AD&D - Menzoberranzan - Box Set (2e) - Flip eBook Pages 201-250 (2024)

Chapter Three cover and remove the poison needle trap there (save versus poison or turn to stone), as well as to open the door. The poison, incidentally, Laral purchased from the assassin Krecil Treak—it is a less potent version of the stuff that Krecil himself uses. The venom used by Laral does not poison the victim at the same time it petrifies him! A pair of ogres stand guard at the door to the chamber whenever Laral is within; otherwise it is not specifically posted, but it can easily be seen from much of the cavern. Within the room are several chests, locked but not trapped. They contain a total of 15,000 gp in platinum and gold pieces, and a few bits of jewelry. Laral has a stash of another 100,000 gp (mostly in gems) but it is buried in a remote passageway, several miles from Mantol-Derith. The Adventure In Mantol-Derith After the PCs have arrived, and the mules of the caravan have been raised by the magical elevator to the floor of Mantol-Derith, the party will be given a place in the camp on the western side of the trench—the side shared by the surface-dweller and drow quarters. Here they will be pretty much left alone, since the custom in the market is for the caravaniers to go up to the various quarters and state their business. However, that is not to say that the PCs will be unobserved. Representatives of each of the quarters will stroll by, conversing with the new arrivals and discreetly examining the lizards and their saddlebags. More than one covetous pair of eyes—whether gray dwarf, deep gnome, drow, ogre, or human— will caress the telltale shape of the casks carried into the Underdark by the lizards. Most interested in the mission is Yyssisiryl, Chief Negotiator for the drow. She has been warned, by Matron Baenre, that a human merchant would be bringing an object of considerable importance into the market. She suspects that this is that mission, and she finds it very difficult to be patient. Yet Hadrogh (if he’s alive) chuckles to the PCs and tells them it’s best to let the customers anticipate for awhile. He’ll go and talk to them after he’s rested. At that, he’ll pull out his bedroll and settle down to sleep. This is the last you, the DM, will roleplay the doughty merchant, since it is regretfully necessary at this point to kill him off in his sleep. He should be discovered after the murder by the PCs, slain by a black-bladed dagger. The weapon is inscribed with a drow glyph on the handle—the sigil displays a black spider with the image of a red dagger thrust through its abdomen. It is not recognizable, even by characters familiar with Menzoberranzan. The weapon is jutting from Hadrogh’s unpatched eye. Apparently it killed him with a single stab, and even if Hadrogh slept in plain sight, no one sees the murderer. Most odd, however: the body is petrified. Hadrogh is a solid stone statue, including his clothing and pillow (but not the dagger). For the future of the adventure, it’s best if his killer goes undetected for the moment— except for the clue of the dagger, which is in fact a red herring. This is what happens: Krecil Treak is the most feared magic user/assassin in Menzoberranzan, and serves Jarlaxle and the Bregan d’Aerthe. Through a spy serving in the drow quarter of Mantol-Derith (using a messenger bat to send the message), he learns of Hadrogh’s arrival. Using his ring of teleportation, he travels to the bazaar; behind the screen of his invisibility spell (and cloaked in silence) he approaches the sleeping merchant. If necessary, he uses darkness as a screen or last-minute diversion (blinding someone keeping watch, for example). The dagger 36

Chapter Three has been envenomed by a poison of his own invention—it petrifies the victim as it kills. After the murder, he teleports away. At this point, the players will be confronted with several choices by several NPCs— choices that are viable for both drow and non-drow PCs. All of them will eventually place them on the road to Menzoberranzan—and each, too, will involve them in the depths of a plot that could shake the city to its foundations. The encounters can occur at the PCs instigation, if they go and visit Yyssisiryl or Laral. If they don’t, these two NPCs will bide their time for 3-6 days. At this point, one will head over to the PCs followed shortly thereafter by the other. In the case of Jarlaxle, of course, the PCs will have to wait for his arrival—which occurs after Yyssiriryl speaks with the party. Yyssisiryl represents House Baenre’s interests. She knows that Hadrogh brought an extremely important treasure to the market—but she doesn’t know what it is! Matron Baenre (who does know) has been very vague on that point—it could be potions concealed as wine, spell components . . . anything. But she has been threatened with dire consequences if it does not reach Menzoberranzan. She had been instructed to send Hadrogh and his bodyguards to the Black Claw Market. There, she promises that the PCs will be paid double the best offer they can obtain in Mantol-Derith. She is determined to see that the goods arrive in the city safely—and shrewd enough to realize that is was not House Baenre that arranged for the merchant’s murder. Her best guess is to trust the PCs, and try to hurry them on their way with the promise that 37

Chapter Three the Black Claw will pay generously for their cargo. She doesn’t want them to leave anything in Mantol-Derith. Reftael Jerritrel will approach the PCs as surreptitiously as possible—especially taking care to avoid the attention of Yyssisiryl. The male drow will make no overt statement of his beliefs and alliances. However, he suggests that if the PCs can bring their cargo to the Brown Mushroom Mercantile in Menzoberranzan, the rewards will be far beyond what they can expect from the Black Claw, or from any buyer in Mantol-Derith. He will request that the characters say nothing about his visit, though he will avoid making threats about consequences. Instead, his appeals will be toward the players’ greed. Laral has made a careful guess about the caravan of Hadrogh Prohl. His sources on the surface (which are extensive, and encompass much of Toril) have told him about the shipment of spells destined for the Underdark. He makes a shrewd guess that the spells have been carried by Hadrogh— which makes him the only one in the market who knows what the treasure is, but he’s not certain that it will be found in the caravan. Still, he will watch the drow quarter very carefully, because he suspects that Yyssisiryl will also be very interested in the spells. In fact, he would not be above selling them to her—but first he will try to gain possession of them for himself. If the PCs depart the market with the caravan, he will send a team of bandits after it—the covenants, after all, apply only within the confines of Mantol-Derith! The thugs will attack from ambush shortly after the muletrain leaves the Market of the Underdark—see Chapter 4 for details. The svirfnebli and duergar will not be left out of the action, either. The origins of their involvement hail from the auguries of the High Priest of Blindingstone, who foresaw the arrival of sinister powers borne from the surface world on the backs of animals. These powers, in the prophecy, have been tied to the treacherous drow—thus, the connection of the caravan and the interest of Yyssiriryl will not be overlooked. The svirfnebli will make plans to annihilate the caravan at the earliest opportunity. In this they will enlist the aid of the duergar. Normally the two races would have little interest in cooperative actions. In this case, however, the common enemy—both diminutive races consider the drow to be the bane of the Underdark—and the fact that Mantol-Derith has given the two negotiators a chance to develop a relationship allows a joint attack team to be assembled. They will pursue the caravan and create an ambush in the isolated depths away from the bazaar—this attack, too, is detailed in Chapter 4. The final party interested in the shipment of Hadrogh Prohl is none other than Jarlaxle, the powerful leader of the Bregan d’Aerthe. Through his spy in the drow quarter, he will keep tabs on the caravan, and only approach after Yyssisiryl has gone to speak with them. In fact, if the PCs depart quickly (after speaking with Yyssisiryl), Jarlaxle will meet them in the labyrinths of the Underdark. In that case, this encounter with him occurs after they have left Mantol-Derith. Jarlaxle warns the PCs that plans have been laid to kill them, ambushing them on the way to Menzoberranzan. He encourages the players to trust him, promising to get them to the city more quickly and more safely than if they follow Yyssisiryl’s route. (He does, in fact, know a far superior route. If the PCs take his advice they will avoid a 38

