spiders can spew forth sticky Chief Rivals: Barrison DelArmgo (#2)
strands of webbing to catch prey, not unlike covets Vandrees huge compound.
that of a cave fisher. The house is also
rumored to be using spiders in strange and House Vandree is, at present, in perhaps
wondrous experiments, one involving a the most tentative position of any house in
live spider cloak which can be animated Menzoberranzan. Their numbers are few,
merely by the thought of its wearer. their compound grand, and packed House
House Shobalar has very few alliances, Barrison DelArmgo has made it known that
due to their double-dealing reputation. they covet the Vandree compound. In lieu of
that, Matron Trokenther Vandree is trying
to either win the protection of House
Baenre, or get First Matron Mother Baenre
House to demand a civilized swap of compounds. It
is not known how Matron Baenre will react.
Vandree On the one hand, there has been perhaps
too much chaos among the leading houses in
the last few decades, and an orderly process
Seventeenth House might seem attractive, but on the other
hand, Matron Baenre is eager to see
SYMBOL: Barrison DelArmgo, her principle rival, get
into a fight and show what it can do.
The situation does not look good, but
House Vandree has a long-standing tradition
of getting into trouble and somehow finding
Matron Mother: Trokenther Vandree their way back out. Thokenther and her
(level 10 priestess) offspring seem to delight in internal feuding
and dangerous political ploys. The house
even dabbles in surface-world affairs, and
in acquiring all sorts of trophies and useful
magical items. (Human skulls, fashioned into
drinking goblets are a favorite.)

61
Lesser Houses

House
studious pursuit of creating new prayers to
the Spider Queen (and in receiving new
priest spells in return). Likewise, their
Symryvvin mages live hermit-like, fanatically dedicated
to the pursuit of higher magic. The house
nobles, on those rare occasions that they are
Eighteenth House seen outside their compound, are accorded
great respect, for House Symryvvin
SYMBOL: commands Lloths highest favor and for any
house to go against them would surely put
that house on the wrong side of the volatile
Spider Queen. Secretly, Symryvvin has been
Matron Mother: Hesken-Paj called the eyes of Lloth, watching over the
Symryvvin city inconspicuously, detached from the
chaos.
(level 20 priestess)
Nobles: 11
Priestesses: 5
High Priestesses: 5
House Males: 8
Fighters: 0
Wizards: 8

Drow Soldiers: 100 total

Slave Force: 160 total

Chief Alliances: House Baenre (#1) and


House Barrison DelArmgo (#2) have
alternately wooed the favors of venerable
Matron Hesken-Paj Symryvvin.

Chief Rivals: None.

House Symryvvin is an anomaly in


Menzoberranzan in many ways. Matron
Hesken-Paj is the second highest ranking
priestess of Lloth in all the city, yet she does
not sit on the Ruling Council. The house has
held its position (#18) for centuries without
even the threat of attack from any other
house. Both Matron Baenre and Matron
MezBarris Armgo often visit
Hesken-Pajon several occasions they even
went to the Symryvvin compound together!
The house shows no ambition to climb to a
higher rank.
The family Symryvvin is known for its

62
Bregan D'aerthe

Not a house, but a mercenary society of Hunett force was supplemented by Bregan
rogue drow, Bregan Daerthe is one of the Daerthe, though Jarlaxle was at the time
most respected (though unlawfuleven by holding court with Matron Malice
drow standards) organizations in the city. DoUrden. Malice made a better offer, and in
Little is known about the assassin band, the middle of the fray, the mercenary band
except that they maintain close ties with simply switched sides, to the swift demise of
House Baenre, have been intricately the aggressor house.
involved in the last two disasters concerning Menzoberranzan is a city of intrigue and
ruling houses (House Hunett and House double-dealings, and no one plays those
DoUrden), and are led by a swashbuckling, games better than Jarlaxle.
unusual drow elf who goes by the name of
Jarlaxle.
Well over a hundred of Bregan Daerthes
Jarlaxle
roughly 150 members are male, and many
ARMOR CLASS: -5 to -10
of these reputedly are nobles of fallen
MOVE: 12"
houses. Typically, noble female survivors of
HIT POINTS: 99
destroyed houses would be grabbed up by
NO. OF ATTACKS: 9/2 or 5 (throwing
other powerful houses, invited into the
daggers)
family (many of House Baenres priestesses
DAMAGE/ATTACK: 2-7 + 3, 1d4 +2 or
started out as princesses in other drow
1d4 +4
houses), but males, noble or not, have
SPECIAL ATTACKS: Wounding,
always been a less desirable commodity in a
Life-stealing
city so dedicated to the Spider Queen.
SPECIAL DEFENSE: Disarming
The members of Bregan Daerthe are
MAGIC RESISTANCE: 84%
almost exclusively fighters or
SIZE: M
fighter/thieves, with a few fighter/mages
ALIGNMENT: Neutral Evil
sprinkled in. Noamuth Lil (The Wanderer),
formerly Vierna DoUrden, is the only
17th Level Drow Fighter
known priestess in the band.
S: 13 I: 18 W: 15 D: 20 C: 15 CH: 18
The mercenaries are very well equipped,
and very well trained. They operate both
Inherent Spell-like Abilities: dancing
inside of Menzoberranzan, usually with the lights, faerie fire, darkness, levitate, know
unspoken consent of the First Matron
alignment, detect magic
Mother, and outside the city. Their most
valuable potential, and thus the probable
Physical Description: Perhaps no
reason this rogue band is allowed to thrive, drow in Menzoberranzan cuts a more
comes in the role of scouts for dapper picture than Jarlaxle.
outer-Menzoberranzan affairs. Jarlaxle Jarlaxle, arrogant and brash, followed
even has contacts in Blingdenstone, the few of the customs of Menzoberranzans
deep-gnome city! inhabitants. He was most certainly not the
The band has also been known to serve in norm of drow society and he flaunted the
house armies during takeovers of other differences openly, brazenly. He wore not a
houses. Their ferocity cannot be cloak nor a robe, but a shimmering cape
underestimated, but one would be wise not that showed every color of the spectrum,
to overestimate their loyalty. When House both in the glow of light and in the infra-red
Hunett attacked House DoUrden, the spectrum of heat-sensing eyes.

63
Bregan D'aerthe

Jarlaxles vest was sleeveless and cut so On his belt Jarlaxle wears the most-hated
high that his slender and tightly-muscled of all magical items in Menzoberranzan, a
stomach was open for all to view. He kept a wand of illumination. He also keeps a pouch
patch over one eye, though careful of holding on his jewelled belt, filled with
observers would understand it as light pellets and time bombs. (It is believed
ornamental, for Jarlaxle often shifted it he got the devious bombs from Gromph
from one eye to the other. Baenre.)
(from Exile) Personality: Always graceful, always
calm, n o n e i n M e n z o b e r r a n z a n e v e r
His boots are high and hard, his jewelry is remembers seeing the crafty Jarlaxle angry.
abundant, and a wide-brimmed hat, overly He is a lover of comfort, of pleasure and the
plumed with the monstrous feathers of a finer things in life, and always seems to find
giant diatryma, completes the a way to over-indulge himself. Jarlaxle
swashbuckling image. Jarlaxle is not a large smiles and jokes more than a drow ought to,
drow, slender, but finely-toned. Unlike but the results of his off-beat actions always
other drow, he keeps his head clean-shaven. seem to please Lloth, or at least, to please
Equipment: By most accounts, Jarlaxle the priestesses of the Spider
is covered head to toe by magical items. The QueenJarlaxle openly reveals no religious
specifics are vague, though: his large, calling.
many-stoned necklace might be a necklace Motivation: More than anything else,
of missiles; his eye patch reportedly gives the leader of Bregan Daerthe is a survivor,
him powers similar to those exhibited by a and a thriver. His wealth is considerable,
dreaded Eye of Fear and Flame (12HD and official station seems totally
Fireball and Fear, as the wand); his rings and unimportant, since every Matron Mother in
bracelets seem to offer some armor-like Menzoberranzan affords him the deepest
protection (certainly hes not an easy one to respect. The only place in the city where the
hit); his boots can be as silent as the best of mercenary is scorned is the Academy.
drow make, or as clunky as a hook horror in BladenKerst Baenre cannot stand the male,
a tight passage; his cape (rumors say) acts but whenever Jarlaxle is asked about the
much like a robe of scintillating colors; and eldest daughter of House Baenre, he only
he can pull more than a rabbit from that smiles and flashes a devious wink from
wondrous hat. whichever eye happens to be, at that time,
More is known about this odd drows uncovered.
weapons. Jarlaxle specializes in a two-
handed combat style, with a rapier of
wounding (+1) as his primary weapon (+1
to hit, +2 to damage, 5/2 attacks due to
specialization), and a main gauche (rumored
to be a blade of life stealing) +2. Like his eye
patch, he shifts these weapons from hand to
hand, sometimes leading with his left,
sometimes his right. Under the sleeve of his
left wrist, he keeps a strange bracer, from
which he can remove and hurl five
throwing daggers (+4) in a single round
(once/turn).

64
Book Three: The Adventure
by
Douglas Niles

Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Chapter One: Starting the Adventure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Chapter Two: Journey into the Underdark . . . . . . . . . . . . . . . . . . . . . . . . . .12
Chapter Three: The Marketplace of Mantol-Derith. . . . . . . . . . . . . . . . . . . .16
Chapter Four: To the City of the Dark Elves . . . . . . . . . . . . . . . . . . . . . . . . .39
Chapter Five: MenzoberranzanThe Heart of Darkness. . . . . . . . . . . . . . .46
Chapter Six: The Stand of House Millithor . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Aftermath: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

Credits:

Design: Douglas Niles


Editing: Karen S. Boomgarden
Interior Art: Jaime Lombardo and Ron Hill
Cover Art: Jeff Easley
Color Card Art: Valerie Valusek
Cartography: Diesel
Typography: Gaye OKeefe
Production: Paul Hanchette and Dee Barnett
Graphic Design: Paul Hanchette and Dee Barnett

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc.
The TSR logo is a trademark owned by TSR, Inc.

Copyright 1992 TSR, Inc. All Rights Reserved. Printed in U.S.A.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language
products of TSR, Inc. Distributed in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional
distributors.

This work is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of
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1083XXX1503
ISBN 1-56076-460-0
1083
Menace in Menzoberranzan

An Adventure for include a balance of classes, and ideally


consist of 6 characters of around levels 5-6
Extremely Brave of ability. Fewer characters of higher levels,
or larger parties of less experienced PCs,
PCs are both viable alternatives. A typical
assortment of magical weapons and items
Introduction will be useful, but its not required that the
characters have any specific object.
Menace in Menzoberranzan is a dangerous Although the essential rules of the Players
adventure that will take player characters Handbook and the Dungeon Masters Guide
far beyond the comforting light of the sun, are all that are required to play the module,
plunging them into the seething chaos of some of the magical items and spells listed
drow society. Treachery and betrayal are are detailed in the Tome of Magic
the bywords of negotiation, and the dark sourcebook or the Drow of the Underdark
elves demand subservience from all who game accessory.
dare intrude into the subterranean empire In particular, Tome of Magic is useful for
of evil. its introduction of wild magicsince the
Of course, there are great rewards development of this new and powerful
waiting to be won among the labyrinths of sorcery is a major plot element in this story.
the Underdarkbut many, too, are the However, if your campaign does not utilize
adventurers who will answer for their risk- this bookor you, the DM, are not familiar
taking with the ultimate payment . . . life with itthis does not mean that you cant
itself. play the adventure. The wild magic is of
Though much of this tale is set in particular use to one NPC, and there is no
Menzoberranzan, the adventure can be need to use it against the players. Instead,
played by a party of non-drow characters. the DM can make up some good pyrotechnic
Indeed, one primary purpose of the effects for the final battle scene, and simply
adventure is to provide a means to make sure the wild magic is used in areas
introduce surface-dwelling characters and where the PCs are not involved.
other Realms PCs into the dark elf city. They
are introduced into the Underdark by the
vehicle of a merchants caravan, carrying
surface commodities to the secret
marketplace of Mantol-Derith.
Alternately, the module can utilize drow
characters from Menzoberranzan or other
realms of the dark elves, who are also
drawn into the adventure through
Mantol-Derith, mercantile crossroads of the
Underdark. These PCs hail from House
Millithor, an up-and-coming clan currently
ranked 25th in the city hierarchy.
Two sets of pregenerated characters are
included. Of course, if the PCs begin on the
surface world then their own characters
may well be appropriate. The party should

2
Menace in Menzoberranzan

Adventure Outline
The characters will begin by joining a
supply caravan transporting goods to the
underground marketplace. Once they
arrive at the Mantol-Derith, they are drawn
into the political intrigues of Menzo-
berranzan. Unknown to the PCs, the
merchant who hired them is bringing
potent new spellswild magic spellsinto
the Underdark. Though he has tried to keep
this information secret, at least one
potential customer knows whats going on.
Several other groups, including rival drow
houses and other denizens of the dark,
suspect the truth, and will take steps to gain
the magic for themselvesor at least to
insure that it does not fall into rival hands.
The PCs will be offered the opportunity to
come to the city of the drow (or return
there, if it is the PCs home), to serve the
mercantile interests of House Millithor. This
house ranks only 25th in the city, yet its
influence in the Mantol market makes it a
promising upstart.
The characters will have a choice of three
different routes into Menzoberranzan, each
of which will set them up with certain allies
and enemies. They will be wooed and
threatened by agents of House Baenre, and
that clans greatest rivalHouse Barrison
DelArmgo. They will even meet the famed
mercenary captain, Jarlaxle, who offers
them some hope of avoiding the deadliest
traps that lie in their path.
Depending upon how they deal with
treachery and opportunity, triumph and
failure, the PCs will find themselves in the
midst of a war of annihilation against one of
the citys clans.
Finally, as House Millithor is drawn into a
desperate struggle for survival, the player
characters will be faced with the choice of
flight, betrayal, or the joining into a final,
desperate stand.

3
Chapter One:

Starting the Chapter One-A: The


One-Eyed Merchant
Adventure
This meeting can occur in any part of the
The first step is to create or select the player eastern Realms, along the Sword Coast or
characters that will take part in the many miles inlandeven to the shore of the
adventure. The PCs will run through one of Sea of Fallen Stars or beyond. Since
the two encounters (1A, the One-Eyed Menzoberranzan is not specifically located
Merchant or 1B, the Covert Caravan) in its relationship to the surface world, the
presented in this chapter; either one will point of entrance into the Underdark can
bring them into the mainstream of the story. vary from campaign to campaign. If your
If the PCs are already in existence, the DM player characters happen to be somewhere
will probably want to begin the adventure on the surface of the Realms, that place
on the surface (unless those characters are makes a splendid location to start the
all or primarily drow), with 1A, the adventure.
One-Eyed Merchant encounter, below. If you use the pre-generated player
Alternately, if the players choose the characters, or you have the freedom to
surface-dwelling party of pre-generated place the characters anywhere you want,
player characters (see the player card begin the adventure in the upper city of
included in this box), the adventure also Baldurs Gate.
begins with this encounter. Regardless of where the PCs arean inn,
If the player characters are drow that a marketplace, a city street, or even an
have been generated by the players or used outdoor campthey will encounter the
previously, they can also begin with the following character.
One-Eyed Merchant encounter; or, if you
wish, you can arrange a starting encounter
for them in Menzoberranzan. You can, for An old man hobbles toward you, moving
example, modify the structure of House quickly despite the stooped posture of his
Millithor (introduced in 1B) so that the age. His hair is white, his figure small.
player characters are members of that He wears a silvered tunic of fine silk,
family; alternatively, you can create jobs for covered with a gold-embroidered cape. A
them in Menzoberranzan that will bring diamond gleams at his neckclasp. A patch
them sooner or later to the marketplace of covers his left eye, but his right gleams as
Mantol-Derith. he looks you over, cackling with apparent
If the players choose to use the pleasure.
pregenerated drow characters of House Well met, my hearties! You look like a
Millithor, then begin the adventure with lot that knows the meaning of good
C h ap te r 1 B , Th e Co v e r t Ca r a van treasure when you see itIm talkin
encounter. In either case, once the rubies, folks, and diamonds in heaps
encounter runs its course, you should find higher than yer heads!
yourself ready for Chapter Two: Journey
into the Underdark.
The old fellow is Hadrogh Prohl, a
merchant of the Underdark. His wealth is
apparent in every one of his garments, and
he will freely drop a few platinum pieces if

4
Chapter One

the PCs give him the chance to speak with Equipment: Hadrogh wears a cloak of
them. protection +4 that also functions as a
Th e mer c h a n t i s p h y s i c a l l y u n pre- piwafwi. In addition, his gem of spell
possessing, and takes care to offer no deflection is a powerful device that adds
threatin fact, he is interested in the another -4 to his armor class against all
services of the PCs. However, he is quite attacks. In addition, it gives him a bonus of
capable of taking care of himself. +4 to all saving throws he is required to
make (after, of course, his magic resistance
Hadrogh Prohl is taken into account).
His long sword is another weapon of
(half-drow) unusual nature. The weapon appears to be a
battered dagger that he wears carelessly
Mage/thief (level 8/10) through his belt, the blade no more than
ARMOR CLASS: 0 12 long. If examined, it will reveal a faint
MOVE: 12" aura of magic, and it assumes its full size
Hit Points: 43 and appearance when held by the hilt. The
NO. OF ATTACKS: 1 (long sword +5) blade is black steel, clearly of drow
DAMAGE/ATTACK: 1d8+5 enchantment, and strikes with a +5 bonus
SPECIAL ATTACKS: poison to attack and damage rolls. In addition,
SPECIAL DEFENSES: gem of spell upon the shouting of a command word, the
deflection blade glistens with a deadly venom. Anyone
MAGIC RESISTANCE: 70% struck by the blade must save vs. poison or
SIZE: M
die (save at -2).
ALIGNMENT: Chaotic Neutral Hadrogh also carries a folding boat in his
personal backpack.
S:13 D:16 C:10 I:18 W:12 CH:14 He has a highly personalized set of
gold-handled lockpicks (worth about 500
Inherent Spell-like Abilities: faerie fire,
darkness, levitate, detect magic gp).
Hadrogh always carries a good amount of
cash with him, mostly in gold pieces
Thief Abilities: PP 64%; OL 50%; F/RT concealed in a pouch at his side; but also a
25%; MS 80%; HiS 25%; DN 65%; CW 60%; good number of platinum piecesjust in
RL 80% case. The platinum pieces are divided
between false soles in each of his boots, and
Commonly Remembered a concealed band that runs around the
Spells: inside of his belt.

First Level: featherfall, light, magic missile, Hadroghs manner is affable, and he is
sleep relaxed and friendly in speaking with
Second Level: blind, invisibility, stinking strangers. He seems to be very unobservant;
cloud actually, the opposite is the truth. Hadrogh
Third Level: fireball, haste, lightning bolt takes great pains to notice everything going
Fourth Level: hallucinatory terrain, on around him. In fact, his eyepatch is fitted
polymorph self with a small silver mirror (he has two good
eyes, after all). The mirror allows Hadrogh
to see whats going on directly behind him,

5
Chapter One

as well as to his left rear. I f t h e p l a y e r characters agree to


Although he is an accomplished thief, he accompany the merchant, he leads them to
avoids practicing his trade on a nearby (relatively nearby, if the adventure
acquaintances nor will he jeopardize a begins at a wilderness camp) warehouse.
business transaction by utilizing his illicit (And if they dont agree to accompany him,
skills amid the towns or establishments of the DM should have a couple of videos
his trading partners. ready to help pass the evening!) Here he has
gathered one dozen mules and a trio of
Hadrogh's Offer muleskinners. T h e l a t t e r a r e t h r e e
disreputable humans who are not much use
The merchant attempts to hire the PCs as for anything except keeping the mules
escorts for a caravan of goods that he under control:
intends to take on an expedition that he
promises, up front, will prove to be Muleskinners (2nd level fighters): AC 8;
dangerous. However, he claims that the pay Move 12; HD 2; hp 10 each; #AT 1; Dmg 1d8;
will make the journey more than THAC0 19; AL N
worthwhile.
He will pay each loyal guard joining his The mules are loaded with bulging
caravan 5 gold pieces for each day of the saddlebags, and though Hadrogh makes no
journey (which he suspects will last about attempt to explain his cargo, he doesnt try
fifty days). He also offers a bonus to be paid to conceal it from anyone who cares to ask.
at the end of the tripit will be based upon Each mule wears a large pair of saddlebags
his profits, but he anticipates an amount of that are lashed shut and bulge with goods. It
at least 500 gp per guard. If the journey is is obvious to anyone who sees the mules
especially lucrative, that amount could move that they carry heavy loads.
tripleor more! About half of Hadroghs goods are loaded
If the PCs hold out for more money up in stout casks, two per each mule. The casks
front, Hadrogh will go as high as 10 gold contain brandy, whisky, and
pieces per day; the bonus remains the same. rumsubstances that cannot be
He can also sweeten the pot with the offer manufactured in the Underdark, and have
of a few magical itemsthings that will come to be regarded as prized imports by
prove useful where the expedition is going. certain decadent members of the
He wont offer these things right up front, subterranean societies.
but again if the PCs seem to be reluctant, he Other goods carefully packed into the
will give each of them a choice of one of the saddlebags include large bundles of
following items. parchment; boxes containing a hundred
candles; bundles of hardwood boards (used
Potion of extra healing for carving objects of art in the
Potion of flying Underdarkits too rare for practical
Potion of gaseous form purposes); perfumes and spices from all
Potion of in visibility across the Realms; feathers and down; and
a scroll containing up to 7 levels of dried delicacies of surface foods, including
spells from Hadroghs spell list beef and various breads.
(commonly remembered spells, above) The most valuable portion of this cargo is
a ring of protection +1 something that Hadrogh does keep a secret:
a cloak of elvenkind in the bottom of the saddlebag of the eighth

6
Chapter One

mule in line, concealed in a bundle that wet, ignition is certain. The person opening
looks like blank paper, are a dozen scrolls the book suffers 2d6 hit points worth of fire
inscribed with magical spells. These spells damage the first round, and 1d6 hit points
are examples of powerful wild magic, per subsequent round until the fire is
previously unknown in the Underdark. extinguishedor until it burns out after 6
Hadrogh assumes that they will make the rounds, total. An initial saving throw versus
merchant enough money to allow him to breath weapon is alloweda successful save
retire in luxury. halves the damage each round (with
The scroll book is protected by a wizard fractions dropped).
lock, and by a mechanical trap that must be Incidentally, the scrolls on are flame-
disengaged before opening the cover of the proof pages, so they will be unaffected by
leather volume. The trap is triggered by a the blazethough objects around the
hair-thin piece of thread connecting the affected character might not be so lucky,
front and back covers; one end or the other subject to the DMs discretion. For example,
must be disconnected from the book. If the this is a bad book to open in a hayloft.
thread is broken in the middle (as when the The powerful spells on these scrolls are:
book is opened), oil splatters outward, Chaos Shield (2nd level);
followed by a cascade of sparks from a Fireflow (3rd level);
minuscule flint scraping against a thin strip Unluck (4th level);
of steel. Unless it is raining or otherwise Vortex (5th level);

7
Chapter One

Wildshield (6th level); 8 Bandits (1st level fighters): AC 8; Move 12;


Wildzone (8th level); HD 1; hp 6 each; #AT 2 or 1
Wildwind (9th level) (shortbows/shortswords); Dmg 1d6; THAC0
20; AL CE
Journey to Darks The bandits strike on a wooded stretch of
Gate road, with Rugdard shooting a non-magical
arrow at Hadrogh or another character in
Hadrogh follows a route that he knows very the lead. The bandits then appear to either
well, which begins with 3-18 days of travel side of the caravan, with four archers
on the surface. Hadrogh provides horses for lurking at the edge of the woods to the right
himself and the PCs; the merchant rides at and left; five swordsmen approaching the
the front of the caravan, and the PCs rear of the caravan; and three more
positions will varyone or two riding at swordsmen standing with Rugdard in the
Hadroghs side, at least two in the rear, and forefront.
the others protecting the flanks or perhaps The muleskinners try merely to retain
riding ahead. control of the mules. Hadrogh helps them
If your players seem ready for a little (after all, thats why he hired guards); but if
action, the caravan gets attacked by a large the PCs seem to fare badly he reluctantly
band of robbersmen who figure to easily joins the battle.
overcome the outnumbered PCs. If their leader is slain, the bandits lose
heart. If the battle starts to go badly,
Rugdard Crain, Bandit Leader (7th level Rugdard abandons his men and flees on foot
fighter): AC 2; Move 24; HD 7; hp 55; #AT 2; (through the woods, where a horse cannot
Dmg 1d8 +6; THAC0 10; AL CN follow).
Equipment: scimitar +3; leather armor +4; The bandit camp is a six-hour trek
boots of speed; 10 arrows +3; spectacles of through the woods; there is little of value
infravision* there, though a chest with 900 gp is buried
in the woods nearby. Only Rugdard knows
* These are glasses that will fit a human- where it is, though the other bandits know
sized head, and allow the wearer to benefit of its existence.
from infravision to a range of 90. However,
they can only be worn for 12 hours, after When the caravan finally reaches its
which the character must spend another 12 destination, the group finds itself before a
hours not using them before they will large cave, with a concealing screen of
benefit him again. If he tries to wear them brush piled before its mouth. Hadrogh asks
for more than 12 hours in a row, he will be the player characters to remove this brush
blinded, effectively l o s i n g b o t h t h e while he goes to speak with the
infravision and normal vision for 1-12 muleskinnershes paying them off, since
hoursafter which the 12 hour rest period they havent signed on for the underground
starts. portion of the trip.
After the party files into the
8 Bandits (2nd level fighters): AC 6; Move 12; cavernwhich proves to be quite large and
HD 2; hp 12 each; #AT 1; Dmg 1d8; THAC0 spaciousthe PCs are asked to restore the
19; AL CE screen. Then, with darkness closing around
the party, the merchant announces that

