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The Complete Manual of the Drow
Foreword
This document is a supplement for DMs and Players who want to play drows characters. Note that some informations (some deities,
many drow names and some charts) are from the following books, owned by TSR (or WoC, I don’t know) : Spells & magic, Skills
& Powers, Combat & Tactics, The Drows of the Underdark, Player’s Handbook, Complete Defilers Handbook, Menzoberrnzan Boxed
Set, Monsters Mythology. Other informations (Drow poisons and the Menzoberranzan’ chart) were taken from some web sites (I
haven’t the URLS), like the Gallery of the Magical blades....
Excuse me : my english is not perfect and you can find many errors in this document...
Contents
Fore word : P 1
Contents : P1
Adjustements : P 2
Wild talents : P 4
Drow gods : P4
n Vhaeraun : P4
n Vendargolth : P5
n Lloth (Lolth) : P6
n Kiaransalee : P7
n Elistraee : P8
n Marckarius : P9
New Classes : P10
n Defiler : P10
n Bard : P12
n Psionistic : P14
New kits : P16
n Priest kit : P17
n Wizard kits : P18
n Warrior kits : P20
Character’s creation charts : P27
Proficiencies : P28
n Skill&Powers : P25
Equipment and magical items : P35
n Magical blades : P36
n Poisons : P41
Menzoberranzan : P 45
Drow names : P47
NPCs : P48
New spells : P53
Contact us : P 56
Adjustements for the drows
Abilities adjustements : +1 int, +2 dex, -1 con, -2 cha
Adjustements for thieves skills : +15% move silently and hide in shadows.
They have a bonus of 5 at taco when they made a backstab. The thieves have, at the beginning of their carrer,
70% to distribute in their skills, contrary to the 60% usually allowed in the PHb. Thieves have no limitations in
the rating of their skills : they can place the totality of the 70 points in a same talents. Also, they have 40
points to place in their talents when they reach a new level, contrary to the 30 points usually allowed in the
PHb. They can place the totality of these points in a unique talent.
Levels limitations : no limitation, and drows can use the « twin » class system, if the conditions are
respected.
Infravision : 120 feet
For those who use the optionnal rule of the senses
Smell : -5
Sight : +1
Hearing : +1
Taste : -2
Touch : +3
This rule is simple : When you create your charcater, roll a 20 faced dice for each sens. When the character have
a chance to use one of the senses, he can made a test : he must roll a d20 and have under his rate with this sens.
Example : Temgoroth is a Drow renagade. He is in tunnels, pourchassed by a group a svirfneblins. The DM
think that he have a chance to hear something. The hearing sense of Themgoroth is 14. He roll is d20 and have a
result of 16. His sense check is failed. He didin’t hear the svirfneblin behind him.
Adjustements for some weapons: bonus of 1 to hit whit long and shorts swords, hand
crossbows,scimitars, whips.
Wilds talents, base percentage
Description of the
condition
Condition Percentage adjustement
Con, int, wis 18 3%
Con, int, wis 17 2%
Con, int, wis 16 1%
Radiations Strong 5%
Radiations Average 3%
Radiations Weak 1%
Help from a psionic - 1%
Level 5 à 8 1%
Level 9+ 2%
All the drows characters beging with 1% of chance to have wild talents. Wizards and priests must divide their
total by 2. If a character go on the surface, he lose the adjustemetns due to
the radiations. They must roll again their % of wild talents. If they fail
this new roll, they lose their wild talents. If they return in the underdark,
they retrieve their ancient wild talents.
Drows gods
Vhaeraun (the Masked One)
Minor power of the abyss, NE (All evil for the worshippers)
Spheres of influence : drows males, thefts and evil activities on the surface
Symbol : an half black mask,
Requierments : standards, drow males only
Weapons allowed : all
Armors allowed : no armors are allowed ot a specialty priest of Vhaeraun
Major shperes : all, combat, elemental, gardian, healing, necomancy, charm
Minor spheres: divination, protection, time
Powers
* level 3, passage without traces, 1/day/level
* level 6, animation of the dead
* level 9, locate object
* They can’t turn undead, only command
There is 15% of chance that the god manifest himself (send his avatar) when his help is asked, and it by any
followers, priests or no. But there is 20% of chance that he will « send » his avatar his a priest made the
appropirate rituals.
Other notes
He want to see the drow on the surface of the Realms. Vhaeraun think that the drows can and must be allied with
the others elvens races. He hate the dwarves and the gnomes, but he can tolerate humans and the halflings.
Vaheraun like to manifest himself
Goals and ethical :
Drows MUST have a realm on the Night Above (this therm is used by followers only). This Realm must be
acquired in violence. Drows must be equals, between males and females. Drows must crush the clergy of Lolth
(Lloth in Menzoberranzan and Ched Nasad). Drow must be united.
Rituals :
Rituals must be made in the night, and the priests must melt the wealths and the weapons of their ennemies in a
Black altar, sculpted in the form of a black bowl (brassero). If the Avartar of Vhaeraun appear to the folowers, they
must give him a precious magical object.
Customs, rules.
The clergy must be active in the night (for important operations).
The contacts and the marriages between drows and the other races of elves are encouraged (this produce half drows,
who are educated as drows followers of Vhaeraun). Each priest must work to create a permanent drow installation
on the Night Above.
Clothing :
Black clothes are preferable.
Manifestations of Vhaeraun
When Vhaeraun is called to help one of his followers, he can « send » his avatar or a fugitive shadow. This shadow
have the form of a half black mask. When Vhaeraun manifest himself, in the form of his avatar or the shadow, the
follower who have called him have the following benefits :
* The character have True seeing
* Can hit creature who can be hitted by magical swords only, whaterver the bonus
* The character can’t fall on the ground and can’t made clumsiness
* The character can move silently and without traces
* Character regain 2d4 hp
Vendargolth (minor god)optionnal
Minor power of the Abyss, NE
Spheres of influence : death, murders, discretion, silence, illusions, torture
Symbol : black circle with a red scorpion in the center
Allies : Vhaeraun, Gzemnid (Beholder godl), Shar, Mask, Bhaal, Myrkul, Bane, Loviatar
Foes : Lloth, Kiaransalee
Requierements : 12 st, 15 dex, drows males or half drow males only...
Weapons allowed : scimitar, dagger, short sword, sarbacane, rapier, hand crossbow
Armors allowed : leather, drow/elven chain mail
Major spheres : all, necromancy, healing, combat, elemental (air)
Minor shperes : charm, protection, divination
Garranted powers :
* the priest have the talent « Move silently » as a thief. The base percentage is 15% +5% per level. The racials
and dexterity adjustements are applicables. They also can made Backstabs as thieves of two levels under.
* the priest can command undead as if he was 2 levels upper.
* the priest recieve in bonus a unique fighting style and can be specialised in two weapons fighting style at the
first level.
* the priest can use the wizard’s illusions spells as he was a wizard of the same level. He must lear theses
spells, as a normal wizard, and he must find his spells as a normal wizard.
* at level 1, the priest can cast silence 1 meter radius +1 meter /3 levels.
* at level 2, can animate one 1 squeletton. The priest can anime an othe skelletton if the first is dead
* at level 3, he can, once a day, cast the spell wispering wind.
* at level 6, the priests can cast continual silence, with a radius of 1 meter/2 levels. It can be dissiped by a
dispel magic casted by a mage of level 10 or more only.
Other notes :
The priests of Vendargolth work in a complete mystery. They search to help the priests of Vhaeraun in their
tentatives to conqueer the World Above. They are the perfect spies : they are discreet and they can’t « sold »
thei companions because they have the tongue teared at the end of their studies in priesthood. This is a subtle
eligion, and Vendargolth want to propagate the beauty and his followers are people of taste, but they are not
extravagant.
Goals, ethical :
The clergy of Vendargolth want to see the drows control the World (the Underdark ans the surface). It’s the
reason why they are allies with the Cult of Vhaeraun. They want to unify the drows, in the violence or the
discretion. They are very treacherous.
Rituals :
During their formation, the future priests must make a vow of silence. If there is a failure of their vow, they
are gived in sacrifice to Vendargolth. They must stay in complete silence during ten years (the duration of their
vow). They are always tempted by non-priests to broke their vow. As mentionned before, all priests have the
tongue teared at the end of their priesthood. The ceremonies must be made in quasi total darkness. A cruel
sacrifice must be made (generally humans and dwarves). The ceremonies must be imposing, but silent.
Clothes and equipement :
When in adventuring, they wear typical equipement. In ceremony, they wear with robes with a red scorpion in
a black circle on the center of the chest. Their equipement cost 25% more than the usual equipement, to show
the level of « rafinité » of the clergy.
Lloth or Lolth (intermediate goddess)
Lolth is the divine principle of thedrow race and society. Her priestesses mange their society and no other
divinity would not dare to hold head to Lloth.
In spite of her chaotic alignment, Lloth is very attentive to avoid the bursting of a conflict between
drows. Lolth wishes the struggle between drows, it reinforces them and improves them but, to avoid that she
reaches proportions out of control, if a noble house wants to eliminate another one, it must make it with only
one attack. Wars of usury are very badly views and a noble house coalition forms itself then to annihilate the
house that uses these tactics.
Lolth put two goal to her drows: reign on all depths and the white elf extermination to the surface as
well as the conquest of their territories. The second goal is symbolic, because drows don't wish to return to the
surface indeed because they get lost there their powers.
Feature: alignment: CM, as well as for supporters.
Zone of control: spiders, pain, darkness,
Symbol: dark spider with head of woman drow
Duty of the clergy: the clergy is exclusively feminine and organized in noble houses, these being directed by
priestesses having highest direct houses. The clergy has an absolute reign to the name of Lloth; they direct,
make the police, judge and are the jury and are executors of society drow. They are expeditious to the
manipulation, beget the fear and are very powerful.
Caracteristics for priestriess:
Requirement : wisdom of 13, female,
Alignment: CM
Authorized weapons: all
Authorized armors: all
Major spheres: general, charm, fight, creation, divination, elementary (earth, water), guard, healing, necromancy
(inverse for all fates of niv. 4 and more)
Minor spheres: animal, chaos
Conferred powers:
Level 1: immunity to all venoms of spiders
Level 5: dissipation of the magic 3/jour
Level 9: real vision, 2rnd/niv,
Level 12: domination: males have their back-up throwing to -4 and elves don't benefit their resistance to charms.
Order the death-living to -2
Priestesses of high level: there is a minuscule number of priestesses that is a superior level to 16. They have all
one wisdom of 19 or more, and are helped directly by Lloth (Level 25 of this way.)