Chapter Three nasty encounter with the minions of Laral.) convinced him that it is something magical, If the PCs agree to accompany him, Jarlax- and very powerful.) le informs them that they will have to travel light. He encourages them to leave the liz- Following the appeals by these various ards and most of the cargo in Mantol-Derith, NPCs, the players should be given a little bringing along only the truly valuable trea- time for discussion and to make up their sure that is concealed in one of the saddle- minds. With one ally or another, then, they bags. (He doesn’t know exactly what that should embark for Menzoberranzan. treasure is, but the chorus of interest has 39

Chapter Four To the City of Dark Elves The trek from Mantol-Derith to Menzoberranzan is the next stage of the adventure for the PCs. The difficulties of that journey will be determined by the choice of advice the PCs have selected. The Encounters in the chapter are numbered from 1-5; but no party should experience all 5 of them. To determine which ones to use, consult the following list: If the PCs take Yyssisiryl’s advice and head for the Black Claw Mercantile, they will have encounters 1, 2, and 3. If the PCs listen to Reftael, and decide to try and take the goods to the Market of the Brown Mushroom, they will have encounters 1, 2, and 4. If the PCs decide to trust Jarlaxle’s advice and slip into Menzoberranzan undetected, trying to lose themselves in the city, then they will have encounters 2 and 5. The Journey The course of the march is a typical trek through eternal darkness. Much of it will pass through natural caverns, along smoothly graveled or eroded pathways for long distances, though occasionally a steep descent or climb becomes necessary. The PCs don’t change altitude nearly as much as they did on the march from the surface to Mantol-Derith. If they are accompanied by the lizard train and destined for one of the mercantile houses, they will follow a route mapped out clearly by whichever drow they listened to. The trip will take 7-10 days. Those PCs who follow Jarlaxle’s lead, however, will work their way over rougher terrain—often wedging through narrow passages or using ropes to scale short, steep cliffs—and require 11-14 days for the journey. Both routes have a couple of things in common, however: Random Encounters can be employed at the DM’s discretion—use any of your favorite monsters that inhabit the sunless reaches of the Underdark. The PCs will pass near a large lake—the route actually drops down to the lakeshore, and meander along a flat stretch of sand. Encounter 1 These brutes are sent against the party by Laral, and will initiate the attack against the rear of the column with a barrage of stones, after which they will charge and try to close, overcoming the party by brute force. The attack occurs in a wide and highceilinged (30' x 15') cavern with no branching tunnels in the vicinity. The floor and walls are pitted by erosion, except for the 8’ wide track of crushed rock running roughly down the middle. There are plenty of places where a character can duck behind a stalagmite or drop into a shallow depression in the floor for cover. The attack team will include the following thugs: Ogres (12): AC 5; Move 9; HD 4 + 1; hit points 18 each; #AT 1; Dmg 1-10; THAC0 17; AL CE Each ogre has a satchel containing 12 rocks, each of which will inflict 1-10 points of damage with a hit. The ogres can throw them up to 30’ (no range modifiers). Ogre mage (1): AC4; Move 9, Fl 15 (B); HD 5 + 2; hit points 26; #AT 1; Dmg 1-12; THAC0 15; AL LE Spell-like Abilities: fly for 12 turns; invisibility, darkness 10' radius; polymorph, regen40

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

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

Chapter Four Encounter 4 If the PCs choose to betray House Baenre, their treachery will not pass unnoticed—or unpunished. This encounter will be the result—an ambush that is backed up by much greater muscle than can be mustered by poor, treacherous Reftael Jerritrel (see Encounter 3). On the flip side, this ambush will be discovered by Jarlaxle, since he has a good network of informants in the House Baenre circle of families. The mercenary captain has not given up on converting the PCs to his own purposes. Thus, he will come to them during their journey, several hours before they reach this deadly passage. He will warn them of the ambush, and try—once more—to persuade them to throw in their lot with him. If they agree, they will have to leave the lizards and the heavy cargo—but he will be able to lead them around the ambush, and bring them to Menzoberranzan in secrecy. If they choose not to accompany the drow veteran, however, they will have to pass through this ambush. The mercenary will prove truthful in his warnings about where the ambush will take place, and in the rough strength of the attacking drow. He will not be able to furnish the player characters with tactical advice, however. The following drow form the attacking parties. Location A: These drow will lurk in the shadows, waiting for the barrage of missiles (from Location B) to start the battle. After that attack, these dark elves will rush at the PCs to attack with their swords. Drow (six 4th level warriors): AC 3; Move 12; hp 20 each; #AT 1; Dmg 1d8 +3; THAC0 15; MR 58%; AL LE 4 3

Chapter Four Inherent Spell-like Abilities: dancing lights, faerie fire, darkness (all once/day) Location B: These are the missile troops, and they will begin the ambush with a volley of arrows and magic missiles directed at the PCs. These drow will not close for melee combat, instead shooting missiles whenever a good target presents itself. Drow (five 3rd level warriors): AC 5; Move 12; hp 15 each; #AT 1; Dmg 1d6; THAC0 17; MR 58%; AL LE Weapons: hand crossbows, 3/#/# Inherent Spell-like Abilities: dancing lights, faerie fire, darkness (all once/day) Location C: The final (and hopefully fatal) blows will be delivered by this trio of young drow nobles. At the start of the encounter, they are using their levitation abilities and the concealment provided by their piwafwi to hide among the stalactites on the ceiling, 40’ over the PCs’ heads. After the attack begins, they will watch the drow in the other locations attack the PCs. After the battle is fully joined, they will drop to the floor (still in location C) and attack the PCs with spells and longsword. Drow fighter/mage (level 7/6): AC 1; Move 12; HD 5; hit points 24; #AT 1; Damage 1d8 + 4; THAC0 11; MR 64%; AL LE Weapon: Long sword +3; handheld crossbow Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day) Spells Known: First Level: charm person, detect magic, magic missile, read magic Second Level: detect invisibility, web Third Level: lightning bolt, slow Ambushing Drow Fighter (level 7): AC 0; Move 12; HD 7; hit points 38; #AT 1; Dmg 44