8
Chapter One

they are starting into the cave, and asks the


PCs to take up the halters of the mules. A shape stands in a greater darkness
Hadrogh informs any reluctant player even than the caverns shadow. It moves
characters that they wont have to guide the forward without sound, gliding like an
mules for the whole tripjust until their incorporeal formbut the dark skin, the
underground handlers meet them, not far shocking white hair and dark, gleaming
from here. plate mail are very much real.
The beasts are stubborn and extra-ornery The features of the drow are beautiful,
undergroundPCs who dont make a point in an icy sort of way. A female dark elf
of being careful are kicked or bitten (1-4 hp stands there, her high cheekbones
damage). highlighting a narrow face and
Then Hadrogh leads the group into the almond-shaped eyes.
depths of the cave, descending slowly along Greetings, Hadrogh Prohl, she says,
a smooth pathway for about a mile. He has bowing formally. Her voice is as cold as
one of the PCs hold a lantern in the her eyes.
forefront (the mules wont move in pitch Greetings, Dwillisith Millithor, replies
darkness). Then the cave seems to end, in a the merchant, bowing more deeply than
large, c i r c u l a r c h a m b e r f i l l e d w i t h the drow.
stalactites and stalagmites. The dark elf looks at the mules and the
Here, Hadrogh goes to one of the stone humans skeptically. Then she turns with
pillars and bangs on it with an iron hammer. a shrug and gestures into the dark hole
The sound reverberates through the revealed by the secret door.
cavern, seeming to echo for hours. L e t u s set off, she barks.
Now, we wait, he announces. "Mantol-Derith is far away.
The cavern has several pools of clear
water, and a variety of beautiful natural
features. The only unnatural feature is the At this point, its time to go to Chapter
secret door concealed amid a nest of pillars Two: Journey Into the Underdark.
at the end of the cavern opposite the
entrance. The door is extremely difficult to Chapter One-B: Starting
detect, and even if detected it is impossible In Menzoberranzan
to open from the outsideit is a plug of
stone and, if bashed, only sets more firmly
House Millithor is the twenty-fifth house in
into its narrowing socket. (If the PCs do
Menzoberranzans rigid hierarchy of social
discover the door, Hadrogh congratulates
station. It has been a loyal servant of House
them on their acumen and informs them
Baenre in the past, and this willingness has
that the portal will open in a matter of
caused Matron Baenre to remember
hours.)
Millithor with favor. Because of this, the
A full twelve hours pass before the
members of the house shall be given the
subterranean guides arrive. When they do,
chance to prove their courage and
the secret door slips open so silently that,
skilland if they do so successfully, they
unless one is observing it directly, the
will gain the opportunity for significant
movement is not detected.
advancement of their station.
The pregenerated player characters,
found on the adventure cards included in
the Menzoberranzan box, all are members

9
Chapter One

of this unique house. A description of the


house and the matron mother are also to the surface, where you will meet
included on those cards. The dwelling of the another of my faithful servitors.
house is detailed in Chapter 6 of this She smiles at you all, but there is no
adventure. humor in the expressionif there is
Although they have been as evil as pleasure at all, it is derived from the
necessary to survive in the dark elf world, matrons knowledge of how thoroughly
the matron mother of House Millithor her subjects are held in her thrall.
possesses an unusual level of neutral His name is Hadrogh Prohl, and he is
attitudes. She deplores bullying and human. Yes, I see you expressions of
brutality against subordinates as a disgustbut this human has a thing of
counterproductive tactic; she prefers to great value to me. You are to accompany
foster loyaltyand even a remote sort of him through the Underdark, seeing to his
affectionrather than fear in those who safetyfor there are those who would
serve her. like to see him dead.
The DM should acquaint himself with the
house as much as possible before beginning
the adventureeven though its initial stages If the PCs ask questions, she tells them
occur beyond Menzoberranzan. what she can about the mission. She does
Matron Millithor gathers a select group of not, however, reveal the nature of the thing
her family and retainers (the PCs). They are of value carried by Hadrogh, nor where he
summoned to her audience chamber for the is concealing it or carrying it. Her patron is
following encounter. the drow magic user most accomplished in
the use of wild magicit is to him that the
spells will eventually be delivered, if all goes
Matron Millithor sits upon her high well.
throne, with the great spiders eye Other than this, however, she can inform
gleaming at you from the back of the them of the following procedure.
chair, over the slender females head. She l The PCs must follow a map (which she
has been absent from the house gives them) that leads through the
latelyrumors claim that she has found a Underdark to a high cave more than a
new patron, but if this is the case no one hundred miles away. The journey will take
in the family has met the fellow. about 25 days, and the PCs must move with
Greetings, my children. . . my obedient absolute secrecy, taking great care that they
servants, she begins, pausing to allow are not followed.
her eyes to sweep the room with regal l The group must take 12 pack lizards
command. with them, for the purpose of loading the
I summon you for the commencement goods that have been brought by muleback
of an important missiona task which, if to the gates of the Underdark.
you perform it successfully, shall elevate l There they must wait for the signala
our house in the eyes of Menzoberranzan rhythmic tapping in the ceiling of the
such as nothing has before! chamberthat indicates the merchant has
It will be necessary for you to depart arrived above them. The plan calls for the
the city for many cycles of signal to be made in another 30 cycles of
Narbondelseventy, perhaps even a Narbondel.
hundred of them. You will journey almost l The map shows the location of a secret
passage; they are to follow it up to the

10
Chapter One

merchant, where they will meet him. reasonable effort to make time (even if they
l They are to obey the human in all keep a careful watch for pursuit), they will
things, and follow the route he shows them, arrive there in plenty of time. In the event
which will take them to the underearth they are late, Hadrogh has agreed to remain
market of Mantol-Derith. This is the most at the meeting place for 10 days, repeating
dangerous part of the journeythere may the signal once per day. Actually, he has so
be attempts against the life of the merchant. much of his future tied up in this venture
There, Matron Millithor herselfor one that he will remain in place for at least 15
of her agents, known to the PCswill meet days.
the characters and inform them of the next Hadrogh is described fully earlier in this
stage of their mission. chapter (1A). When encountered here, he is
leading a string of 12 mules, each burdened
You and the players can roleplay the by a pair of bulky saddlebags.
journey to the gate with as much or as little The merchant will be cheerful and glad to
detail as required. If the PCs are careful, see the PCs, though his human (and other
theyll have little difficulty slipping out of surface dwelling) guards are less cordial.
Menzoberranzan undetected. However, Nevertheless, they obey their leader, who
agents of two of House Baenres greatest seems quite comfortable with the drow (he
rivalsHouse Barrison DelArmgo (#2) and even speaks the language reasonably well!)
House Oblodra (#3)are aware of the He is accompanied by several human and
connection between their traditional enemy dwarven veteransruffians, all, but not
and the otherwise innocuous House threatening to the PCs. Indeed, before he
Millithor. Therefore, they will be very comes through the secret door to join them,
interested in the activities of the player Hadrogh dismisses these surface dwellers,
characters. paying them off from a jingling pouch of
If the party takes no particular coins. After they disappear, he turns to the
precautions when they depart, they are drow PCs with a broad grin.
observed, and discreetly followed, by a
group of these agents. The drow do not
attackthey are interested in gathering Well, he sayshis voice smooth, his
intelligence a n d t h e y remain some words spoken clearly in the language of
distance (a mile or two) back from the PC the drow. Lets get going! You folks will
party. Once the PCs make contact with have to load the lizardsIll be busy
Hadrogh, the agents of House Barrison trying to remember the way. Now, lets
DelArmgo will attack. movetheres money to be made in
The Del-Armgo Strike Team is detailed in Mantol Derith!
Chapter 2. However, if the PCs take
exceptional precautions, it is possible that
they will encounter it herepossibly even After the rendezvous is made, proceed to
wiping it out, which would cancel the Chapter 2.
encounter described in Chapter 2.
Other than this possible surveillance, the
journey to the meeting proceeds without
undo incident (except for such random
encounters as the devious dungeon master
might care to devise). If the PCs make a

11
Chapter Two:

Journey Into the sages are naturally formed, smooth path-


waysalways at least 6 wide, and never
Underdark graded through a terribly steep descent
have been cleared through the center.
From now on, the adventure runs pretty After about 8 or 10 days of this trek, the car-
much the same with either drow or non- avan runs into an ambush prepared by the
drow PCsalthough there will be occasion- agents of House Barrison DelArmgo (unless
al notes that relate particularly to one type those NPCs were dispatched in Chapter 1).
of player character or the other. The purpose of the ambush is the death of Ha-
The pathway followed by Hadrogh winds drogh Prohl and the hijacking of his cargo.
along a confusing network of tunnelsthe The precautions of the party are left up to
only map of which, apparently, exists in the the player characters. The circumstances
mind of the strange merchant. He guides the are arranged carefully, but good scouting or
party with a sure sense of confidence along advance patrolling will afford a decent
the twisting and mazelike route. chance at aborting the attack.
The PCs notice a couple of things about During the course of this expedition, two
Hadrogh. other encounters are describedone likely
He can see in the dark quite wella fact to be harmless, even useful to the PCs; the
that he doesnt bother to hide, but does not other somewhat dangerous. They should be
explain. played in the order that they are presented,
The underground seems to suit him; his since there is a (slim) chance that the charac-
mood is cheerful, and his senses seem at- ters will gain some warning about the up-
tuned to the surrounding darkness. coming dangers from the first encounter.
The DM should employ the third encounter
The journey to Mantol-Derith takes twen- as he sees fitif the PCs have been weak-
ty days. Though it does not cover more than ened by the ambush, feel free to skip en-
about 80 miles of distance in a straight line, counter 3 and move on to the market.
the winding path and gently descending cor-
ridors necessary for travel by lizard train
more than double the distance that the par-
Encounter 1:
ty must travel. Sinister Deep Bats
Much of the route follows long, straight
passageways excavated from the rock over The sinisters appear near the caravans
years of laborany dwarf PCs recognize the camp at some point during the trek. They
work as duergar. In other places, gracefully find the party in a large chamber, where
arched stone bridgesscreened only by 1' theres a lot of overhead space for them to
high railings to each sidespan bottomless fly into. They use their pinpoint levitate abil-
depths. These deep cracks in the world are ity to hang motionless in the air, forming a
sometimes 40-100 wide, occasionally as ring around the camp.
much as 200. On the latter spans, the stone- The creatures resemble flying manta rays,
work seems to sway alarmingly as the party and thus their appearance is quite menac-
passes the center of the bridge. ing.
Still other parts of the route wind their
way through natural caverns, where water Sinisters (12): AC 3; Move 2, FL 21 (A); HD
has seemed through layers of limestone and 4 + 4; hit points 20 each; #AT 1; Dmg 2-5;
formed long channels. Though these pas- THAC0 17; MR 70%

12
Chapter Two

Special Defenses: wall of force type en- areas near the bottom of the cliffs are piled
ergy field, making them immune to normal high with rubble.
missiles and missile type spells (but not oth- The ambushing drow have been commis-
er spells or melee attacks) sioned by House Barrison DelArmgo
indeed, the leader (found at location C) is a
The sinisters are merely curious about noble member of that powerful house. The
this intrusion into their Underdark domain. attackers are positioned in four different lo-
They will remain around the party for as cations (A-D). If the PCs and Hadrogh barge
long as eight hours, if they are not attacked right into the ambush, it will develop like
or molested. They communicate telepathi- this:
cally among themselves. If a PC has a means First, the drow in location D (who are con-
of telepathic communication, the bats will cealed among the shadows at the edge of the
respond to those messagesand even warn floor, and also blanketed by a darkness spell)
the PC that other drow are lurking ahead. will emerge from their concealment to at-
Alternately, if any of the PCs makes any at- tack the front of the caravan, first with a
tempt to produce music while the bats are volley of darts and then closing in to use
present, the bats will hover around the par- their melee weapons.
ty for much of the rest of the journey. (Then Second, in the round after the frontal at-
they will signal, via agitation, the presence tack, the drow in locations A and B will drop
of the ambushing drow in Encounter 2.) off of their ledges 80 above the passing
If attacked, the sinisters angrily swarm in trade caravan. Using their levitation abili-
with their own attacksbut as soon as three ties, they will slowly descend (20 per
of their number have been slain, they fly round), seeking to shoot Hadrogh with their
away and will not return. darts (and the magic missile spell from the
magic user). If the merchant has not been
Encounter 2: Drow slain by the time they reach the floor, they
will join in the general melee.
Ambush Third, the reserve drow in location C will
wait until the attack is in full swing (5
The actual drow ambush is detailed on Map rounds). Then they will emerge to hit the
1. The caravan moves onto the map from rear of the column, or to pick up the pieces
the north, traveling down a narrow and if the battle is over (as the Barrison Del-
winding passage. The terrain that the cara- Armgo drow anticipate it will be).
van encounters here is among the roughest Drow Attack Party A (five 3rd level
on the trip, with frequent small rockfalls lit- fighters): AC 2; Move 12; HD 3; hit points
tering the path, and shoulders of rock often 16 each; #AT 1; Dmg 1d8 +3 or 1d6; THAC0
pressing close to the right and the left. They 15; MR 56%
will be forced to descend through these Weapons: Long swords +3; handheld
tight quarters, often down some relatively crossbows
steep stretches of trail, for several hours. Inherent Spell-like Abilities: dancing
Then, shortly before the ambush, the trail lights, faerie fire, darkness (all once/day)
widens as it enters and begins to follow the
bottom of a subterranean cavern. The dark Ambushing Drow B (fighter/mage
walls climb steeply away to the right and level 5/5): AC 1; Move 12; HD 5; hit points
left, and though a relatively smooth path 21; #AT 1; Dmg 1d8 +4 or 1d6; THAC0 12;
still leads along the center of the floor, the MR 60%

13
Chapter Two

Weapon: Long sword, handheld crossbow


Inherent Spell-like Abilities: dancing
lights, faerie fire, darkness, levitate, know
alignment, detect magic (all once/day)
Spells Known:
First Level: alarm, detect magic, magic
missile, sleep
Second Level: invisibility, web
Third Level: haste

Ambushing Drow C (two 7th level


fighters): AC 0; Move 12; HD 7; hit points
34, 42; #AT 1; Dmg 1d8 + 6; THAC0 10; MR
64%
Weapon: long sword +5
Inherent Spell-like Abilities: dancing
lights, faerie fire, darkness, levitate, know
alignment, detect magic (all once/day)

DelArmgo Noble and


Bodyguards D
Pharius DelArmgo, Noble Priestess (level 8):
AC 1; Move 12; HD 8; hit points 39; #AT 3;
Dmg 3 ( x 3), + possible slow; THAC0 16;
MR 66%;
Weapon: Purple Tentacle Rod If the ambush ends in the death of Ha-
Inherent Spell-Like Abilities: dancing drogh, the drow persevere in trying to kill
lights, faerie fire, darkness, levitate, know the PCs (theyre dark elves, after all). How-
alignment, detect lie, suggestion, dispel ever, if the battle goes badly, Pharius com-
magic mands that her lackeys maintain the assault
Spells Known: while she uses her dark wings spell to fly up
First Level: curse, detect good, cause fear and away. (There is a secret passage near
Second Level: chant, hold person, silence the roof of the canyon where she will exit,
15 radius and make her way back to Menzoberran-
Third Level: dark wings, animate dead, zan). Of course, if a PC manages to stop her,
stone shape than the rulers of Barrison DelArmgo will
Fourth Level: acid bolt, free action have no means of knowing the results of
their ambush.
6 fighters (2nd level): AC 3; Move 12; HD The second and third level drow are ruffi-
2; hit points 10 each; #AT 1; Dmg 1d8 +2; ans and mercenaries, caring little (and
THAC0 16; MR 54% knowing less) about the identity of those
Weapons: Long swords +2 who hired them. If any of the higher level
Inherent Spell-like Abilities: dancing drow can be forced to talk, or if Pharius is
lights, faerie fire, darkness (all once/day) slain and her body searched, proof of Barri-
son DelArmgos involvement can be ob-

14
Chapter Two

tained. (The priestess wears the House insig- rough nature is immediately apparent to
nia on a medallion under her armor, and her anyone so unfortunate as to catch a whiff of
high level drow assistants have seen it.) its bouquet.)
Only Pharius, however, knows the true
goal of the mission: it is to find the powerful If Hadrogh Perishes
spells that Hadrogh has brought into the
Underdarkfor whichever house gains ac- during the journey:
cess to that magic will have gained a com-
If he is brought to 0 hit points or less, the
manding advantage in the seething tension
DM should let him live long enough to gasp
of the dark elf city.
out a few last words. He will try to sketch
out the rest of the route for the PCs. He even
Encounter 3: Putrid shares the command word that opens the
secret door into Mantol-Derith (Eraka-
Pedipalpi syne).
He warns them to Beware the Merce-
These huge whip scorpions are drawn to narybut you must meet him, for he is the
the smell of the mules. They creep up one who will pay for your treasures!
against the rear of the caravan, where they Even in death, Hadrogh does not mention
can remain as far from the lanternglow as the secret scrolls hidden in the saddlebags
possible. It is this succulent prey that has of his eighth lizard.
drawn the exceptionally large band (of four
creatures) together.

Giant Pedipalpi (4): AC 2; Move 6; HD


4 + 4; hit points 18 each; #AT 3; Dmg 1-8/1-8/
2-8; THAC0 17; MR Nil
Special Attacks: grip, poison gas

The monsters attack by first releasing


their clouds of noxious gasses (save versus
poison or fight at -3 on all combat rolls for
1-6 rounds). They charge for the lizards, but
even their dim intellects realize that PCs
standing in their path are more dangerous.
Thus, they attempt to attack the characters
first.
If Hadrogh perceives that his second- to-
last lizard (as they are in line) is in danger, he
becomes quite hysterical, demanding that
the PCs protect the beastor retrieve it, if it
has been dragged off by the scorpions. How-
ever, the wily merchant quickly recovers his
wits, explaining that the vintage of wine in
that lizards casks is the most priceless any-
where in Toril. (Actually, however, the casks
contain a whiskey so cheap and vile that its

15
Chapter Three

The Marketplace of very existence is a closely guarded secret.


Rumors exist among the homelands of all
Mantol-Derith four of the groups using the market
strange, obscure tales of mysterious mer-
Located more than three miles beneath the chants and menacing transactions. Yet it is
surface of the earth, this network of ca- common knowledge that these transactions
verns is nevertheless a crossroads of com- yield exotic goods that would not otherwise
merce, news, and even migration among the be available to the folk of the surface or the
denizens of the Underdark. It is a place depthstherefore, the rumors are not vig-
where creatures of different racesoften orously challenged or pursued.
peoples separated by a long history of Those members of each culture who have
bloodfeud and racial warcome together in access to the markets of Mantol-Derith have
uneasy truce, trading for goods that would an advantageous position regarding wealth
otherwise be unobtainable in the lightless and status within their respective societies.
passages snaking their way through the For this reason, membership in the exclu-
rock and dirt of the world. sive bazaar is hard to come byand closely
Mantol-Derith is located equidistant from guarded, once it is possessed. Those who
Menzoberranzan and Blindingstone, and is know the password that provides access to
one of the few places where members of the private cavern complex guard that
two underground racesthe drow and the knowledge jealously, and pass it along only
svirfneblinwill meet without coming to to those on whom they wish to bestow a
blows. And even here, in the market, the re- great giftor valuable bribe.
lations between these two ancient enemies The caverns of the market can be ap-
are maintained with as much distance as proached from above (by surface dwellers)
possible, each group having a separate cave through dry, dark tunnels, or via a winding
for use as a warehouse. and rapid underground stream; those dwell-
Two other cultures are represented in ing below Mantol-Derith (primarily the
Mantol-Derith, and if they do not share as duergar) can reach it only by crossing the
much mutual hate as the deep gnomes and waters of a deep and deceptively placid sub-
the drow, their members enter Mantol-De- terranean lake. Routes for the drow and the
rith with weapons close at hand, and eyes svirfneblin reach the marketplace via any of
searching for the first indications of treach- the three routes, though the merchants of
ery. No law here is greater than the sword both races prefer the dry, overland route.
though there is a tradition of negotiation The start of this adventure provides for
and discussion that often overrides initial an approach to the market in the company
tendencies toward violence. of the surface-dwelling trader, Hadrogh Pro-
The latter two groups are the duergar hl. He is one of about a half dozen surface
the dark dwarveshailing from caverns dwellers who know of the bazaars exist-
even below those of the drow and the deep ence. The racial makeup of his bodyguards
gnomes, and brave surface dwellers who will not draw any unusual remarks or no-
challenge the darkness in search of the tre- tice, regardless of whether he has recruited
mendous profits that can be gained here his team from Menzoberranzan, Baldurs
for those who come back alive. Gate, or anywhere else.
The Market of the Underdark is not a
well-known gathering place. Its exact loca- Note: In this chapter, the market is present-
tion is known to only a select few, and its ed in some detail. Though the PCs might not

16
Chapter Three

have cause to visit the entire area during the within the bazaarthere is no attempt to
course of this adventure, it is a setting that defend this entrance against illicit intrusion.
might prove useful for future adventures in That defense is saved for later, at the doors
the Underdark. It is particularly well suited barring the two entrances to the actual ca-
for use as an avenue to introduce surface vern itself.
dwellers to the chaos of Menzoberranzan Within the outer door, a cavern winds to-
and give them a plausible reason for being ward the bazaar, meandering through a
there. number of twists and turns. At one point it
branches, with an aisle moving off to the
Entering The north, and another continuing straight
ahead. The straight ahead route leads to an-
Marketplace other door. Beyond lies the riverside landing
that is sometimes used by subterranean
The network of Mantol-Derith is displayed boatmen.
on Map 2. The caravan approaches down The path to the north leads to doom. If the
the Black Chasm in the northwest portion PCs for some reason head down this corri-
of the map. Hadrogh makes no indication dor, and one of them successfully examines
that they are approaching the journeys des- the walls or floor for traps, they notice tiny
tination, though astute characters may no- holes at irregular intervalsbeginning 30
tice that he is paying extra careful attention down this diverging corridor. The holes con-
to their surroundings during the last twen- tinue for a full 200, up to the point where
ty-four hours. Then, finally, he claps his the corridor ends in a cave-in.
hands with glee and announces We made However, as soon as an intruder has trav-
it! He asks the PCs to wait for him at the eled past 120 of the trap (i.e. is a 150 into
base of the chasm while he scrambles up a the corridor) the trap is magically activated.
narrow, twisting trail that leads to a ledge Each hole spews hellish flame into the corri-
about forty feet overhead. dor, inflicting 6d6 hp of damage initially, and
Taking care that the PCs do not eavesdrop, an equal amount on every round that the
Hadrogh approaches a narrow slit in the target remains in the area of effect. Saving
stone wall and softly speaks the command throws versus breath weapon must be
word: Erakasyne. The secret portal softly made with a -4 penalty because of the per-
and magically slides open, revealing a dark vasive nature of the effect; if a save is suc-
tunnel leading into the labyrinth that makes cessful, the character suffers half damage
up the underground bazaar. for that round.
The secret doors at all three entrances to The real entrance to the market, natu-
the Mantol-Derith are identical; they will rally, lies through another secret doorcon-
open to the same command word. Without cealed in the wall opposite the northern
that command, they do not budge. Each can path to doom. The route beyond the con-
absorb a full 100 hp of damage before col- cealed portal is the true path to the Mantol-
lapsingand when it does collapse, the door Derith complex. This secret door works
explodes, inflicting 10d6 hp of damage on with the same command word (or explodes
anyone within 30 of the outside of the door. with the same damage) as the outer door.
Saving throws versus breath weapons re- (The same applies to the door leading into
duce the damage by half; anyone on the in- the southern end of the marketplace ca-
side of the door is not affected. vern.)
Howeverthough the battering is heard When one of these portals is opened (or is

17
Chapter Three

destroyed), a straight corridor is revealed, rest of the corridor, it is in reality a huge fly-
leading into the darkness ahead. ing carpet.
It can carry tremendously heavy loads,
but it can only rise up and drop down in
The Inner Sanctum placeit cannot be used to fly around the
of Mantol-Derith market cavern, for example. The command
word aurosythe sends it upward; durras-
Even here, having gained access to the inner tyn sends it back down again. It takes two
sanctum, the PCs will not find their advance rounds to make the 50 journey, regardless
easy if they are not accompanied by the of direction.
merchant. If Hadrogh is present, however,
he is boisterous and cheerful at the knowl- Guard Patrols
edge that the destination lies just ahead. He
even shouts Ahoy! down the passage be- In addition to the guards at the bridges, pa-
fore the party. trols of the same composition as the bridge
The corridor goes straight, with a ceiling garrisons are present in the central cavern
10' overhead and smooth walls a good 12' of the marketthree patrols, each, of 1-4
apart. Then, abruptly, the ceiling soars above.
away and the merchant caravan finds itself
walking along the bottom of a deep, stone- Drow (three 4th level fighters): AC 0;
lined trench. The sides are 50 high and Move 12; HD3; hit points 21 (average); #AT
made of sheer stone that has been chipped 1; Dmg 1d8 + 3; THAC0 11; MR 56%
free of all but the most minimal hand- and Weapons: long swords + 3; handbows
foot-holds. Inherent Spell-like Abilities: dancing
A pair of bridges span the trench at the lights, faerie fire, darkness (all once/day)
top, and each of these is garrisoned by a par-
ty of guards; roll a d4 for each group to de- Svirfnebli (six 3rd level fighters): AC 2;
termine which type. Move 9; HD 3 + 6; hit points 20 each; #AT 1
1) 3 drow (or 2, w/ darts); Dmg 1d4 +2 (or 1-3 + spe-
2) 6 svirfneblin cial); THAC0 17; MR 20%
3) 4 duergar Special Darts: +2 to hit; 40 range; save
4) 3 ogres versus poison if struckfailure stuns a vic-
Pertinent game statistics for these sentries tim for 1 round, slows for 4 more rounds
can be found under Guard Patrols, below. Spell-Like Abilities (illusionist): blindness,
If the party has used violence to gain ac- blur, change self all once/day; radiate non-
cess to the market, they will still only see the detection
bands of guards noted above; three addi-
tional groups will be lurking just out of sight Duergar (10): AC 4; Move 6; HD 2 + 4; hit
beside each bridge, however, so that all four points 15 each; #AT 1; Dmg 1d6 +1 with
groups of guards are present to guard each short crossbow (range 30/60/90) or
bridge. shortsword; THAC0 17
The best way to get up to the floor level of
the chamber is for the entire caravan to Ogres (3): AC 5; Move 9; HD 4 + 1; hit
gather in the 60 section of corridor below points 18 each; #AT 1; Dmg 1-10; THAC0 17
and between the two bridges. Though this Each ogre has a satchel containing 12
looks like the stone floor throughout the rocks, each of which inflicts 1-10 points of

18
Chapter Three

19
Chapter Three

damage with a hit. The ogres can throw


them up to 30 (no range modifiers); they al- The Central
so can drop them quite effectively on targets
in the trench.
Cavern of Mantol-
Derith
The guards, and the other inhabitants of
the subterranean bazaar, speak a crude mix- The great cave of Mantol-Derith itself is a
ture of the Common tongue and the sign lan- grand and natural grotto, with four exca-
guage tradespeech of the Underdark. vated caverns nestled in its four corners.
Creatures of intelligence 10 or higher will The ceiling of the central chamber is a
have no difficulty understanding the lan- grand dome, reaching a height of nearly
guage; those of lesser intelligence should be 100' in the center of the room. Numerous
required to make Intelligence Ability checks stalactites hang down from this sweeping
when they try to grasp complex explana- roof, in several places joining with stalag-
tions or negotiations. mites to form tall and graceful columns.
Though this is in fact a market, it is not the
kind of bustling bazaar that one might en-
Entering the counter in a crowded surface city. This is
Market Without the kind of place where deals take hours,
even days, to closeand where negotiations
Hadrogh are conducted privately, beyond the view of
those who have no business knowing. (A no-
Although the denizens of Mantol-Derith table exception to this is the buying frenzy
take great pains to insure their privacy, they that occurs when a duergar shipment of
are a commercial concern. Thus, if someone steel weaponblades arrivesand even that
enters with a load of goods, and seems pre- involves relatively subdued, if intense, nego-
pared to do some bargaining, the powers tiations.) Though there are more than a hun-
that be (in the persons of the four Chief Ne- dred individuals in the marketplace at any
gotiators, described below) are willing to let one time, their voices are muted and even
bygones be bygoneseven if some of their their movements are planned so as to make
own henchmen have perished in the at- no sound.
tempt to stop the PCs illicit entrance. Arriving caravans will be offered space in
Hadrogh Prohl is well-known and liked one of the two camps, located to either side
here, so if the PCs can convince a negotiator of the deep entrance trench. These are
that they served Prohl faithfully, and are in crude accommodations, with loosely-roped
fact executing his last request, they will be corrals for beasts of burden and worn
well-received. If the party can be persuaded patches in the mosslike soil to serve as beds.
to throw down their weapons, however, The following are typical of the hardy mer-
and explain themselves, chances are good chants who brave the Underdark to carry
that they will be able to talk someone into goods to and from Mantol-Derith.
raising up the magic carpet and giving them
a place to camp. 1) Svirfneblin caravan, comprised of 3-24
rothe and led by a 5th level fighter. It has
brought salt to Mantol-Derith, and waits for
some heavy cargo to carry away.