Kiaransalee (half-goddess)
Kiaransalee is the drow goddess of vengeance and the undead. She is mightily chaotic and very expeditious to
the anger, but she works out some complex revenges for those that made him of affronts (real or imagined). As
her priestesses, she is cruel and twisted.
Caracteristics:
Alignment: CM
Zone of control: undead, vengeance
Symbol: female drow hand with rings of money
Duty of the clergy: priestesses of Kiaransalee are rare and secret. They generally remains in small drow
communities. They are the agents of vengeance towards those that ridiculed their clergy. They often leave in
missions of slaughters to have bodies to enliven.
Abilities and powers:
Requirements: std, female,
Alignment: CM
Authorized weapons: all (dagger, mainly)
Authorized armors: no
Major spheres: general, charm, fight, divination, elementary (earth), guard, healing (reversed), necromancy (rev),
sun (rev).
Level 1: animation of the dead (once per day). Can use spells of the necromancy school as a wizard of the same
level.
Level 5: vampiric touch, 2/day, absorb 2d6 hp
Level 9: critical injury cares (the clerical spell, I don’t know it’s true name) on an undead
Can command undead as if the spelcaster have 2 more levels
Elistraee (The Dark Maiden) (intermediate Goddess)
Elistraee is the goddess of the good drows. It’s the goddess of the song and beauty, venerated through the dance
and the song.
Caracteristics:
Alignment: chaotic good;
Alignment of the faithful : all good
Zone of control: song, dance, forge of swords, hunting,;
Symbol: a long sword in silver drawn on a moon of silver with the silvered fiber and, all around, a pale blue halo.
Manifestations of Elistraee: an object (often a sword) sees surrounded itself of a luminous halo. This object gain
the following powers, during 6 rounds:
-max damage
-immunities to breakages
Also, the favor of Elistraee gives the following faculties, during 4 roundses,:
-capacity to hit the first every round
-improvement of the armor class by 2 points
-bonus of 4 to taco on all attacks.
Duty of the clergy
Only a women can be in the clergy of Elistraee. It is necessary that they maintain beauty, music, where they go.
It is necessary that they are expertise into one of the instruments below: the horn, the flute, the harp. It is
necessary that they are good dancers and singers, as well as good to the fingering of the sword. It is necessary
that them promote the harmony between drows and the other inhabitants of the surface, and where their help is
needed.
Abilities and powers: Requirements: 16 dex; Alignment: all good; Authorized weapons: all, of preference the
sword; Major spheres: General, combat, creation, elementary, guard, healing, necromancy, protection, sun,
weather,; Minor spheres: animal, charm, divination, plant, conjuration; Powers: level 4) magic missile, 2 times
per day ; Level 6)arme delighted 3 times per day, only with blades, these get a bonus of +2 during 7 rounds
Undead : can’t command (the word in french is « Repousser »).
Ethical: help the weak, be agreeable in all time, except in the struggle against the pain, encourage happiness
everywhere.
Rituals: a big hunting, the night, and dances around a big fire.
Customs: priestesses of Elistraee express their emotions with the help of vespers, achieved things in deprives.
Equipment and clothing: priestesses of Elistraee have long hairs and « paint » them in silver. Their clothes are
not always beautiful, bu always useful. At the time of rituals, they only get dressed least possible.
Marckarius (Lord of the Massacres)optionnels
Marckarius is a recent god, that appeared shortly after the Time of Trouble. Before his death, Marckarius was a
Blade Master of the House Noble Millithor, of Menzoberranzan. He had an great history, but it is too long to be
described here. In short, the history of his death remains a mystery. The soul of Marckarius was captured by
Vhaeraun to serve him. After his servitude, Vhaeraun freed him and rewarded him, naming Marckarius half - god
(but he succeeds then in becoming minor god)
Alignement : chaotic evil
Zone of control : war, slaughters, infamy, treason, conquests, murders, war, death, desolation,
Symbole : skull on bottom of arrows (resembles a little has the one of Cyric)
Duty of the clergé : the clergy of Marckarius must promote the dark elf aggressiveness towards their enemies
(other drows, dwarves...). Priests must teach the art of the war and the fight, as well as all disloyal tactics that
they know.
Rituals : rituals dedicated to Marckarius consist in reassembling a number important of men in weapons and to
leave in streets (forests, plains, etc) and to slaughter all living being the more cruelly possible and all to destroy
on their passage. All it must be executed the night.
Costumes and Equipements : Priests of Marckarius carry drow armors, mainly drow chain mails and, rarely,
elven mails and drow/elven plate mails. They fight with any weapons, but long swords and scimitars are very
populars.
Powers :
*level 1 : the priest must choose his weapon of predilection, with which he will have a bonus (it’s isn’t a magic
bonus) of +1 to hit.
*level 8 : 1 times by day/level, the priest can enter in complete trance, what permits him to be in harmony with
his environment, and can increase of the same time his concentration, his reflexes and his combat’s abilities. This
state is not a berserk rage, but second state (state that is the fruit of long years of experience and a divine grant)
that gives to the priest a bonus of +2 to hit, +3 to damages, while improving his class of armor of 3 and reduce
his initiative by 2. The vision of a priest of Marckarius in trance is terrifying but also fascinating, filled by a
pure elven beauty.
*level 15 : 1 times per day, the priest can make a deadly stroke (against a creature whose vital organs are known
by the priest) : -4 to hit and if the priest touches, the adversary dies.
Armor restrictions : no
Weapons restrictions : see higher
Major spheres : general, chaos, combat, elementary (fire and earth), healing, necromancy, war.
Minor spheres : conjuration, time.
Clergy : specialty priests (described here), crusaders
Clergy’s alignement : specialty priests : NM, CM crusaders : CM
N e w classe s
Defiler
The defilers are mage who have choiced a more dark and quick approach of magic. When a defiler cast a spell, he
drain the energy the around living. The dammages inflicted to the victims depend of the level of the caster and of
the quantity of living of the casting emplacement.
Because Defilers destroy the life without mercy, they have an « Aura » of evil. This aura is bigger for each
levels of the defiler. At the lowers levels, the aura is just desagreable for the creatures around the defiler and at
the highers levels the defiler is frightening. In playing therms, the charisma of the defiler lost 2 points each 5
levels.
A defiler with an high intelligence (16 and more) have a bonus of 10% on his experience points. A defiler can
use the magical items, the armors and the weapons usually allowed to the « normal » wizards. A defiler have a
natural facility to learn spells of the necromantic and summoning schools. A defiler have a bonus of 15% to
learn spells of these schools and a -15% to learn spells of the abjuration and divination schools.
The defilers use the energy of the vegetation or the energy of the others living being. Less
Level Experience needed Hit die
1 0 1
2 1750 2
3 3500 3
4 7000 4
5 14 000 5
6 28 000 6
7 42 000 7
8 63 000 8
9 94 500 9
10 180 000 10
11 270 000 10+1
12 540 000 10+2
13 820 000 10+3
14 1 080 000 10+4
15 1 350 000 10+5
16 1 620 000 10+6
17 1 890 000 10+7
18 2 160 000 10+8
19 2 430 000 10+9
20 2 700 000 10+10
Terrain type plus qu’int int à int-7 int-8
lush -1 sort/ niv normal +3 sort / niv
plus qu’int-2 int-2 à int-7 int-8
abondant -1 sort / niv normal +2 sort / niv
plus qu’int-3 int-3 à int-7 int-8
fertile -1 sort / niv normal +2 sort / niv
plus qu’int-5 int-5 à int-8 int-9
infertile -2 sort / niv normal +1 sort / niv
plus qu’int-7 int-7 à int-9 int-10
barren -2 sort / niv normal +1 sort / niv
Bard
Requirements : dex16, intelligence16, charisma 17 ( no 10% xp for high requirements )
Weapons and armors : long/short sword cimetar, rapière, dagger, crossbow (all types),
drow mails or no armor.
In a chaotic society where all the pleasure is owned by women and where murder and intrigue are common, some
people are able to survive... some of these drows are bards. Drow bards are males who live in luxury because
they have some talents that can distract Matrons Mothers. A bard must be polyvalent ‘cause, one day, a
Matron Mother will decide that the bard is boring (and a boring bard, in the drow society is a dead drow). In the
drow society, bards are often used as spys against other noble houses or as assassins. It’s a short description of
the rôle of the bards in the drow society.
n Bards start with the following profiencies : massage and drow étiquette
n Bards possesses the Back Stabbing capacity of the thieves and the following talents : Dectect magic, detect
noise, move silently, hide in shadows, pick poket. At 1st level, they have 30 to distribute in these talents and
25 points for each level after the 1st.
n A bard can influence the NPC’s reactions as described in the PHB.
n Bard are well informed : they have a chance of 5%/level to know the verity about a rumor, but only 1%/level
to know something that concern the World Above.
n Sometimes, a bard must use poisons. The DM must choose the type(s) of poisons that the bard can make.
A bard learn how to make a new type of poison each level.
T ypes of poison
What’s
that ?
Class method time of
action
effetcs
2 A injected 10-30 min 15 / 0
3 B injected 2-12 min 20 / -13
4 C injected 2-5 min 25 / 2-8
5 D injected 1-2 min 30 / 2-12
6 E injected immédiate DEATH / 20
7 F injected immédiate death / 0
8 G ingested 2-12 hours 20 / 10
9 H ingested 1-4 hours 20 / 10
10 I ingested 2-12 min 30 /15
11 J ingested 1-4 min death / 20
12 K contact 2-8 min 5 /0
13 L contact 2-8 min 10 / 0
14 M contact 1-4 min 20 / 5
15 N contact 1 min death / 25
16 O injected 2-24 min paralyse
17 P injected 1-3 hours feeble
18 * * * *
Bards can use magic. Their spell progression is listed here :
Level 1 2 3 4 5 6 % to
read
correctl
y a
scrolls
1 10%
2 1 10%
3 2 20%
4 2 1 20%
5 3 1 30%
6 3 2 30%
7 3 2 1 40%
8 3 3 1 50%
9 3 3 2 60%
10 3 3 2 1 70%
11 3 3 3 1 80%
12 3 3 3 2 80%
13 3 3 3 2 1 80%
14 3 3 3 3 1 80%
15 3 3 3 3 2 80%
16 4 3 3 3 2 1 80%
17 4 4 3 3 3 1 80%
18 4 4 4 3 3 2 80%
19 4 4 4 4 3 2 80%
20 4 4 4 4 4 3 80%
Thief’s
ability
detect
noise
detect
magic
hide in
shaodows
move
silently
Pick
Pokets
percentage 20% 10% 5% 10% 15%
P sionistic
Cerebral Chaos
NOTE : excuse us for this stupid name J
The Cerebral chaos are drows trained to use the mind powers in war goals. The Cerebral Chaos belive that they
can become the masters of chaos if they are powerful with their bodies AND their minds. To be brief, they are a
mixt between warriors and psionistics.