Chapter Four 1d8 + 8; THAC0 10; MR 64%; AL LE Weapon: long sword +5 Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day) Noble Priestess (level 8): AC 2; Move 12; hit points 42; #AT 3; Dmg 2d4 (x3); THAC0 16; MR 66%; AL LE Weapon: whip of fangs Inherent Spell-Like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect lie, suggestion, dispel magic Spells Known: First Level: detect good, detect magic, magical stone Second Level: charm person or mammal, hold person, silence 15’ radius Third Level: dark wings, dispel magic, feign death Fourth Level: free action, spell immunity Encounter 5 This encounter is reserved for those PCs wise enough to follow Jarlaxle’s advice, thus avoiding the entanglements with rival houses provided in encounters 3 and 4. However, even the mercenary captain is not able to avoid all threats in the Underdark— particularly those posed by the Spider Queen herself, Lloth. It occurs when the PCs are camped for a rest break. None other than that dread goddess is behind this final encounter—when one or more revenants emerge from the Underdark to attack the PCs. These horrific undead are created from the bodies of drow slain by the PCs during the adventure. The exact number of revenants is up to the DM’s discretion—but it will not exceed the number of drow slain by the PCs during the course of this adventure. (Thus, if they have somehow made it this far without killing any drow, they will avoid the encounter.) Each revenant will seek out the specific PC who killed that drow—the one who administered the final blow, if several attackers combined their efforts. Other PCs interposing themselves will be attacked by the undead only in order to get them out of the way. Revenant: AC 10; Move 9; HD 8; hit points 44; #AT 1; Dmg 2-16; THAC0 13; AL N Regenerates 3 hp/round (except fire damage); immune to gas and acid; reunites if dismembered The monster can cause paralysis for 2-8 rounds; it must look into the eyes of its original killer, and that character must save versus spells or suffer immobility. 4 5

Chapter Five Menzoberranzan— the Heart of Darkness The arrival of the PCs in this dark elf city signals the end of their travels, for the time being—but not the end of their adventure. Indeed, the number of individuals who wish to recruit (or to destroy) them rises dramatically. Treachery waits around every turn, and it will take careful planning and alert senses just to insure survival! But there is more than any individual character’s survival at stake—and these stakes have been created by the wild magic spells brought into the Underdark by Hadrogh’s caravan. This chapter can result in a lot of (or a little) running around in Menzoberranzan, while the PCs try to sort out their friends from their enemies. In either case, by the end of Chapter five they should be firmly entrenched (in one side or the other) for the climax of the adventure—the attack on, and attempt to destroy, House Millithor. The plot of these last two chapters has a lot of variables, because the PCs could have arrived in the city with one of several different destinations. Also, it is possible that they still may not know of the secret cargo—or that they may have discovered the spells, and possibly even tried to open the spellbook. The adventures in the city, however, can develop with less specific detail than provided for Mantol-Derith. After all, the rest of this boxed set contains descriptions of locations in the dark elf city! Thus, the DM will need to refer to areas described in the other two books while he referees the final encounters described in the last two chapters. Entering the City With Jarlaxle’s aid this is accomplished easily. The mercenary joins the characters for the last leg of the journey, and leads them into the city via a narrow cavern with no permanent guard. In his wake the PCs simply emerge from this tunnel, which is near the Stenchstreets and pass unremarked into the maze of alleys and decrepit structures. If they arrive with the full caravan of lizards, they will have to declare their mercantile intent with one of the guard captains at the entrance tunnel for the trade route into the Eastvale. The guard will provide them with directions to their destination if it is a noble house of the city or one of the known markets (including the Black Claw and Brown Mushroom). Observation If the PCs have brought the full caravan, they will once again have assured that their enemies will quickly learn about their arrival, and their destination. They will not be molested during this period, but characters near the rear of the caravan who announce that they’re looking for anything suspicious should be allowed to make Wisdom Checks—success means that they notice someone following them. That one will be a low-level drow fighter/ thief. He is alert and watchful, and if he senses that the PCs are on to him he’ll try to disappear into the Stenchstreets. If the characters are clever enough to catch him, though, he can be made to reveal his employer: whichever mercantile company the PCs are not traveling to. 4 6

Chapter Five Mercantile House Regardless of which merchant company the PCs take their packlizards to (the Black Claw or the Brown Mushroom), this description will serve to set the scene. The merchant house hides behind a 20’ high encircling wall of smooth black stone. No stalls or structures are attached to the outside of this particular wall—the company desires very much to squash potential competition before it can get started. The gate is barred on the inside, and watched by a captain and two warriors who stand at attention outside of the entrance. Any reasonable explanation of why they’re here will serve to admit the PCs, as long as they’re obviously traveling with goods. If, for some reason, they’re not, they will have to bribe the guard or mention the name of an important contact inside the house in order to gain access. If they should try to get over the wall, they will find that it is perfectly smooth. The top is only 6’ wide, and flat—however, any pressure on the top of the wall causes sharp spikes to shoot upward to a height of 6’. Anyone in the area of effect suffers 2-24 hp of damage, with a successful saving throw versus breath weapon reducing the damage by half. The trap even extend up in the air to this extent: anyone flying over the wall (but not more than 60’ above the top of the wall) triggers a different trap. Magic missiles shoot from several different apertures. The flying character will be struck by 2-12 of these, for 2-5 hp of damage apiece. Within the wall, the company consists of a large courtyard, open to Menzoberranzan’s “sky”, and an equally large building with an outer shape of a smooth and rounded dome. The structure is made from the living rock of the cave, shaped by drow magic, and the faerie fire outlines of the company symbol (either a claw or mushroom, as the case may be) gleam in a constantly changing pattern of colors over the entire face of the dome. The merchant, called Tolokoph, is himself is a old drow, slightly feeble in appearance but very sharp mentally—and no slouch physically, either, despite his looks. Tolokoph uses an exaggerated stooped posture, and the tremors in his hands are totally feigned—but he acts the part from within, and employs no magical aids to his disguise. Thus, a detect magic spell will not reveal his charade. Tolokoph, drow magic user/thief (levels 5/7): AC 2; Move 12; #AT 1; Dmg 1d8 + 3; THAC0 14; MR 64%; AL LE Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day) Spells Known: First Level: audible glamer, detect magic, sleep, Tenser’s Floating Disc Second Level: detect invisibility, ESP Third Level: item The merchant will greet the PCs formally, although with unusual friendliness for a drow. Tolokoph has followed the reports of the PCs progress with interest, and is delighted and amazed that they have made it to his mercantile house. He graciously invites the characters into his offices to discuss details of price. He will direct several goblin slaves to take the lizards into the stable. A single door grants access to the mercantile company’s dome, which contains the warehouse, stable, and offices of the merchant company. The door is magical, and opens only upon Tolokoph’s command. Among the stocks currently held here are exotic foods and drinks, and also a valuable trove of perfumes. The musty scent of these rare oils and ointments permeates the halls and rooms of the company’s offices—even riding over the inherent smells of the stable. 47