2) A drow courier, perhaps a fighter/magic

20
Chapter Three

user of levels 5/5. He carries a portable hole, the chamberas well as to make up the
and is completely secretive about his pur- bridges across the central trench.
pose. Four large groves of fungus-forest also
flourish in the moist cavern. Each of these
3) A group of duergar spider-riders (5 gray grows before one of the four side caverns
dwarves, each riding a huge tarantula). and each has become a network of selling
They have captured a young cave fisher and stalls for the goods of that particular group.
have the thing in a cage. They are looking Beneath the overhanging canopy of giant
for a buyer. mushroom caps among the forest of
dense, woody stalks that supports that cano-
4) A human priest of 11th level, devoted to pythe sellers have prepared small booths,
an evil god and seeking to exchange a high private rooms (carved into the mushroom
level spell (in scroll form) for a great deal of stalks), and ornate displays of some of their
cashor perhaps a powerful magical item more unique or popular items.
of evil from the drow. Each of the artificially-excavated caverns
is claimed by one of the four groups using
There is only a 75% chance that a mer- Mantol-Derith: the drow, svirfnebli,
chant will be here at any given timethe duergar, and surface dwellers. Though
DM should check whenever a new caravan none of them is sealed by a door or gate,
arrives. On a 25% or lower roll, there is each is watched by an alert patrol of guards,
more than one additional merchant here. rotated every few hours to insure alertness.
A tax is assessed on all departing mer- The individual contents of each of the ware-
chants, equalling 5% of the total funds ex- house cavestogether with the goods of-
changed by that merchant during his stay in fered for sale by each of the four trading
the market. The merchant is not searched to groupsare explained below.
determine how much he has, but the
amount is determined by the best estimates
of two of the four Chief Negotiators (see be- The Covenants of
low); one of whom is selected by the mer-
chant, the other by the remaining three
Mantol-Derith
negotiators. Even in the Underdark there is honor
Pools of water are scattered about the among thievesand this might be the motto
chamber, and in several places waterfalls of Mantol-Derith. There are only a few pro-
spill from high up the wallsand once even hibited acts here, but they are rigidly pro-
from a chute in the ceilingto feed these hibited. Anyone who attempts to violate one
pools, and the small stream that leads from of these tenets will most likely be caught;
the southwest corner of the chamber. The and if caught, he will be shown no mercy.
trickling and splashing of these narrow riv- (He will be shown the lake, however, includ-
ulets is the constant background noise in ing its bottomwhich the offender will be
Mantol-Derith. sent to visit, wrapped in heavy iron chains.)
The walls of the cavern glitter in any kind The prohibited acts:
of light, reflecting brilliant crystals and myr- Overt thievery. The goods in Mantol-
iad semi-precious stones. In places on the Derith are carefully watched by their
floor, sheets of quartz have been smoothed guards. In addition, each of the mushroom
into a marble-like sheen, and these stones grove stalls is studded with shriekers; if any-
are used to pave wide walkways throughout thing is removed from a display by someone

21
Chapter Three

not attuned to that market, the shriekers Violators of the actual covenants will, as
will shriek. mentioned, be wrapped in chains and
Disguise of goods for barter. The use thrown into the lake. If the powers-that-be
of illusions or phantasms to improve the ap- in the market decide that the thief and his
parent worth of objects sold, or used to pur- party entered the market for the purpose of
chaseor even simple counterfeiting, such violating the covenant, then all the compan-
as plating copper pieces with gold, is consid- ions of the sentenced one may face a similar
ered as bad as outright theft. punishment. The burden of proof, inciden-
Use of magic or psionics to aid negoti- tally, rests on the convicts companions
ation. Again, this is considered the same as they are assumed to be guilty, and must
robbery, and there are enough magic detec- prove their innocence.
tions, proofs against charms, and the like to By tradition, all transactions take place at
insure that this is a very risky proposition. the stall of the seller. If a trade is involved
As far as lies spoken during the course of for example, drow trading gems to the
negotiation, the rule is Let the buyer be- svirfnebli in exchange for saltthen the
ware! A merchant can make any kinds of party that wishes to initiate the deal goes to
claims he wants to, without being held to the stall of the other. Though it has little
them. Those who deal in the Mantol-Derith practical effect, it is considered a matter of
are advised to carefully examine any pur- some status in the marketplace to draw the
chased items before the deal is closed. customer to you instead of you going to him.

22
Chapter Three

Market of the larger than a gnome to follow.


The largest of the stalls is used for sales of
Svirfnebli salt. It contains several small portions of the
valuable substance; larger orders are
The deep gnomes maintain a steady com- brought from the warehouse as needed.
merce in Mantol-Derith; rumor has it that The other stalls are used to sell gems and
the market was originally formed by the magical itemshowever, those items remain
gnomes, though its origins are lost in antiq- in the warehouse until a deal is close. Then,
uity so it is doubtful that the truth will ever they are brought out individually (by the
be known. chief negotiator only).
The gnomish portion of the market is The chief negotiator and merchant of the
known for several things: gems (of course); svirfneblin contingent is Kassawar Plickens-
magical items that are made of, or affect, tinta shrewd wheeler and dealer with a
stone and earth; and, finally, salt. Ironically, keen eye for value and a poker face that
it is the latter product that has given the guarantees whoever sits across the mat
svirfnebli their important status in the ba- from him will not know what he is thinking.
zaarfor they have cornered the market on
salt in this portion of the Underdark. Wher- Kassawar Plickenstint, Chief Negotia-
ever the gnomes excavate the stuff, they tor for the deep gnomes (8th level
keep its location a carefully guarded secret priest): AC -4; Move 9; HD 8 + 6; hit points
(indeed, none of the gnomes in Mantol-De- 42; #AT 1 (or 2, w/ darts); Dmg 1d4 + 4 (or
rith knows the location of the mines; special); THAC0 13; MR 45%; AL LN
gnomes who do know are forbidden to go to Special Acid Darts (6): Range 40; 2-8 hp
places where they could conceivably be cap- Dmg or eats 3 hole in solid metal armor.
tured by enemies.) Crystal Caltrops (8): These will be crushed
if stepped on; also they can be thrown or
dropped. Creates 10 wide gas cloud (save
The Stalls versus poison or lose consciousness for 1-12
turns); cloud dissipates in 2 rounds.
The deep gnomes do their business in a clus-
Spell-Like Abilities (illusionist): blindness,
ter of giant mushrooms outside the mouth
blur, change self all once/day; radiate non-
of their warehouse cavern. The overhang-
detection; summon creatures from the Ele-
ing ceiling of spongy fungus is a good 7
mental Plane of Earth once/day
high, out of consideration for the taller cus-
Commonly Remembered Spells:
tomers. However, the stems of three of the
First Level: detect magic; emotion read; light
larger fungi have been hollowed out with 3
Second Level: mind read; silence 15 radius;
high niches for the merchants. Rugs are
zone of truth
placed on the spongy moss outside, making
Third Level: dispel magic; invisibility purge;
comfortable sitting for the customers.
water breathing
The three big mushrooms containing the
Fourth Level: detect lie; thought broadcast
stalls are very woody in nature, not easily
Magical items: amulet of proof against ESP
broken into or smashed (AC 8; 40 hp each).
Each can hold two gnomes comfortably, and Kassawar has several lower level assist-
has a tiny escape tunnel in the floor. If nec- ants working in the fungus-grove stall, but
essary, the gnomes can quickly drop out of those gnomes are mostly devoted to the sell-
sight and scurry back to the warehouse; the
ing of salt. Deals involving the selling of
tunnels are too narrow for any creature

23
Chapter Three

more valuable items, or any transaction in- getting until the purchase is made; however,
volving the purchase by the svrifneblins of it will not be a burned out stone.
the goods of others, will be handled by Kas- Stone of controlling earth elementals
sawar himself. (6000/2500 gp)
Salt is dispensed in blocks, or crushed, in Stone of good luck (12,000/5,000 gp)
leather sacks, and will fetch approximately Pick of earth parting (20,000/16,000 gp
5 gp per pound; twice that much for small Brooch of number numbing (30,000/21,000
quantities (under 20#) and half that much gp)
for bulk shipments (500# +). Key of entrance* (20,000/9,000 gp)
Gems, though a svirfneblin trademark, Oil of stone passage* * (4,000/3,000 gp)
are not the best deal in Mantol-Derith-pri-
marily because the deep gnomes will not * This is a unique device that can be used to
part with any truly fine stones, and they open any door made of stone, when the key
cherish even the mediocre examples so is placed against the door and a command
much that they cant help but ask exorbitant word is spoken. It will work on doors weigh-
prices (two or three times what the stone ing up to 800 pounds; it will not, however,
might be worth in a typical surface market, swing open a huge fortress gate (nor the
or even in the darkened streets or crowded gates to Blindingstone, for that matter). The
bazaar of Menzoberranzan). Conversely, key will overcome all magic and mundane
however, those who offer to pay the gnomes locks; however, it has a total of 25 charges,
in gems will find their currency welcomed and after these are used it becomes useless.
by the svirfnebli, and may find themselves
getting a better deal than if they had tried to **This oily paste allows passage through
pay with gold. stone, much the way that a potion of gas-
The magical items of the svirfnebli form a eous form allows a solid being to enter the
category of goods that brings customers realm of air. An object coated with this oil
from all over the Underdark (and beyond). can be literally pushed into an area of solid
The objects do not come cheapindeed, ten stone, with no more difficulty than it could
or twelve sales a year is the typical exchange be pushed into water, for example. A living
of these goods, and this is quite satisfactory being coated with the oil can move freely
to the gnomes. through stone at a speed equal to half its
Several items that are available at this swimming or flying speed (whichever it
point in time are listed here. The prices list- chooses). On a living creature, the oil will
ed are the asking price, followed by the very last for 3-18 turns; on an inanimate object it
minimum that the object will be sold for. is permanent. An individual who senses the
(The latter figure will only be reached by oil beginning to lose its potency (after the 3-
truly skilled negotiation on the part of the 18 turns are up) has 3-18 rounds to emerge
player character.) from the stone. If he cannot, he perishes,
and is treated as if slain by a disintegrate
Figurines of wondrous power: Those spell.
present include each of the three types of
ivory goat (10,000/4,000 gp); an ebony fly The Warehouse
(40,000/18,000 gp); and an onyx dog (10,000/
3,500 gp) This large cavern is where the deep gnomes
Ioun stones: (2,500/1,500 gp) All types are keep their valuable objects for barter, as
available; the player will not know what hes well as the goods and gold that they take in

24
Chapter Three

trade. It is similar in floorspace to the other blur, change self all once/day; radiate non-
four warehousesbut is ceiling is a little detection
more than 3 above the floor!
Most of the warehouse is full, mostly with Badrock Feerayton, Earthmaster: AC
salt. Blocks of the stuff are stored in huge -1; Move 9; HD 6 + 6; hit points 46; #AT 1;
masses, forming narrow and winding corri- Dmg 1d4 +3; THAC0 14; MR 35%
dors between them. In places, loose salt is Spell-Like Abilities (illusionist): blindness,
mounded on the floor, and in others it is blur, change self all once/day; radiate non-
stored in the leather sacks that are used to detection
sell it in smaller quantities. Once per day Badrock can summon a 16
Beyond all the saltand, in fact, screened Hit Die Earth Elemental; the elemental ar-
by a secret door of salt blocks that must be rives the following round, and will attack
moved out of the wayare several chests without Badrocks concentration.
containing the magical items, gems, and
cash reserves of the mercantile. The magical Earth Elemental: AC 2; Move 6; HD 16; hit
items listed above are here, as are some points 80; #AT 1; Dmg 4-32; THAC0 7; Spe-
500,000 worth of gems, cut and uncut cial Defense: + 2 weapon needed to hit
though few of them are really exceptional
examplesand several chests containing Horriwart Tlinglicken (9th level war-
upwards of 40,000 gp worth of platinum rior): AC -4; Move 9; HD 9 + 6; hit points
and gold pieces. 51; #AT 1; Dmg 1d6 +4; THAC0 8; MR 40%
Spell-Like Abilities (illusionist): blindness,
The long access tunnel is 20 wide and 40 blur, change self all once/day; radiate non-
long but, like the cavern itself, it is only 3 detection
high. A party of guards maintains constant Equipment: short sword +3
position at the inner end of the tunnel, pre- Crystal Caltrops (5): These will be crushed
pared to challenge (and, if necessary, attack) if stepped on; also they can be thrown or
anyone daring to enter. With very rare ex- dropped. Creates 10 wide gas cloud (save
ceptions, the only ones allowed in here are versus poison or lose consciousness for 1-12
those deep gnomes who are officially part of turns); cloud dissipates in 2 rounds.
the Mantol-Derith garrison.
The guard party numbers 14; 12 of whom The deep gnomes will fight courageously
are typical guards. The last two are more to keep intruders from entering their ware-
powerful, however; one is the commander house. The entire cavern is protected by an-
of the fighters, and the other is a specialist, ti-magic barriers that prevent spells
able to summon an earth elemental upon his (including clairvoyance and so on) from pen-
command. etrating into the chamber. Passage by magi-
cal transport (such as teleportation) is also
Svirfnebli (12 3rd level fighters): AC 2; blocked by this barrier.
Move 9; HD 3 + 6; hit points 20 each; #AT 1 If the defense seems to be failing, how-
(or 2, w/ darts); Dmg 1d4 +2 (or 1-3 + spe- ever, the svirfnebli will still try to prevent
cial); THAC0 17; MR 20% their treasures from falling into the attack-
Special Darts: +2 to hit; 40 range; save ers hands. A backup force of 4 deep gnomes
versus poison if struckfailure stuns a vic- guards the treasure, remaining ready in the
tim for 1 round, slows for 4 more rounds warehouse in the event of this. When com-
Spell-Like Abilities (illusionist): blindness, manded to do so, they will quickly pour the

25
Chapter Three

contents of several bottles over the chests deep gnome. In this way they sell their
these contain oil of stone passage. Once the goods quickly, and gain the maximum profit.
chests are coated, they will be pushed The duergar here represent an outpost
downward, sinking approximately six or from their distant realm of Gracklstugh, a
eight feet below the surface of the solid teeming city located even deeper in the
stone floor. The flasks will be emptied, so earth than Menzoberranzan and Blingdin-
there will be no further oil in the room. stone. The gray dwarves travel a portion of
The treasure guards can be given the com- their journey by boat, crossing the Darklake
mand to send the chests under by either in narrow barges to landings ten miles
Gardock or Horriwart; if both of these away. From there, Gracklstugh is still a hun-
gnomes are slain, and an enemy makes it in- dred miles of rough passage awayindeed,
to the warehouse, the gnomes will decide on no drow, deep gnome, or human knows pre-
their own to hide the treasure (1-6 rounds cisely where the city of the duergar lies.
after of the warehouse is entered).
The Stalls
Duergar Quarter Unlike the other markets, the duergar quar-
The gray dwarves maintain a vigorous pres- ter is open for business only on a sporadic
ence in Mantol-Derith, cantankerously bar- basisbased on the arrival of the weapons
tering with traveling merchants and and the speed with which they are dis-
squabbling with residents of the other quar- persed to the various purchasers. When
ters about such things as water use (a steady there are no goods available, Gradroc
bone of contention with the deep gnomes), Gantthe Chief Negotiator for the
excessive noise, smoke and odors (especially duergarand his personal bodyguards
the drow incense) and anything else that lounge around outside of the cavern, con-
serves as an excuse for a fight. versing (albeit truculently) with anyone who
Indeed, the duergar make such obnoxious happens by.
neighbors that the other races would be Gradroc will know when the next ship-
tempted to drive them from Mantol-De- ment is expected, and this information can
rithexcept for one important fact: The usually be pried out of him for a price. If the
gray dwarves make the finest steel blades in curious visitor is crude enough to pay in
the Underdark. cash, the duergar holds out for about 100
Duergar blades are the starting component gp. He is more intrigued, however, with liq-
of the finest drow swords, and many enchant- uor and exotic foodstuffsand will often
ed weapons on the surface have begun with part with the information for considerably
the silvery cold, razor-sharp product of a gray less value than the cash price.
dwarf forge. Blades long and short, broad- Once someone learns about the arrival of
sword and rapier, axe and daggerall are the duergar caravan, naturally, the informa-
brought to Mantol-Derith in well-defended tion becomes a closely guarded secret by
caravans. As a result, the market is one of the that personhe expects everyone else to go
premier locations in the Underdark for the and find out for themselves.
trading of such rare acquisitions.
The duergar are ruthless auctioneers, and Gradroc Gant, Gray Dwarf Chieftain
will exploit the existing demand as much as (9th level fighter): AC -2; Move 12; HD
possible before selling their weapons, play- 9 + 18; hit points 72; #AT 3/2; Dmg 1d6 + 6;
ing off drow against human, ogre against THAC0 8; AL LE

26
Chapter Three

Equipment: vorpal short sword +4; boots 30-180 longsword blades (200 gp)
of speed; amulet of magic resistance 30%, 30-180 shortsword blades (100 gp)
against spells levels 1-6 only. 10-120 rapier blades (120 gp)
10-80 broadsword blades (150 gp)
Duergar (10): AC 4; Move 6; HD 2 + 4; hit 101-200 dagger blades (50 gp)
points 15 each; #AT 1; Dmg 1d6 +1 with 200-1200 pike heads (30 gp)
short crossbow (range 30/60/90) or 1000-6000 arrowheads (10 gp)
shortsword; THAC0 17; AL LE 10-60 axeblades (200 gp)

The 10 duergar are always on duty in the A strong contingent of fighters arrives
duergar quarter. Gradroc is always present with each caravan, remaining in Mantol- De-
if there are goods for sale; if not, he must be rith until the sale is over. They include, typi-
summoned from the cave. On the average, cally, the following warriors:
he is 50% likely to come outand rudely de-
mand why his important work has been in- Gray dwarf captain (7th level fighter):
terrupted, though most likely he was AC -1; Move 6; HD 7 + 14; hit points 52;
napping or drinking. #AT 1; Dmg 1d6 + 5; THAC0 11; AL LE
The shipments from Gracklstugh arrive Equipment: short sword +4
about 6-8 times a year. Usually, they are sold
out within a few days of their arrival (1-6 Duergar veterans (10): AC 4; Move 6; HD
days). If a randomly-determined arrival is 2 + 4; hit points 14 each; #AT 1 or 2; Dmg
required, the next caravan will arrive in 1d6 +1 (shortsword) or 1d6 (short bow);
2d20( -4) days, with a zero or less meaning THAC0 17; AL LE
that the shipment is just around the bend.
The caravan will consist of 11-30 huge spi- Young duergar warriors (20): AC 4;
de r s, e ac h b u r d e n e d w i t h a l e a t her- Move 6; HD 1+2; #AT 1; Dmg 1d6 with
wrapped bundle of steel. The blades are pol- shortswords or small crossbows (range 30/
ished and sharp, but have not been fitted 60/90); THAC0 19; AL LE
with hilts, pommels, or other attachments
they are just the bare steel, with a frame- Spider-mounted outriders and
work for the attachment of accessories. mounts (10 each):
(Indeed, in the case of the drow especially, RIDERS: AC 4; Move 12; HD 2 + 4; hit points
the enchantments wrought upon the blade 1 5 e a c h ; #AT 1; Dmg 1d6 + 1 with
will be performed before a hilt is woven to shortsword or lance; THAC0 17; AL LE
the steel.) MOUNTS: Giant Tarantulas: AC 4; Move 12;
The caravans vary in the amount and type HD 4; hit points 21 each; #AT 1; Dmg 1d8;
of goods that are delivered, but several gen- THAC0 17; AL N; spiders can walk along
eralizations are possible. The following is a walls or ceiling at full movement; can leap
typical inventory for about 10 spiders; mul- 240 in any direction (with rider); 50% likely,
tiply appropriately for larger caravans. on a successful attack, to stick to victim, al-
Prices listed are for individual weapons, and lowing automatic hit on each subsequent
indicate where Gradroc will start the bid- round
ding; he may ask even more if there are rela-
tively few samples of that item in the
current shipment!

27
Chapter Three

The Warehouse treasures and spells created by the mages of


Menzoberranzan.
The duergar warehouse is a messy and dirty
place, fully in keeping with the messy and The Pavilion
dirty nature of its occupants. Like the ware-
house of the svirfnebli, it is protected by The mushroom market in the drow quarter
magical wards and barriers to guarantee crouches like a huge spider over the trick-
privacyno one can teleport into the cham- ling stream coursing through the cavern.
ber, or use spells or items of scrying to spy Entrance can be gained through any of four
upon the area. doors, one at each point of the compass. No
Not that theres much to see, in this case. portals guard these entrances, nor are they
Some thirty or forty duergar live here per- guardedanyone in Mantol-Derith is wel-
manently, squabbling and brawling among come to enter the sweet-smelling den with-
themselves when they have no external ri- in.
vals to focus upon. They keep relatively lit- Incense, made from powdered fungus,
tle treasure herethe spiders of a caravan burns in several niches around the large,
wait around until after the sale, so that they circular central room. Unlike the deep
can take the proceeds back to Gracklstugh gnomes, the drow stall is centered in this
when they depart. one area, where all purchases are resolved.
One enters this sanctum through a low arch
of mushroom caps; within, the ceiling rises
Drow Quarter to a little more than 6, so most visitors can
stand upright.
The drow contingent in Mantol-Derith is All is darkness, at first, but then the faint
controlled by Menzoberranzan, which is outlines of faerie fire become apparent, out-
the nearest dark elf city. Still, that great me- lining the floor of the central chamber with
tropolis is some 25 miles distant, and so the a shimmering image that first portrays a gi-
drow who control the markets maintain a ant, hideous spider-shape; and then gradu-
good deal of independence from their cous- ally shifts into the outlines of a beautiful
ins in the city. The dark elves are recent ad- female drow. The process is repeated end-
ditions to the marketthough they have lessly, alternating every round.
been here for more than a thousand years, Amid the smoke of the incense, the selling
both the duergar and the svirfnebli had stall is lined with plush moss, forming com-
traded in Mantol-Derith for centuries be- fortable couches and chairs around the
fore then. roughly circular chamber.
The market represents several opportuni- The chief negotiator for the drowin fact,
ties for the hateful and chaotic dark elves she must approve all sales and purchases
the chance to trade for items that would is Yyssisiryl Htithet, a drow priestess who is
otherwise be completely unavailable to attached to no house officially (yet who is
them. very much a creature of Matron Baenres).
In return, they offer several types of trea-
sure, available for barter. These include en-
chanted weapons and armoruseful
primarily in the Underdark, of course,
though in certain instances such treasures
can be taken onto the surfaceas well as ob-
jects of art, and various types of magical

28
Chapter Three

Yyssisiryl Htithet, Chief Negotiator rigidly-governed Mantol-Derith. (The cove-


for the Drow nants of the market, after all, apply to those
who sell there as well as those who buy.) She
ARMOR CLASS: 3 has commanded the drow presence here for
MOVE: 12 more than a century. She finds the duty en-
HIT POINTS: 67 joyable, being one of the drow who did not
NO. OF ATTACKS: 1 (dagger + 3) care for the seething intrigue and constant
DAMAGE/ATTACK: 1d4 +3 savagery of Menzoberranzan.
SPECIAL ATTACKS: poison Not that she doesnt like savagery, how-
SPECIAL DEFENSES: Nil evershe is as evil as any drow. Its just that
MAGIC RESISTANCE 76% she likes viewing it from a position of con-
SIZE: M trol, and in Menzoberranzanregardless of
ALIGNMENT: Chaotic Evil her achievements in Stationher life and fu-
PSIONIC ABILITY: ture would always remain subject to the
13th level drow priestess whims of others more powerful.
S:13 I:14 W:18 D:11 C:15 CH:13 She is attended in her mercantile center
by several guards. These young drow (all
Inherent Spell-like Abilities: dancing lights, males) view the proceedings in the chamber
faerie fire, darkness, levitate, know align- through narrow slits in the hollowed-out ba-
ment, detect magic, clairvoyance, detect lie, ses of some of the mushrooms forming the
suggestion, dispel magic walls of the negotiating chamber. They will
rush out at the sight of a subtle hand signal
Commonly Remembered Spells: from Yyssisirylor on their own initiative,
First Level: curse, detect good, detect poi- at the sight of trouble.
son, detect snares and pits, sanctuary
Second Level: chant, charm person, silence Guard Captain (fighter/mage level 6/
15' radius, produce flame, wyvern watch 5): AC -1; Move 12; HD 6; hit points 28; #AT
Third Level: animate dead, prayer, speak 1; Dmg 1d8 +5; THAC0 11; MR 62%
with dead, curse, stone shape Weapon: Longsword +5, or handcross-
Fourth Level: abjure, divination, free action, bow with poison darts
tongues Inherent Spell-like Abilities: dancing
Fifth Level: air walk, transmute rock to mud lights, faerie fire, darkness, levitate, know
Sixth Level: animate object, word of recall alignment, detect magic (all once/day).
Spells Known:
Yyssisiryl is an extremely attractive drow fe- First Level: sleep, magic missile, light,
male, unusually voluptuous in shape when charm person
compared to the normally slender dark elves. Second Level: invisibility, web
She wears her long white hair free flowing, Third Level: fireball
and is fond of shaking her head to send it cas-
cading around her shoulders and her body. Drow Guards (four 3rd level fighters):
She wears little else beyond her hairshe AC 0; Move 12; HD 3; hit points 17 (average);
finds it advantageous to distract those across #AT 1; Dmg 1d8 + 3; THAC0 12; MR 56%; AL
the negotiation mat from her. LE
The merchant is unusually lawful for a Weapons: long swords +3; handbows
drowa fact which is almost a prerequisite Inherent Spell-like Abilities: dancing
for maintaining the drow presence in the lights, faerie fire, darkness (all once/day)