Requirements : Str 13, Con 13, Int 12, Wis 15
Cerebral Chaos can’t be multiclass characters.
The experience progression and other important things are in the chart below...
The Cerebral Chaos are allowed to exeptionnal constitution and strench and they roll d8 dies for their hit points.
They can be specialised and can use any weapons, but they must wear drow mail or no armors. They fight as
warriors, and, finally, they have not the right to have more thant 10 magical objects of any sort.
Level Expérience Hit die # of
discipline
science/devoti
on
att / def
1 0 1 1 4 1/1
2 3000 2 1 6 1/1
3 6000 3 2 8 2/2
4 12 000 4 2 10 2/2
5 25 000 5 2 12 3/3
6 50 000 6 2 13 3/3
7 100 000 7 2 14 4/4
8 200 000 8 2 15 4/4
9 400 000 9 3 16 5/5
10 700 000 10 3 17 5/5
11 1 000 000 10+2 3 18 5/5
12 1 300 000 10+4 3 19 5/5
13 1 600 000 10+6 3 20 5/5
14 1 900 000 10+8 4 21 5/5
15 2 200 000 10+10 4 22 5/5
16 2 500 000 10+12 4 23 5/5
17 2 800 000 10+14 4 24 5/5
18 3 100 000 10+16 4 25 5/5
19 3 400 000 10+18 5 26 5/5
20 3 700 000 10+20 5 27 5/5
When a Cerebral Chaos want to learn new powers, he must spend 1 point for a devotion and 2 for a science.
The number of devotions must, in all times, be 2x higher than the number of sciences or disciplines. The cerebral
chaos start with 10 PSP and they roll 1d10 PSP when they reach a new level of experience. They have access
to high intelligence, wisdom and constitution bonuses.
A Cerebral Chaos have, when he’s created, 4 weapon and non weapon proficiencies slots. They have a new
proficiencie slot every 3 levels and they have a malus of 3 to thaco and damages when they use a weapon that
they are not profeficient in it. Cerebral Chaos can choose their proficiencies in the following groups : general,
warrior, psionistics
Saving throws for the Cerebral Chaos (I’m not sure for all the names and if they are not right please excuse me)
Level
Pison,
magical death
Staffs, etc... petrification
metamorpho
sis
Breath
weapons
Spell
s
1-2 14 16 13 17 15
3-4 13 15 12 15 14
5-6 12 14 11 13 13
7-8 10 12 10 12 12
9-10 9 11 8 12 10
11-12 8 10 7 11 9
13-14 6 9 6 9 8
15-16 5 8 5 8 7
17-18 4 6 3 7 6
19-20 3 5 2 5 5
21+ 2 4 2 4 4
Cerebral chaos have, also, an ethical code :
1) The Cerebral Chaos do not trust anyone and place his trust only in his weapons and in his mind.
2) The Cerebral Chaos must obey of his superiors
3) The Chaos must harvest hatred and strife everywhere he go, because Chaos is the way to Power.
4) The Cerebral Chaos must be respected by the weak...
In addition to the capacities mentionned above, the Cerebral Chaos have the following abilities :
Ranks of the Cerebral Chaos are between ( )
4th Level (Initiate)
-- +1 to initiative
-- is surprised only on a 1 or 2 (d10)
8th Level (Knight)
-- +1 to initiative
-- +1 to save vs mind affecting spells
-- is only surprised on a 1
-- immune to 1st level illusions
12th Level (Master)
-- +1 to initiative
-- +2 to save vs mind affecting spells
-- immune to 2nd level illusions
-- +1 to hit and damage
-- is never surprised
-- may open his/her own school and train cerebral knights
18th Level (Absolute Chaos)
-- +2 to initiative
-- immune to mind affecting spells
-- +2 to hit and damage
-- immune to all diseases
All of these abilities are cumulative
N e w Kits
Mercenary (for any classes)
Mercenaries are the characters who sell their talents. They work only for cash.
Requirements : a mercenary mus have a part of his alignment neutral or evil, because they
have often to made immoral acts. A good aligned character will have many
problems with this kit. Finally, they must have a constitution of 11 or more
Wepon proficiencies : they use the weapons allowed by their classes.
Non weapon proficiencies : bonus : bargain
recommanded : appraising, bureaucracy, disguise, etiquette, heraldy,
information gathering, intimidation, reading /writting,
somatic concealment, spellcraft, spellweaving
Advantages : Mercenaries are often rich, but they must work hard to gains their cash. A
mercenarywhen he (or she) have success, is always more payed, because he have
a better reputation. Mercenairis begin with a +1 (non magical) weapon of their
choice
Limitations : they are extravagant. When their reputations are high, it’s hard for them to
hide themselves. Whenever, if the mercenary begin to be powerful, there is 1
or 2 ennemy agents (of any classes) who hunt him.
Starting cash : depend of the class
N e w kit for drow Priests
Inquisitor
Inquisitors are crusaders of the ruling clergies. Untiring, they hunt the heretics to kill them. Inquisitors are
fanatics who can do anything to accomplish the missions for their gods.
Requirements : 15 wis & 9 con
Weapon proficiencies : long sword (Lloth & Vhaeraun), whip (free for the worshipers of
Ghaunadaur & Loviatar), all blunt (?)
Non weapon proficiencies : they have access to wasariors and priests proficiencies.
Bonus : intimidation and inquisition
Equipment : normal equipment for a drow, and they have an amulet thta have the following powers :
- detect lies once/day (that’s all)
This amulet is unique for each Inquisitor : it can’t be weared by another person or it will explodes in black
flames of fire, causing 8d6 points of damage (no magical resistance or saving throw) to every creature who is no
a priest of the same god than the inquisitor. If the inquisitor worship another god, he will die immediatly.
Inquisitors don’t have to buy their weapons.
Advantages : at level 3, they can cast once per week a spell (level4) called Heretics localisation. At level 14,
they can cast the spell called Heretics Elimination (level7), once per week. They can wear any armors and they
have the Hit dices of the Warriors and a major access to divination.
Limitations : their natural thaco can’t be better than 8 and they have no autority in their cults. They are
considered as eccentrics and stupids by the priests and clerics, but no one will say it to them (Inquisitors are
very violent and susceptibles)
Starting cash : 50 gp
N e w Wizards Kit s
Exterminator
Exterminators are defilers who use their powers only to destroy all forms of life. They enjoy in the destruction
and they are psychologically perturbed. They hate all the living creatures and they are the mortal ennemies of
the gray druids (druids of the Underdark)
Class : only a defiler can be an exterminator.
Requirements : can’t have a wisdom higher than 14
Spells modifications : they can cast the inverted form of any spell that benefit the life, enven if there is no
inverted form mentionned.
Weapon proficiencies : like a normal wizard
Non weapon proficiencies : bonus : planétology
Advantages : exterminators can make poisons from any living creature (dead) and have a chance of 5%/level to
be able to produce poisons like bards (described above).
Penalties : Exterminator hate all forms of life : they can’t live in structured societies (they are repetitive
murderes). They are mad. They want to « clean » all forms of life. They will not move until there is
no living creature after their passage (excuse me for the bad english here). To leave a zone where there
is still living form, they must make a succsessful wisdom check at _ (ex : an exterminator have a
wisdom of 10, he must have 5 to have a successdul wisdom check) Finally, the exterminators destroy
2x more of terrain than normal defilers. They are esay to track...
Satarting Cash : 1d4x10 gp
Shadow Wizard
The Shadow Wizard use a different energy source to memorize and cast their spells. They
take the energy in the Plane of Shadows and from the Negative plane.
Requirements : 14 wis, 13 con, to resist, physically and psychologically to the roughness
of the negative plane. The Shadow Wizard must be evil and they can be
Defiler of conventional wizard.
Class Modification : the connection with the Plane of Shadows (or plane of the dead) is
very unstable for simple mortals and the quantity of energy can
vary. To know the energy’s quantity, roll a d10 and see the
appropriate modification n the charts of the Defiler :
1-barren terrain, 2 to 4-infertile, 5 to 7-fertile, 8 to 9-abondant, 10-
lush. An intelligence check is required to know how many spells that
the Shadow Wizard can learn in one day.
Weapon proficiencies : like a normal wizard
Non-weapon proficiencies : bonus : planelore
recommanded : astrology, direct sense, meditation, mental armor,
reading/wrtitting, spellcraft
Special advantages : at level 5 (once per day), the Shadow Wizard can transform one of
his hands in a living shadow. At level six, the shadow Wizard can transform
his arm in a shadow, at level seven the half of his body. Everyone who touch
the shadowed part of the body of the wizard suffers the effects of the spell
chill touch. At level 7, the Shadow Wizard can communicate with all creatures
who are from the plane of Shadows.
At level 9, the wizard is unaffected by the attacks of the undead (but he is
affected by magic, like the spells of a lich).
The Shadow Wizard can not be viwed by creatures using infravision. A
Shadow Wizard have a cold skin...
Limitations : The Shadow Wizards are surounded by an aura of shadow and frost and
they have some penalties on their reaction’s adjustements : First level : no
penalty, 2nd level : penalty is -1, 4th level : the penalty is -2...
When there is no obscurity, the mage have no access to the Negative plane
and to the Plane of Shadows and must learn his spells like a normal wizard of
the PHB.
Starting Cash : like a normal wizad
New Warrior Kits
Drow Blade Master
The Blade Masters are the drow elite warriors.
They train the other warriors of the noble houses and they are often very important in the wars against other
noble houses. There is few Blade Masters, because the requirements are high. Here, there is a list of some well
known Blade Masters (all dead) : Zaknafein Do'Urden, Duagolth Mizzrym, Dantrag Baenre, Uthengetal Armgo.
For the majority of the Blade Masters, the life is short and the death is violent, for many reasons (there is many
rivalties between the Blade Masters). The majority of the Blade Masters worship Kiaransalee, Marckarius of
Lloth. There is some renegade Blade Masters who worship Elistraee, but they are very rare.