Chapter Five This is too good to last, of course—indeed, the PCs are on the verge of making an honest dollar, so something has to be done! The interference occurs in the form of the skilled assassin, Krecil Treak (who probably slayed Hadrogh earlier in this adventure). This time, he will strike with the aid of wild magic, and his goal is nothing less than the theft of Hadrogh’s spellbook. The PCs may choose to take several precautions as they enter the mercantile. The assassin’s attack will take these precautions into account. If the PCs send the packlizards into the stable while they go to negotiate with Tolokoph, the encounter will occur offstage: they hear a thunderous boom, as wild magic is used to explode a portion of the ceiling dome. When they get to the stable, they will find the goblins dead (and turned to stone, with the same type of dagger stuck in each one as the weapon used to kill Hadrogh). The saddlebags concealing the spellbook are torn open, and the book is gone—but nothing else has been touched. If, on the other hand, some of the PCs keep an eye on their goods—either in the stable or by bringing them into the office with them—they will have to deal with the attack more directly. Krecil Treak, drow mage/assassin (wild magic; level 9/15): AC -4; Move 15; hit points 85; #AT 2; Dmg 1d8 +6, 1d4 + 6 + poison; THAC0 13; AL LE Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day) Spells Known: First Level: detect magic, light, magic missile, sleep Second Level: continual light, detect invisibility, rope trick Third Level: alternate reality, foolspeech, wraithform Fourth Level: dimension door, hallucinatory terrain Fifth Level: waveform Equipment: long sword +4; two daggers of stone death. These are daggers +4, with a highly virulent poison of Krecil’s invention. Though saving throws suffer only a -2 modifier, victims of the poison must save both versus poison and petrification. If a save fails, the victim suffers that effect. (Note that the two effects are not redundant—if a character benefits from a stone to flesh spell, it’s very important to know whether or not he was dead from poison when he became a statue!) He also has a ring of teleportation and a cloak of silence. Krecil is a skilled and cautious assassin. His primary goal is to steal the spellbook, not to kill—though he will not hesitate to use ruthless violence to facilitate his crime. Indeed, he will show mercy only if it seems to further his chances of gaining the spellbook or escaping—or of recruiting the PCs to aid the cause of his house. He will not identify that clan, however. If the PCs are negotiating with Tolokoph, the attack will occur when that unfortunate merchant is examining the spellbook. Krecil has taken a potion of speed, so the following attack occurs at a whirlwind pace. First, he teleports, invisibly into the room. His cloak of silence muffles any sound of his arrival. In the next instant he snatches the book from poor Tolokoph’s hands and then slays the merchant with a cut from one of his petrifying and poisonous daggers. Before he disappears, Krecil will try to communicate with at least one of the PCs, if he has a chance. There is no mercy—just pragmatism—in the offer he will make just before he teleports out of sight. It is motivated by the knowledge that the PCs are resourceful adventurers, or else they would never have made it this far. Also, Krecil realizes that he and his comrades will need addi48

Chapter Five tional allies in the struggle that his theft has just made inevitable. “You’ll be blamed for this attack,” warns the assassin, his eyes steady, the gold ring winking on his finger. “Flee to the Stenchstreets—you’ll have your best chance of escape there! “My matron will welcome your aid, should you choose to fight with us against the true bane of Menzoberranzan—flee to the Stenchstreets, and we shall find you there!” In the next instant, the ring on his finger flares brightly, and the drow assassin blinks out of sight. A quick investigation will show that the dome of the mercantile house has been shattered by a huge explosion—the drow and goblins in the vicinity of the blast were all killed. Whichever of the mercantiles suffers this indignity, the powerful houses backing it will begin swift retribution. If this was the Brown Mushroom Company, then the combined might of Barrison Del’Armgo and FeyBranche will unite to send enforcers after the troublemakers. If, on the other hand, it was the Black Claw that Krecil attacked, then the awesome might of House Baenre will throw itself into the pursuit. In either case, considerable forces will soon be arriving at the smoldering mercantile company, bent on vengeance—and they will be inclined to seize any and all potential witnesses for interrogation. Once back to the house torture chambers, the drow will allow the whips of the house priestesses to separate the plotters from the mere innocent bystanders. Thus, Krecil’s advice was good—the PCs had best beat a hasty retreat, or else they will face a tough fight against a foe who steadily increases in strength. Arrivals on the scene occur in the following order, and begin 1-6 rounds after Krecil disappears. Each time a new enforcer (or group) arrives, roll a d6 again—the next bunch comes that many rounds later. FIRST: Drow warriors on lizard mounts (four 5th level): AC 2; Move 15; hit points 31 each; #AT 1; Dmg 1d8 +3; THAC0 12; MR 58%; AL LE Weapons: lance, long sword +3 Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate SECOND: 2 drow high priestesses (levels 6 and 8) on driftdiscs Priestess (level 6): AC 2; Move 12; hit points 31; #AT 1; Dmg 1d8 + 2; THAC0 17; MR 62%; AL LE Weapon: adamantite mace +2 Inherent Spell-Like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect lie, suggestion, dispel magic Spells Known: First Level: detect magic; detect snares and pits; sanctuary Second Level: charm person or mammal, slow poison, spiritual hammer Third Level: dispel magic, cause blindness or deafness High Priestess (level 8): AC 0; Move 12; hit points 40; #AT 2; Dmg 2d4 ( x 2); THAC0 16; MR 66%; AL LE Weapon: whip of fangs Inherent Spell-Like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect lie, suggestion, dispel magic Spells Known: First Level: detect good, detect magic, cause fear Second Level: augury, chant, silence 15’ radius 49