29
Chapter Three

30
Chapter Three

Objects available from Mistress Yyssisiryl Menzoberranzan for vast sums.


include the following. Prices are not subject Other things, more mundane, that in-
to negotiationhowever, the value assigned trigue the drow merchant include anything
to the objects offered the drow in compen- of paper or wood, wine and other alcoholic
sation can be haggled over for quite some beverages, sugar, and exotic foodstuffs and
time, as a means of equalizing the exchange spices. She is also responsible for all the salt
(or maximizing the profit, from Yyssisiryls delivered to Menzoberranzantypically,
point of view.) the drow make payments in gemstones for
the precious preservative. Indeed, Yyssisiryl
Drow Weapons and Armor: purchases more than two tons of salt every
long sword +3 10,000 gp fortnightshe is Kassawars best customer.
long sword +4 50,000 gp
long sword +6 100,000 gp The Warehouse
dagger of venom +4 65,000 gp
(this device contains 20 doses The drow warehouse is more of a fortress
of virulent poison, save at -4) and living quarters than a storage facility.
hand crossbow +3 25,000 gp Since the goods sold by the drow require lit-
tle spacebut a lot of protectionthis em-
adamantite mace +3 12,000 gp phasis is natural. Like the other
adamantite mace +5 80,000 gp warehouses, this vast chamber is bounded
buckler +2 10,000 gp by wards that prevent the use of scrying
buckler +3 35,000 gp spells into the area, and also that bar magi-
chain mail +3 50,000 gp cal entrance to, and egress from, the ware-
chain mail +5 100,000 gp house.
Large and messy cargoes are not kept in
Magical items: the warehouse. Salt, for example, is only
piwafwi (drow cloak) 10,000 gp purchased (from across the cavern) when a
drow boots 10,000 gp train of rothe has arrived in Mantol-Derith.
ring of anti-venom 12,000 gp After the purchase, the beasts are loaded
purple tentacle rod 20,000 gp and immediately depart for Menzoberran-
red tentacle rod 20,000 gp zan.
jade tentacle rod 30,000 gp Occasionally the drow purchase large
spider wand 25,000 gp amounts of oil, or candlewicks, or pure ores
bracers of blinding strike 25,000 gp from a caravan arriving in the market.
driftdisc 20,000 gp These cargoes will be held outside the ware-
floatchest 5,000 gp house, under the watchful eyes of a drow
spider mask 8,000 gp patrol (use the stats of the patrol guarding
the trench, above) until transport can be ar-
In exchange, Yyssisiryl is interested in a ranged. Most commonly, such large loads
number of things. Most coveted are power- are taken by rothe; occasionally more exotic
ful spells that have not been previously in- transport, such as a flying carpet or porta-
troduced into the Underdarkshe will pay ble holes carried by fleet lizard riders, is em-
great sums for these. Many of them she sells ployed.
to Matron Baenre for the latter to distribute Much of the cavern is given over to the
to deserving mages; a few of the most po- luxurious apartments, draped off from each
tent, however, she keeps, or sells secretly in other by fine tapestries or, rarely, a wall

31
Chapter Three

constructed of wooden boards. Yyssisiryl The second plush apartment is main-


has the largest, of course, though there are tained for the infrequent visits of Jarlaxle,
two other apartments that almost equal the captain of the Bregan dAerthe band of
hers in splendor. mercenaries. Jarlaxle finds the market to be
One of these is used by Reftael Jerritril, a comfortable distance from Menzoberran-
Yyssisiryls most regular escortthough he zanfor those occasions when he wishes to
is not her exclusive partner. Reftael is Over- arrange a meeting far from the prying eyes
lord of the drow warriors in the market ca- of the city.
vernhe is a master warrior, and could Of course, he knows that Yyssisiryl has
easily earn a place as weaponsmaster of a achieved her post through the influence of
high-ranking house if he chose to dwell in Matron Baenre; and consequently, he knows
Menzoberranzan. that she is a source of information for the
matron. Since Jarlaxles own business is also
Reftael Jerritril, 14th level drow often performed in the service of Baenre,
fighter: AC -4; Move 12; HD 9 + 15; hit this arrangement works well. (And, in fact,
points 62; #AT 2; Dmg 1d8 + 7; THAC0 2; MR there have been a few occasions where
78%; AL LE Jarlaxle has bought the silence of Yyssiriryl
with a hefty bribe; he never works for the
Inherent Spell-like Abilities: dancing outright betrayal of House Baenre, but
lights, faerie fire, darkness, levitate, know sometimes he takes a job that Matron
alignment, detect magic Baenre would frown upon.)
Equipment: Reftael wields an ink-black Despite the fact that they have cooperated
long sword +5. Instead of a piwafwi, he in the past, Jarlaxle and the female mer-
wears a cloak of invisibility, and boots of si- chant are bitter and spiteful enemies. The
lence. priestess resents the requirement that she
In addition, he keeps in his chambers a provide accommodations for Jarlaxle, and a
drow handbow with several powerful ar- space for him to do his business; the merce-
rows; these include six bolts +3, two poi- nary, on the other hand, realizes that Yyssi-
soned bolts (save or die), two bolts with a siryl is as greedy and ambitious as any
disabling poison (save at -3 or fall, stunned, drow, yet she is beyond even such chaotic
for 3-18 rounds), and two lightning bolt bolts. law as exists in Menzoberranzan. He takes
The latter will duplicate the effects of a light- care never to turn his back on her, nor to
ning bolt spell, inflicting 6d6 of damage. sample any food or drink that she offers.
Reftael is a treacherous partner to Yyssi- If one of them could prove something that
siryl, for the male is actually in the service of would ruin the other, they would not hesi-
House Barrison DelArmgodread rival of tate to use that knowledge; both realize,
House Baenre. He has been alerted to the ar- however, that any such political attack
rival of the precious cargo, and has been or- would have to have fast and fatal conse-
dered to insure that the goods (he doesnt quenceselse the requisite counterattack
know what they are) fall into the hands of might prove even more damaging to the one
his owning house. He will try to arrange for who initiated the contest.
the caravan to proceed to Barrison Del- Other quarters in the drow cavern are
Armgos mercantile company, the Brown used by the drow warriors who are not on
Mushroom. duty elsewhere in Mantol-Derith. These are
commons rooms, each of the four rooms
holding bunks for eight drow. At any given

32
Chapter Three

them, there will be these drow in each of The huge arachnids have lined the walls and
two rooms (roll a d4 to determine random- ceiling of the chamber with their webs,
ly): though the floor is clear of the sticky barri-
er. The spiders will automatically attack any
In first room: Drow guards (seven 3rd non-drow entering the vault; drow are al-
level fighters): AC 0; Move 12; HD 3; hit lowed one round to make the secret hand
points 17 (average); #AT 1; Dmg 1d8 + 3; signal that protects them against attack
THAC0 12; MR 56%; AL LE any drow not making the signal will be at-
Weapons: longswords +3; handbows tacked.
Inherent Spell-like Abilities: dancing The final protection is a magical barrier:
lights, faerie fire, darkness (all once/day) Each chest is enchanted with a permanent
detect alignment spell. If any intelligent be-
In second room: Drow warriors (six 4th
ing approaches within 3 of a chest, it exam-
level fighters): AC 0; Move 12; HD 3; hit
ines the alignment of that individual. If the
points 21 (average); #AT 1; Dmg 1d8 +3;
alignment is other than chaotic evil, the
THAC0 11; MR 58%; AL LE
Weapons: long swords +3; handbows chest immediately teleports to the central
chamber of House Baenre, in Menzoberran-
Inherent Spell-like Abilities: dancing
zan.
lights, faerie fire, darkness (all once/day)
The drow goods for barter are kept in a
locked vault of a room. Only Yyssiriryl (of
Surface-Dwellers
the drow in the market) possesses the key to Quarter
this chamber; however, she was forced to
give one to Jarlaxle upon the Matron This is the most raucous and bustling por-
Baenres command. tion of Mantol-Derithfor this is the area of
The treasures located in this room include those who long for the sun, and for the most
all of the things listed for sale, above, as well part have not fully reconciled themselves to
as chests of gems and coins. The latter total life below the surface.
something like 250,000 gp worth of gems or Of all the quarters of the market, this is
jewelry, 50,000 gp worth of platinum pieces the one that most resembles a marketplace
and 20,000 gp. in a city of humansa wide variety of goods
It is protected by several defenses. First, is offered here, and the negotiations are
the huge door (weighing 2,000 lb) can only performed out in the open, often in loud de-
be opened by one of the keys. If the lock is bate. Though very few surface dwellers
picked, fully three traps must be disarmed know of the existence of Mantol-Derith,
a poison needle, save at -2; a 10 x 10 ceil- those who do take advantage of that fact to
ing block, falling for 6d6 of damage (save bring an assortment of goods here, and they
versus breath weapon for damage); and a invariably depart with a hefty profit to
10d6 fireball that will extend in a 30 diame- show for their efforts.
ter semi-circle outside the vault door. The goods from the surface are unique
Within, the vault is protected by a number and, often, otherwise unobtainable to the
of guardians: creatures of the Underdark. Items brought
down from above include alcoholic bever-
Giant spiders (10): AC 4; Move 3, Wb 12;
ages of all kinds (with whisky preferred),
HD 4 + 4; hit points 22 each; #AT 1; Dmg 1-8;
perfumes, spices, paper and wood, cloth of
THAC0 17; SA poison (save or die); AL N
cotton or silk, and spells that have been de-

33
Chapter Three

veloped by surface wizards, far removed counters have sometimes resulted in vio-
from the eternal darkness. lence, but fortunately for Laral he has a
faithful ally in:
The Stalls
Saarduel, human mage (11th level):
The stalls of this quarter almost resemble AC -3; Move 12; hit points 31; #AT 1; Dmg
the tents and pavilions of a city bazaar. In- 1d4 + 6 ( + poison); THAC0 15; AL NE
deed, with its position nearest the waterfall, Commonly Remembered Spells:
the rickety structures of this quarter are *First Level: cantrip; charm person; magic
draped by canvas to keep the interiors dry. missile; read magic
Three crude shelters have been formed, *Second Level: detect invisibility; levitate;
each screened from outside view. Two of mirror image; stinking cloud
them contain plank tables, benches, and *Third Level: dispel magic; fireball; fly;
candles; the third is nicer, with sitting mats, suggestion
a polished wooden table, a pair of comfort- *Fourth Level: detect scrying; ice storm;
able chairs, and a buffet with decanters of wall of fire
wine and bottles of whiskey. *Fifth Level: domination; passwall; trans-
A group of the ruffians listed below will mute rock to mud
usually be found in one of the low-class
tents, griping and gambling. One of them The types of muscle employed in this
will be willing to get the Chief Negotiator if quarter varies a lot. Humans are preferred,
someone stops by on official business: but very few of them want to spend more
than a few months in the lightless oppres-
Chief Negotiator Laral Kroul, half-orc sion of the Underdark. Thus, ogres, orcs,
and fighter/thief (levels 8/9): AC -2; and half-orcs have all found gainful employ-
Move 12; hit points 42; #AT 1; Dmg 1d8 + 5; ment in Mantol-Derith.
THAC0 8; AL NE Typical of the bands that might be en-
Equipment: long sword +5 (of drow en- countered in the stalls area are:
chantment); Bolts of Powerdart of silenc-
ing; dart of stunning, spider dart; drow Ogres (5): AC 5; Move 9; HD 4 + 1; hit
chain mail +4; ring of jumping; small vial points 18 each; #AT 1; Dmg 1-10; THAC0 17;
containing 2 doses dust of disappearance AL CE
Each ogre has a satchel containing 12
Laral is one of the few creatures of the rocks, each of which will inflict 1-10 points
surface world who actually prefers living of damage with a hit. The ogres can throw
out of sight of the sun. His disposition, as them up to 30 (no range modifiers);
one might expect, matches this tendency
he is rude, surly, and suspicious to the point Orcs and half-orcs (10): AC 5; Move 9;
of paranoia. For example, he maintains a con- HD 2; hit points 11 each; #AT 1; Dmg
stant guard outside his bedroom door when 1d8 + 1; THAC0 17; AL NE
he sleeps. Alsoand although he does not
violate the markets covenant about overt Human bullies (seven 5th level fight-
thieveryhe has been discovered on more ers): AC 2; Move 9; hit points 33 each; #AT
than one occasion rummaging through the 1; Dmg 1d8 +3; THAC0 14; AL NE
belongings of others, convinced that they
have stolen something from him. These en-

34
Chapter Three

The goods currently available from Larals *This spell has never been used in the
mercantile include dozens of casks of whis- Underdark, and Laral is biding his time be-
key and a lesser number of wine. Each sells fore revealing its existence and trying to sell
for 1,000-2,000 gp, depending on the quality itwhen he does, however, he will try to get
(the wine casks are bigger; the price per 100,000 gp for it.
cask is equal).
Also this quarter of the bazaar maintains a Priest:
variety of dried peppers and other spices Weighty chest (first level)
all of which are foreign to the Underdark. A Mystic Transfer (second level)
little seasoning goes a long way, so these Astral Window (third level)
items are often sold in small packets for any- Emotion Control (third level)
thing from 10 to 100 gp. Perfumes, too, are Magical Vestments (third level)
popular goods from the surface, and a small Miscast Magic (third level)
vial can cost anywhere from 50 to 500 gp. Compulsive Order (fourth level)
Laral also keeps a good supply of parch- Control Temperature, 10 Radius (fourth
ment on hand, in bundles of 10 sheets that level)
he sells for 50 gp. This is another material Mental Domination (fourth level)
that underground mages have not been able
to make for themselvesyet the ease of The Warehouse
writing upon it far exceeds the pages of
leather or beaten moss that are used when Like the other three private quarters, the
nothing else is available. warehouse of the surface dwellers is
A great portion of Larals business is the screened by the enchanted barriers insur-
trade of spell componentsall sorts of ing privacy and preventing magical intru-
things derived from surface plants and ani- sions. Here, however, theres not a lot of
mals that are otherwise unavailable in the motivation for someone who doesnt have to
Underdark. Though he has limited stock- enter.
piles of any single item, he has hundreds of Most of the warehouse is a large, rubble-
different components. He also has a small strewn caveits an orc and ogre lair, after
selection of scrolls, inscribed with magical all. Extra stockpiles of goods will be care-
spells that are rare in the Underdark. He ne- lessly stacked around the wallsexcept for
gotiates the price of these on an individual the whiskey and wine. These casks are
basis, but always gets at least 5,000 gp per stacked in the middle, and since Laral has
spell level on the scroll. Currently, he has amusing punishments for those caught raid-
scrolls containing the following spells: ing the inventoryas well as attractive re-
Wizard: wards for those who turn their comrades in
Fist of Stone (first level) for the crimethe rate of pilferage is re-
Deeppockets (second level) markably low.
Chaos Shield (second level) The only private room in here is a cham-
Ride the Wind (second level) ber shared by Laral and Saarduelit is also
Alacrity (third level) where the cash reserves of this mercantile
Dilation I (fourth level) are stored. The door is heavy, made of
Minor Spell Turning (fourth level) wooden timbers soaked in creosote and
Stoneskin (fourth level) strapped together by iron bars. It has only
Turn Pebble to Boulder (fourth level) one lock, but its a good onethieves suffer
Lower Resistance* (fifth level) -25% probabilities to their chances to dis-

35
Chapter Three

cover and remove the poison needle trap man merchant would be bringing an object
there (save versus poison or turn to stone), of considerable importance into the market.
as well as to open the door. The poison, inci- She suspects that this is that mission, and
dentally, Laral purchased from the assassin she finds it very difficult to be patient.
Krecil Treakit is a less potent version of Yet Hadrogh (if hes alive) chuckles to the
the stuff that Krecil himself uses. The ven- PCs and tells them its best to let the cus-
om used by Laral does not poison the victim tomers anticipate for awhile. Hell go and
at the same time it petrifies him! talk to them after hes rested. At that, hell
A pair of ogres stand guard at the door to pull out his bedroll and settle down to sleep.
the chamber whenever Laral is within; This is the last you, the DM, will roleplay
otherwise it is not specifically posted, but it the doughty merchant, since it is regretfully
can easily be seen from much of the cavern. necessary at this point to kill him off in his
Within the room are several chests, sleep. He should be discovered after the
locked but not trapped. They contain a total murder by the PCs, slain by a black-bladed
of 15,000 gp in platinum and gold pieces, dagger. The weapon is inscribed with a
and a few bits of jewelry. Laral has a stash of drow glyph on the handlethe sigil displays
another 100,000 gp (mostly in gems) but it is a black spider with the image of a red dag-
buried in a remote passageway, several ger thrust through its abdomen. It is not rec-
miles from Mantol-Derith. ognizable, even by characters familiar with
Menzoberranzan.
The Adventure In The weapon is jutting from Hadroghs un-
patched eye. Apparently it killed him with a
Mantol-Derith single stab, and even if Hadrogh slept in
plain sight, no one sees the murderer. Most
After the PCs have arrived, and the mules of odd, however: the body is petrified. Ha-
the caravan have been raised by the magical drogh is a solid stone statue, including his
elevator to the floor of Mantol-Derith, the clothing and pillow (but not the dagger).
party will be given a place in the camp on For the future of the adventure, its best if
the western side of the trenchthe side his killer goes undetected for the moment
shared by the surface-dweller and drow except for the clue of the dagger, which is in
quarters. Here they will be pretty much left fact a red herring. This is what happens:
alone, since the custom in the market is for Krecil Treak is the most feared magic
the caravaniers to go up to the various quar- user/assassin in Menzoberranzan, and
ters and state their business. serves Jarlaxle and the Bregan dAerthe.
However, that is not to say that the PCs will Through a spy serving in the drow quarter
be unobserved. Representatives of each of of Mantol-Derith (using a messenger bat to
the quarters will stroll by, conversing with send the message), he learns of Hadroghs
the new arrivals and discreetly examining arrival. Using his ring of teleportation, he
the lizards and their saddlebags. More than travels to the bazaar; behind the screen of
one covetous pair of eyeswhether gray his invisibility spell (and cloaked in silence)
dwarf, deep gnome, drow, ogre, or human he approaches the sleeping merchant. If
will caress the telltale shape of the casks car- necessary, he uses darkness as a screen or
ried into the Underdark by the lizards. last-minute diversion (blinding someone
Most interested in the mission is Yyssi- keeping watch, for example). The dagger
siryl, Chief Negotiator for the drow. She has
been warned, by Matron Baenre, that a hu-

36
Chapter Three

has been envenomed by a poison of his own Yyssisiryl represents House Baenres inter-
inventionit petrifies the victim as it kills. ests. She knows that Hadrogh brought an
After the murder, he teleports away. extremely important treasure to the mar-
At this point, the players will be confront- ketbut she doesnt know what it is! Ma-
ed with several choices by several NPCs tron Baenre (who does know) has been very
choices that are viable for both drow and vague on that pointit could be potions con-
non-drow PCs. All of them will eventually cealed as wine, spell components . . . any-
place them on the road to Menzoberran- thing. But she has been threatened with dire
zanand each, too, will involve them in the consequences if it does not reach Menzober-
depths of a plot that could shake the city to ranzan. She had been instructed to send Ha-
its foundations. drogh and his bodyguards to the Black Claw
The encounters can occur at the PCs insti- Market. There, she promises that the PCs
gation, if they go and visit Yyssisiryl or will be paid double the best offer they can
Laral. If they dont, these two NPCs will bide obtain in Mantol-Derith.
their time for 3-6 days. At this point, one will She is determined to see that the goods ar-
head over to the PCs followed shortly there- rive in the city safelyand shrewd enough
after by the other. In the case of Jarlaxle, of to realize that is was not House Baenre that
course, the PCs will have to wait for his ar- arranged for the merchants murder. Her
rivalwhich occurs after Yyssiriryl speaks best guess is to trust the PCs, and try to hur-
with the party. ry them on their way with the promise that

37
Chapter Three

the Black Claw will pay generously for their The svirfnebli and duergar will not be left
cargo. She doesnt want them to leave any- out of the action, either. The origins of their
thing in Mantol-Derith. involvement hail from the auguries of the
High Priest of Blindingstone, who foresaw
Reftael Jerritrel will approach the PCs as the arrival of sinister powers borne from
surreptitiously as possibleespecially tak- the surface world on the backs of animals.
ing care to avoid the attention of Yyssisiryl. These powers, in the prophecy, have been
The male drow will make no overt state- tied to the treacherous drowthus, the con-
ment of his beliefs and alliances. However, nection of the caravan and the interest of
he suggests that if the PCs can bring their Yyssiriryl will not be overlooked. The
cargo to the Brown Mushroom Mercantile svirfnebli will make plans to annihilate the
in Menzoberranzan, the rewards will be far caravan at the earliest opportunity.
beyond what they can expect from the Black In this they will enlist the aid of the
Claw, or from any buyer in Mantol-Derith. duergar. Normally the two races would have
He will request that the characters say noth- little interest in cooperative actions. In this
ing about his visit, though he will avoid mak- case, however, the common enemyboth
ing threats about consequences. Instead, his diminutive races consider the drow to be
appeals will be toward the players greed. the bane of the Underdarkand the fact
that Mantol-Derith has given the two nego-
Laral has made a careful guess about the tiators a chance to develop a relationship al-
caravan of Hadrogh Prohl. His sources on lows a joint attack team to be assembled.
the surface (which are extensive, and en- They will pursue the caravan and create an
compass much of Toril) have told him about ambush in the isolated depths away from
the shipment of spells destined for the the bazaarthis attack, too, is detailed in
Underdark. He makes a shrewd guess that Chapter 4.
the spells have been carried by Hadrogh
which makes him the only one in the market The final party interested in the shipment of
who knows what the treasure is, but hes Hadrogh Prohl is none other than Jarlaxle,
not certain that it will be found in the cara- the powerful leader of the Bregan dAerthe.
van. Through his spy in the drow quarter, he will
Still, he will watch the drow quarter very keep tabs on the caravan, and only ap-
carefully, because he suspects that Yyssi- proach after Yyssisiryl has gone to speak
siryl will also be very interested in the with them.
spells. In fact, he would not be above selling In fact, if the PCs depart quickly (after
them to herbut first he will try to gain pos- speaking with Yyssisiryl), Jarlaxle will meet
session of them for himself. them in the labyrinths of the Underdark. In
If the PCs depart the market with the car- that case, this encounter with him occurs af-
avan, he will send a team of bandits after ter they have left Mantol-Derith.
itthe covenants, after all, apply only with- Jarlaxle warns the PCs that plans have
in the confines of Mantol-Derith! The thugs been laid to kill them, ambushing them on
will attack from ambush shortly after the the way to Menzoberranzan. He encourages
muletrain leaves the Market of the Under- the players to trust him, promising to get
darksee Chapter 4 for details. them to the city more quickly and more
safely than if they follow Yyssisiryls route.
(He does, in fact, know a far superior route.
If the PCs take his advice they will avoid a

38
Chapter Three

nasty encounter with the minions of Laral.) convinced him that it is something magical,
If the PCs agree to accompany him, Jarlax- and very powerful.)
le informs them that they will have to travel
light. He encourages them to leave the liz- Following the appeals by these various
ards and most of the cargo in Mantol-Derith, NPCs, the players should be given a little
bringing along only the truly valuable trea- time for discussion and to make up their
sure that is concealed in one of the saddle- minds. With one ally or another, then, they
bags. (He doesnt know exactly what that should embark for Menzoberranzan.
treasure is, but the chorus of interest has

39
Chapter Four

To the City of Dark their way over rougher terrainoften


wedging through narrow passages or using
Elves ropes to scale short, steep cliffsand re-
quire 11-14 days for the journey.
Both routes have a couple of things in
The trek from Mantol-Derith to Menzober-
common, however:
ranzan is the next stage of the adventure for
Random Encounters can be employed at
the PCs. The difficulties of that journey will
the DMs discretionuse any of your favor-
be determined by the choice of advice the
ite monsters that inhabit the sunless reaches
PCs have selected. The Encounters in the
of the Underdark.
chapter are numbered from 1-5; but no par-
The PCs will pass near a large lakethe
ty should experience all 5 of them. To deter-
route actually drops down to the lakeshore,
mine which ones to use, consult the
and meander along a flat stretch of sand.
following list:

If the PCs take Yyssisiryls advice and head Encounter 1


for the Black Claw Mercantile, they will
have encounters 1, 2, and 3. These brutes are sent against the party by
Laral, and will initiate the attack against the
If the PCs listen to Reftael, and decide to rear of the column with a barrage of stones,
try and take the goods to the Market of the after which they will charge and try to
Brown Mushroom, they will have encoun- close, overcoming the party by brute force.
ters 1, 2, and 4. The attack occurs in a wide and high-
ceilinged (30' x 15') cavern with no branch-
ing tunnels in the vicinity. The floor and
If the PCs decide to trust Jarlaxles advice
and slip into Menzoberranzan undetected, walls are pitted by erosion, except for the 8
wide track of crushed rock running roughly
trying to lose themselves in the city, then
down the middle. There are plenty of places
they will have encounters 2 and 5.
where a character can duck behind a stalag-
mite or drop into a shallow depression in
The Journey the floor for cover.
The attack team will include the following
The course of the march is a typical trek thugs:
through eternal darkness. Much of it will
pass through natural caverns, along Ogres (12): AC 5; Move 9; HD 4 + 1; hit
smoothly graveled or eroded pathways for points 18 each; #AT 1; Dmg 1-10; THAC0 17;
long distances, though occasionally a steep AL CE
descent or climb becomes necessary. The Each ogre has a satchel containing 12
PCs dont change altitude nearly as much as rocks, each of which will inflict 1-10 points
they did on the march from the surface to of damage with a hit. The ogres can throw
Mantol-Derith. them up to 30 (no range modifiers).
If they are accompanied by the lizard
train and destined for one of the mercantile Ogre mage (1): AC4; Move 9, Fl 15 (B); HD
houses, they will follow a route mapped out 5 + 2; hit points 26; #AT 1; Dmg 1-12; THAC0
clearly by whichever drow they listened to. 15; AL LE
The trip will take 7-10 days. Those PCs who Spell-like Abilities: fly for 12 turns; invisibili-
follow Jarlaxles lead, however, will work ty, darkness 10' radius; polymorph, regen-