Requirements : 15 dex, 13 str, 11 con
Weapon proficiencies : free specialisation, free 2 weapons style. When he is created, the blade master can
choose only 2 weapons. He have a bonus of +1 to thaco and damages with one of them, and it is his weapon of
choice, hius favorite weapon. At level 4, he can be a Weapon Master (+3 to thaco and damages) at the cost of
only one weapon proficiencie. At level 5, he can be High Weapon Master (can do criticals hits when he rolls a
16, 17, 18, 19 or 20 when he attacks), at the cost of one weapon proficiencie. At level 9, he can be Grand
Weapon Master (one more attack, and the damages are improved. Ex : the damages of a long sword are
1d8/1d12, but in the hands of a Grand Weapon Master its become 1d10/1d20).
Non-weapon prof.: bonus : blind combats, thumbling.
Équipement : all free, provided by the noble houses.
Advantages : Blade Masters are feard and well respected by the normal drow warriors.
They often occupy the highest rank in the mal hierarchy for a male warrior (Weapon Master and/or Master at
the Academy) and they are often cruised by the drow females (there is few females Blade Mistresses)
Disavantages : their life is often short and brutal. They are well checked by the Matron Mothers because
every Matrone Mother want to have the better Blade Master.
Starting Cash : if member of a nobl House : 5d4x100 gp.
If not : 5d4x10 gp.
Drow Soldier
They are the most common warriors in the Wolrd of the Drows. They are respected only by the drows of
lower ranks.
Requirements : 11 str, con 11
Weapon proficiencies : must choose their weapons in the following list :
hast weapons, long/short swords, scimitars. Free weapon specialisation.
Non Weapon proficiencies : like normal warriors
Advantages : they are feed by the noble houses or the Merchants Houses
Limitations : like in a normal army
Starting Cash : 4d4x10 gp
Drow Crossbow-man
Role : they are the elite crossbow men. They are often used in the drow armies and feared because they often
use poisons.
Wepon proficiencies :bonus : 2 free units for one type of crossbow
Non weapon proficiencies : bonus : can make their own crossbows and munitions
Equipment : free crossbows and munitions.
Advantages : can shoot twice per round and move normally. They are very quick : they have a bonus of 2 for
their initiatives rolls with a light crossbow and a bonus of 3 when they use a hand crossbow. Finally, they have
a bonus of 1 to thaco per 3 levels of experience and have a bonus of +1 to damages when they use their own
equipment.
Limitations : long/short sword and dagger are the only melee weapon that they can use, and they use it with a
malus of 1 to thaco. They have not the strench and elven bonuses when they use it.
Starting cash : 5d4x10 gp, they must buy their equipment at a cost that is 150% higher than normal
equipment.
Lizrider
Role : Lizriders are the elite drow cavalery and they ride lizars. They are well respected among the drow
armies...
Weapon proficiencies : required : spear for riders (excuse me, but my weapon’s list is only in french).
Nonweapon proficiencies : bonus : riding, animal lore, animal trainning (only for lizards)
Equipment : as a normal soldier
Special benefits : the lizrider haven’t any special realtion with his lizard (like rangers, etc...) : it’s only a drow
soldier with a gread riding talent on a reptile... The lizrider can, usually, control with magical mean his lizard
with an amulet made by the wizard of the house (this amulet works only with the lizards of the house). A
lizrider have a +3 thaco bonu per 3 levels of experience when fighting on a lizard. They can use throwing
weapons when they ride their lizard without penalty. Any riding proficiencie check is made with a +3 bonus.
Lizrider can begin with a free lizard or not (to the DM’s choice). A riding lizard costs 200 gp and a war lizard
costs 500 gp...
Special limitations : malus of 1 to thaco in normal melee fights (when not on their lizards)
Starting cash : 5d4x10 gp
C reation of a drow character
1)Social class
d100 Social Class
01-10 outlaw, renegade
11-30 trader
31-70 average class
71-74 craftsmen
75-80 fallen noble
81-90 slave
91-00 noble
Outlaw, renegade : no bonus, often members of « criminals assotiations ». +1000 px when the character is
created (to have survived as an outlaw in the drow society).
Marchand : 3d10x10 gp (starting cash, without regards to the class), non-drow languages in bonus, min 13 of
charisma
Average class : no bonus
Craftsmen :1 free craftsman proficiencie + « don artistique » (don’t know how to say it in english). -1 level
at the creation of the character (all the time of the craftsmen is vowed to their art). Min dex of 16
Fallen noble : 2d20x10 gp (starting cash, without regards to the class), free weapons and armors (magical
bonuses determined by the DM), +1 _ level (all nobles have (had) a hard trainning in their respectives
dissiplines).
Slave : 0 gp (starting cash), no equipement, +1 constitution bonus, -1 _ level (total lack of trainning)
Noble : 1d100x10 po (starting cash), 1 free weapon proficiencie, free equipment (weapons etc...), +1 _ level
(hard trainning)
2) Magical objects
Social class % required
Renegade 30%
Trader 35%
Average class 10%
Craftsmen 15%
Fallen Noble 40%
Noble 40%
Slave 1%
P roficiencies
Some proficiencies had changed for the drows, for many reasons (life habits, etc...).
NOTE : proficiencies written like that :) are described in this document. You can find the descriptions of the
other proficiencies in the Players’s Handbook and The Complete Manual to Dwarves (something like that...)
General Unit cost Skill Adjustement
Mushrooms knowlege 2 Int 0
Engineering 1 Int 0
Underground
orienteering
1 Int 0
Radiations
craftmanship
4 Dex,Int,Wis +2/+2/0
Underground survival 1 Int 0
Rope use 1 Dex -1
Alertness FREE NA NA
Bargain 1 wisdom -2
Birbery étiquette 1 wisdom -1
Teaching 1 charisma -1
Fighters Unit cost Skill Adjustement
Blind eyed combat 1 NA NA
Armor optimalisation 1 dex -2
Wizards Unit Cost Skill Adjustement
Plane Lore 2 intelligence -2
Planetology( ? ?) 2 wis 0
Somatic concealement 1 dex -1
Spellweaving 1 dex 0
Spells Lore FREE Int -2
Rogue Unit Cost Skill Adjustement
Lips reading FREE Int -2
Clerc Unit cost Skill Adjustement
Spells lore FREE Int -2
Plane Lore 2 int -2
Planetology 2 wis 0
Somatic concealement 1 dex -1
NOTE : the other proficiencies generally allwoed to these classes remain unchanged.
Skills & Powers
If you use Skills&Powers, the following charts are for you... but all the proficiencies remain unchanged.
General
Proficiency Cost Initial Ability
Agriculture 3 7 Knowledge
Animal Handling 3 7 Willpower
Animal Training 4 5 Willpowe, Leadership
Bargain 3 8 Willpower
Blacksmithing 5 5 Muscle, Knowledge
Bone Working 2 8 Knowledge, Aim
Brewing 3 8 Knowledge
Bribery Etiquette 3 7 Intuition
Carpentry 3 7 Stamina, Knowledge
Cartography 2 7 Aim, Knowledge
Cobbling 3 7 Aim, Knowledge
Contact 3 NA Willpower
Cooking 3 7 Reason
Dancing 2 6 Balance, Appearance
Defensive Tactics 3 6 Intuition
Engineering 4 5 Reason, Intuition
Etiquette 2 8 Appearance, Intuition
Fire-building 2 8 Intuition, Reason
Gaming 2 5 Intuition, Knowledge
Gardening 2 7 Knowledge
Glassblowing 2 7 Aim
Heat Protection 3 5 Knowledge
Heraldry 2 8 Knowledge
Intimidation 3 7 Leadership
Leather Working 2 8 Knowledge, Aim
Mediation 3 7 Leadership
Mental Armor 3 NA Willpower
Mining 5 5 Intuition, Stamina
Modern languages 2 9 Knowledge
Musical Instrument 2 7 Leadership
Navigation 3 6 Knowledge, Intuition
Orienteering 3 7 Knowledge
Painting 2 7 Aim Intuition
Pottery 3 7 Aim
Presdigitation 3 8 Aim
Psionic Detection 3 5 Intuition
Reading / Writing 2 8 Knowledge
Riding, Airborne 4 5 Willpower, Balance
Riding, Land 2 8 Willpower, Balance
Rope Use 2 8 Aim, Intuition
Sculpting 2 5 Aim, Intuition
Sign Language 3 7 Aim
Singing 2 5 Leadership
Stonemasonry 4 5 Stamina Intuition
Tailoring 3 7 Aim, Reason
Teaching 2 7 Leadership
Water Find 3 8 Reason, Intuition
Weather Knowledge 2 7 Intuition
Weaving 3 6 Reason, Aim
Priest
Proficiency Cost Initial Ability
Administration 3 9 Reason
Alms 3 8 Leadership
Ancient History 3 6 Intuition, Knowledge
Ancient Languages 4 5 Knowledge
Astrology 3 5 Intuition, Knowledge
Bookbinding 3 8 Knowledge
Bureaucracy 3 7 Leadership, Appearance
Ceremony 2 7 Intuition
Concentration 5 6 Willpower
Diplomacy 3 6 Leadership
Dowsing 3 5 Intuition
Healing 4 5 Intuition, Leadership
Herbalism 3 6 Knowledge, Appearance
Investigation 4 6 Reason
Law 3 7 Knowledge
Local History 2 8 Knowledge, Appearance
Observation 3 7 Knowledge
Omen Reading 3 5 Intuition
Oratory 3 7 Appearance, Leadership
Papermaking 2 8 Knowledge
Persuasion 3 5 Appearance, Leadership
Planes Lore 4 5 Knowledge
Planetology 4 7 Knowledge, Intuition
Psionic Mimicry 3 5 Intelligence, Balance
Reading / Writing 2 8 Knowledge
Religion 2 6 Intuition
Sage Knowledge 4 5 Knowledge
Scribe 2 7 Aim
Signature Spell - - Special
Somatic Concealment 3 5 Balance
Spellcraft 3 7 Reason
Tactics of Magic 3 6 Reason
Undead Lore 3 6 Knowledge
Psionicist
Proficiency Cost Initial Ability
Concentration 5 6 Willpower
Gem Cutting 3 6 Aim
Harness Subconcious 4 7 Willpower
Hypnotism 4 6 Leadership
Lens Crafting 5 5 Aim, Knowledge
Meditative Focus 3 8 Willpower
Mental Resistance 3 5 Willpower
Planes Lore 4 5 Knowledge
Planetology 4 7 Knowledge, Intuition
Rejuvenation 2 6 Intuition
Signature Power - - Special
Rogue
Proficiency Cost Initial Ability
Ancient History 3 6 Intuition, Knowledge
Appraising 2 8 Reason, Intuition
Blind-fighting 4 N/A Intuition, Balance
Cryptography 3 6 Reason, Intuition
Disguise 4 5 Intuition, Leadership
Forgery 3 5 Aim, Willpower
Gem Cutting 3 6 Aim
Information Gathering 2 6 Knowledge
Juggling 3 7 Aim
Jumping 2 8 Muscle, Balance
Local History 2 8 Knowledge, Appearance
Reading Lips 3 7 Knowledge, Intuition
Set Snares 3 6 Aim Intuition
Throwing 2 8 Aim, Muscle
Tightrope Walking 3 5 Balance
Tumbling 3 7 Balance, Muscle
Ventriloquism 4 5 Knowledge, Leadership
Warrior
Proficiency Cost Initial Ability
Animal Lore 3 7 Knowledge, Intuition
Armor Optimization 3 6 Balance
Armorer 5 5 Knowledge, Muscle
Blind-fighting 4 N/A Intuition, Balance
Bowyer / Fletcher 5 6 Knowledge, Aim
Charioteering 4 5 Balance, Willpower
Endurance 2 3 N/A
Gaming 4 5 Leadership
Hunting 2 7 Intuition
Mountaineering 4 7 Stamina, Willpower
Running 2 5 Stamina, Fitness
Set Snares 4 8 Aim, Intuition
Survival 3 6 Knowledge, Willpower
Tactics 2 8 Reason, Intuition
Tracking 4 7 Intuition
Weapon Improvisation 3 7 Intuition
Weaponsmithing 5 5 Knowledge, Aim
Wizard
Proficiency Cost Initial Ability
Alchemy 5 6 Reason
Anatomy 4 5 Knowledge
Ancient History 3 6 Intuition, Knowledge
Ancient Languages 4 5 Knowledge
Arcanology 4 5 Knowledge
Astrology 3 5 Intuition, Knowledge
Astronomy 2 7 Knowledge
Bookbinding 3 8 Knowledge, Aim
Concentration 5 6 Willpower
Cryptography 3 6 Reason, Intuition
Dowsing 3 5 Intuition
Gem Cutting 3 6 Aim
Herbalism 3 6 Knowledge, Intuition
Hypnotism 4 6 Leadership
Lens Crafting 5 5 Aim, Knowledge
Mental resistance 3 5 Willpower
Omen Reading 3 5 Intuition
Papermaking 2 8 Knowledge
Path Lore 4 7 Knowledge
Planes Lore 4 5 Knowledge
Planetology 4 7 Knowledge, Intuition
Psionic Mimicry 3 5 Intelligence, Balance
Religion 2 6 Intuition
Research 3 6 Knowledge
Sage Knowledge 4 5 Knowledge
Scribe 2 7 Aim
Signature Spell - - Special
Spellcraft 3 7 Reason
Tactics of magic 3 6 Reason
Thaumaturgy 3 5 Knowledge
Armor optinalization : +1 to AC
Bargain : if a prof. Roll is succeeded, the character can buy and sold objets 10% more (or less) thant the
normal cost.