Chapter Five Third Level: dispel magic, feign death, meld into stone Fourth Level: cause serious wounds, neutralize poison THIRD: Drow warriors (10 3rd level): AC 3; Move 12; hit points 20 each; #AT 1; Dmg 1d6 +3; THAC0 15; MR 58%; AL LE Weapons: hand crossbows, short swords + 3 Inherent Spell-like Abilities: dancing lights, faerie fire, darkness (all once/day) FOURTH: 2 House wizards, of level 6 and 8, arriving on foot Drow mage (6th level): AC 4; Move 12; hit points 30; #AT 1; Dmg 1d4 +5; THAC0 13; MR 62%; AL LE Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day) Spells Known: First Level: detect magic, magic missile, sleep, wall of fog Second Level: invisibility, web Third Level: haste, hold undead Drow mage (8th level): AC 0; Move 12; hit points XX; #AT 1; Dmg 1d4 + 5; THAC0 12; MR 66%; AL LE Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day) Spells Known: First Level: detect magic, jump, light, read magic Second Level: detect invisibility, ESP, web Third Level: fly, hold person, slow Fourth Level: fumble, minor globe of invulnerability More reinforcements will continue to arrive if these forces cannot handle the initial resistance. If the PCs elect to flee, however, they will not be (immediately) pursued for a great distance. After all, flight is the expected response of an honest drow citizen when confronted with a situation such as this. Within a few hours, patrols of the offended house will be combing the streets of the city, looking for a number of potential suspects—including some who match the PCs’ description pretty well. They will travel arrogantly, with their house banner prominently displayed, so the characters should have little difficulty figuring out who’s after them. These patrols will consist of the same types of forces as listed above, although typically the first and second groups operate together, and the third and fourth do as well. They will penetrate most areas of the city with a fair degree of thoroughness, with the exception of the Stenchstreets—where they won’t go at all. If the characters seek shelter in any other district, however, they will eventually find a group of curious drow checking for them. If they’re in a common room or public hall, they will see the enforcers come in. However, if they rent a private room and don’t remember to watch the proprietor (who will almost certainly take a bribe from the searching drow) they will find the house troops at the doors and windows of their room, ready for trouble. But in the Stenchstreets they’ll be safe from the drow of the vengeful house. They won’t be clean or comfortable, of course— nor will they be safe from all the other drow, not to mention the gnolls, ogres, orcs, duergar, bugbear, and goblins that add spice to the low-class part of Menzoberranzan. The PCs should realize by now, of course, that you can’t have everything! The characters should be able to find cheap lodging with little difficulty. They may have encounters with as many of the aforementioned ruffians as the DM deems appropriate. Certainly, in any Stenchstreets communal house or inn, characters will 50

Chapter Five have to demonstrate a certain capacity to take care of themselves just to insure that they are left alone. The Braeryn neighborhood, commonly known as the Stenchstreets, is described in the “Neighborhoods” chapter of Book One: The City. Stenchstreet Contacts Compounding the chaos of survival in this rough district is the fact that vigorous enemies seek the PCs—and that search will eventually come to the Braeryn. It will manifest itself in teams of young nobles and their veteran assistants hunting through the streets and alleys of the district in the ageold hunting ritual of Menzoberranzan—for the inhabitants of the Stenchstreets are considered little better than game animals in the vicious culture of the drow. However, the eventual goal of this chapter is for the PCs to join forces with one side or the other as the preparations for a great attack are made. The target of the attack will be House Millithor, and if that is the PCs house it shouldn’t be too difficult to get them home for the fight. If the PCs are surface dwellers, however, they will be bribed (by Krecil) to help defend the house. If they decline this task, they will have the opportunity to join up with the forces of the mercantiles, acting through House Nurbonnis, the 21st ranked noble house. House Nurbonnis is an ally of Oblodra and Barrison Del’Armgo. Neither of those powerful houses will risk an overt attack against Millithor. (Despite their fear of wild magic, they will not take a blatant action with such potential to anger House Baenre). Thus, they have found an ambitious and lower-ranking ally to do the dirty work. The drow that seek to punish or capture the fugitive PCs will come into the Stenchstreets about 36 hours after the player characters themselves. By this time, they will represent the forces of the Black Claw company and the houses backing the Brown Mushroom—i.e., Oblodra and Barrison Del’Armgo. However, there are no more House Baenre troops in the hunt! This is an important detail that is best described to the PCs by omission. (The DM describes in detail the houses that are asking about the PCs, and lets the players figure out who’s missing.) The search (without Baenre) will maintain its pressure on the other neighborhoods, and all known exits from the city will be watched. The parties of drow that enter the Braeryn will be stronger than those searching the other districts—in total, they will include the equivalent of all four groups of drow listed on the previous page. Refer to those stats if combat becomes necessary. However, at the same time as this is occurring, the assassin Krecil will be driven to locate the PCs for this reason: the attack on House Millithor is imminent, and the PCs can make a valued addition to its defense. Because of their entry into the city, Krecil will feel confidant that the PCs are accomplished fighters, and not attached to the rival houses. Krecil will begin trying to contact the PCs 24 hours after they enter the Stenchstreets. He will make his search by, first of all, placing symbols bearing his seal—the black spider pierced by the red dagger—behind the bars of many Stenchstreets social establishments. The bartender will be able to arrange a meeting, if a character asks about the symbol. There is a 10% chance that any establishment the PCs enter will have such a symbol. The following list suggests the names of establishments in this quarter—the DM can use them as necessary, and create additional places of his own. 51