40
Chapter Four

erate 1hp/round; charm person, sleep, as- will warn the PCs to expect attack (even tell-
sume gaseous form, create a cone of cold ing them that they might have to face a
(60 long, 20 wide at end; 8d8 damage) charge). Then he abruptly departsto sum-
mon reinforcements, he explains impatient-
NOTE: The ogre mage will not use its cone ly if questioned.
of cold in an area where it could get the liz- The attack occurs on a large, flat expanse
ards caught in the area of effectit does not of sand at the shore of one of the great lakes
want to risk ruining the wine in the saddle- of the Underdark. The flat expanse is cho-
bags! However, the main goal of the attack is sen because the spider-mounted duergar
to gain the spellbook or sheaf of parchments can employ their steeds to the maximum ef-
suspected by Laral to be here. Any of the fect. Also, though the sand itself is feature-
ogres or the ogre mage will know this, and less, it is blo cked by (presu m ably)
reveal the information of interrogated. impassable features to the right and left:
1) To the partys left, a cliff rises 100' to the
Avoiding the Encounter: If the PCs have ceiling of the cavern. It is pitted and cracked
taken Jarlaxles advice, the route he selects enough to allow good hand- and footholds,
for them will easily outwit the ogres pur- with many wide ledges.
suit. The mercenary captain will inform the 2) To the right is the lake, known to be a
party of the monsters, and let them know lair of the aboleth. These bloated and repug-
that the ogres have been diverted to a false nant horrors dwell in great numbers in the
trail. depths, and will quickly strike out against
any who enter the water or attempt to sail
Encounter 2 atop it.
The encounter is initiated by the charge of
Finally the PCs route will bring them to the a line of steedersduergar mounted on gi-
wide, sandy shore that circles around the ant tarantulasagainst the front of the PCs
darkened waters of the subterranean lake. party. These creatures will spring out of the
If they are following a map, their guide has darkness, using their powerful leaps to
scribbled Beware Aboleth! for this part of charge into the characters for full charge
the journey. If instead they are accompanied benefits on the first round of battle.
by Jarlaxle, he will inform them that the On the second round of melee, as many of
lake is known to contain those horrific the spiders as possible will use their sticky
beasts. secretions to seize a character (one spider
This ambush is the result of the per PC) and thus inflict automatic damage
svirfneblin high priests prophecy, and the on future turns.
fear that the portents of the caravan bode Two rounds after the spiders attack, the
extreme ill for the Underdarka not unreal- svirfnebli will rush forward from their
istic concern, given the potency of the spells places of concealment at the base of he cliff.
carried by the PCs. This is the one unavoid- The deep gnomes have screened themselves
able encounter of the journeysince the with rubble to avoid detectiontreat the
tracking skills and spying network of these screens as secret doors.
peoples, combined, makes it very tough for
anyone trying to elude attention. Duergar (8): AC 4; Move 6; HD 2 + 4; hit
However, if the PCs travel with Jarlaxle, points 15 each; #AT 1; Dmg 1d6 + 1 with
his own network of scouts and spies in- short crossbow (range 30/60/90) or
forms him of the impending ambush. He shortsword; THAC0 17; AL LE

41
Chapter Four

Spider Mounts (8): AC 4; Move 12; HD 4; ture. They will serve to create diversions,
hit points 21 each; #AT 1; Dmg 1d8; THAC0 while the great drow warrior makes his
17; AL N own deadly attacks with crossbow and
sword.
Svirfnebli (12 level 3 fighters): AC 2; The attack will occur in a narrow cavern,
Move 9; HD 3 + 6; hit points 20 each; #AT 1 tangled with pillars, stalactites and stalag-
(or 2, w/ darts); Dmg 1d4 +2 (or 1-3 + spe- mites. It is portrayed on Map 3. (Note that
cial); THAC0 17; MR 20%; AL NG the same map is used for Encounter 4in-
Special Darts: +2 to hit; 40 range; save deed, that battle will take place in the same
versus poison if struckfailure stuns a vic- location, though no group of PCs will suffer
tim for 1 round, slows for 4 more rounds both encounters.)
Spell-Like Abilities (illusionist): blindness, The two henchmen will initiate the attack
blur, change self all once/day; radiate non- by shooting their crossbows at the party as
detection it passes, from the almost point-blank range
of 20. (Theyre in location A.) The drow
If Jarlaxle is not helping the PCs, this en- will remain firmly behind the cover of their
counter has no set time limitthe battle pillars, shooting every round until the PCs
continues until more than 75% of both the come after them and then defending them-
duergar and svirfnebli have been slain or selves with swords.
neutralized.
If the characters have the aid of the mer- Drow (two 3rd level Warriors): AC 4;
cenary captain, however, he proves as good Move 12; hp XX each; #AT 1; Dmg 1-6 or 1-
as his word: 10 rounds after the first attack, 8 + 3; THAC0 16; MR 56%; AL LE
a silent company of around two dozen dark
elves rushes up the shore from ahead of the Inherent Spell-like Abilities: dancing
party. The drow attack the duergar and lights, faerie fire, darkness (all once/day)
svirfnebli with crossbows, and the first dev- Equipment: handbows, long swords +3
astating volley will be enough to send the at-
tackers on their way. Reftael himself is concealed in the
shadows in front of the caravan (at location
Encounter 3 B). He will shoot one of his lightning bolt
bolts at the range of 40 to start the battle,
This encounter results from the fear of attempting to strike as many PCs as possible
the houses aligned against House Baenre with the first attack. After this, he will use
p r i mar i l y F e y -B r a n c h e a n d B a r r i s o n his poisoned bolts to try and pick off healthy
DelArmgoand the failure of their agent, PCs.
Reftael Jerritrel. Since he could not con- (Reftaels attributes and equipment are
vince the PCs to turn their precious cargo listed in Chapter 3.)
over to the Brown Mushroom Mercantile The warrior will fight without regard to
Company, he is driven to this desperate en- the lives of his henchmen. However, if it be-
counter in an attempt to redeem his reputa- comes clear that he will not be able to defeat
tionand, very probably, his life. the PCs, he himself will try to flee on foot.
As a lone operative, Reftael can call on few He has a potion of speed carried on his per-
aids beyond his own (admittedly formida- son for just such an eventuality.
ble) abilities. However, he has managed to
hire two drow renegades to help in this ven-

42
Chapter Four

Encounter 4
If the PCs choose to betray House Baenre,
their treachery will not pass unnoticedor
unpunished. This encounter will be the re-
sultan ambush that is backed up by much
greater muscle than can be mustered by
poor, treacherous Reftael Jerritrel (see En-
counter 3).
On the flip side, this ambush will be dis-
covered by Jarlaxle, since he has a good net-
work of informants in the House Baenre
circle of families. The mercenary captain
has not given up on converting the PCs to
his own purposes. Thus, he will come to
them during their journey, several hours be-
fore they reach this deadly passage. He will
warn them of the ambush, and tryonce
moreto persuade them to throw in their
lot with him. If they agree, they will have to
leave the lizards and the heavy cargobut
he will be able to lead them around the am-
bush, and bring them to Menzoberranzan in
secrecy.
If they choose not to accompany the drow
veteran, however, they will have to pass
through this ambush. The mercenary will
prove truthful in his warnings about where
the ambush will take place, and in the rough
strength of the attacking drow. He will not
be able to furnish the player characters
with tactical advice, however.
The following drow form the attacking
parties.

Location A: These drow will lurk in the


shadows, waiting for the barrage of missiles
(from Location B) to start the battle. After
that attack, these dark elves will rush at the
PCs to attack with their swords.

Drow (six 4th level warriors): AC 3;


Move 12; hp 20 each; #AT 1; Dmg 1d8 +3;
THAC0 15; MR 58%; AL LE

43
Chapter Four

Inherent Spell-like Abilities: dancing


lights, faerie fire, darkness (all once/day)

Location B: These are the missile troops, and


they will begin the ambush with a volley of
arrows and magic missiles directed at the
PCs. These drow will not close for melee
combat, instead shooting missiles whenever
a good target presents itself.

Drow (five 3rd level warriors): AC 5;


Move 12; hp 15 each; #AT 1; Dmg 1d6;
THAC0 17; MR 58%; AL LE
Weapons: hand crossbows, 3/#/#
Inherent Spell-like Abilities: dancing
lights, faerie fire, darkness (all once/day)

Location C: The final (and hopefully fatal)


blows will be delivered by this trio of young
drow nobles. At the start of the encounter,
they are using their levitation abilities and
the concealment provided by their piwafwi
to hide among the stalactites on the ceiling,
40 over the PCs heads. After the attack be-
gins, they will watch the drow in the other
locations attack the PCs. After the battle is
fully joined, they will drop to the floor (still
in location C) and attack the PCs with spells
and longsword.

Drow fighter/mage (level 7/6): AC 1;


Move 12; HD 5; hit points 24; #AT 1; Damage
1d8 + 4; THAC0 11; MR 64%; AL LE
Weapon: Long sword +3; handheld cross-
bow
Inherent Spell-like Abilities: dancing
lights, faerie fire, darkness, levitate, know
alignment, detect magic (all once/day)
Spells Known:
First Level: charm person, detect magic,
magic missile, read magic
Second Level: detect invisibility, web
Third Level: lightning bolt, slow

Ambushing Drow Fighter (level 7): AC


0; Move 12; HD 7; hit points 38; #AT 1; Dmg

44
Chapter Four

1d8 + 8; THAC0 10; MR 64%; AL LE drow, they will avoid the encounter.)
Weapon: long sword +5 Each revenant will seek out the specific
Inherent Spell-like Abilities: dancing PC who killed that drowthe one who ad-
lights, faerie fire, darkness, levitate, know ministered the final blow, if several attack-
alignment, detect magic (all once/day) ers combined their efforts. Other PCs
interposing themselves will be attacked by
Noble Priestess (level 8): AC 2; Move 12; the undead only in order to get them out of
hit points 42; #AT 3; Dmg 2d4 (x3); THAC0 the way.
16; MR 66%; AL LE
Weapon: whip of fangs Revenant: AC 10; Move 9; HD 8; hit points
Inherent Spell-Like Abilities: dancing 44; #AT 1; Dmg 2-16; THAC0 13; AL N
lights, faerie fire, darkness, levitate, know Regenerates 3 hp/round (except fire dam-
alignment, detect lie, suggestion, dispel mag- age); immune to gas and acid; reunites if dis-
ic membered
Spells Known: The monster can cause paralysis for 2-8
First Level: detect good, detect magic, rounds; it must look into the eyes of its origi-
magical stone nal killer, and that character must save ver-
Second Level: charm person or mammal, sus spells or suffer immobility.
hold person, silence 15 radius
Third Level: dark wings, dispel magic,
feign death
Fourth Level: free action, spell immunity

Encounter 5
This encounter is reserved for those PCs
wise enough to follow Jarlaxles advice, thus
avoiding the entanglements with rival
houses provided in encounters 3 and 4.
However, even the mercenary captain is not
able to avoid all threats in the Underdark
particularly those posed by the Spider
Queen herself, Lloth. It occurs when the
PCs are camped for a rest break.
None other than that dread goddess is be-
hind this final encounterwhen one or
more revenants emerge from the Under-
dark to attack the PCs.
These horrific undead are created from
the bodies of drow slain by the PCs during
the adventure.
The exact number of revenants is up to the
DMs discretionbut it will not exceed the
number of drow slain by the PCs during the
course of this adventure. (Thus, if they have
somehow made it this far without killing any

45
Chapter Five

Menzoberranzan Entering the City


the Heart of With Jarlaxles aid this is accomplished easi-
Darkness ly. The mercenary joins the characters for
the last leg of the journey, and leads them
The arrival of the PCs in this dark elf city into the city via a narrow cavern with no
signals the end of their travels, for the time permanent guard. In his wake the PCs sim-
beingbut not the end of their adventure. ply emerge from this tunnel, which is near
Indeed, the number of individuals who wish the Stenchstreets and pass unremarked into
to recruit (or to destroy) them rises dramati- the maze of alleys and decrepit structures.
cally. Treachery waits around every turn, If they arrive with the full caravan of liz-
and it will take careful planning and alert ards, they will have to declare their mercan-
senses just to insure survival! tile intent with one of the guard captains at
But there is more than any individual the entrance tunnel for the trade route into
characters survival at stakeand these the Eastvale. The guard will provide them
stakes have been created by the wild magic with directions to their destination if it is a
spells brought into the Underdark by Ha- noble house of the city or one of the known
droghs caravan. markets (including the Black Claw and
This chapter can result in a lot of (or a lit- Brown Mushroom).
tle) running around in Menzoberranzan,
while the PCs try to sort out their friends Observation
from their enemies. In either case, by the
end of Chapter five they should be firmly If the PCs have brought the full caravan,
entrenched (in one side or the other) for the they will once again have assured that their
climax of the adventurethe attack on, and enemies will quickly learn about their arriv-
attempt to destroy, House Millithor. al, and their destination. They will not be
The plot of these last two chapters has a molested during this period, but characters
lot of variables, because the PCs could have near the rear of the caravan who announce
arrived in the city with one of several differ- that theyre looking for anything suspicious
ent destinations. Also, it is possible that they should be allowed to make Wisdom
still may not know of the secret cargoor Checkssuccess means that they notice
that they may have discovered the spells, someone following them.
and possibly even tried to open the That one will be a low-level drow fighter/
spellbook. thief. He is alert and watchful, and if he
The adventures in the city, however, can senses that the PCs are on to him hell try to
develop with less specific detail than provid- disappear into the Stenchstreets. If the char-
ed for Mantol-Derith. After all, the rest of acters are clever enough to catch him,
this boxed set contains descriptions of loca- though, he can be made to reveal his em-
tions in the dark elf city! Thus, the DM will ployer: whichever mercantile company the
need to refer to areas described in the other PCs are not traveling to.
two books while he referees the final en-
counters described in the last two chapters.

46
Chapter Five

Mercantile House be) gleam in a constantly changing pattern


of colors over the entire face of the dome.
Regardless of which merchant company the The merchant, called Tolokoph, is himself
PCs take their packlizards to (the Black Claw is a old drow, slightly feeble in appearance
or the Brown Mushroom), this description but very sharp mentallyand no slouch
will serve to set the scene. physically, either, despite his looks. Tolo-
The merchant house hides behind a 20 koph uses an exaggerated stooped posture,
high encircling wall of smooth black stone. and the tremors in his hands are totally
No stalls or structures are attached to the feignedbut he acts the part from within,
outside of this particular wallthe company and employs no magical aids to his disguise.
desires very much to squash potential com- Thus, a detect magic spell will not reveal his
petition before it can get started. charade.
The gate is barred on the inside, and
watched by a captain and two warriors who Tolokoph, drow magic user/thief
stand at attention outside of the entrance. (levels 5/7): AC 2; Move 12; #AT 1; Dmg
Any reasonable explanation of why theyre 1d8 + 3; THAC0 14; MR 64%; AL LE
here will serve to admit the PCs, as long as Inherent Spell-like Abilities: dancing
theyre obviously traveling with goods. If, lights, faerie fire, darkness, levitate, know
for some reason, theyre not, they will have alignment, detect magic (all once/day)
to bribe the guard or mention the name of Spells Known:
an important contact inside the house in or- First Level: audible glamer, detect magic,
der to gain access. sleep, Tensers Floating Disc
If they should try to get over the wall, they Second Level: detect invisibility, ESP
will find that it is perfectly smooth. The top Third Level: item
is only 6 wide, and flathowever, any pres-
sure on the top of the wall causes sharp The merchant will greet the PCs formally,
spikes to shoot upward to a height of 6. although with unusual friendliness for a
Anyone in the area of effect suffers 2-24 hp drow. Tolokoph has followed the reports of
of damage, with a successful saving throw the PCs progress with interest, and is de-
versus breath weapon reducing the damage lighted and amazed that they have made it
by half. to his mercantile house. He graciously in-
The trap even extend up in the air to this vites the characters into his offices to dis-
extent: anyone flying over the wall (but not cuss details of price. He will direct several
more than 60 above the top of the wall) trig- goblin slaves to take the lizards into the sta-
gers a different trap. Magic missiles shoot ble.
from several different apertures. The flying A single door grants access to the mercan-
character will be struck by 2-12 of these, for tile companys dome, which contains the
2-5 hp of damage apiece. warehouse, stable, and offices of the mer-
Within the wall, the company consists of a chant company. The door is magical, and
large courtyard, open to Menzoberranzans opens only upon Tolokophs command.
sky, and an equally large building with an Among the stocks currently held here are
outer shape of a smooth and rounded dome. exotic foods and drinks, and also a valuable
The structure is made from the living rock trove of perfumes. The musty scent of these
of the cave, shaped by drow magic, and the rare oils and ointments permeates the halls
faerie fire outlines of the company symbol and rooms of the companys officeseven
(either a claw or mushroom, as the case may riding over the inherent smells of the stable.

47
Chapter Five

This is too good to last, of courseindeed, ry terrain


the PCs are on the verge of making an hon- Fifth Level: waveform
est dollar, so something has to be done! The Equipment: long sword +4; two daggers
interference occurs in the form of the of stone death. These are daggers +4, with
skilled assassin, Krecil Treak (who probably a highly virulent poison of Krecils inven-
slayed Hadrogh earlier in this adventure). tion. Though saving throws suffer only a
This time, he will strike with the aid of wild -2 modifier, victims of the poison must
magic, and his goal is nothing less than the save both versus poison and petrification. If
theft of Hadroghs spellbook. a save fails, the victim suffers that effect.
The PCs may choose to take several pre- (Note that the two effects are not redun-
cautions as they enter the mercantile. The dantif a character benefits from a stone to
assassins attack will take these precautions flesh spell, its very important to know
into account. whether or not he was dead from poison
If the PCs send the packlizards into the when he became a statue!)
stable while they go to negotiate with Tolo- He also has a ring of teleportation and a
koph, the encounter will occur offstage: cloak of silence.
they hear a thunderous boom, as wild magic
is used to explode a portion of the ceiling Krecil is a skilled and cautious assassin.
dome. When they get to the stable, they will His primary goal is to steal the spellbook,
find the goblins dead (and turned to stone, not to killthough he will not hesitate to use
with the same type of dagger stuck in each ruthless violence to facilitate his crime. In-
one as the weapon used to kill Hadrogh). deed, he will show mercy only if it seems to
The saddlebags concealing the spellbook are further his chances of gaining the spellbook
torn open, and the book is gonebut noth- or escapingor of recruiting the PCs to aid
ing else has been touched. the cause of his house. He will not identify
If, on the other hand, some of the PCs that clan, however.
keep an eye on their goodseither in the If the PCs are negotiating with Tolokoph,
stable or by bringing them into the office the attack will occur when that unfortunate
with themthey will have to deal with the merchant is examining the spellbook. Krecil
attack more directly. has taken a potion of speed, so the following
attack occurs at a whirlwind pace. First, he
Krecil Treak, drow mage/assassin teleports, invisibly into the room. His cloak
(wild magic; level 9/15): AC -4; Move of silence muffles any sound of his arrival.
15; hit points 85; #AT 2; Dmg 1d8 +6, In the next instant he snatches the book
1d4 + 6 + poison; THAC0 13; AL LE from poor Tolokophs hands and then slays
Inherent Spell-like Abilities: dancing the merchant with a cut from one of his pet-
lights, faerie fire, darkness, levitate, know rifying and poisonous daggers.
alignment, detect magic (all once/day) Before he disappears, Krecil will try to
Spells Known: communicate with at least one of the PCs, if
First Level: detect magic, light, magic mis- he has a chance. There is no mercyjust
sile, sleep pragmatismin the offer he will make just
Second Level: continual light, detect invisi- before he teleports out of sight. It is moti-
bility, rope trick vated by the knowledge that the PCs are re-
Third Level: alternate reality, foolspeech, sourceful adventurers, or else they would
wraithform never have made it this far. Also, Krecil real-
Fourth Level: dimension door, hallucinato- izes that he and his comrades will need addi-

48
Chapter Five

tional allies in the struggle that his theft has Arrivals on the scene occur in the follow-
just made inevitable. ing order, and begin 1-6 rounds after Krecil
disappears. Each time a new enforcer (or
group) arrives, roll a d6 againthe next
Youll be blamed for this attack, warns bunch comes that many rounds later.
the assassin, his eyes steady, the gold ring
winking on his finger. Flee to the Stench- FIRST: Drow warriors on lizard
streetsyoull have your best chance of mounts (four 5th level): AC 2; Move 15;
escape there! hit points 31 each; #AT 1; Dmg 1d8 +3;
My matron will welcome your aid, THAC0 12; MR 58%; AL LE
should you choose to fight with us against Weapons: lance, long sword +3
the true bane of Menzoberranzanflee Inherent Spell-like Abilities: dancing
to the Stenchstreets, and we shall find lights, faerie fire, darkness, levitate
you there!
In the next instant, the ring on his fin- SECOND: 2 drow high priestesses
ger flares brightly, and the drow assassin (levels 6 and 8) on driftdiscs
blinks out of sight.
Priestess (level 6): AC 2; Move 12; hit
points 31; #AT 1; Dmg 1d8 + 2; THAC0 17;
A quick investigation will show that the MR 62%; AL LE
dome of the mercantile house has been shat- Weapon: adamantite mace +2
tered by a huge explosionthe drow and Inherent Spell-Like Abilities: dancing
goblins in the vicinity of the blast were all lights, faerie fire, darkness, levitate, know
killed. alignment, detect lie, suggestion, dispel
Whichever of the mercantiles suffers this magic
indignity, the powerful houses backing it Spells Known:
will begin swift retribution. If this was the First Level: detect magic; detect snares
Brown Mushroom Company, then the com- and pits; sanctuary
bined might of Barrison DelArmgo and Fey- Second Level: charm person or mammal,
Branche will unite to send enforcers after slow poison, spiritual hammer
the troublemakers. If, on the other hand, it Third Level: dispel magic, cause blindness
was the Black Claw that Krecil attacked, or deafness
then the awesome might of House Baenre
will throw itself into the pursuit. High Priestess (level 8): AC 0; Move 12;
In either case, considerable forces will hit points 40; #AT 2; Dmg 2d4 ( x 2); THAC0
soon be arriving at the smoldering mercan- 16; MR 66%; AL LE
tile company, bent on vengeanceand they Weapon: whip of fangs
will be inclined to seize any and all potential Inherent Spell-Like Abilities: dancing
witnesses for interrogation. Once back to lights, faerie fire, darkness, levitate, know
the house torture chambers, the drow will alignment, detect lie, suggestion, dispel
allow the whips of the house priestesses to magic
separate the plotters from the mere inno- Spells Known:
cent bystanders. First Level: detect good, detect magic,
Thus, Krecils advice was goodthe PCs cause fear
had best beat a hasty retreat, or else they Second Level: augury, chant, silence 15
will face a tough fight against a foe who radius
steadily increases in strength.

49
Chapter Five

Third Level: dispel magic, feign death, great distance. After all, flight is the expect-
meld into stone ed response of an honest drow citizen when
Fourth Level: cause serious wounds, neu- confronted with a situation such as this.
tralize poison Within a few hours, patrols of the offend-
ed house will be combing the streets of the
THIRD: Drow warriors (10 3rd level): city, looking for a number of potential sus-
AC 3; Move 12; hit points 20 each; #AT 1; pectsincluding some who match the PCs
Dmg 1d6 +3; THAC0 15; MR 58%; AL LE description pretty well. They will travel ar-
Weapons: hand crossbows, short swords rogantly, with their house banner promi-
+3 nently displayed, so the characters should
Inherent Spell-like Abilities: dancing have little difficulty figuring out whos after
lights, faerie fire, darkness (all once/day) them.
These patrols will consist of the same
FOURTH: 2 House wizards, of level 6 types of forces as listed above, although typ-
and 8, arriving on foot ically the first and second groups operate to-
gether, and the third and fourth do as well.
Drow mage (6th level): AC 4; Move 12; They will penetrate most areas of the city
hit points 30; #AT 1; Dmg 1d4 +5; THAC0 with a fair degree of thoroughness, with the
13; MR 62%; AL LE exception of the Stenchstreetswhere they
Inherent Spell-like Abilities: dancing wont go at all. If the characters seek shelter
lights, faerie fire, darkness, levitate, know in any other district, however, they will
alignment, detect magic (all once/day) eventually find a group of curious drow
Spells Known: checking for them.
First Level: detect magic, magic missile, If theyre in a common room or public
sleep, wall of fog hall, they will see the enforcers come in.
Second Level: invisibility, web However, if they rent a private room and
Third Level: haste, hold undead dont remember to watch the proprietor
(who will almost certainly take a bribe from
Drow mage (8th level): AC 0; Move 12; the searching drow) they will find the house
hit points XX; #AT 1; Dmg 1d4 + 5; THAC0 troops at the doors and windows of their
12; MR 66%; AL LE room, ready for trouble.
Inherent Spell-like Abilities: dancing But in the Stenchstreets theyll be safe
lights, faerie fire, darkness, levitate, know from the drow of the vengeful house. They
alignment, detect magic (all once/day) wont be clean or comfortable, of course
Spells Known: nor will they be safe from all the other
First Level: detect magic, jump, light, read drow, not to mention the gnolls, ogres, orcs,
magic duergar, bugbear, and goblins that add spice
Second Level: detect invisibility, ESP, web to the low-class part of Menzoberranzan.
Third Level: fly, hold person, slow The PCs should realize by now, of course,
Fourth Level: fumble, minor globe of in- that you cant have everything!
vulnerability The characters should be able to find
cheap lodging with little difficulty. They
More reinforcements will continue to ar- may have encounters with as many of the
rive if these forces cannot handle the initial aforementioned ruffians as the DM deems
resistance. If the PCs elect to flee, however, appropriate. Certainly, in any Stenchstreets
they will not be (immediately) pursued for a communal house or inn, characters will

50
Chapter Five

have to demonstrate a certain capacity to the fugitive PCs will come into the Stench-
take care of themselves just to insure that streets about 36 hours after the player char-
they are left alone. acters themselves. By this time, they will
The Braeryn neighborhood, commonly represent the forces of the Black Claw com-
known as the Stenchstreets, is described in pany and the houses backing the Brown
the Neighborhoods chapter of Book One: Mushroomi.e., Oblodra and Barrison
The City. DelArmgo. However, there are no more
House Baenre troops in the hunt! This is an
Stenchstreet important detail that is best described to the
PCs by omission. (The DM describes in detail
Contacts the houses that are asking about the PCs, and
lets the players figure out whos missing.)
Compounding the chaos of survival in this The search (without Baenre) will maintain
rough district is the fact that vigorous ene- its pressure on the other neighborhoods,
mies seek the PCsand that search will and all known exits from the city will be
eventually come to the Braeryn. It will mani- watched. The parties of drow that enter the
fest itself in teams of young nobles and their Braeryn will be stronger than those search-
veteran assistants hunting through the ing the other districtsin total, they will in-
streets and alleys of the district in the age- clude the equivalent of all four groups of
old hunting ritual of Menzoberranzanfor drow listed on the previous page. Refer to
the inhabitants of the Stenchstreets are con- those stats if combat becomes necessary.
sidered little better than game animals in However, at the same time as this is occur-
the vicious culture of the drow. ring, the assassin Krecil will be driven to lo-
However, the eventual goal of this chapter cate the PCs for this reason: the attack on
is for the PCs to join forces with one side or House Millithor is imminent, and the PCs
the other as the preparations for a great at- can make a valued addition to its defense.
tack are made. The target of the attack will Because of their entry into the city, Krecil
be House Millithor, and if that is the PCs will feel confidant that the PCs are accom-
house it shouldnt be too difficult to get plished fighters, and not attached to the ri-
them home for the fight. If the PCs are sur- val houses.
face dwellers, however, they will be bribed Krecil will begin trying to contact the PCs
(by Krecil) to help defend the house. 24 hours after they enter the Stenchstreets.
If they decline this task, they will have the He will make his search by, first of all, plac-
opportunity to join up with the forces of the ing symbols bearing his sealthe black spi-
mercantiles, acting through House Nurbon- der pierced by the red daggerbehind the
nis, the 21st ranked noble house. House bars of many Stenchstreets social establish-
Nurbonnis is an ally of Oblodra and Barri- ments. The bartender will be able to ar-
son DelArmgo. Neither of those powerful range a meeting, if a character asks about
houses will risk an overt attack against Mil- the symbol. There is a 10% chance that any
lithor. (Despite their fear of wild magic, they establishment the PCs enter will have such a
will not take a blatant action with such po- symbol.
tential to anger House Baenre). Thus, they The following list suggests the names of
have found an ambitious and lower-ranking establishments in this quarterthe DM can
ally to do the dirty work. use them as necessary, and create additional
The drow that seek to punish or capture places of his own.