Bribery etiquette
Bribery is an important (vital...) ability in the drow world. With this proficiency, the character will know
if the NPC will accept bribe or not (it is very important...). If yes, he have a chance (75%) to know the « cost »
of the NPC...
Mushroom lore
This proficiencie help the characters to distinguish if a mushrooms is poisonned or not. It is a vital
proficiency when the drow is starving in the Underdark...
Plane Lore
All the nobles learn Plane Lore in their studies (and it’s free for them). For each unit spent, the character
have a general knowlege of 2 planes (to the DM’s choice) : some monsters, weather, etc...
Radiations craftmanship
This proficiency is very difficult to handle : for the drow societies, this art is vital. With this
proficiency, a good craftsmen can give a bonus (taco, dammages and speed factor) of 1 per 4 units spent in the
proficiency, with a maximum of +4, to weapons, shields and armors. If the character spent 5 units, he will be
able to made drows silent boots (he MUST have the competence to made normal boots). If he spent 6 units, he
will be able to made piwafwies (he must have the proficiency to make normal clothes...)
Drow Equipment & Magical items
Note : po = gp
Weapons
Weapom Cost
blade +1 1,500 po
blade +2 5,000 po
blade +3 10,000 po
blade +4 50,000 po
blade+5 80,000 po
blade +6 100,000 po
venom’s dagger +4 (20 doses of poison, malus of 4 to
saving throws
65, 000 po
handcrossbow +1 5,000 po
handcrossbow +2 15,000 po
handcrossbow +3 25,000 po
handcrossbow +4 40,000 po
handcrossbow +5 85,000 po
adamantite mace +1 1,000 po
adamantite mace +2 5,000 po
adamantite mace +3 12,000 po
adamantite mace +4 35,000 po
adamantite mace +5 80,000 po
carrels of power entre 500 et 1,200 po
death’s spear 5000 po
Armors
Armor Cost
hand buckler +1 4,500 po
hand buckler +2 10,000 po
hand buckler +3 35,000 po
chain mail+1* 5,000 po
chain mail +2* 20,000 po
chain mail +3* 50,000 po
chain mail +4* 70,000 po
chain mail +5* 100,000 po
Miscellaneous items
Item Cost
piwafwi 10,000 po
drow boots 10,000 po
anti-venom ring 12,000 po
tentacle satff 20,000 po
``````````````, red 20,000 po
`````````````````, jade 30,000 po
spider’s stick 20,000 po
Bracelts of lightning strikes 20,000 po
drift disk 20,000 po
spider’s mask 8,000 po
potion of magical resistance 1,000 po
protection’s scroll against earth and stone 10,000 po
ring of spider’s control 4,000 po
stick of acid spheres 20,000 po
stick of darkness 30,000 po
jade spider 65,000 po
light’s bullet 50 gp each
cape rôde-dessus 12,500 po
floatin chest 1,500 po
walking chest 10,000 po
gems of fire elementals 30,000 po
duo-dimension’s globe 20,000 po
radiator of signalisation 75 po
ionic stones 2,500 po each
stone of luck 12,000 po
stone of enlementals control 6,000 po
figurines of wondrous power ivory goat (10,000 po) ; ebony fly (40,000 po) ;
onyx dog (10,000 po)
oil of stone pass 4,000 po
Magical blades
Hellblades
It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves
and to cause them to flee to the vast underground, Gulgaraith, a well experienced fighter/mage Dark Elf, forged
numerous swords of great power to help in those wars. This is how The Hellblades came to surface on the
mortal world of man. Nobody knows how many blades were actually forged and enchanted and how many still
exist after so many centuries. All that is know is that they are weapons of quite evil power.
Overall Effect
Each sword functions as a modified Sword of Sharpness, they are all +3 weapons and sever a random limb (not
neck/head though) on a natural roll of 18-19. They shed light on command of their natural color in a 30' radius.
These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if
ever torn away from their owner they will simply slide closer to get within the presence of their owner, distance
not being a factor, though it may take some time to get to its owner if the distance is very great. However, their
most known power is the ability, on a natural 20, to suck the victim's soul form his body, thus killing the victim
outright, and feed upon it. The possessor of a Hellblade is also fed by the sword some of the soul's life essence
as well. This translates into the victim receiving one of the victim's powers, attributes, etc., as chosen by the
DM. The owner is continuously fed the soul and retains the added power as long as he holds onto the sword,
letting go of the sword 'breaks' the umbilical cord of the sword to the owner. The swords continuously feeds on
the soul until it strikes another victim with a natural 20 where the process starts all over again and the owner
loses the power of the old soul and gains another. If a Hellblade sucks an exceptionally powerful soul
(10+Level/HD) the possessor must immediately make a Wis-4 check or the sword will become 'frenzied' and
cause (actually force) the user to attack for 1d4 rounds the nearest living thing in hope of additional 'feeding'!
Those slain by a Hellblade are dead, and cannot be raised or resurrected short of a wish. Note that undead and
the like have no soul and on a natural roll of 20 only Sharpness Severing occurs. Each Hellblade also has an ego,
Intelligence, and a defensive power to help its owner. Hellblades cannot however talk, use Telepathy, and the
like. If a Hellblade ever comes within 50' of another each possessor of the blade must make a Wisdom check at -
5 or be forced to slay the other. This save is made per round until one of the other is slain, the swords are
separated from the radius, or the swords are some how separated by a different dimension or such (such as
putting it in a Portable Hole or Bag of Holding).
Known Hellblades
Souleater
A long sword that glows with a blackish radiance. It has the ability to Ghost Armor its possessor thrice per
day at the 12th level of ability. It has an intelligence of 16 and an ego of 10.
Soulsucker
A Longsword that glows with a sickly Greenish/Yellowish radiance. This sword grants its possessor 37%
Magic Resistance when held and the ability to Minor Globe of Invulnerability its owner thrice per day at the 12
level of ability. It has an intelligance of 17 and an ego of 12.
Soulzapper
A cimeterre of pure black Steel, it glows with a bright red radiance of the fires of hell itself. It grants its user Fire
Resistance and has the power to Mirror Image it possessor thrice per day at the 12 level of ability. It has an
intelligence of 17 and an ego of 12.
Soulskinner
A Shortsword that glows with a yellowish radiance, it has the ability to Stoneskin its possessor thrice per day
at the 12 level of ability. It has an intelligance of 17 and an ego of 10.
Souldrainer
A long sword that glows with a sickly purplish/yellowish radiance. This sword has the ability to Negative
Plane Protection its possessor thrice per day at the 12th level of use. It has an intelligence of 17 and an ego
of10.
Lifesucker
A long sword that glows with a whitish radiance. It permanently protects the user as a Resist Cold spell and
can Protection From Good its possessor thrice per day at the 12th level of use. It has an intelligence of 16 and
an ego of 12.
Hellbearer
A long sword that glows with a colorless radiance! It has three powers that it can grant on its possessor once a
day each instead of one power thrice per day. All powers function at the 12th level of ability and are as
followed: Improved Invisibility, Alter Self, and Non-Detection. It has an intelligence of 17 and an ego of 14.
Soulswallower
A massive Two-Handed sword that glows with a rainbow multi-colored radiance. It can Anti-Magic Shell is
possessor thrice per day at the 12th level of ability. It has an intelligence of 17 and an ego of 15.
Soultaster
A Shortsword that glows with a bluish radiance that can Waterbreathe and Blur its possessor Thrice per day
each at the 6th level of use. It has an intelligence of 15 and an ego of 12.
Souldevourer
A cimeterre that glows with a Grayish radiance. The sword can only do once per day Tenser's Transformation
on its possessor but at the 13th level of use. It has an intelligence of 16 and an ego of 13.
Lifeeater
A Scimitar that glows with a pure ruby radiance and can Haste its possessor thrice per day at the 12th level of
use. Note the user is aged two years per use of the Haste power. It has an intelligence of 17 and an ego of 10.