Chapter Five The Purple Wyrm— a spice-incensed place, popular with duergar and unusually ugly drow. Eye of the Beholder— a huge place, a raucous mixture of all the intelligent races found in Menzoberranzan. Black Stalactite— a den of thieves, famed for the illithid entertainer who performs mental tricks with willing or unwilling customers. The Web— a favorite habitat of arrogant drow, who commonly rob, assault, or kill patrons of other races. Lair of the Lizardking— this is a favorite habitat of non-drow, particularly gnolls and ogres. They are prone to beat up on drow who wander in. Well of Darkness— this is an actual pit in the stone floor of the city, and features numerous private booths cloaked by permanent darkness spells. Krecil will maintain this procedure for 6 days (i.e. until a full week has passed since the PCs came to the Stenchstreets). However, if one of the searching bands of nobles described above should discover the PCs, Krecil will hear about it quickly. He will teleport to the fight within 4-24 minutes, and lend his talents to getting the PCs away—not to the killing of all the drow antagonists. Fortunately, he knows enough secret doors, concealed alleys, and private tunnels in the Braeryn to virtually insure a clean getaway. If the week passes with no contact, however, he will begin seeking them actively. After another 2-12 days, he will be given accurate information, and come to see them wherever they can be found. Once the wild magic user makes contact with the PCs, he will offer them a lot of gold, on the spot, to serve in the forces of House Millithor. He starts at 2,000 gp apiece, but will go as high as 10,000 if the characters hold out. If they accept, he brings them to that house, where they will join in the preparations for defense that are occurring steadily during this period. If the player characters decide to reject the approaches of Krecil, and the party does not include members of House Millithor among them, it is possible that they will not make their way to that clan’s holdings. In this case, they will eventually be cornered by one of the searching drow parties. They will have to fight for their lives, or try and talk their way out of the long-odds battle. The latter tactic is recommended—the nobles of House Nurbonnis will pause to listen to the PCs’ entreaties, even during the course of a fight. In fact, they have been told that the characters would make valuable allies in the coming attack. The only deal they will strike is this: The PCs will be granted their freedom if they agree to join the leading wave of the attack against House Millithor. They will not be paid, but if their side is victorious they will be allowed a share of the spoils. Otherwise, they are informed, they will be tracked down and killed. In this case, they will have the chance to experience the end of the adventure from the attacker’s point of view instead of the defender’s. (Of course, in true drow fashion, they will be free to choose or change sides pretty much up until the end of the battle.) In any event, this chapter lasts until the PCs reach House Millithor, join forces with House Nurbonnis—or, possibly, slink out of Menzoberranzan with their tails between their legs (chickens!). Once they have determined their role, proceed to the final showdown. 5 2

Chapter Five 53

Chapter Five 54

Chapter Six The Stand of House Millithor This chapter depicts a conflict that lies at the center of Menzoberranzan’s harsh concept of “Station”—for this is nothing less than the attempt of one house to totally exterminate another. The attacking forces are stronger, but the defending forces have the advantages of a strong and well-fortified house, and the potential of wild magic (in the powers of Krecil). The encounter should be balanced so that the presence of the PCs swings the odds in one direction or another. The battle is written as a roleplaying adventure, so the bulk of the fight will occur as background confusion. However, for those players who may wish to resolve this as a miniatures scenario, a modicum of statistics conversion and some wholesale invention of armies will make for an entertaining setup. The building of the battlefield will take some care, but miniatures players will give themselves a tense and highly magical conflict to resolve. The Rival Houses The battle itself is an attack against House Millithor under the auspices of House Nurbonnis. The real motivations for the war are the fears of House Barrison Del’Armgo (and other anti-Baenre families) about the potential of wild magic—especially if the city’s first house gains control of that new and unpredictable sorcery. Since, now, House Millithor is the primary center of wild magic in Menzoberranzan, they see a chance to nip the problem in the bud. Drow Soldiers: 140 total Formations: 20 Elite Foot 50 Archers 50 Foot 20 Lizriders Slave Force: Formations: 200 total 100 goblin foot 100 goblin archers lithor fails, then the wild magic was overrated and its loss is no great catastrophe. As usual, House Baenre finds itself in a win-win situation. Not so for the lower-ranking clans, however, that will actually fight the war. The standard rules of the city apply—if all House Millithor nobles are slain, House Nurbonnis has accomplished a great victory. But if one or more of them remain alive, Menzoberranzan justice will be dealt to the Nurbonnis clan. The two houses are outlined here: House Millithor Twenty-fifth House SYMBOL: Matron Mother: Ki’Willis Millithor Nobles: 8 Priestesses: 4 High Priestesses: 2 House Males: 4 Fighters: 2 Wizards: 2 Matron Baenre is a shrewd enough judge Chief Alliances: House Baenre is House of the city’s mood to make no overt move in Millithor’s chief sponsor—but during these this conflict. If the wild magic is as good as times of careful diplomacy the matron of she believes, House Millithor will be able to that great house will make no overt show of take care of itself—and then Baenre will support. Thus, for the time being, House make her approval known. If House Mil- Millithor stands pretty much alone. 5 5

Chapter Six Chief Rivals: House Millithor has been a long-standing (2000 + years) rival of House Nurbonnis (#21). Now, however, House Millithor has also attracted the enmity of House Barrison Del’Armgo (#2) and House Oblodra (#3). House Nurbonnis Twenty-First House SYMBOL: Matron Mother: Nadallas Bonnine Nobles: 10 Priestesses: 5 High Priestesses: 3 House Males: 5 Fighters: 3 Wizards: 2 Drow Soldiers: 200 total Formations: 30 Elite Foot 80 Archers 40 Foot 30 Lizriders Slave Force: Formations: 400 total 150 goblin foot 150 goblin archers 100 bugbears Chief Alliances: House Nurbonnis is a major crony of House Barrison Del’Armgo, the #2 clan of Menzoberranzan. Indeed, for the purposes of this attack, House Nurbonnis is pretty much following the instructions of its master. The clan also has good ties with House Oblodra (#3) and several other houses that waste no love on House Baenre. Chief Rivals: House Nurbonnis has contributed much to the rivalry with House Millithor (#25). Now that rivalry has come to a head, and when it passes only one of the two will remain. The Dwelling of House Millithor This house is located in the Narbondellyn section of Menzoberranzan, the wealthy district near the great pillar of time that dominates the drow cavern. Millithor stands in the shadows of many of the influential houses of the city—indeed, after the Qu’ellarz’orl, the Narbondellyn is the finest quarter of the city. Refer to the maps on Card 2 for the floorplan of House Millithor. The numbered locations on the map are keyed to descriptions in this section. The Defense The defenses of House Millithor includes its physical defenses (walls, traps, etc.); its troop defenses; and its NPC and PC defenses. The first two categories will remain constant; the third, of course, depends heavily on the actions of the player characters. The physical defenses have been covered in the keyed description of the house. The troops will be assigned, most typically, to the locations listed for them—though they may rush to reinforce a nearby area at the DM’s discretion, or as a result of the actions of PCs. The prominent NPCs, include the matron mother and the assassin Krecil, as well as either PCs who are members of the house, or these NPCs: 2 high priestesses, 2 fighters, and 2 wizards; plus any PCs who are present, but are not members of the family. Their locations will be suggested after the house is described. 56