51
Chapter Five

The Purple Wyrm a spice-incensed arations for defense that are occurring
place, popular with duergar and unusually steadily during this period.
ugly drow. If the player characters decide to reject
Eye of the Beholder a huge place, a the approaches of Krecil, and the party does
raucous mixture of all the intelligent races not include members of House Millithor
found in Menzoberranzan. among them, it is possible that they will not
Black Stalactite a den of thieves, make their way to that clans holdings. In
famed for the illithid entertainer who per- this case, they will eventually be cornered
forms mental tricks with willing or unwill- by one of the searching drow parties. They
ing customers. will have to fight for their lives, or try and
The Web a favorite habitat of arrogant talk their way out of the long-odds battle.
drow, who commonly rob, assault, or kill The latter tactic is recommendedthe no-
patrons of other races. bles of House Nurbonnis will pause to listen
Lair of the Lizardking this is a favor- to the PCs entreaties, even during the
ite habitat of non-drow, particularly gnolls course of a fight. In fact, they have been told
and ogres. They are prone to beat up on that the characters would make valuable al-
drow who wander in. lies in the coming attack.
Well of Darkness this is an actual pit The only deal they will strike is this: The
in the stone floor of the city, and features PCs will be granted their freedom if they
numerous private booths cloaked by perma- agree to join the leading wave of the attack
nent darkness spells. against House Millithor. They will not be
paid, but if their side is victorious they will
Krecil will maintain this procedure for 6 be allowed a share of the spoils. Otherwise,
days (i.e. until a full week has passed since they are informed, they will be tracked
the PCs came to the Stenchstreets). How- down and killed.
ever, if one of the searching bands of nobles In this case, they will have the chance to
described above should discover the PCs, experience the end of the adventure from
Krecil will hear about it quickly. He will tele- the attackers point of view instead of the
port to the fight within 4-24 minutes, and defenders. (Of course, in true drow fashion,
lend his talents to getting the PCs awaynot they will be free to choose or change sides
to the killing of all the drow antagonists. pretty much up until the end of the battle.)
Fortunately, he knows enough secret doors, In any event, this chapter lasts until the
concealed alleys, and private tunnels in the PCs reach House Millithor, join forces with
Braeryn to virtually insure a clean getaway. House Nurbonnisor, possibly, slink out of
If the week passes with no contact, how- Menzoberranzan with their tails between
ever, he will begin seeking them actively. Af- their legs (chickens!). Once they have deter-
ter another 2-12 days, he will be given mined their role, proceed to the final show-
accurate information, and come to see them down.
wherever they can be found.
Once the wild magic user makes contact
with the PCs, he will offer them a lot of gold,
on the spot, to serve in the forces of House
Millithor. He starts at 2,000 gp apiece, but
will go as high as 10,000 if the characters
hold out. If they accept, he brings them to
that house, where they will join in the prep-

52
Chapter Five

53
Chapter Five

54
Chapter Six

The Stand of House lithor fails, then the wild magic was overrat-
ed and its loss is no great catastrophe. As
Millithor usual, House Baenre finds itself in a win-win
situation.
This chapter depicts a conflict that lies at Not so for the lower-ranking clans, how-
the center of Menzoberranzans harsh con- ever, that will actually fight the war. The
cept of Stationfor this is nothing less standard rules of the city applyif all House
than the attempt of one house to totally ex- Millithor nobles are slain, House Nurbonnis
terminate another. The attacking forces are has accomplished a great victory. But if one
stronger, but the defending forces have the or more of them remain alive, Menzober-
advantages of a strong and well-fortified ranzan justice will be dealt to the Nurbonnis
house, and the potential of wild magic (in clan.
the powers of Krecil). The encounter should The two houses are outlined here:
be balanced so that the presence of the PCs
swings the odds in one direction or another.
The battle is written as a roleplaying ad-
House Millithor
venture, so the bulk of the fight will occur
as background confusion. However, for Twenty-fifth House
those players who may wish to resolve this
as a miniatures scenario, a modicum of sta- SYMBOL:
tistics conversion and some wholesale in-
vention of armies will make for an
entertaining setup. The building of the bat- Matron Mother: KiWillis Millithor
tlefield will take some care, but miniatures
players will give themselves a tense and Nobles: 8
highly magical conflict to resolve. Priestesses: 4
High Priestesses: 2
House Males: 4
The Rival Houses Fighters: 2
Wizards: 2
The battle itself is an attack against House
Millithor under the auspices of House Nur- Drow Soldiers: 140 total
bonnis. The real motivations for the war are Formations: 20 Elite Foot
the fears of House Barrison DelArmgo (and 50 Archers
other anti-Baenre families) about the poten- 50 Foot
tial of wild magicespecially if the citys 20 Lizriders
first house gains control of that new and un-
predictable sorcery. Since, now, House Mil- Slave Force: 200 total
lithor is the primary center of wild magic in Formations: 100 goblin foot
Menzoberranzan, they see a chance to nip 100 goblin archers
the problem in the bud.
Matron Baenre is a shrewd enough judge Chief Alliances: House Baenre is House
of the citys mood to make no overt move in Millithors chief sponsorbut during these
this conflict. If the wild magic is as good as times of careful diplomacy the matron of
she believes, House Millithor will be able to that great house will make no overt show of
take care of itselfand then Baenre will support. Thus, for the time being, House
make her approval known. If House Mil- Millithor stands pretty much alone.

55
Chapter Six

Chief Rivals: House Millithor has been a lithor (#25). Now that rivalry has come to a
long-standing (2000 + years) rival of House head, and when it passes only one of the two
Nurbonnis (#21). Now, however, House Mil- will remain.
lithor has also attracted the enmity of House
Barrison DelArmgo (#2) and House Oblodra
(#3). The Dwelling of
House Millithor
House Nurbonnis This house is located in the Narbondellyn
section of Menzoberranzan, the wealthy
Twenty-First House district near the great pillar of time that
dominates the drow cavern. Millithor stands
SYMBOL: in the shadows of many of the influential
houses of the cityindeed, after the Quel-
larzorl, the Narbondellyn is the finest quar-
Matron Mother: Nadallas Bonnine ter of the city.
Refer to the maps on Card 2 for the floor-
Nobles: 10 plan of House Millithor. The numbered loca-
Priestesses: 5 tions on the map are keyed to descriptions
High Priestesses: 3 in this section.
House Males: 5
Fighters: 3
Wizards: 2 The Defense
Drow Soldiers: 200 total The defenses of House Millithor includes its
physical defenses (walls, traps, etc.); its
Formations: 30 Elite Foot troop defenses; and its NPC and PC defens-
80 Archers es. The first two categories will remain con-
40 Foot stant; the third, of course, depends heavily
30 Lizriders on the actions of the player characters.
The physical defenses have been covered
Slave Force: 400 total in the keyed description of the house. The
Formations: 150 goblin foot troops will be assigned, most typically, to the
150 goblin archers locations listed for themthough they may
100 bugbears rush to reinforce a nearby area at the DMs
discretion, or as a result of the actions of
Chief Alliances: House Nurbonnis is a ma- PCs.
jor crony of House Barrison DelArmgo, the The prominent NPCs, include the matron
#2 clan of Menzoberranzan. Indeed, for the mother and the assassin Krecil, as well as ei-
purposes of this attack, House Nurbonnis is ther PCs who are members of the house, or
pretty much following the instructions of its these NPCs: 2 high priestesses, 2 fighters,
master. The clan also has good ties with and 2 wizards; plus any PCs who are
House Oblodra (#3) and several other present, but are not members of the family.
houses that waste no love on House Baenre. Their locations will be suggested after the
house is described.
Chief Rivals: House Nurbonnis has con-
tributed much to the rivalry with House Mil-

56
Chapter Six

1. The House Wall on each floor.


The battle tower has one doora solid
The wall is adamantite-surfaced stone, metal slab on the ground level, inside the
raised into shape by the efforts of drow walled compound. The door is treated as AC
mages in millennia past. The surface of the 0, 100 hp, if someone tries to bash it in.
wall is inscribed with defenses against per- Garrison: There are 10 goblin archers and
sonal intrusionanyone touching it is 5 drow archers on each platform of the tow-
struck by a short range blast of lightning er. In addition, 10 drow footsoldiers stand
that inflicts 6d6 worth of damage. It is 30 inside the door at ground level.
high and 10 thick at its base, with a 6 thick
shell of adamantite surrounding the stone. 3. Pool
The gates are pure adamantite, and re-
main barred unless the guards release This pool of water serves as a well and a
them. They can absorb 300 hp of damage bathing pond for House Millithor. It insures
before giving way, but are only vulnerable that the clan can control its own water sup-
to magical weapons and attacks. ply, and also provides a private location for
Lightning bolt spells (6d6 damage) are per- bathing and swimming.
manently placed in the wall, aimed to shoot In addition, a permanent enchantment
both out and upward. Anyone flying over has been placed upon the pool: a water ele-
the wall (within 180 of its top) is 90% likely mental has been imprisoned here, and can
to trigger the lightningunless he knows be released upon the command of any of the
the location of the gaps in coverage. (They family nobles. The creature will join in the
shift on a daily basis). In addition, any magi- defense of House Millithor against any and
cal attack against the wall will trigger a re- all attackersit requires no concentration
bound of 0-3 lightning bolts against the from the noble.
source of the magical attack, up to a maxi-
mum of 180. Water Elemental: AC 2; Move 6 SW 18; HD
Garrison: 100 goblin footsoldiers stand 16; hit points 92; #AT 1; Dmg 5-30 ( -5 out of
just inside the gate. They have orders to water); THAC0 5; SD +2 needed to hit
counterattack any breach in the wall, but
theyll have to pass a morale check before The elementals 60 yard range from the
they will follow that command. pool can reach all portions of the family
compound except for the outer wall (be-
2. Battle Tower tween locations 2 and 4) and the battle tow-
er.
This giant stalagmite extends 100 from the When no more attackers are presentre-
floor of the cave. The lower 60 of it has gardless whether it is a lull in the battle or
been hollowed out to form 3 battle plat- the fight is overthe creature will depart
forms (at 20, 40, and 60 heights). Each for its own plane, having fulfilled the obliga-
platform has 24 arrow slits placed around tions of its long servitude.
its walls, and stockpiles of more than a thou-
sand arrows per platform. 4. Sky Column
The platforms are connected by spiral
stairways carved from the living stone of The sky column is like a more grand version
the stalagmite. Iron-banded doors of wood of the battle tower, but it also includes the
secure the entrance and exit to the stairway garrison space for the house soldiers and

57
Chapter Six

slaves, as well as stables and the supply terattack any enemies whove made it
warehouse. Each of the two towers making through the wall.
up the column has battle platforms at 30, Three of the five platforms in each
60, 80, 100, and 140 heights. In the larger column will be garrisoned. These will be the
(west) tower, there are 64 arrow slits per lowest three, unless the attackers include
platform; in the eastern tower, 48. forces flying at the higher altitudes. Each
A single door leads into the combat plat- garrisoned platform has 10 goblin archers
forms of the towerit is identical to the and 5 drow archers. In addition, 10 drow
door of the Battle Tower. Several doors lead footmen stand inside each of the three
into the stable area (A), described below doors leading into the structure at ground
though more numerous, these too are the level.
same type of solid metal barrier as found at
the Battle Tower. 5. The Spire
On the ground floor of the western tower,
in the space marked A on the map, is the This structure (like #s 2 and 4) is construct-
complex of caverns containing many impor- ed from the natural rock of the cavein this
tant parts of the compound. The ground case, a stalagmite towering some 200 into
floor is devoted to stables, and contains the air. It is windowless, and the only en-
some 20 lizard mounts and 10 rothe. The trance is the one at the end of the bridge
second floor contains the dining hall and connecting the Spire to the Sky Column. The
commons room for the drow troops of purpose of the spire is to form a final bas-
House Millithor, and the third floor holds tion for the drow troops of House Millithor.
their great barracks-halls. Each company It contains plentiful food and water stock-
lives in one huge room with its officers. piles, a complete arsenal of enchanted
Slave quarters are underground, below weaponry, fresh arrows, oil, potions of heal-
the stables. Here the humanoid troops live ing and a host of other supplies that make
in squalor and darkness, pent up and an- an extended siege a possibility. Although ru-
gryso that when they are used in the city, mors, even among the houses own troops,
they fight with all the rage festered by their speculate that the house nobles will make
benighted status. their last stand here, this is not the case
The fourth floor of area A is connected to still, Matron Millithor would like any attack-
the lowest battle platform in this column, ers to believe this.
and also to the drow barracks below. It is a A magical linkage supports the bridge con-
battle maze, designed to force attackers necting the spire to the sky column. That
through a convoluted series of maneuvers, linkage can be broken by the speaking of a
many of which make them vulnerable to at- command word at the spire end of the
tack. See a detailed layout of this maze on bridge, which will cause the bridge to col-
one of the player cards included in the Men- lapse immediatelyand totally. The com-
zoberranzan accessory. At the end of the mand is known to all house nobles, and to
maze is the beginning of a tall and narrow the captains of all the house companies of
bridge, 60 above the courtyard of the drow troops.
house. The span leads to another readily-de- The spire includes successive levels of
fensible locationthe Spire. platforms, climbing ever higher into the
Garrison: There are 20 lizardriding drow tower. None of the five platforms opens to
just inside the double doors of the stable. the outsidein fact, the walls are 12 thick
They will charge into the courtyard to coun- stone, with a 2 plate of adamantite on the

58
Chapter Six

interior surfaces of walls, floor, and ceiling. 6: Entry Hall


The first (lowest) of the levels can be en-
tered from the spires outer door, which This wide corridor sweeps through a full
connects to the bridge. It is identical to the circle and more, following the coiling outer
metal doors of #2 and #4. wall of the house towards the sanctum of its
The central stairway climbs through a hol- center. It is blocked on the outside with a
lowed-out column in the middle of the spire, pair of adamantite gates as strong as the
so anyone climbing the steps is completely gates in the outer wall. Several secret doors
exposed to murderous fire from above. are placed on the interior wall, allowing the
There are five different platforms. Each of house troops to emerge and attack illicit in-
these is blocked from the stairway by a truders in the flank or rear.
metal door; however, a dozen arrow slits Garrison: There are 20 elite drow war-
open from each room into the stairwell. Tar- riors stationed in this hallway. They will try
gets are visible from the time they leave the to counterattack the enemy in the rear,
next lower level until (and including when) while the wizards and priestesses meet the
they stand before the door to the shooters attack head on.
level. In the event of fire, smoke, or gas at-
tacks, however, the arrow slits can quickly
be closed and sealed. 7: Council Chamber and
Garrison: The Spire is protected by 10 Great Hall
drow footmen, inside the door, and 10 gob-
lin and 5 drow archers just beyond them. This huge oval is the public heart of House
However, the Spire will also be the destina- Millithor. Here Matron Millithor keeps her
tion of drow troops driven out of the Sky great throne, where she sits when she en-
Column, so this number can swell consider- tertains visitors. Long banquet tables line
ably before the bridge is dropped. the wallsthey can be pulled into the center
of the room when necessary. A wide stair-
case follows one wall of the room, leading
The Great Hall of up to the second floor. It has no railing on
the Family the side away from the wall.

This is the central structure of the House, 8: Upper Floor


and it has been raised and shaped by the Antechamber
powers of drow magic over the years. The
structure is vaguely mushroom-shaped, This is the entrance to the private quarters
since the upper level is larger than the of the Family Millithor. It is a plain chamber,
lower. The walls are 15' thick stone, lined with heavy wooden doors leading to the
with 6 of adamantite. priestesses quarters, the male quarters, and
The only passages connecting the inside of the kitchen and servants quarters.
this house to the outside are the front doors, Also, well concealed in the wall of the
and a secret tunnel leading downward from chamber (-1 to find secret doors at-
area 8 and leading through the streets of the tempts) is the secret door leading to a dark
city to a concealed exit nearly 1000 feet be- shaft that leads downward. A narrow lad-
yond the house wall. der is bolted to the wall, leading downward
for 50. There, it reaches the end of a nar-

59
Chapter Six

row tunnel, which eventually comes up


through a secret trapdoor in a narrow alley.

9. Matron Mothers
Quarters
These sumptuous apartments represent the
pinnacle of depraved drowery. Upon enter-
ing, one is immediately confronted by a full-
length mirror. Upon all creatures except
Matron Millithor, the glass acts as a mirror
of petrification those seeing their own re-
flection in it must make a saving throw ver-
sus spells, or turn to stone. A black drapery
hangs beside the mirror and can be used to
screen it; however, members of the noble
family itself simply cast darkness over the
glass when they enter the room.
The rest of the apartments include a huge
bedroom; a large meeting/massage cham-
ber, with a sunken pit that can be filled with
water or oil; a private dining chamber, gen-
erally limited to dinners for two or three;
and a library containing the matrons tomes
of magic, family histories, and notes and
schemes.

10. High Priestess


Quarters
The two high priestesses, daughters of the
matron, share these apartments. They are
not so elegantly furnished as their mothers,
nor do they have the space for entertaining
visitors.

11. Young Priestess


Quarters
This is little more than a rude barracks,
where a dozen young female drow are
trained in the arts of Lloth. About half of
these are granddaughters of the matron
mother, while the others are promising non-
nobles taken under the family wing.

60
Chapter Six

Besides the beds, the chamber contains a with a single key (worn around Krecils
large space for exercise, and several tables neck), and if a string of command words are
and benches for study. not spoken at the same time, the chest will
A small, stone image of the Spider Queen explode. All of its contents will be de-
rests opposite the door. The statue is im- stroyed, and anyone in the room will suffer
bued with the ability to detect alignment on 12d6 of explosion damage, and will also be
all individuals in the room. If an alignment thoroughly poisoned (save at -6).
other than chaotic evil is discovered, the sta-
tus spits out a bolt that hits exactly like a 14. House Armory and
magic missile; however, those struck suffer
1d6 of damage from the impact. On the fol- Practice Room
lowing round they must make a saving
throw versus poison; failure means that This chamber is where the males develop
they suffer 1d4 of poison damage that their fighting skills. Although each of the
round. Repeat the save attempt (and suffer wizards also has space herea desk, and
additional damage) each round until a sav- several shelves of scrolls and tomesthe
ing throw is successful or the victim dies. rooms overriding theme is combat. Weap-
The statue will only shoot a given individual ons hang along the length of the rooms
once, regardless of how many times she re- curved outer wall, including halberds,
turns to the room. pikes, spears, axes, long and shortswords,
rapiers, throwing daggers, and handbows.
At least one example of each type is en-
12. The Sons of Millithor chanted to a level of +2; one more of each is
a +1.
This cramped apartment contains the Also present are the fine mesh of drow
rooms of the four sons of the matron moth- chainmail, in several full suits that will fit a
er. Two wizards and two fighters crowd into drow or a small human. The armor is also of
the chambers, leaving little room for per- +1 enchantment.
sonal effects other than a trunk of clothing, A small footlocker contains the personal
a wardrobe, and a bed. Thus, the drow treasures of each of the four drow males
males keep their equipment and valuables who frequent this room. They contain valu-
in the training room across the hall. ables in gems and platinum coins totalling
300-1800 gp apiece. Each is bolted to the
13. Quarters of the floor, and trapped with a poison needle trap.
Patron
15. Servants Quarters
This apartment is not bad, by male stand-
ardsafter all, Krecil gets as much space as These unremarkable chambers house the
all the sons combined. He has a hard wood- several dozen servants and slaves who work
en bed, a workbench and a small library, as in the Millithor house, including cooks and
well as the heads of several of his kills as tro- maids, valets and armorers. Each has a small
phiesa cave fisher, an aboleth, even a room, little more than a cubby, and very few
drow wizard who had once aspired to the valuables.
mastership of Sorcere.
He keeps a trunk in here containing all of
his poisons and special effects. The trunk is
very thoroughly trapped. If it is not opened

61
Chapter Six

16. Dining and Kitchen house will use its goblin slaves for the most
deadly attacks, conserving its bugbear and
Area drow forces until a breach is made in the
wall and the battle begins to approach its cli-
The most commonly-used family dining max.
room is here, sumptuously furnished with
silver plates and chalices, anda real rari-
tya wooden table! Faerie fire images line The Troops of House
the walls, shifting through scenes of Menzo- Nurbonnis
berranzan. The most striking image is a glo-
rious impersonation of House Baenre that The attackers are organized into several
lights up the whole wall and remains for ten wings:
minutes; other scenes are less spectacular, FIRST WING: This is the cannon fodder
and shift after a minute or two. wing, and includes the goblin footsoldiers
The kitchens and pantries are clean and and half of the goblin archers. They will at-
well stocked, but mostly unremarkable. tack the wall under the cover of darkness
spells, and seek the gaps that will hopefully
be blasted by the mages.
House Millithor Goblins (150): AC 7; Move 6; HD 1-1; hit
NPCs points 5 each; #AT 1; Dmg 1d6; THAC0 20;
AL LE
These characters will most likely take up Goblin archers (75): AC 8; Move 6; HD
the following positions; only discussions 1-1; hit points 4 each; #AT 1; Dmg 1d6,
with the PCs will be likely to change this: Range 30/60/90; THAC0 20; AL LE
The Matron Mother, the 2 high priest-
esses, as well as 2 priestesses (5th level) and SECOND WING: This is the main body of the
10 apprentices (1st-3rd level) will all have attackers. It will remain in the background
gathered before the altar of Lloth, in the while the holes are blasted in the walls (and
family sanctum (#7). the first wing is annihilated). Then this force
The 2 wizards and 2 fighters will patrol will pour into the courtyard of the house,
the inside of the wall and the towers, direct- seeking to battle the Millithor troops that
ing the outer defense. If the wall is make a stand there. When the courtyard is
breached, however, and the courtyard falls secure, these troops will pursue the defend-
to the attackers, these males will retire to ing warriors that make a stand in the Spire,
the main house. There they will stand be- the Battle Tower, or the Sky Column.
fore the doors to the sanctum, meeting the Goblin archers (75): AC 8; Move 6; HD
charge of any enemy troops who make it in- 1-1; hit points 4 each; #AT 1; Dmg 1d6,
to the house. Range 30/60/90; THAC0 20; AL LE
Bugbears (100): AC 5; Move 9; HD 3 + 1;
hit points 15 each; #AT 1; Dmg 1d8 + 1;
The Attack THAC0 17; AL CE
Drow lizardriders (30): AC 2; Move 15;
The House Nurbonnis attack will be a multi- HD 3; hit points 18 each; #AT 1; Dmg
pronged assault designed to quickly pene- 1d12 +2 (lance) or 1d8 +2 (sword); THAC0
trate Millithors outer layers of defense, and 15; AL LE
then to methodically eliminate any pockets
of resistance that remain. The attacking

62
Chapter Six

Drow archers (40): AC 2; Move 12; HD Drow footsoldiers (40): AC 2; Move 12;
3; hit points 16 each; #AT 2; 1d6, Range 50/ HD 3; hit points 18 each; #AT 1; Dmg
100/150; THAC0 16; AL LE 1d8 +2; THAC0 15; AL LE
Elite drow warriors (30): AC 0; Move
THIRD WING: This elite force will enter the 12; HD 4; hit points 24 each; #AT 1; Dmg
house after the battle in the courtyard has 1d8 +4; THAC0 12; AL LE
passed its peak. They will drive for the Fam-
ily Hall, and will be entrusted with the mis-
sion of securing the family quarters and House Nurbonnis
seeing to the elimination of all Millithor no-
bles.
NPCs
These NPCs are listed on one of the cards
Drow archers (40): AC 2; Move 12; HD included in the Menzoberranzan Boxed Set.
3; hit points 16 each; #AT 2; 1d6, Range 50/ Their powers will be reserved, almost exclu-
100/150; THAC0 16; AL LE sively, for the confrontation with the House
Millithor nobles.