Lifelicker
A long sword that glows with a black radiance. This sword can Raise Dead its possessor only thrice per day at
the 12th level of ability. The possessor will simply 'rise' back up from the dead with 1hit point and one
constitution less but will still be able to function normally without the needed rest. It has an intelligence of 17
and an ego of 17
Ring of the drow:
This item is made of eight strands of different unique
metals entwined to form a ring. The drow found it troublesome when their
magical items deteriorated upon leaving their underground homeland for long
periods of time; to combat this, they created this ring. The ring of the drow
is only made in the drow homelands by clerics of Lolth. Its purpose it to keep
drow-made items the wearer possesses from deteriorating. To do so, the ring
radiates an aura of magical energy that duplicates the radiations deep in the
drow homelands. This aura only affects the wearer and the wearer's
possessions. As a side effect of the ring's magical aura, a detect magic spell
reveals the wearer to radiate magic strongly. In addition, a detect evil shows
the wearer of one of these rings as evil, and a know alignment indicates that
the wearer is chaotic evil, regardless of the wearer's true alignment. If the
wearer uses a
psionic power of aura alteration to try to change the aura, the wearer must
save vs. spells or else change alignment to chaotic evil. If the wearer saves,
or if the wearer fails to save but is already chaotic evil, the psionic power
functions normally, and the ring's aura is temporarily changed.
To posses one of these rings is considered an honor among the drow,
because it signifies that the wearer has traveled far from the homeland, and
that he or she was aided by a cleric favored by Lolth. Drow will kill any
creature other thatn a drow who possesses one of these rings.
XP value: 1,000 to drow; Nil to others gp value: 5,000 to drow; 1,000
Demon staff:
[SH] This is a black leather-like staff, very strong, and carved
with disgusting scenes and vile runes. It allows the wielder to cause fear in
whomever it touches--no saving throw, inflict 4-24 hit points of damage which
can only be healed by the passage on 1 full day of time per hit point upon any
creatures it touches. It may also be used to call forth a Type I demon and/or
turn the holder into a Type III demon for five rounds. Each of these functions
operates but once per day.
XP value: 8,000 gp value: 35,000
Staff of skills:
[SO] This staff, usable by all classes, can animate skeletal
remains. Each such operation, triggered by the word "Arise!", drains 1 charge.
Animated skeletons are under the command of the wielder of the staff (cf.
animate dead spell). If the staff should change hands, control of the
skeletons goes with it. Skeletons need not be complete, but the skulls must be
present, and skeletons lacking parts of course have their actions and/or their
mobility impaired. Such animation is permanent, lasting until the magic is
dispelled or the skeletons destroyed.
Twenty-five percent of these staves have a secondary function: mending
broken bones of both living and dead creatures. This takes one charge, and in
a round will reattach a severed limb or digit, although it does not restore
lost hp due to the wounds (or can restore hp, DMO). Limbs or bones not
belonging to the recipient may be used; thus a heap of bones can serve as
"spare parts" for a guard of skeletons. Typically, these staves are of ebony
topped with an ivory skull, or constructed of a smooth-polished skull and a
thighbone of giant size.
XP value: 900 gp value: 15,000(25% 25,000)
Amulet of powerword-pain:
All creatures within 20 feet of the user must save
vs. Rods when the word is intoned, or else suffer wracking pains for 2-8
rounds, causing them to fight at -4 to hit, and making their AC worse by 1
type. The power word can only be used once per day and and the amulet must be
held in the hand for the power word to work.
XP value: 5,000 gp value: 11,000
Poisons Used By The Drows
Name Belbol d'Elghinn
Type F, Injected
Hemotoxin Onset Immediate
Damage/Result Death if fail, none if save
Frequency of Active
Ingredient
Very Rare
Cost Per Dose 300 gp in Underdark, as much as 1,400 gp elsewhere
Description : This powerful poison, greatly prized by drow nobles for assasination, is also known as *Elash
Elghinn*, "Silent Death", after the venomous water serpent of the same name. The venom takes effect
immediatelty, causing damage to the victim's blood vessels and causing dramatic and extensive hemorrhaging.
Within minutes, the victim will gush blood from his mouth, eyes, nose and ears. He will have time to
develop bruises all over his body before he mercifully dies. Drow find death caused by this venom to be
particularly entertaining. However, there are certain individuals who seem to be immune to *Belbol d'Elghinn*,
and upon whom it has no effect at all. However, when it does work it causes a spectacular (if regrettably
short) show.
Name Golhyrr del'Ilharess
Type J, Ingested
Cumulative irritant Onset special
Damage/Result Death if fail, 20 if save
Frequency of Active Ingredient Rare
Cost Per Dose 400 gp in Underdark, as much as 1,800 gp elsewhere
Description : This poison is the flesh of the rare *krashyll* mushroom. Successful administering of this
poison to one's enemies is seen as quite a victory of *cuel'a'cul* (the drow ritual of slowly, over time,
destroying one's enemy while remaining blameless). It must be given in six stages, its poison slowly
building in the body, in doses no more than a two tendays apart. Since drow are a suspicious race, it is
easy to see why success with this poison is greatly admired, worthy of the twisted, centuries-long plots
of the Matron Mothers. It's name also suggests that it requires the power and subtlety of a Matron
Mother to use effectively. After administering the sixth dose, death will strike its victim in half an hour,
causing the throat to suddenly close up in massive anaphylactic shock. The victim dies of asphyxiation
within minutes unless an antidote or *neutralize poison* spell is used. Note that while choking to
death, a priestess cannot cast any spells!
Name Haszak
Type Injected
Special Onset Instant
Damage/Result As the 5th-level wizard spell feeblemind for 1d6
days, save as spell.
Frequency of Active Ingredient Very Rare
Cost Per Dose 1,500 gp in the Underdark, 3,000gp elsewhere
Description : This is not strictly speaking a poison, but a very potent creation. Using a certain nerve
cluster in the brain of an illithid, the potion is magical in nature. It's cost reflects both the rarity of its
active ingredient and its unusually long duration. It is an effective, if expensive, toxin to use against a
spellcaster, as it acts in almost all respects as the *feeblemind* spell. It does have an interesting variation,
though: rather than reduce the victim to a state of retardation, it causes hallucinations and paranoid
delusions for its entire duration, punctuated only by interludes of catatonia. This is a potion dearly loved
by the sadistic drow.
Name Jal wun Jivvin
Type P, Injected, Debilitative
Irritant Onset 1d3 hours
Damage/Result All ability scores reduced by half for 1d3 days, no
effect if save.
Frequency of Active Ingredient Uncommon
Cost Per Dose 25 gp in Underdark, as much as 60 gp elsewhere
Description : Compared to some of the other poisons used by drow, this is no more than a gentle
warning. It is not directly fatal, though the poisoned one might wish it were otherwise. It could
become lethal if the poisoner is able to strike while his victim is weakened. The poison is brewed from the venom pouch of the
*rakhyrr*, a blind species of underground toad. The victim is plagued by intense nausea, vomiting,
fever, chills and malaise. A *neutralize poison* spell will take care of it immediately, limiting its usefulness
against the priestesses of Menzoberranzan.
Name Khaless
Type D, Injected
Neurotoxin Onset 1-2 minutes
Damage/Result sleep as in wizard spell (fail), no effect (save)
Frequency of Active Ingredient Uncommon
Cost Per Dose 15 gp in Underdark, as much as 50 elsewhere
Description : This is the famous sleep-poison of the drow, used on their crossbow bolts to immobilize an
enemy so that he can be killed at leisure. The active ingredient comes from the spores of the *oloth'arr*
mushroom. While the mushroom itself is fairly common, harvesting the spores is not an effortless chore.
Still, it is common enough to be almost trademark. The poison attacks the central nervous system,
causing the victim to fall asleep as per the wizard spell for 20 rounds. Unlike the magical version, elves
are vulnerable to this effect, as it is biological and not magical.
Name Orbb'st Ssrin
Type I, Ingested
Septicemic Onset 2d6 minutes
Damage/Result 30 if fail, 15 if save
Frequency of Active Ingredient Uncommon to Rare
Cost Per Dose 150 in Underdark, as much as 500 elsewhere
Description : This poison is brewed from venoms of five different spiders. As all spiders are sacred to Lolth, the venoms must be
carefully harvested without killing the spiders. All of the spiders used are huge in size, allowing for more easy
harvest of the venom. The collected venoms are then dried to a powder and added to a strongly-flavored food
or drink, as it does have a slight sour taste. The poison causes chills, fever and prostration for several
hours, and, if not halted by a *neutralize poison* spell, does permanent damage to the body's immune
system. This makes the victim more susceptible to disease and poison in the future (-2 to all poison
saves and Constitution/Health checks vs. disease), a weakness that can only be counteracted later by use
of a *heal* spell.
Name Rathrae Dos
Type O, Injected
Neurotoxin Onset 2d12 minutes
Damage/Result Victim is completely paralyzed for 2d6 hours, no effect if
save
Frequency of Active Ingredient Uncommon
Cost Per Dose 25 gp in Underdark, up to 75 gp elsewhere
Description : This is a poison greatly favored by Matron Mothers for use in their torture chambers. Brewed
from the venom of the *ghostyk*, a strange insectoid creature that resembles a praying mantis, it attacks
the central nervous system, rendering its victim completely incapable of movement, though fully capable of
feeling pain. Why it should be so prized by the drow should be obvious. Note that this is a biological, not
magical or terror-induced effect: elves are fully susceptible.
Name Velkyn Ogglin
Type M, Contact
Neurotoxin Onset 1d4 minutes
Damage/Result 20 fail, 5 save
Frequency of Active Ingredient Rare
Cost Per Dose 175 gp in Underdark as much as 800 elsewhere
Description : This rare poison is taken from the toxin sacs of the uncommon *dakhree* fish that swims in certain
Underdark lakes. The brewer must remove the sacs with gloves on his hands if he wishes to avoid being
poisoned himself. The sacs are located all over the fish's six-inch body, and are tiny, requiring a steady hand
and delicacy to remove effectively, hence the rarity. The *dakhree* fish hunts by rubbing against its prey,
releasing the toxin onto its victim. On most fish, the effect is instantaneous, though humanoids take
longer. At the time of onset, the poison causes the victim to convulse as the potent substance attacks his
nervous system. The victim begins grand mal seizures and suffers spinal damage, his back arching and
twisting violently as his body jerks involuntarily. If the poison is not neutralized before it has run it's course,
the victim will require a *cure erious wounds* spell to recover from the nervous system damage: bed rest
alone is not sufficient to cure him of the debilitating aftereffects.