Chapter Six 1. The House Wall The wall is adamantite-surfaced stone, raised into shape by the efforts of drow mages in millennia past. The surface of the wall is inscribed with defenses against personal intrusion—anyone touching it is struck by a short range blast of lightning that inflicts 6d6 worth of damage. It is 30’ high and 10’ thick at its base, with a 6” thick shell of adamantite surrounding the stone. The gates are pure adamantite, and remain barred unless the guards release them. They can absorb 300 hp of damage before giving way, but are only vulnerable to magical weapons and attacks. Lightning bolt spells (6d6 damage) are permanently placed in the wall, aimed to shoot both out and upward. Anyone flying over the wall (within 180’ of its top) is 90% likely to trigger the lightning—unless he knows the location of the gaps in coverage. (They shift on a daily basis). In addition, any magical attack against the wall will trigger a rebound of 0-3 lightning bolts against the source of the magical attack, up to a maximum of 180’. Garrison: 100 goblin footsoldiers stand just inside the gate. They have orders to counterattack any breach in the wall, but they’ll have to pass a morale check before they will follow that command. 2. Battle Tower This giant stalagmite extends 100’ from the floor of the cave. The lower 60’ of it has been hollowed out to form 3 battle platforms (at 20’, 40’, and 60’ heights). Each platform has 24 arrow slits placed around its walls, and stockpiles of more than a thousand arrows per platform. The platforms are connected by spiral stairways carved from the living stone of the stalagmite. Iron-banded doors of wood secure the entrance and exit to the stairway on each floor. The battle tower has one door—a solid metal slab on the ground level, inside the walled compound. The door is treated as AC 0, 100 hp, if someone tries to bash it in. Garrison: There are 10 goblin archers and 5 drow archers on each platform of the tower. In addition, 10 drow footsoldiers stand inside the door at ground level. 3. Pool This pool of water serves as a well and a bathing pond for House Millithor. It insures that the clan can control its own water supply, and also provides a private location for bathing and swimming. In addition, a permanent enchantment has been placed upon the pool: a water elemental has been imprisoned here, and can be released upon the command of any of the family nobles. The creature will join in the defense of House Millithor against any and all attackers—it requires no concentration from the noble. Water Elemental: AC 2; Move 6 SW 18; HD 16; hit points 92; #AT 1; Dmg 5-30 ( -5 out of water); THAC0 5; SD +2 needed to hit The elemental’s 60 yard range from the pool can reach all portions of the family compound except for the outer wall (between locations 2 and 4) and the battle tower. When no more attackers are present—regardless whether it is a lull in the battle or the fight is over—the creature will depart for its own plane, having fulfilled the obligations of its long servitude. 4. Sky Column The sky column is like a more grand version of the battle tower, but it also includes the garrison space for the house soldiers and 57

Chapter Six slaves, as well as stables and the supply warehouse. Each of the two towers making up the column has battle platforms at 30’, 60’, 80, 100, and 140’ heights. In the larger (west) tower, there are 64 arrow slits per platform; in the eastern tower, 48. A single door leads into the combat platforms of the tower—it is identical to the door of the Battle Tower. Several doors lead into the stable area (A), described below— though more numerous, these too are the same type of solid metal barrier as found at the Battle Tower. On the ground floor of the western tower, in the space marked “A” on the map, is the complex of caverns containing many important parts of the compound. The ground floor is devoted to stables, and contains some 20 lizard mounts and 10 rothe. The second floor contains the dining hall and commons room for the drow troops of House Millithor, and the third floor holds their great barracks-halls. Each company lives in one huge room with its officers. Slave quarters are underground, below the stables. Here the humanoid troops live in squalor and darkness, pent up and angry—so that when they are used in the city, they fight with all the rage festered by their benighted status. The fourth floor of area A is connected to the lowest battle platform in this column, and also to the drow barracks below. It is a battle maze, designed to force attackers through a convoluted series of maneuvers, many of which make them vulnerable to attack. See a detailed layout of this maze on one of the player cards included in the Menzoberranzan accessory. At the end of the maze is the beginning of a tall and narrow bridge, 60’ above the courtyard of the house. The span leads to another readily-defensible location—the Spire. Garrison: There are 20 lizardriding drow just inside the double doors of the stable. They will charge into the courtyard to counterattack any enemies who’ve made it through the wall. Three of the five platforms in each column will be garrisoned. These will be the lowest three, unless the attackers include forces flying at the higher altitudes. Each garrisoned platform has 10 goblin archers and 5 drow archers. In addition, 10 drow footmen stand inside each of the three doors leading into the structure at ground level. 5. The Spire This structure (like #s 2 and 4) is constructed from the natural rock of the cave—in this case, a stalagmite towering some 200’ into the air. It is windowless, and the only entrance is the one at the end of the bridge connecting the Spire to the Sky Column. The purpose of the spire is to form a final bastion for the drow troops of House Millithor. It contains plentiful food and water stockpiles, a complete arsenal of enchanted weaponry, fresh arrows, oil, potions of healing and a host of other supplies that make an extended siege a possibility. Although rumors, even among the house’s own troops, speculate that the house nobles will make their last stand here, this is not the case— still, Matron Millithor would like any attackers to believe this. A magical linkage supports the bridge connecting the spire to the sky column. That linkage can be broken by the speaking of a command word at the spire end of the bridge, which will cause the bridge to collapse immediately—and totally. The command is known to all house nobles, and to the captains of all the house companies of drow troops. The spire includes successive levels of platforms, climbing ever higher into the tower. None of the five platforms opens to the outside—in fact, the walls are 12’ thick stone, with a 2” plate of adamantite on the 5 8

Chapter Six interior surfaces of walls, floor, and ceiling. The first (lowest) of the levels can be entered from the spire’s outer door, which connects to the bridge. It is identical to the metal doors of #2 and #4. The central stairway climbs through a hollowed-out column in the middle of the spire, so anyone climbing the steps is completely exposed to murderous fire from above. There are five different platforms. Each of these is blocked from the stairway by a metal door; however, a dozen arrow slits open from each room into the stairwell. Targets are visible from the time they leave the next lower level until (and including when) they stand before the door to the shooter’s level. In the event of fire, smoke, or gas attacks, however, the arrow slits can quickly be closed and sealed. Garrison: The Spire is protected by 10 drow footmen, inside the door, and 10 goblin and 5 drow archers just beyond them. However, the Spire will also be the destination of drow troops driven out of the Sky Column, so this number can swell considerably before the bridge is dropped. The Great Hall of the Family This is the central structure of the House, and it has been raised and shaped by the powers of drow magic over the years. The structure is vaguely mushroom-shaped, since the upper level is larger than the lower. The walls are 15' thick stone, lined with 6” of adamantite. The only passages connecting the inside of this house to the outside are the front doors, and a secret tunnel leading downward from area 8 and leading through the streets of the city to a concealed exit nearly 1000’ feet beyond the house wall. 6: Entry Hall This wide corridor sweeps through a full circle and more, following the coiling outer wall of the house towards the sanctum of its center. It is blocked on the outside with a pair of adamantite gates as strong as the gates in the outer wall. Several secret doors are placed on the interior wall, allowing the house troops to emerge and attack illicit intruders in the flank or rear. Garrison: There are 20 elite drow warriors stationed in this hallway. They will try to counterattack the enemy in the rear, while the wizards and priestesses meet the attack head on. 7: Council Chamber and Great Hall This huge oval is the public heart of House Millithor. Here Matron Millithor keeps her great throne, where she sits when she entertains visitors. Long banquet tables line the walls—they can be pulled into the center of the room when necessary. A wide staircase follows one wall of the room, leading up to the second floor. It has no railing on the side away from the wall. 8: Upper Floor Antechamber This is the entrance to the private quarters of the Family Millithor. It is a plain chamber, with heavy wooden doors leading to the priestesses quarters, the male quarters, and the kitchen and servants quarters. Also, well concealed in the wall of the chamber (-1 to “find secret doors” attempts) is the secret door leading to a dark shaft that leads downward. A narrow ladder is bolted to the wall, leading downward for 50’. There, it reaches the end of a nar59

