Manual of the Drow

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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... Categori:Bøger