63
Chapter Seven

Of course, if House Millithor successfully


Aftermath withstands the attack, then the combined
might of the citys ruling council will come
Menzoberranzan society will most likely down upon House Nurbonnis. The matron
continue to flourish after the adventure is mother and other nobles of that house will
concluded. However, the actions of the PCs be blasted in their clans dwelling, inevitably
and NPCs can have some profound effects to perish. In this case, House Millithor
most significantly, of course, as regards the climbs a rung on the ladder of Station, and is
standings of Houses Nurbonnis and Mil- accorded a great deal of attention by the no-
lithor. In addition, the players might have bles of the ruling council. Matron Baenre
earned for themselves niches in the dark elf will favor the house with a visit, and will try
city, as servitors of one of the great houses. to learn as much as she can about the wild
Or they may beeven as the last rumbles of magic (if that powerful brand of sorcery
the war rumble through the streetsfleeing played a role in the fight.)
for their lives into the trackless realms of Of course, the accomplishments of the
the Mantle and the Underdark. In either PCs might have been successful and dar-
case, the adventure has just begun! ingbut that doesnt mean that everyone
In the event that House Millithor is de- will be happy with them. Given the nature
stroyed by the attack against it, surviving of the drow, it is almost certain that, some-
PCs will not necessarily face exile or death. where or another, the PCs will have made
Even if the characters are young Millithor themselves a few enemies. The DM might
nobles, the other drow will assume that want to make a few notes about these, for
they will take a pragmatic approach to sur- the purpose of future gaming.
vival. (Remember, only the matron mother The adventure, additionally, can serve as
and her children must be slain to destroy an avenue for those players and DMs who
the housethe grandchildren, which in- would like to campaign amid the chaotic
clude the PCs, will be left without a house, wonders of Menzoberranzan. Perhaps, in
but they will not face execution unless they addition to their newfound enemies, the PCs
bring it upon themselves.) may have found a few allies. With a little in-
In fact, surviving Millithor characters may genuity, the DM should have no trouble con-
find potential employment from House verting these relationships into the bases for
Baenre or House Barrison DelArmgo. many future adventures.
Skilled drow warriors, priestesses and In any event, the wonders of Menzober-
mages can always benefit a powerful spon- ranzan have been presented to the player
sor. Alternately, if the characters are famil- characters, for better or worse. As with any
iar with the surface world, this gives them a good, open-ended roleplaying setting,
different use for either of these housesthe where you go from here is very much up to
drow can always use intermediaries for the players and their Dungeon Master.
their dealings with the races that live under
the light of the hated sun.

64
From the Seeds of Chaos

House Do'Urden, at the height of its glory (if 75 Archers


not its true power), achieved the rank of 25 Lizriders
Eighth House of Menzoberranzan, always a
desired, and thus a tentative, position in the Slave Force: 350 total
chaotic drow city. It was not a rival houses
hunger that brought this drow house down, Formations: 200 goblin foot
though, but the remarkable actions of the 100 orc foot
familys remarkable youngest son, one 50 bugbears
Drizzt DoUrden.
The complete stories of both House Chief Alliances: Strongly supported by
DoUrden and Drizzt can be found in R.A. House Baenre (#1), which further invites
Salvatores Icewind Dale and Dark Elf question about the houses standing with the
trilogies (The Crystal Shard, Streams of Spider Queen.
Silver, and The Halflings Gem; Homeland,
Exile, and Sojourn) and in the newest of Chief Rivals: With the fall of House DeVir
Drizzts tales, The Legacy. For purposes of (#4), House Hunett (then #5) became bitter
this supplement, well detail House rivals with House DoUrden. (Their covert
Do'Urdens NPCs in the Year of the Singing war would begin in Year 1338, lasting ten
Skull (1297 DR), perhaps the height of full years.) Also, House Fey-Branche (then
Matron Malice Do'Urdens power. The NPC #10) had inklings that trouble might be
information about her renegade son, Drizzt, brewing in the DoUrden household and
though, will be up-to-date. prepared to spring upon the house at the
first opportunity.

House DoUrden It has never been truly decided whether


House DoUrden was a favored house of
Ninth House of Lloth, or simply a pawn in the Spider
Menzoberranzan Queens unending game of chaos and
perverted pleasure. Whatever the case, the
(1297 DR) house seemed on the fast track to ascension,
climbing to the number nine spot in
SYMBOL: Menzoberranzan with one of the finest
eliminations ever known in the city. House
DeVir (#4) fell out of the Spider Queens
favor, and ambitious and opportunistic
Matron Mother: Malice DoUrden Matron Malice was quick to strike.
(level 15 priestess) On the very day that House DeVir was
Nobles: 21 destroyed, a child, Drizzt, was born to
Priestesses: 12 Malice, a child that would seal the fate of the
High Priestesses: 4 DoUrden family and even unintentionally
House Males: 9 shake the foundations of Menzoberranzan
Fighters: 7 itself. As the third living son, Drizzt was
Wizards: 2 supposed to be sacrificed to Lloth, but his
oldest brother, Nalfein, was killed in the
Drow Soldiers: 350
DeVir assault (by his other brother Dinin)
and the babe was allowed to live.
Formations: 250 Elite Foot

2
From the Seeds of Chaos

The might of House DoUrden lay in the heart for the ways of the Spider Queen, and
unquestioning fealty to Lloth of Matron his sacrilegious actions continually placed
Malice and her three daughters, Briza, Malice out of Lloths favor.
Vierna, and Maya, and the unrivalled One disaster led to another for House
training of the DoUrden drow soldiers. DoUrden. They would ultimately win their
Every move Malice and her daughters made war with House Hunett (thanks to the
was carefully weighed by the most double-dealings of Bregan Daerthe), but
pertinent of all drow questions: Would it only because Hunett was as much out of
please Lloth? Lloths favor as was DoUrden. The single
Malice also knew how to play the intrigue hope for Malices ambitions, even her
within the city. Often she got her children survival, lay in the Lloth-decreed death of
placed in important positions at the Drizzt, who had fled the city, but, for all of
Academy or in patrol groups. Matron Malices attempts, t h e y c o u l d n e v e r
Baenre usually nodded her approval accomplish the task, never lift themselves
whenever Matron Malices name was back to glory.
mentioned, and there could be no doubt,
with Lloth and the First Matron Mothers
approval, that House DoUrden would The Dwelling of
continue its climb. House DoUrden
Even more to the Spider Queens pleasure
was the way in which Malice handled House DoUrden is one of the Quellorweil
Zaknafein, her weapon master (arguably houses in Menzoberranzan, one of the
the finest fighter in all of Menzoberranzan), houses whose residence is primarily within
who was not so loyal to drow waysin fact, the great caverns wall (as opposed to the
Zaknafein despised Lloth, despised his race usual stalagmite-stalactite arrangement).
in general, and best served Malice when he Two huge stalagmite pillars serve as the
was slicing his swords through the hearts of houses anchoring posts for the gate and
drow priestesses. Malice played her former also house the slave and commoner drow
patron well, though, using Zaknafeins garrisons, but the bulk of the house, and all
incredible skills to convert her drow of the nobles, reside in the two-levelled cave
soldiers into a crack, elite unit. complex within the wall.
Perhaps no better example of this can be The first level is a virtual maze of tunnels
found than when House DoUrden and small residence halls, a large common
summarily eliminated the citys Fourth dining area, and a large training area. At the
House, DeVir. back end looms the house chapel, two
With DeVir destroyed, Matron Malice was stories high, and of similar design to House
only one rank away from her coveted seat Baenres (though certainly not nearly as
on the Ruling Council. Over the next few large or as well-decorated!).
decades, as Drizzt grew into an exceptional The upper level can only be reached
fighter, the houses reputation grew, too, through the chapel balcony or the outer
and it seemed as if that seat would soon be balcony overlooking the DoUrden com-
assured. But those ensuing decades also pound, and neither place has any type of
signalled the inevitable doom for the staircase. The family drow get up to the
ambitious house, for Drizzt, amazing with level through levitation.
weapons, w a s a k i n t o Z a k n a f e i n i n A long corridor leads in (straight west)
temperament. The young drow had no from the outer balcony. Seven side passages

3
From the Seeds of Chaos

to the north lead to the small room Mother. If not for fate (spell that
complexes of the ruling family, the last D-R-I-Z-Z-T), Malice would have no doubt
belonging to Malice herself, and the one been a worthy addition to the Ruling
before that serving as the Matron Mothers Council.
alchemical area wherein she creates her
renowned salves. Zaknafein DoUrden, weapon master
The southern side of the upper complex (24t h lev el dro w fight er), earned a
features a large dining hall, a common war reputation, both for skill at arms (and arms
room, a two-chambered area for Rizzen training) and for love of killing drow, that
(the present H o u s e P a t r o n ) , a n d a sent shivers along the spines of the rival
three-chambered complex occupied by Matron Mothers. Wearing chain mail +5
Weapons-Master Zaknafein, including a (AC -4) and wielding two long swords +5
private room, a smaller, private training (#AT 4, Dmg 1-8 + 6), this master feared no
area (complete with weapons rack), and the drowin hand-to-hand combat. His respect
houses private war room. for the powers of Lloths evil priestesses
At the end of the central corridor on this kept him a virtual prisoner in House
second level rests the chapel anteroom, a DoUrden, serving Malice, whom he hated,
most important place. Here is where Malice in exchange for the occasional opportunity
and her principal priestesses gather in time to slaughter the priestesses of rival houses.
of war, sending out their powers at the Other than his fine armor and weapons,
enemy house. Beyond the anteroom, of Zaknafein kept little magic (light pellets
course, is the chapel proper. being the only notable exception). Quite
simply, he didnt need magic. Rumors say
that Uthegentel, weapon master of House
House DoUrden Barrison DelArmgo, once secretly
NPCs challenged Zaknafein to a duel. Always
willing to oblige, Zaknafein met the crazed
Matron Malice DoUrden (15th level warrior in private, outside the citys
drow priestess) is best known for her ability boundaries. Both returned alive, but
at making salves. Her most common Uthegentel, once sporting a marvelous
unguent is similar to Keoghtoms ointment, shock of hair, ever-after kept his head
healing 1d4 +8 hit points of damage, and shaved. Whispers (VERY soft whispers) say
serving as an antidote for all types of poison. that this was the price Zaknafein demanded
The importance of this unguent for House to accept Uthegentels surrender.
DoUrdens soldiers in time of war,
particularly against other poison-using Briza DoUrden (13th level drow
drow, cannot be underestimated. priestess) was Malices oldest daughter, a
Physically, Malice was a handsome drow lumbering, vicious female who grew
female who carried her long years well. Her increasingly intolerant of her Mothers
amorous exploits are well-known in the blunders. Her favorite pastime was
DoUrden compound, particularly since one whipping slaves (or male drow, who she
of her former patrons, Zaknafein, was al- considered no better than slaves) with her
lowed to live after his time of servitude to her. six-headed whip of fangs. Never a diplomat,
Fiercely ambitious, conniving, loyal only Briza lived to kill and to torment, by her
to Lloth, ruthless in the extreme, Malice warped standards the most pleasurable
was, by all accounts, the perfect Matron experiences of existence.

4
From the Seeds of Chaos

Vierna DoUrden (11th level drow purple-eyed brother again, and openly
priestess), the second daughter of the admits this, which has, of late, put him out
house, is also the only female still alive, now of increasingly ambitious Viernas favor.
living with Jarlaxle and the underground Dinin fights with the weapons and armor
band of Bregan Daerthe. Due to her even that used to belong to Zaknafein, and also
temperament and tendency toward mercy, favors the handcrossbow. His favorite
Vierna was always known as the weakest of method of attack is from behind, making
the DoUrden daughters. She is Drizzts only him a perfectly suitable member of Bregan
full sister, and Malice wondered if their Daerthe, a band that holds no pretense of
common father was responsible for their honor.
common traits.
Things have changed for the beleaguered Little is known about Maya DoUrden (9th
survivor, though. Vierna never found the level drow priestess), Malices youngest
strength to abandon the ways of Lloth, as daughter. Maya always played the proper,
did her brother, and eventually, the dark subservient role in family business,
side won her over. Now she dreams of glory attendant to her Mothers every whim,
for Lloth, of the favor of the Spider Queen, never questioning Malices word. Briza and
and of one day finding her way to the Vierna constantly vied for their little sisters
Matron position in a ruling house. attention, probably so that the drastically
different siblings could exert influence over
Dinin DoUrden (12th level drow fighter) moldable Mayas development.
survived the demise of his house, falling in
with Jarlaxles mercenary band. Dinins Rizzen (8th level drow fighter), the last
greatest fear concerns his brother, Drizzt. Patron of House DoUrden, was a handsome
He was among those of the house sent out to but otherwise unremarkable drow. Not too
find their renegade brother, and he met clever, not too dangerous, he served Malice
Drizzt once in combat. Once was enough. as a plaything, nothing more.
Dinin fosters no hopes of ever seeing his

5
Drizzt DoUrden

He is, perhaps, the most famous drow on SIZE: M (54)


the surface of Faern, an honorable warrior ALIGNMENT: Chaotic Good
who accepts the cards fate has dealt him,
accepts the taunts and threats of ignorant 15th Level Drow Ranger
surface dwellers, and has learned, through S:13 I:17 W:17 D:20 C:15 CH:14
sometimes bitter experience, what is truly
important in his life. Drizzt sits at the right Remaining Inherent Spell-like
hand of Bruenor Battlehammer, dwarven Abilities: Dancing lights, faerie fire,
King of Mithril Hall, along with the darkness
barbarian, Wulfgar, Bruenors adopted
human daughter, Catti-brie, and the Physical Description: Drizzt is hand-
halfling, Regis, returned from his downfall some, even by drow standards. His white
as a Guildmaster in faraway Calimport. hair is long, flowing, and silky smooth, his
Times are good now for the beleaguered features sharp, but perfectly proportioned.
drow renegade, better than Drizzt has ever Most striking of all are the drows eyes,
known. He has left a long legacy, though, a violet in hue even when Drizzt is looking in
trail of defeated, if not dead, enemies that the infrared spectrum of light. Fiery orbs of
includes the survivors of his fallen house, passion, their sparkle is strikingly visible,
other ambitious drow who know that to kill even within the shadows of a low-pulled
Drizzt is certainly to gain Lloths highest cowl.
favor, and one Artemis Entreri, a ruthless Drizzt stands 54 and weighs 130
assassin who wants nothing more than to perfectly toned pounds. He wears a
kill Drizzt in single, honest combat. forest-green cloak, fur collared, and high
For a look at some specifics of this black boots.
unusual drows past, see the entry in the Equipment: Drizzt wears mithral chain
Hall of Heroes (FR7). Readers of the Icewind mail (+4) given to him by his dearest friend,
Dale and Dark Elf trilogies will no doubt Bruenor Battlehammer. Though forged by
spot several minor discrepancies in that dwarves, the mail is as graceful and fine as
entry, but at that time little was widely the best elven chain, and hardened under a
known about Drizzt. Not until the release of dwarf-pumped forge, it can turn aside
the Dark Elf books was his story known, mighty blows indeed.
and that story, we now know, is still far In combat, Drizzt wields two whirling
from complete. scimitars, specializing in the blades (this is
What follows, then, is an updated version left over from his days as a straight fighter
of that Hall of Heroes entry, including new class; though his class has changed, he
equipment the drow has acquired. retains the ability). One of the scimitars,
found in the lair of the white dragon,
ARMOR CLASS: -3 to -8 Icingdeath, is a frostbrand +3, and the
MOVE: 12 other, given to Drizzt by the famed wizard,
HIT POINTS: 92 Malchor Harpel, is an even mightier blade.
NO. OF ATTACKS: 5 Twinkle by name, the scimitar was forged
DAMAGE/ATTACK: 1d8 +7(x3) by the surface elves and glows with an eerie
1d8 +5 (x2) bluish light when enemies are near. The
SPECIAL ATTACKS: Critical hits, Stealth weapon is a defender +5, and when Drizzt
(see below) puts Twinkle into a mesmerizing dance with
SPECIAL DEFENSE: Nil his frostbrand, enemies would be wise to
MAGIC RESISTANCE: Nil turn tail and run!

6
Drizzt DoUrden

Drizzts most prized item (some say also drow that makes even his closest friends step
his best friend) is a figurine of wondrous back and shudder. Wulfgar is fully convinced
power, an onyx panther, with which the that Drizzts daring will one day get them into
drow can call upon Guenhwyvar. a situation from which they cannot escape,
and even Bruenor Battlehammer, fearless and
stone hard, shrugs in amazement at his drow
Guenhwyvar: AC4; HD 6 + 6; hp 45; Move friends daring.
15; 3 attacks: 1D4/1D4/1D12, plus rear
claw rake for 2D4/2D4 if both paws score a The eager gleam in Drizzts eye gave
hit; Move Silently and Hide in Shadows at Bruenor the impression that the drow had
95%; Never surprised. The figurine can be more in mind than watching. Crazy elf, he
used for day every other day. said under his breath. Probablyll take on
the whole lot of em by himself! (Bruenor)
looked around curiously again at the dead
Personality and Motivation: Drizzt had giants. And win!
attained 18th level as a drow fighter under (from The Crystal Shard)
Zaknafeins tutelage, but when he came to
the surface world, he found his true calling Because of his heritage, keen ears, and
under the instruction of a blind ranger agility, Drizzt can hide in shadows (99%),
named Montolio DeBrouchee. move silently (99%), climb walls (99%), and
Since that time, Drizzt has become a hear noise (60%) as well as most thieves.
ranger in the purest sense of the word. This stealth allows Drizzt a backstab attack
Where goblinoids and other evil humanoid as a thief of similar level (x5 damage),
creatures are concerned, no fight is adding to Drizzts already enormous
unnecessary. He is a perfectionist, in combat fighting advantages.
and in everything he does, striving to attain Also, so accurate are Drizzts wicked cuts,
the highest standards within his code of that if his attack roll exceeds the minimum
morality and self-discipline. Yet Drizzt is required for a hit by more than 5, he scores
careful not to impose his personal standards double weapon damage (this also applies to
upon others. Kindly and compas- the backstab) and has a base 10%, plus or
sionate, he remains a valuable ally to all the minus 3% per level difference between him
good races, despite the harsh treatment he and his opponent, chance of killing the foe
usually receives from people who cant see instantly.
his worth for the color of his skin and the Perhaps the best measure of this unusual
reputation of his heritage. Drizzt believes in drows personality, the best understanding
the brotherhood of the goodly races and of Drizzts motivations and desires, comes
always views the world with sympathy and from his own essays, words sometimes
empathy for the other persons viewpoint. grim, often dark, but always honest and
Thus, he accepts his lot in life without always revealing the ever-present under-
complaint. current of determination that allowed
But Drizzts outward calm and composure Drizzt to survive the terrible world of the
are only half of his dichotomous personality. drow.
He is the peacemaker, the level head in any The collected essays of Drizzt DoUrden
situation, always willing to avoid an are presented here for the first time in one
unnecessary fight if possible. But when all of booklet, along with one never before
the options have been exhausted and a fight is printed: On Vows from The Legacy.
unavoidable, a battle-lust burns within the

7
Collected Essays of Drizzt DoUrden

On Station: (Homeland) On Memories: (Homeland)

Station: In all the world of the drow, there is Empty hours, empty days.
no more important word. It is the calling of I find that I have few memories of that
theirof ourreligion, the incessant pulling first period of my life, those first sixteen
of hungering heartstrings. Ambition over- years when I labored as a servant. Minutes
rides good sense and compassion is thrown blended into hours, hours into days, and so
away in its face, all in the name of Lloth, the on, until the whole of it seemed one long
Spider Queen. and barren moment. Several times I
Ascension to power in drow society is a managed to sneak out onto the balcony of
simple process of assassination. The Spider House DoUrden and look out over the
Queen is a deity of chaos, and she and her magical lights of Menzoberranzan. On all of
high priestesses, the true rulers of the drow those secret journeys, I found myself
world, do not look with ill favor upon entranced by the growing, and then
ambitious individuals wielding poisoned dissipating, heat-light of Narbondel, the
daggers. time-clock pillar. Looking back on that now,
Of course, there are rules of behavior; on those long hours watching the glow of
every society must boast of these. To openly the wizards fire slowly walk its way up and
commit murder or wage war invites the then down the pillar, I am amazed at the
pretense of justice, and penalties exacted in emptiness of my early days.
the name of drow justice are merciless. To I clearly remember my excitement,
stick a dagger in the back of a rival during tingling excitement, each time I got out of
the chaos of a larger battle or in the quiet the house and set myself into position to
shadows of an alley, however, is quite observe the pillar. Such a simple thing it
acceptableeven applauded. Investigation was, yet so fulfilling compared to the rest of
is not the forte of drow justice. No one cares my existence.
enough to bother. Whevever I hear the crack of a whip,
Station is the way of Lloth, the ambition another memorymore a sensation than a
she bestows to further the chaos, to keep memory actuallysends a shiver through
her drow children along their appointed my spine. The shocking jolt and the ensuing
course of self-imprisonment. Children? numbness from those snake-headed
Pawns, more likely, dancing dolls for the weapons is not something that any person
Spider Queen, puppets on the imperceptible would soon forget. They bite under your
but impervious strands of her web. All skin, sending waves of magical energy
climb the Spider Queens ladders; all hunt through your body, waves that make your
for her pleasure; and all fall to the hunters muscles snap and pull beyond their limits.
of her pleasure. Yet I was luckier than most. My sister
Station is the paradox of the world of my Vierna was near to becoming a high
people, the limitation of our power within priestess when she was assigned the task of
the hunger for power. It is gained through rearing me and was at a period of her life
treachery and invites treachery against where she possessed far more energy than
those who gain it. Those most powerful in such a job required. Perhaps, then there
Menzoberranzan spend their days watching was more to those first ten years under her
over their shoulders, defending against the care than I now recall. Bierna never showed
daggers that would find their backs. the intense wickedness of our motheror,
Their deaths usually come from the front. more particularly, of our oldest sister, Briza.
Perhaps there were good times in the
solitude of the house chapel; it is possible

8
Collected Essays of Drizzt DoUrden

that Vierna allowed a more gentle side of They live with the belief that anything is
herself to show through to her baby acceptable if you can get away with it, that
brother. self-gratification is the most important
Maybe not. Even though I count Vierna as aspect of existence, and that power comes
the kindest of my sisters, her words drip in only to she or he who is strong enough and
the venom of Lloth as surely as those of any cunning enough to snatch it from the failing
cleric in Menzoberranzan. It seems unlikely hands of those who no longer deserve it.
that she would risk her aspirations toward Compassion has no place in Menzo-
high priestesshood for the sake of a mere berranzan, and yet it is compassion, not
child, a mere male child. fear, that brings harmony to most races. It is
Whether there were indeed joys in those harmony, working toward shared goals,
years, obscured in the unrelenting assault that precedes greatness.
of Menzoberranzans wickedness, or Lies engulf the drow in fear and mistrust,
whether that earliest period of my life was refute friendship at the tip of a
even more painful than the years that Lloth-blessed sword. The hatred and
followedso painful that my mind hides the ambition fostered by these amoral tenets
memoriesI cannot be certain. For all my are the doom of my people, a weakness that
efforts, I cannot remember them. they perceive as strength. The result is a
I have more insight into the next six years, paralyzing, paranoid existence that the
but the most prominent recollection of the drow call the edge of readiness.
days I spent serving the court of Matron I do not know how I survived the
Maliceaside from the secret trips outside Academy, how I discovered the falsehoods
the houseis the image of my own feet. early enough to use them to contrast, and
A page prince is never allowed to raise his thus strengthen, those ideals I most cherish.
gaze. It was Zaknafein, I must believe, my teacher.
Through the experiences of Zaks long years,
On Falsehood: (Homeland) which embittered him and cost him so much,
I came to hear the screams: the screams of
The Academy. protest against murderous treachery; the
It is the propagation of the lies that bind screams of rage from the leaders of drow soci-
drow society together, the ultimate ety, the high priestesses of the Spider Queen,
perpetration of falsehoods repeated so echoing down the paths of my mind, ever to
many times that they ring true against any hold a place within my mind. The screams of
contrary evidence. The lessons young drow dying children.
are taught of truth and justice are so
blatantly refuted by everyday life in wicked On Friendship: (Homeland)
Menzoberranzan that it is hard to
understand how any could believe them. What eyes are these that see
Still they do. The pain I know in my innermost soul?
Even now, decades removed, the thought What eyes are these that see
of the place frightens me, not for any The twisted strides of my kindred,
physical pain or the ever-present sense of Led on in the wake of toys unbridled:
possible deathI have trod down many Arrow, bolt, and sword tip?
roads equally dangerous in that way. The
Academy of Menzoberranzan frightens me Yours . . . aye, yours,
w h e n I t h i n k o f t h e s u r v i v o r s , the Straight run and muscled spring,
graduates, existingrevelingwithin the Soft on padded paws, sheathed claws,
evil fabrications that shape their world. Weapons rested for their need,

9
Collected Essays of Drizzt DoUrden

Stained not by frivolous blood master, lost to me now, who showed me


Or murderous deceit. howand whyto use a blade.
There is no pain greater than this; not the
Face to face, my mirror, cut of a jagged-edged dagger nor the fire of
Reflection in a still pool by light. a dragons breath. Nothing burns in your
Would that I might keep that image heart like the emptiness of losing
Upon this face mine own. something, someone, before you truly have
Would that I might keep that heart learned of its value. Often now I lift my cup
Within my breast untainted. in a futile toast, an apology to ears that
cannot hear:
Hold tight to the proud honor of your spirit, To Zak, the one who inspired my courage.
Mighty Guenhwyvar,
And hold tight to my side, On Self-Understanding: (Exile)
My dearest friend.
I remember vividly the day I walked away
On Loss: (Homeland) from the city of my birth, the city of my
people. All the Underdark lay before me, a
Zaknafein DoUrden: mentor, teacher, life of adventure and excitement, with
friend. I, in the blind agony of my own possibilities that lifted my heart. More than
frustrations, more than once came to that, though, I left Menzoberranzan with
recognize Zaknafein as none of these. Did I the belief that I could now live my life in
ask of him more than he could give? Did I accordance with my principles. I had
expect perfection of a tormented soul; hold Guenhwyvar at my side and my scimitars
Zaknafein up to standards beyond his belted on my hips. My future was my own to
experiences, or standards impossible in the determine.
face of his experiences? But that drow, the young Drizzt DoUrden
I might have been him. I might have lived, who walked out of Menzoberranzan on that
trapped within the helpless rage, buried fated day, barely into my fourth decade of
under the daily assault of the wickedness life, could not begin to understand the truth
that is Menzoberranzan and the pervading of time, of how its passage seemed to slow
evil that is my own family, never in life to when the moments were not shared with
find escape. others. In my youthful exuberance, I looked
It seems a logical assumption that we forward to several centuries of life.
learn from the mistakes of our elders. This, I How do you measure centuries when a
believe, was my salvation. Without the single hour seems a day and a single day
example of Zaknafein, I, too, would have seems a year?
found no escapenot in life. Beyond the cities of the Underdark, there
Is this course I have chosen a better way is food for those who know how to find it
than the life Zaknafein knew? I think, yes, and safety for those who know how to hide.
though I find despair often enough More than anything else, though, beyond
sometimes to long for that other way. It the teeming cities of the Underdark, there is
would have been easier. Truth, though, is solitude.
nothing in the face of self-falsehood, and As I became a creature of the empty
principles are of no value if the idealist tunnels, survival became easier and more
cannot live up to his own standards. difficult all at once. I gained in the physical
This, then, is a better way. skills and experience necessary to live on. I
I live with many laments, for my people, could defeat almost anything that wandered
for myself, but mostly for that weapon into my chosen domain, and those few