The following is a list of people and place of interest within the city of
Menzoberranzan
Example :
Name
Function
Location
Description
Warmfires
Rentable Mansion
Westwall
A very posh venue for
parties and orgies
Mritt Shadalun
Master Jeweller
Narbondellyn
Excellent appraiser of gems
and other precious stones
Hondel Belek'tyr
Gem Merchant
Narbondellyn
Buyer and seller of fine
gems
Thaelara Oblare
Gem Dealer
Narbondellyn
Average and affordable
gems and re-cuts
Maershala of the Flowers
Perfumer
Narbondellyn
Florist and perfume
merchant
Natlel of the Three
Fingers
Moneylender
Narbondellyn
Personal moneylender.
Highly regarded
Yuimmith Shulcloak
Moneylender
Narbondellyn
Elderly moneylender. Deals
in high risk lending. Large
interest rates
Elstearn's Escorts
Escort Agency
Westwall
Highly regarded escourts
for parties, orgies and
private masseur sessions
- o)
Ulavers Wine Goblet
Winery and Wine Merchant
Narbondellyn
Famed for the 'Ulaver
wine', highly potent and
very tasty
Sh'aun Darnruel
Clothing Merchant
Manyfolk
Fashion Merchant to the
rich.
Tlar Quel'tlarn
Locksmith and Metalsmith
Westwall
Expert metal worker. Maker
of fine brooches
Rhauvais del'Vgana
Weaponsmith
Manyfolk
Specialises in concealed
and poisonous weapons
Lloth's Laughter
Massage House
Manyfolk
Very fine and very, very
expensive
The Black Glove
Massage House
Manyfolk
Good reputation, expensive
though
Tolkar's Copper Door
Massage House
Westwall
Average quality but very
reasonable. Do excellent
business
Alessra's Couches
Massage House
Manyfolk
Very poor massage house.
Frequented by the seedier
faction of the city
Shondarl's
Drinking Pit
Manyfolk
Fine liquer, though
expenisve. Used by the rich
and vain
The Spiderdrink
Drinking Pit
Manyfolk
Average tavern. Good
services offered. (built in
massage parlour ;o)
The Cup and Lizard
Drinking Pit
Manyfolk
Average.
The Revelling Rogue
Tavern/Drinking Pit
Eastmyr
Seedy tavern. Often
frequented by Jarlaxle
Vhurn Bhaelyndryn's
Bestiary
Bazaar Stall/Beast
Merchant
Bazaar
Sells all types of beasts
from both the underdark
and the surface
The Battered Beholder
Hardware and Weapons
shop
Eastmyr
'no questions asked',
weapons bought and sold.
Adventuring equipment
available.
Calask's
Surgeon/cosmetisist
Eastmyr
Cosmetics including face
lifts. Maps of the
Underdark bought and sold
Narbondel's Shadow
Rooming House
Eastmyr
Average room and prices.
Humans welcome
Ilitree's
Rooming House
Narbondellyn
Good quality. Dark Elves
only
Blind Alyss
Sculpter/Potter
Eastmyr
Known contact for Bregan
D'Aerthe
Rhauldyn "The
Old"
Weaponsmith/Trainer
Braeryn
Ancient fighter. Highly
regarded trainer for fighters
Malaric Darkstar
Mage-For-Hire
Eastmyr
Psionicist and magic user.
Very skilled and VERY
expensive
Phaeril "One-
Hand"
Dhaunythe Blaur'duis
Potion Vendor
Calauthe Mez'talyth
Informant
Drythaera Bryn'Tereth
Map Dealer
Guide/Dagger-For-Hire
Donigarten
One handed guide. Vendor
of poisoned daggers. Good
rates
Eastmyr
Specialises in Love Philtres
and healing potions
Braeryn
Known drug dealer.
Specialises in intoxicating
mosses.
Braeryn
Deals in maps of the
underdark and the surface
Sherzak Mizzrym
Merchant/Dealer of
Information
Qu'ellarz'orl
Noble of House Mizzrym.
Known for his treachery
Fezool
Mage/Investigator
Manyfolk
'Finder of things lost', or
so says his sign
Ferasee Dinge
Arts Dealer
Manyfolk
Dealer in all 'objets d'art'
Crackus Der'avee
Magic Merchant
Bazaar
Dealer in all things
magical. Specialises in
spell components
Gorvin
Assassin
Eastmyr
Gorvin is a known traitor
and assassin.
Fillius Q'Xorl
Wand Maker
Qu'ellarz'orl
Commoner of the Fourth
House. Excellent
wandmaker. VERY
expensive
Baradoon Belay
Spell Merchant
Manyfolk
Merchant dealing in scrolls
and spell books. Very old,
and somewhat
senile
Geradeen's Pantry
Food Merchant
Narbondellyn
Dealer in food stuffs.
Specialises in exotic foods
from the surface
Xerooze "The Old
One"
Clairvoyant/Soothsayer
Narbondellyn
Clairvoyant, believed to be
very good
Izabel the Hag
Witch
Eastmyr
Specialises in 'placing'
curses. Very dirty and
unhygenic.
Barat'g
Sword-For-Hire
Easymyr
Half Giant. Mostly works
as security for the 'Lloth's
Laughter'
Felicity
Wench/Seducteress
Eastmyr
Known wench. Very
beautiful (except for her
rotten teeth)
Feybaj Bjor'Dan
Fence/Thief
Braeryn
Known Fence and thief-forhire
Killedar Mostleen
Thief/Assassin
Braeryn
Dagger-For-Hire. Very
successful but very
expensive
Xenon Mirace
Negotiater/Merchant
Bazaar
Excellent barterer. Hired for
negotiations and such.
Quite expensive
Fayshooze Beriter
Cleric-For-Hire
Manyfolk
Spells cast for a price. Does
ressurections. Expensive
Jarlaxle
Mercenary
?
No comments needed :o)
Drow names
Forenames, females
Akordia
Alauniira
Alystin
Angaste
Ardulace
Baltana
Belarbreena
Briza
Burryna
Chalithra
Charinida
Chessintra
Dhaunae
Dilynrae
Drisinil
Eclavdra
Elvanshalee
Elvraema
Erleda
Faeryl
Felyndiira
Filfaere
G’e ;driia
Gaussra
Ginafae
Geyanna
Haeldra
Halavin
Halisstra
Ilivarra
lmra
Inidil
Irae
Irruit
Iymril
Jhaelryna
Jhannniss
Jhulae
Jyslin
Laele
Larynda
LiNeerlay
Lirdnoly
Lualyrr
Malice
Maya
Micarlin
Minolin
Molayas
Myrymma
Nathrae
Nedylene
Nulliira
Olorae
Pellannisstra
Phaere
Phyrra
Qilue
Quarra
Quave
Rauva
Rilrae
Sabal
Sabrae
Shi’nayne
ShriNeerune
Shurdriira
Shyntlara
SiNafay
Ssapriina
T’risstree
Talabrina
Talice
Triel
Uluiirala
Umrae
Viconia
Vierna
Vlondril
Waevra
Wuyondra
Xullrae
Xune
Yasraena
Zarra
Zabeyana
Zesstra
Zilvra
Forenames, males
Adinirach
Alak
Alton
Amalica
Antatlab
Baragh
Belaufein
Belgos
Berg’inyon
Bhintel
Bruherd
Calimar
Chaszmyr
Dantrag
Dariel
Dinin
Dipree
Divolg
Drizzt
Duagolth
Durdyn
Elkantar
Filraen
Galadar
Gelroos
Ghaundan
Gomph
Gorlist
Gromph
Guldor
Hatch’net
Houndaer
Ilmryn
Ilphrin
Istolil
Istovir
Jaraxle
Jeggred
Kalannar
Kalafein
Kelnozz
Krenaste
Krondorl
Lesaonar
Lyme
Malaggar
Marckarius
Masoj
Merinid
Mourn
Nadal
Nalfein
Nhaundar
Nilomim
Nym
Nysstyre
Omareth
Orgoloth
Ostronar
Pharaun
Quevven
Quild
Ranaghar
Relonor
Riklaunim
Rizzen
Ryld
Ryltar
Sabrar
Seldszar
Shar
Solaufein
Sorn
Szordrin
Tralyn
Thathlyn
Tebryn
Tluth
Tsabrak
Urlryn
Valas
Vorn
Vuzlyn
Welverin
Wode
Yazston
Zaknafein
Last Names
Abaeir
Abbylan
Argith
Illistyn
Jhalavar
Jusztriin
T’orgh
T’sarran
Telenna
Blaerrabban
Blundyth
Coborel
Coloara
Cormrael
Dalael
Dhuunyl
Elpragh
Filifar
Gellaer
Ghaun
Glannath
Hune
Hyluan
Khalazza
Lhalabar
LuenYoeg’
Mlezziir
Naerth
Olonrae
Ornrivvin
Pharn
Philiom
Quavein
Rhomduil
Rrostarr
Seerear
Ssambra
Tlintarn
Uloavae
Veladorn
Vrammyr
Vrinn
Waeglossz
Wyndyl
Xarann
Xiltyn
Yaunthlo
Yoegh’il’rymmin
Zaphresz
Zolond
Note : The majority of the names are from « The Drow of The Underdark », by TSR. Some are from the novel
« Daughter of the Drow », by Elaine Cunningham, and some others are form my own novel (it’s not finished),
« Deadly Shadows ».
Some drow NPCs of Forgotten Realms
Duagolth Tlintarn
Story : young drow male, Elistraee’s worshipper, flew from Ched Nasad under the influence of a priestriess of
the Dark Maiden. He lives in the Moonsea Region since 10 years to fight the worshippers of
Bane/Cyric/Iyachtu Xvim. He gained the friendship from some elves of the elven court.
In play :
Class : warrior
Kit : drow soldier
Level : 7
Alignment : Chaotic good
Hairs : silver
Eyes : black
Height : 5 feet
Weight : 110 lbs
Age : 119 years
Weapons of predilection : scimitars
Natal city : Ched Nasad
Religion : Elistraee, Tymora
Kelnozz Telenna
Story : fervent Vhaeraun’s worshipper, Kelnozz was a low caste (but a great fighter) drow who lived in a little
drow keep in the world above, in the North of Zhentil Keep. He was an assassin and a spy. With his soliders,
he destroyed many villages and caravans near Zhentil Keep. He died by the hands of a Zhentilar commander.
