Out of the Abyss

(Jeff_L) #1
The Bregan D'acrthc leader carries a gem-studded
minotaur horn. If the characters attack the mercenaries.
the leade r blows his horn, which can be heard
throughout the dis trict. All noble houses go on high
alert as reinforcements arrive every round for the next
ld8 rounds. Each wave of reinforcements consists of an
elite drow patrol (see below) a nd ld4 gar goyles.
Tr easure. The gem-s tudded horn carried by the
Bregan D'aerthe leader i s worth 2,500 gp. ln addition,
each drow mercenary has a pouch containing 2d10 pp.

ELITE DROW PATROL
This patrol consists of two drow elite warrio r s
mounted on giant riding lizard s (see the end of chapter
8 for statistics). If one o r mo re party members appear to
be anything other than drow or slaves in the company
of its drow master. the patrol immediately calls for
reinforcemems. which arrive in ld4 + 2 rounds. The
re inforcements consist of ld4 similar drow patrols.


NOBLE ENTOURAGE
The character s encounte r a drow n oble traveling with
eight drow warriors bearing the symbol and colors of
their noble house. There is a 25 percent chance that a
succubus or in cubus accompanies the noble in d row
form. and a 75 pe rcent chance that the noble i~ being
carried around in a palanquin by unarmed s laves.
Roll a d6 and consult the Drow House S laves table to
dete rmine what kind of s laves and how many.


DRow H o usE SLAVES
d6 Slaves
1- 2 6 shield dwarf commoners
3- 4
S-6

6 moon elf commoners
6 human commoners

Treasure. Each noble carries a pouch that contains
2d10 pp and wears Id3 pieces of fine jewelry worth
250 gp each.
Development. If the characters do anything to
antagonize tht> nobles, they order the ir ~uards to attack.
If the guards a re defeated, the nobles offer the party a
bribe in exchange for their lives.


STATUE OF LOLTH
See "Duthcloim'' for more information.


0ROW RULIN G HOUSES OF MENZOBERRANZ A N
Rank House Matron Mother Notes

Q.u'ELLARZ'ORL
Untouched by Demogorgon's rampage, the high
southern plateau of Menzoberranzan is home to many
of the oldest and greatest noble houses. with Hou~e
Baenrc situated at the plateau's hig hest point, to the
east. At the west end of Qu'ellarz'orl is a s mall cavern
containing a sculpted stalagmite towe r. Within this
tower rests the Chamber of the Ruling Council, whe re
the mat ron mothers of the eight great drow houses
gather and meet.
Each noble estate in Qu'ellarz'orl maintains its own
militia. consisting of severa l hundred highly disciplined
drow warriors and drow e lit e warriors, with one elite
warrior for every te n drow warriors. In addition, an
estate holds 3dl2 drow n obles and scores of slaves,
lOdlO of which can be pressed into defending the house.
These fighting slaves are us ually b u gbear s , ogr e s ,
orogs. or quaggoths. Doors and windows are protected
with glyph of warding spells (spell save DC 13). and
either 3d6 gargoyles or 3d6 g iant spide r s watch for
trouble from ledges and rooftops. These gargoyles and
giant spiders have truesighl out to a range of 120 feet,
enabling them to spot invisible trespassers.
Roll for random encounte rs as the characte rs
cross thi~ d istrict. You can roll a d20 and cons ult the
Q u'ellarz'orl Er)counters table, or choose an encounter
that you like. T he party can avoid random encounters
in Qu'ellarz'o rl by succeeding on a DC 15 Dexterity
(Stealth) group check.

QU'ELLARZ'ORL ENCOUNTERS
d20 Encounter
1-5
6-8
9- 10

Elite d row patrol
2d4 gargoyles
1 d6 + Z giant wolf spiders
11 - 14 Groundskeepers
1 5- 20 Slave parade

ELITE DROW PATROL
This patrol consists of two drow e lit e warriors
mounted on gia n t riding lizards (see the end of chapte r
8 for statistics). Tf one or more party members appear to
be anyt hing other than drow of one of the eight ruling
houses. or slaves in the company of such a drow, the
patrol calls for reinforcements, which arrive in ld4- 2
rounds and consist of ld4 similar drow patrol~.

Baenre Quenthel Bae nre Controls all three branches of the Academy (see "Tier Breche")
2 Barrison Dei'Armgo
3 Faen Tlabbar
4 Mizzrym
5 Fey-Branche
6 Melarn
7 Vandree
8 Do'Urden

Mez'Barris Armgo
Vadalma Tlabbar
Miz'ri Mizzrym
Byrtyn Fey
Zhindia Melarn
Fiirnel'ther Vandree
Dahlia Sin'felle

Has the largest number of trained wizards and mercenaries·for·hire
Fanatically de voted to Lolth
Dominates Menzoberranzan's slave trade
Skilled at f orging alliances
Devoted to rooting out drow apostates, particularly within the nobility
Vicious and vindictive house determined to rise to the top
Newly resurrected and disgraced vassal house under the firm control of
House Baenre, with Dahlia (a moon elf prisoner) as its figurehead

C H Al'TF.R 15 I THf. C ITY Of SPI DI::RS
199
Free download pdf