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AD&D - Forgotten Realms - Menzoberranzan - BOOK 2 - The Houses
AD&D - Forgotten Realms - Menzoberranzan - BOOK 2 - 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.
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ISBN 1-56076-460-0
1083XXX1502
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
6
House Baenre
7
House Baenre
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
12
House Baenre
13
House Baenre
14
House Baenre
15
House Baenre
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.
19
House Barrison DelArmgo
20
House Barrison Del'Armgo
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
24
House Barrison DelArmgo
25
House Oblodra
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
28
House Faen Tlabbar
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
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
34
House Faen Tlabbar
35
House Xorlarrin
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
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
40
House Xorlarrin
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
44
House Agrach Dyrr
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
47
House Agrach Dyrr
48
House Agrach Dyrr
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
51
House Mizzrym
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.
53
House Fey-Branche
Eighth House of
Menzoberranzan
SYMBOL:
Nobles: 12
Priestesses: 7
High Priestesses: 4
House Males: 5
Fighters: 2
Wizards: 3
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.
56
Lesser Houses
House House
TuinTarl Duskryn
Ninth House Tenth House
SYMBOL: SYMBOL:
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
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:
60
Lesser Houses
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
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