In play :
Class : crusader
Kit : inquisitor
Level : 9
Alignment : chaotic Evil
Hairs : white/grey
Eyes : red
Height : 4 feet 6 inches
Weight : 100 lbs
Age : 149 years old
Weapons of predilection : short swords and daggers (both poisonned)
Native town : the drow keep in the North of Zhentil Keep
Religion : Vhaeraun
Divolg Quavein
Story : he was the greater weaponsmith of Jhachalkhim and he survived the destruction of his city (he fled to
Menzoberranzan). All his life, he searched a staff called « The Abyssmal Staff », lost in the world above. In his
adventures, he met the avatar of Iyachtu Xvim, confined in a magical jail under Zhentil Keep. He is now a
quasi-power. The complete Divolg’s story is described in « Deadly Shadows ».
In play :
Class : thief/wizard
Kit : defiler
Level : 14/12
Alignment : neutral evil
Hairs : white
Eyes : green
Height : 4 feet 9 inches
Weight : 119 lbs
Age : 140 ans
Weapons of predilection : long/short swords, daggers
Native city : Jhachalkhim
Religion : Iyachtu Xvim (he was the first Xvim’s choosen)
Marckaruis Millithor
Story : he was a noble of the 25th Noble Houseof Menzoberranzan. He lead many massacres on the World
Above. His house was destroyed by he survived and fled to the surface. There, he gained power and wealth
and he came back to Menzoberranzan, at the head of an army. He bet his drow ennemies and he rebuilt the
House Millithor. la destruction de la maison Millithor, mais il réussit à s’échapper. Il voyagea beaucoup sous et
sur les Royaumes, en compagnie de son demi-frère Dariel et de son cousin Quertus Millithor. Il acquit un
pouvoir et une richesse assez grande pour se procurer une armée et relançer la Maison Millithor. During the
times of troubles, he tried to kill Lloth, and he was seriously injured during the fight, but he survived. He was
healed but he was killed by Quertus, his cousin. For an unknown reason (probably due to the chaos that was
during the times of trouble) he became a god and he is now known as The Lord Of Massacres.
In play (before his death) :
Class : warrior
Kit : Blade Master
Level : 25
Alignment : chaotic evil
Hairs : white
Eyes : red/rose
Height : 4 feet 8 inches
Weight : 124 lbs
Age : 143 years old
Weapons of predilection : long swords
Native from : Menzoberranzan
Religion : none
Dariel Millithor
Histoire : young brother (adopted) of Marckarius, he accompagned him in his adventures. At his brother’s
death, he left the house Millithor with the majority of the army and founded a Mercenary House (3000 soldiers
now).
In Play :
Class : warrior
Kit : drow soldier
Level : 22
Alignment : chaotic evil
Hairs : white
Eyes : blacks
Height : 5 feet
Weight : 115 lbs
Age : 139 years old
Weapons of predilection : long swords and hand crossbows
Native from : Menzoberranzan
Religion : Vhaeraun
Quertus Millithor
Histoire : Dariel and Marckarius cousin, he was a great wizards but very hugly : he was completely disfigured
by an acid burst. He killed his Marckarius and desapeared shortly after the time of troubles. He was an expert
in the extra-plannars travels...
In Play :
Class : wizard
Kit : none
Level : 19
Alignment : Chaotic neutral
Hairs : none
Eyes : blacks (before his disfiguration)
Height : 5 feet 3 inches
Weight : 100 lbs
Age : 150 years old
Wepons of predilection : staff of acid burst
Native from : Ched Nasad
Religion : Lloth
Torellan Millithor
Histoire : he is/was the brother of Marckarius but he left the band sortly after the destruction of the Millithor’s
house. Now, he live in a forest in the South of Silverymoon with Elistraee’s worshippers.
In play :
Class : wizard/warrior
Kit : none
Level : 13/12
Alignment : before the destruction of his house : Chaotic evil. After : chaotic good
Hairs : white
Eyes : red
Height : 5 feet
Weight : 125lbs
Age : 122 years old
Weapons of predilection : long swords
Native city : Menzoberranzan
Religion : Corellon Laerethian / Elistraee
Drizzt Do’Urden
Hisoitre : read the books of R.A Salvatore
In play
Class : ranger
Kit : no know...
Level : 15 (he was a warrior of level 18 before his arrival to the World Above)
Alignment : chaotic good
Hairs : white
Eyes : purple (lavander)
Height : 5 feet 2 inches
Age : about 115 years old
Weapons of predilection : scimitars
Native city : Menzoberranzan
Religion : Miellikki
Nalfein Despana
Histoire : Nalfein was a great wizard and the only friend of Divolg Quavvein. He was a fervent worshipper of
Vhaeraun and Bhaal. He died during the godly ascent of Divolg.
In play
Class : wizard
Kit : Shadow Mage
Level : 23
Alignment : neutral evil
Hairs : silver
Eyes : amber
Age : 67 years old
Weapons of predilection : Staff & Knife
Native city : Menzoberranzan
Religion : Vhaeraun, Bhaal
Dantrag Despana
Histoire : young brother of Nalfein Despana, he died in a battle against a band of gnolls.
In play :
Class : warrior
Kit : drow blade master
Level : 8
Alignment : Neutral evil
Hairs : silver
eyes : amber
Age : 55 year old
Weapons of predilection : scimitars and daggers
Native city : Menzoberranzan
Religion : Vhaeraun
New wizard spells
Note : all the ranges and effect areas are in meters. 1 m = 3.2808 feet
Spell level : 4
Nalfein’s Darkness (Necromancy, Shadows)
Range : 30m + 5 mètres/2 niveaux
Comonents : S
Duration : instantanée
Casting time : 3
Aera of effect : radius of 7m+1m /level
Saving Throw : _
This spell creates a globe of evil darkness. Living creatures recieve 1d6 points of damages / level of the caster.
The darkness are very oppressive and the creatures surround by it can be troubled and afraid. If total damages
are higher than 30 hp, the globe of darkness have a chance of 10% to become a « Dark Vortex » ; a dark vortex is
a tornado of darkness (radius of 1m per sevel of the caster) that destroying all forms of life on its way (no saving
throw). Its end after 1d20 day(s).
Effects of a globe of darkness
Level of the caster Effect
6 Fear (as the spell)
10 Panic (victims flee away quickly if they failed a saving throw vs spells during
1d4 hours)
20 Desintegration if a saving throw vs spell is failed
Iron missiles (Invocation)
Range : 20 m / level
Components : V,S
Duration : 2 rounds (after this time, the missile disappear)
Casting time : 2
Aera of effect : special
Saving throw : none
After the incantation, smalls irons missiles (4 inches), sharp as razor blades and pointed as a dagger, fly from
the fingers of the caster and attacks the caster’s target(s). It’s like magic missiles ; missiles can’t miss a target,
but this target must be saw by the caster befor the during the casting. Each iron missile inflid 1d6 hp of damage
to the victims. The waizard can cast 1 missile per 2 levels of experience (max 12 missiles). Each missible can
pass through the bodies : this « chance » is of 15% + 1% per level of the caster. If a missile pass throught a
body, it makes double damages.
Spell level : 7
Nalfein’s effacement (Alteration/Necromancy)
Range : 30m
Components : V,S
Duration : permanent
Casting time : 5
Aera of effect : 1 creature
Saving throw : cancel
This terrible spell ereases, totally, the memory of the victims and bring them back at the mental age of 2 years
old. All level(s), class(es) and memory are lost. They can’t talk (or a little), are not clean (hmm... really, I don’t
know how to say it... the victims « shits » in their pants, etc... excuse me, it’s not very polite). A saving throw
cancels all the effects
Spell level : 9
Nalfein’s horrible death (Necromancy, Alteration)
Range : 2mètres par 2 niveaux
Components : V
Duration : instantaneous
Casting time : 1
Aera of effect : speciale
Saving throw : none
This spell was created by Nalfein Despana to satisfy his sadistics instincs. When he casts, the caster’s voice
become low and threatening, his eyes become red and seems to glow... his body is surrounded by an aura of
darkness. All these elements create an aura of fear : all the creatures who have 10 HD or less must leave the aera
(20m minimum) for 1d10 rounds. Only the principal targe will die. NOTE : the following prossecus takes 3
rounds to occur (during these 3 rounds, the victim can’t do anything else than shout and cry) and thanks to the
Death Metal band Carcass for this description :) - I hope that you’ll not be offended of this...
Eyes explodes and blood gush out of the hears and the nose. The skin rots quickly and a grey pus covers the
victim’s skin...
Oral eruption...
Rectal extroversion...
Your vagus implodes, as nausea strikes
Savaging your body in a terminal retch
Violent spasms and decaying enzymes
Engulf your throat as you belch
Intestinal disturbance, your ileum turns inside-out
Your duodenum is thrust up towards your mouth
Your pancreas excretes stale septic pus
Your whole digestive system is now a sticky mush
Liquidized oesophagus mixes with bloodied excretion
As you pathetically gasp for breath
The stench of hot faeces scorches your nose
As you violently vomit to death
Your intestines are rising up towards your throat
Stale bile escaping through your bloodied nose
Your colon digested in acidic slush
Your tongue gargling on your dislocated anus
Your inside cooking, steaming and hot
Exploding pus and bile, abdominal saliva sprays
Gouging out your intestines and rubbing them in your face
And, finally, you DIE...
It’s horrible huh ? This spell affect only humanoids creatures (ogres and trolls tooo, but not the giants) and
victim dies. If a victim have 15 hd or more, she survive if she have a successful saving throw vs magical death.
If she fail, she die. If she have a successful saving throw, she must be healed (by the spell heal) or die in the
following 3 hours (during these hours of pain, she can’t cast spells, run or attack). Also, she loose 3
constitution points (cannot regain them)
NOTE : the casting of this spell is an evil act. For this reason, the caster must be evil or neutral.
This manual was made by Mathieu Laroche (Vhaeraun, on IRC) andt
François Delisle (you played Divolg and Marckarius, thank you !)
Hail !
We are building our AD&D web site. It’s not finished, but if you are interessed in black metal or demonoly :
http ://www.geocities.com/SunsetStrip/Palladium/5547/index2.html
You can contact us :
Vhaeraun (Mathieu Laroche) : #Realms and #FR (both on undernet) or, by E-mail :
mathieu.laroche.01@cegeptr.qc.ca
or, if you dont’ recieve an answer : dunkelland@hotmail.com
François Delisle : francois.delisle.01@cegeptr.qc.ca
You liked the effects of Nalfein’s horrible death ? I have taken this description from the lyrics of a song called
Vomited anal tract, on the album REEK of Putrefaction, by one of the greatests Death metal band : Carcass. If you want to listen
this song, I can give it to you in real audio format...
Vhaeraun wish to hail his players, Malar, all the people of #Realms and #FR and everyone who like the drows ...
this document is for you all...