10
Collected Essays of Drizzt DoUrden

monsters that I could not defeat, I could Underdark would prove stronger than I.
sure flee or hide from. It did not take me Could the pain of tooth or talon be greater
long, however, to discover one nemesis that than the emptiness and the silence?
I could neither defeat nor flee. It followed I think not.
me wherever I wentindeed, the farther I
ran, the more it closed in around me. My On Friendship: (Exile)
enemy was solitude, the interminable,
incessant silence of hushed corridors. Friendship. The word has come to mean
Looking back on it these many years later, many different things among the various
I find myself amazed and appalled at the races and cultures of both the Underdark
changes I endured under such an existence. and the surface of the Realms. In
The very identity of every reasoning being Menzoberranzan, friendship is generally
is defined by the language, the born out of mutual profit. While both
communication, between that being and parties are better off for the union, it
others around it. Without that link, I was remains secure. But loyalty is not a tenet of
l ost. Wh en I l e ft M e n z o b e r r a n z a n, I drow life, and as soon as a friend believes
determined that my life would be based on that he will gain more without the other, the
principles, my strength adhering to unionand likely the others lifewill come
unbending beliefs. Yet after only a few to a swift end.
months alone in the Underdark, the only I have had few friends in my life, and if I
purpose for my survival was my survival. I live a thousand years, I suspect that this will
had become a creature of instinct, remain true. There is little to lament in this
calculating and cunning but not thinking, fact, though, for those who have called me
not using my mind for anything more than friend have been persons of great character
directing the newest kill. and have enriched my existence, given it
Guenhwyvar saved me, I believe. The worth. First there was Zaknafein, my father
same companion that had pulled me from and mentor, who showed me that I was not
certain death in the clutches of monsters alone and that I was not incorrect in holding
unnumbered rescued me from a death of to my beliefs. Zaknafein saved me, from
emptinessless dramatic, perhaps, but no both the blade and the chaotic, evil, fanatic
less fatal. I found myself living for those religion that damns my people.
moments when the cat could walk by my Yet I was no less lost when a handless deep
side, when I had another living creature to gnome came into my life, a svirfneblin that I
hear my words, strained though they had had rescued from certain death, many years
become. In addition to every other value, before, at my brother Dinins merciless
Guenhwyvar became my time clock, for I blade. My deed was repaid in full, for when
knew that the cat could come forth from the the svirfneblin and I again met, this time in
Astral Plane for a half-day every other day. the clutches of his people, I would have
Only after my ordeal had ended did I been killedtruly would have preferred
realize how critical that one quarter of my deathwere it not for Belwar Dissengulp.
time actually was. Without Guenhwyvar, I My time in Blingdenstone, the city of the
would not have found the resolve to deep gnomes, was such a short span in the
continue. I would never have maintained measure of my years. I remember well
the strength to survive. Belwars city and his people, and I always
Even when Guenhwyvar stood beside me, shall. Theirs was the first society I came to
I found myself growing more and more know that was based on the strengths of
ambivalent toward the fighting. I was community, not the paranoia of selfish
secretly hoping that some denizen of the individualism. Together the deep gnomes

11
Collected Essays of Drizzt DoUrden

survive against the perils of the hostile my proven friend. In my brief stay with the
Underdark, labor in their endless toils of deep gnomes, I had witnessed life as I
mining the stone, and play games that are always had hoped it would beI could not
hardly distinguishable from every other return to simply surviving.
aspect of their rich lives. With my friends beside me, I dared to
Greater indeed are pleasures that are believe that I would not have to.
shared.
On Strength: (Exile)
On Life: (Exile)
There have been many times in my life when I
To live or to survive? Until my second time have felt helpless. It is perhaps the most acute
out in the wilds of the Underdark, after my pain a person can know, founded in
stay in Blingdenstone, I never would have frustration and ventless rage. The nick of a
understood the significance of such a simple sword upon a battling soldiers arm cannot
question. compare to the anguish a prisoner feels at the
When first I left Menzoberranzan, I crack of a whip. Even if the whip does not
thought survival enough. I thought that I strike the helpless prisoners body, it surely
could fall within myself, within my cuts deeply at his soul.
principles, and be satisfied that I had We all are prisoners at one time or
followed the only course open to me. The another in our lives, prisoners to ourselves
alternative was the grim reality of Men- or to the expectations of those around us. It
zoberranzan and compliance with the is a burden that all people despise, and that
wicked ways that guided my people. If that few people ever learn to escape. I consider
was life, I believed, simply surviving would myself fortunate in this respect, for my life
be far preferable. has traveled along a fairly straight-running
And yet, that simple survival nearly path of improvement. Beginning in
killed me. Worse, it nearly stole everything Menzoberranzan, under the relentless
that I held dear. scrutiny of the evil Spider Queens high
The svirfnebli of Blingdenstone showed priestesses, I suppose that my situation
me a different way. Svirfneblin society, could only have improved.
structured and nurtured on communal In my stubborn youth, I believed that I
values and unity, proved to be everything could stand alone, that I was strong enough to
that I had always hoped Menzoberranzan conquer my enemies with sword and with
would be. The svirfnebli did much more principles. Arrogance convinced me that by
than merely survive. They lived and sheer determination, I could conquer
laughed and worked, and the gains they helplessness itself. Stubborn and foolish
made were shared by the whole, as was the youth, I must admit, for when I look back on
pain of the losses they inevitably suffered in those years now, I see quite clearly that rarely
the hostile subsurface world. did I stand alone and rarely did I have to stand
Joy multiplies when it is shared among alone. Always there were friends, true and
friends, but grief diminishes with every dear, lending me support even when I
division. That is life. believed I did not want it, and even when I did
And so, when I walked back out of not realize they were doing it.
Blingdenstone, b a c k i n t o t h e e m p t y Zaknafein, Belwar, Clacker, Mooshie,
Underdarks lonely chambers, I walked with Bruenor, Regis, Catti-brie, Wulfgar, and of
hope. At my side went Belwar, my new course, Guenhwyvar, dear Guenhwyvar.
friend, and in my pocket went the magical These were the companions who justified
figurine that could summon Guenhwyvar, my principles, who gave me the strength to

12
Collected Essays of Drizzt DoUrden

continue against any foe, real or imagined. Spirit. In every language in all the Realms,
These were the companions who fought the surface and Underdark, in every time and
helplessness, the rage, and frustration. every place, the word has a ring of strength
These were the friends who gave me my and determination. It is the heros strength,
life. the mothers resilience, and the poor mans
armor. It cannot be broken, and it cannot be
On Spirit: (Exile) taken away.
Spirit. It cannot be broken and it cannot be This I must believe.
stolen away. A victim in the throes of On Sunlight: (Sojourn)
despair might feel otherwise, and certainly
the victims master would like to believe it It burned my eyes and pained every part of
so. But in truth, the spirit remains, my body. It destroyed my piwafwi and
sometimes buried but never fully removed. boots, stole the magic from my armor, and
That is the false assumption of Zin-carla weakened my trusted scimitars. Still, every
and the danger of such sentient animation. day, without fail, I was there, sitting upon
The priestesses, I have come to learn, claim my perch, my judgment seat, to await the
it as the highest gift of the Spider Queen arrival of the sunrise.
deity who rules the drow. I think not. Better It came to me each day in a paradoxical
to call Zin-carla Lloths greatest lie. way. The sting could not be denied, but
The physical powers of the body cannot neither could I deny the beauty of the
be separated from the rationale of the mind spectacle. The colors just before the suns
and the emotions of the heart. They are one appearance grabbed my soul in a way that
and the same, a compilation of a singular no patterns of heat emanations in the
being. It is in the harmony of these Underdark ever could. At first, I thought my
threebody, mind and heartthat we find entrancement a result of the strangeness of
spirit. the scene, but even now, many years later, I
How many tyrants have tried? How many feel my heart leap at the subtle brightening
rulers have sought to reduce their subjects that heralds the dawn.
to simple, unthinking instruments of profit I know now that my time in the sunmy
and gain? They steal the loves, the religions, daily penancewas more than mere desire
of their people; they seek to steal the spirit. to adapt to the ways of the surface world.
Ultimately and inevitably, they fail. This I The sun became the symbol of the
must believe. If the flame of the spirits difference between the Underdark and my
candle is extinguished, there is only death, new home. The society that I had run away
and the tyrant finds no gain in a kingdom from, a world of dealings and treacherous
littered with corpses. conspiracies, could not exist in the open
But it is a resilient thing, this flame of spaces under the light of day.
spirit, indomitable and ever-striving. In This sun, for all the anguish it brought me
some, at least, it will survive, to the tyrants physically, came to represent my denial of
demise. that other, darker world. Those rays of
Where, then, was Zaknafein, my father, revealing light reinforced my principles as
when he set out purposefully to destroy me? surely as they weakened the drow-made
Where was I in my years alone in the wilds, magical items.
when this hunter that I had become blinded In the sunlight, the piwafwi, the shielding
my heart and guided my sword hand often cloak that defeated probing eyes, the
against my conscious wishes? garment of thieves and assassins, became no
We both were there all along, I came to more than a worthless rag of tattered cloth.
know, buried but never stolen.

13
Collected Essays of Drizzt DoUrden

On Guilt: (Sojourn) these burdens. Others remain and always


shall. I accept this as inevitable, and use the
Does anything in all the world force a weight to guide my future steps.
heavier weight upon ones shoulders than This, I believe, is the purpose of
guilt? I have felt the burden often, have conscience.
carried it over many steps, on long roads.
Guilt resembles a sword with two edges. On Deity: (Sojourn)
On the one hand, it cuts for justice,
imposing practical morality upon those who To all the varied peoples of the world,
fear it. Guilt, the consequence of nothing is so out of reach, yet so deeply
conscience, is what separates the goodly personal and controlling, as the concept of
persons from the evil. Given a situation that god. My experience in my homeland
promises gain, most drow can kill another, showed me little of these supernatural
kin or otherwise, and walk away carrying beings beyond the influences of the vile
no emotional burden at all. The drow drow deity, the Spider Queen, Lloth.
assassin might fear retribution but will shed After witnessing the carnage of Lloths
no tears for his victim. workings, I was not so quick to embrace the
To humansand to surface elves, and to concept of any god, of any being, that could
all of the other goodly racesthe suffering so dictate codes of behavior and precepts of
imposed by conscience will usually far an entire society. Is morality not an internal
outweigh any external threats. Some would force, and if it is, are principles then to be
conclude that guiltconscienceis the dictated or felt?
primary difference between the varied So follows the question of the gods
races of the Realms. In this regard, guilt themselves. Are these named entities, in
must be considered a positive force. truth, actual beings, or are they mani-
But there is another side to that weighted festations of shared beliefs? Are the dark
emotion. Conscience does not always elves evil because they follow the precepts
adhere to rational judgment. Guilt is always of the Spider Queen, or is Lloth a
a self-imposed burden, but is not always culmination of the drows natural evil
rightly imposed. So it was for me along the conduct?
road from Menzoberranzan to Icewind Likewise, when the barbarians of Icewind
Dale. I carried out of Menzoberranzan guilt Dale charge across the tundra to war,
for Zaknafein, my father, sacrificed on my shouting the name of Tempus, Lord of
behalf. I carried into Blingdenstone guilt for Battles, are they following the precepts of
Belwar Dissengulp, the svirfneblin my Tempus, or is Tempus merely the idealized
brother had maimed. Along the many roads name they give to their actions?
there came many other burdens: Clacker, This I cannot answer, not, I have come to
killed by the monster that hunted for me; realize, can anyone else, no matter how
the gnolls, slain by my own hand; and the loudly theyparticularly priests of certain
farmersmost painfullythat simple farm godsmight argue otherwise. In the end, to
family murdered by the barghest whelp. a preachers ultimate sorrow, the choice of a
Rationally I knew that I was not to blame, god is a personal one, and the alignment to a
that the actions were beyond my influence, being is in accord with ones internal code of
or in some cases, as with the gnolls, that I principles. A missionary might coerce and
had acted properly. But rationale is little trick would-be disciples, but no rational
defense against the weight of guilt. being can truly follow the determined
In time, bolstered by the confidence of orders of any god-figure if those orders run
trusted friends, I came to throw off many of contrary to his own tenets. Neither I, Drizzt
DoUrden, nor my father, Zaknafein, could

14
Collected Essays of Drizzt DoUrden

ever have become disciples of the Spider There is one other point to be made about
Queen. And Wulfgar of Icewind Dale, my that truth: Evil creatures cannot sing.
friend of later years, though he still might
yell out to the battle god, does not please On Hope: (Sojourn)
this entity called Tempus except on those How different the trail seemed as I departed
occasions when he puts his mighty war Mooshies Grove from the road that had led
hammer to use. me there. Again I was alone, except when
The gods of the realms are many and Guenhwyvar came to my call. On this road,
variedor they are the many and varied though, I was alone only in body. In my mind I
names and identities tagged onto the same carried a name, the embodiment of my valued
being. principles. Mooshie had called Mielikki a
I know notand care notwhich. goddess; to me she was a way of life.
On Purpose: (Sojourn) She walked beside me always along the
many surfaceroads I traversed. She led me
I now view my long road as a search for out to safety and fought off my despair
truthtruth in my own heart, in the world when I was chased away and then hunted
around me, and in the larger questions of by the dwarves of Citadel Adbar, a fortress
purpose and of existence. How does one northeast of Mooshies Grove. Mielikki, and
define good and evil? my belief in my own value, gave me the
I carried an internal code of morals with courage to approach town after town
me on my trek, though whether I was born throughout the northland. The receptions
with it or it was imparted to me by were always the same: shock and fear that
Zaknafeinor whether it simply developed quickly turned to anger. The more generous
from my perceptionsI cannot ever know. of those I encountered told me simply to go
This code forced me to leave Menzo- away; others chased me with weapons
berranzan, for though I was not certain of bared. On two occasions I was forced to
what those truths might have been, I knew fight, though I managed to escape without
beyond doubt that they would not be found anyone being badly injured.
in the domain of Lloth. The minor nicks and scratches were a
After many years in the Underdark small price to pay. Mooshie had bidden me
outside of Menzoberranzan and after my not to live as he had, and the old rangers
first awful experiences on the surface, I perceptions, as always, proved true. On my
came to doubt the existence of any universal journeys throughout the northland I
truth, came to wonder if there was, after all, retained somethinghopethat I never
any purpose to life. In the world of drow, would have held if I had remained a hermit
ambition was the only purpose, the seeking in the evergreen grove. As each new village
of material gains that came with increased showed on the horizon, a tingle of
rank. Even then, that seemed a little thing to anticipation quickened my steps. One day, I
me, hardly a reason to exist. was determined, I would find my home.
I thank you, Montolio DeBrouchee, for It would happen suddenly, I imagined. I
confirming my suspicions. I have learned would approach a gate, speak a formal
that the ambition of those who follow selfish greeting, then reveal myself as a dark elf.
precepts is no more than a chaotic waste, a Even my fantasy was tempered by reality,
finite gain that must be followed by infinite for the gate would not swing wide at my
loss. For there is indeed a harmony in the approach. Rather, I would be allowed
universe, a concordant singing of common guarded entry, a trial period much like the
weal. To join that song, one must find inner one I endured in Blingdenstone, the
harmony, must find the notes that ring true. svirfneblin city. Suspicions would linger

15
Collected Essays of Drizzt DoUrden

about me for many months, but in the end, worth when weighed against the lives of
principles would be seen and accepted for Bruenor, Wulfgar, and Catti-Brie, or when
what they were; the character of the person weighed against the lives of any innocents,
would outweigh the color of his skin and the for that matter? If, in my travels, I happened
reputation of his heritage. upon a drow raid against surface elves, or
I replayed that fantasy countless times against a small village, I know beyond any
over the years. Every word of every doubts that I would have joined in the
meeting in my imagined town became a fighting, battling the unlawful aggressors
litany against the continued rejections. It with all my strength.
would not have been enough, but always In that event, no doubt, I would have felt
there was Guenhwyvar, and now there was the acute pangs of failure and soon would
Mielikki. have dismissed them, as I do now.
I do not, therefore, lament breaking my
On Vows: (The Legacy) vowthough it pains me, as it always does,
What turmoil I felt when first I broke my that I have had to kill. Nor do I regret
most solemn, principle-intentioned vow: making the vow, for the declaration of my
that I would never again take the life of one youthful folly caused no subsequent pain. If
of my people. The pain, a sense of failure, a I had attempted to adhere to the
sense of loss, was acute when I realized unconditional words of that declaration,
what wicked work my scimitars had done. though, if I had held my blades in check for
The guilt faded quickly, thoughnot a sense of false pride, and if that inaction
because I came to excuse myself for any had subsequently resulted in injury to an
failure, but because I came to realize that innocent person, then the pain in Drizzt
my true failure was in making the vow, not DoUrden would have been more acute,
in breaking it. When I walked out of my never to leave. . . .
homeland, I spoke the words out of I now make a new vow, one weighed in
innocence, the naivete of unworldly youth, experience and proclaimed with my eyes
and I meant them when I said them, truly. I open: I will not raise my scimitars except in
came to know, though, that such a vow was defense, in defense of my principles, of my
unrealistic, that if I pursued a course in life life, or of others who cannot defend
as defender of those ideals I so cherished, I themselves. I will not do battle to further
could not excuse myself from actions the causes of false prophets, to further the
dictated by that course if ever the enemies treasures of kings, or to avenge my own
showed themselves to be drow elves. injured pride.
Quite simply, adherence to my vow And to the many gold-wealthy
depended on variables completely beyond mercenaries, religious and secular, who
my control. If, after leaving Menzo- would look upon such a vow as unrealistic,
berranzan, I had never again met a dark elf impractical, even ridiculous, I cross my
in battle, I never would have broken my arms over my chest and declare with
vow. But that, in the end, would not have conviction: I am the richer by far!
made me any more honorable. Fortunate
circumstances do not mean high principles.
When the situation arose, however, that
dark elves threatened my dearest friends,
precipitated a state of warfare against
people who had done them no wrong, how
could I, in good conscience, have kept my
scimitars tucked away? What was my vow 1992 TSR, Inc. All Rights Reserved.

16
BATTLE MAZE #1
Dungeon Masters are encouraged to insert this maze into Menzoberranzan wherever it might be useful. For
example, battle mazes are often used to screen the last route of retreat of a powerful noble house, or one
may be employed to guard the vault of a wealthy merchant or moneylender.

1. Entry
This large room has a ceiling twenty feet above the floor, and three pairs of double doors in the walls. Two
of these portals are falseif any attempt to open them or to pick their locks is made, they explode outward
as a 6d6 fireball, filling all the room with the effect.
Along the ceiling are eight slits, four on each side, allowing drow in rooms numbered 2 to shoot arrows or
darts at anyone entering this chamber. The doors that lead to the maze are barred; attempts to bash them
open suffer a -20 percent penalty to the open doors roll.

2. Ambush Room
These chambers are reached via secret doors and steep stairways. Their sole purpose is to allow bombard-
ment of intruders in room 1.

3. Pit Traps
These nasty surprises are located throughout the maze. They resemble the floor perfectly in appearance,
though they sound hollow if someone taps the floor. Falling causes 4d6 points of damage from the 20 fall
and the spikes at the bottom.

4. Water Trap
Intruders stepping on these areas trigger a flow from the cistern (#6), which fills the hallway from floor to
ceiling between this location and the nearest stairways leading up.

5. Acid Trap
Anyone trying to open these doors or pick the locks opens a vat of acid, which strikes those directly in
front of the doorway for 8d6 points of damage, and soaks the characters and their possessions. Anyone
standing more than five feet away takes only 4d6 points of damage, and is not affected above the knees.

6. Cistern
This is a spring-fed tank, so regardless of how many of the water traps are sprung, the cistern remains
full.

7. Second Ambush Room


This chamber allows up to three drow defenders to shoot darts of arrows into the adjacent room.

8. Barrier Walls
These are adamantite walls, about 4 high, with passages only wide enough to accommodate one elf at a
time. They provide good cover for defenders who wish to shoot at attackers; any character shooting from
behind one of these walls has the equivalent of AC 3.

9. Monster Trap
The DM can place a monster of his or her choice here, encased within the three-tiered altar. When the
room is entered, the stone shell breaks, sending fragments throughout the room (2d6 points of damage to all
present). The monster then attacks.

10. Exit
This wide corridor connects with whatever the maze was designed to protect.

@1992 TSR, Inc. All Rights Reserved.


BATTLE MAZE #2
Dungeon Masters are encouraged to insert this maze into Menzoberranzan wherever it might be useful. For
example, battle mazes are often used to screen the last route of retreat of a powerful noble house, or one
may be employed to guard the vault of a wealthy merchant or moneylender.

1. Elevator
This shaft supports a small, circular platform that can be raised and lowered by its passengers, or by
someone at the top or bottom of the elevator, by cranking a block and tackle mechanism. The total drop is
80, and requires 4 rounds of cranking. The elevator can carry a maximum of 8 passengers.

2. Stairway to the Vault


This wide stairway descends 30, and leads to a large room with walls on three sides. The fourth side
drops 50 to the floor of area #7. A narrow ladder leads to the bottom of the larger chamber.

3. Pit Traps
These nasty surprises are located throughout the maze. They resemble the floor perfectly in appearance,
though they sound hollow if someone taps the floor. Falling causes 4d6 points of damage from the 20 fall
and the spikes at the bottom.

4. Mother of All Pit Traps


This treacherous plunge takes characters the full 80 down, dropping them in the middle of area #7, and
inflicting 8d6 points of damage from the fall.

5. False Doors
This portal will explode outward on any attempt to push or smash open its doors or pick their locks. A
lightning bolt blasts from each, down the full length of the corridor facing the doors. Anyone in that corri-
dor is subject to 6d6 points of damage.

6. Back Stairs
This stairway, accessible only by secret door, leads down 30 to a network of chambers (numbers 8,9, and
10) though some of them require still more sucessful detections of secret doors.

7. Ambush Room
This large chamber exists solely as a danger to those unknowing intruders who find themselves here. Any
attempt to open the double doors visible on the walls results in the same lightning bolt, detailed in #5: twin
bolts that strike straight out from the doors, covering the full length of the room. Also, targets in this room
can be showered with missile fire from area 8.

8. High Ground
This chamber has eight slits along the wall adjoining room 7, allowing characters to shoot into the latter
from 40 up, and retain the equivalent of AC 2 from the protection of the walls. The room is well stocked
with arrows, flasks of oil, and even rocks.

6. Secret Shaft
This narrow shaft conceals a lader that leads down 50 feet.

10. Monster Room


The DM is encouraged to place a large monster in here, keyed to attack any intruders.

11. Exit
This stairway is exposed to fire from above for its entire length; but those who make it out have reached
the end of the maze!

1992 TSR, Inc. All Rights Reserved.


1992 TSR, Inc. All Rights Reserved.
House Nurbonnis NPCs House Females

Rynnqynnil Nurbonnis
Drow High Priestess of Lloth, Level 8

AC 0; Move 12; hit points 40; #AT 3; Dmg 2d4 ( x 3); THAC0
16; MR 66%
Weapon: whip of fangs

Inherent Spell-Like Abilities: dancing lights, faerie


fire, darkness, levitate, know alignment, detect lie,
suggestion, dispel magic

Spells Known:
First Level: detect good, detect magic, cause fear
Second Level: augury, chant, silence 15 radius
Third Level: dispel magic, feign death, meld into stone
Fourth Level: cause serious wounds, neutralize poison

Carripol Nurbonnis Lynnqynnos Nurbonnis


Drow Priestess of Lloth, Level 6 Drow High Priestess of Lloth, Level 7

AC 2; Move 12; hit points 31; #AT 1; Dmg 1d8 + 2; THAC0 AC 3; Move 12; hit points 30; #AT 2; Dmg 2d4 (x 2); THAC0
17; MR 62% 17; MR 64%
Weapon: adamantite mace +2 Weapon: whip of fangs

Inherent Spell-Like Abilities: dancing lights, faerie Inherent Spell-Like Abilities: dancing lights, faerie
fire, darkness, levitate, know alignment, detect lie, fire, darkness, levitate, know alignment, detect lie,
suggestion, dispel magic suggestion, dispel magic

Spells Known: Spells Known:


First Level: detect magic, detect snares and pits, sanctuary First Level: curse, detect magic, shillelagh
Second Level: charm person or mammal, slow poison, Second Level: chant, find traps, spiritual hammer
spiritual hammer Third Level: dispel magic, cause blindness or deafness
Third Level: dispel magic, cause blindness or deafness Fourth Level: spell immunity

1992 TSR, Inc. All Rights Reserved.


House Nurbonnis NPCs House Males

Karelist Nurbonnis Adlictin Lotttl


Drow Mage, Level 8 Drow Warrior, Level 5 (on lizard mount)

AC 0; Move 12; #AT 1; Dmg 1d4 + 5; THAC0 12; MR 66% AC 2; Move 15; hit points 31 (each, warrior and mount);
#AT 1; Dmg 1d8 + 3; THAC0 12; MR 58%
Inherent Spell-like Abilities: dancing lights, faerie fire, Weapons: lance, long sword +3
darkness, levitate, know alignment, detect magic (all
once/day) Inherent Spell-like Abilities: dancing lights, faerie fire,
darkness, levitate
Spells Known:
First Level: detect magic, jump, light, read magic Carafnir Pronnonnis
Second Level: detect invisibility, ESP, web
Drow Warrior, Level 6
Third Level: fly, hold person, slow
Fourth Level: fumble, minor globe of invulnerability
AC -1; Move 12; hit points 38; #AT 1; Dmg 1d8 + 5;
THAC0 12; MR 62%
Daevionlyr Nurbonnis, Weapon: long sword +4
Secondboy
Inherent Spell-like Abilities: dancing lights, faerie fire,
Drow Guard Captain (Fighter/Mage), Level 6/5 darkness, levitate

AC -1; Move 12; HD 6; hit points 28; #AT 1; Dmg 1d8 + 5;


THAC0 11; MR 62%
Weapon: long sword +5, or handcrossbow with poison
darts

Inherent Spell-like Abilities: dancing lights, faerie fire,


darkness, levitate, know alignment, detect magic (all
once/day).

Spells Known:
First Level: sleep, magic missile, light, charm person
Second Level: invisibility, web
Third Level: fireball

Pernictal Nurbonnis,
Elderboy
Drow House Wizard (Mage), Level 9

AC 0; Move 12; hit points 24; #AT 1; Dmg 1d4 + 5; THAC0


12; MR 68%
Weapon: dagger +4

Inherent Spell-like Abilities: dancing lights, faerie fire,


darkness, levitate, know alignment, detect magic (all
once/day).

Spells Known:
First Level: alarm, magic missile, light, charm person
Second Level: invisibility, web, improved phantasmal force
Third Level: slow, fireball, fly
Fourth Level: ice storm; minor globe of invulnerability
Fifth Level: Bigbys interposing hand

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