Chapter Six row tunnel, which eventually comes up through a secret trapdoor in a narrow alley. 9. Matron Mother’s Quarters These sumptuous apartments represent the pinnacle of depraved drowery. Upon entering, one is immediately confronted by a fulllength mirror. Upon all creatures except Matron Millithor, the glass acts as a mirror of petrification— those seeing their own reflection in it must make a saving throw versus spells, or turn to stone. A black drapery hangs beside the mirror and can be used to screen it; however, members of the noble family itself simply cast darkness over the glass when they enter the room. The rest of the apartments include a huge bedroom; a large meeting/massage chamber, with a sunken pit that can be filled with water or oil; a private dining chamber, generally limited to dinners for two or three; and a library containing the matron’s tomes of magic, family histories, and notes and schemes. 10. High Priestess Quarters The two high priestesses, daughters of the matron, share these apartments. They are not so elegantly furnished as their mother’s, nor do they have the space for entertaining visitors. 11. Young Priestess Quarters This is little more than a rude barracks, where a dozen young female drow are trained in the arts of Lloth. About half of these are granddaughters of the matron mother, while the others are promising nonnobles taken under the family wing. 60

Chapter Six Besides the beds, the chamber contains a large space for exercise, and several tables and benches for study. A small, stone image of the Spider Queen rests opposite the door. The statue is imbued with the ability to detect alignment on all individuals in the room. If an alignment other than chaotic evil is discovered, the status spits out a bolt that hits exactly like a magic missile; however, those struck suffer 1d6 of damage from the impact. On the following round they must make a saving throw versus poison; failure means that they suffer 1d4 of poison damage that round. Repeat the save attempt (and suffer additional damage) each round until a saving throw is successful or the victim dies. The statue will only shoot a given individual once, regardless of how many times she returns to the room. 12. The Sons of Millithor This cramped apartment contains the rooms of the four sons of the matron mother. Two wizards and two fighters crowd into the chambers, leaving little room for personal effects other than a trunk of clothing, a wardrobe, and a bed. Thus, the drow males keep their equipment and valuables in the training room across the hall. 13. Quarters of the Patron This apartment is not bad, by male standards—after all, Krecil gets as much space as all the sons combined. He has a hard wooden bed, a workbench and a small library, as well as the heads of several of his kills as trophies—a cave fisher, an aboleth, even a drow wizard who had once aspired to the mastership of Sorcere. He keeps a trunk in here containing all of his poisons and special effects. The trunk is very thoroughly trapped. If it is not opened with a single key (worn around Krecil’s neck), and if a string of command words are not spoken at the same time, the chest will explode. All of its contents will be destroyed, and anyone in the room will suffer 12d6 of explosion damage, and will also be thoroughly poisoned (save at -6). 14. House Armory and Practice Room This chamber is where the males develop their fighting skills. Although each of the wizards also has space here—a desk, and several shelves of scrolls and tomes—the room’s overriding theme is combat. Weapons hang along the length of the room’s curved outer wall, including halberds, pikes, spears, axes, long and shortswords, rapiers, throwing daggers, and handbows. At least one example of each type is enchanted to a level of +2; one more of each is a +1. Also present are the fine mesh of drow chainmail, in several full suits that will fit a drow or a small human. The armor is also of +1 enchantment. A small footlocker contains the personal treasures of each of the four drow males who frequent this room. They contain valuables in gems and platinum coins totalling 300-1800 gp apiece. Each is bolted to the floor, and trapped with a poison needle trap. 15. Servants’ Quarters These unremarkable chambers house the several dozen servants and slaves who work in the Millithor house, including cooks and maids, valets and armorers. Each has a small room, little more than a cubby, and very few valuables. 61

Chapter Six 16. Dining and Kitchen Area The most commonly-used family dining room is here, sumptuously furnished with silver plates and chalices, and—a real rarity—a wooden table! Faerie fire images line the walls, shifting through scenes of Menzoberranzan. The most striking image is a glorious impersonation of House Baenre that lights up the whole wall and remains for ten minutes; other scenes are less spectacular, and shift after a minute or two. The kitchens and pantries are clean and well stocked, but mostly unremarkable. House Millithor NPCs These characters will most likely take up the following positions; only discussions with the PCs will be likely to change this: The Matron Mother, the 2 high priestesses, as well as 2 priestesses (5th level) and 10 apprentices (1st-3rd level) will all have gathered before the altar of Lloth, in the family sanctum (#7). The 2 wizards and 2 fighters will patrol the inside of the wall and the towers, directing the outer defense. If the wall is breached, however, and the courtyard falls to the attackers, these males will retire to the main house. There they will stand before the doors to the sanctum, meeting the charge of any enemy troops who make it into the house. The Attack The House Nurbonnis attack will be a multipronged assault designed to quickly penetrate Millithor’s outer layers of defense, and then to methodically eliminate any pockets of resistance that remain. The attacking house will use its goblin slaves for the most deadly attacks, conserving its bugbear and drow forces until a breach is made in the wall and the battle begins to approach its climax. The Troops of House Nurbonnis The attackers are organized into several wings: FIRST WING: This is the “cannon fodder” wing, and includes the goblin footsoldiers and half of the goblin archers. They will attack the wall under the cover of darkness spells, and seek the gaps that will hopefully be blasted by the mages. Goblins (150): AC 7; Move 6; HD 1-1; hit points 5 each; #AT 1; Dmg 1d6; THAC0 20; AL LE Goblin archers (75): AC 8; Move 6; HD 1-1; hit points 4 each; #AT 1; Dmg 1d6, Range 30/60/90; THAC0 20; AL LE SECOND WING: This is the main body of the attackers. It will remain in the background while the holes are blasted in the walls (and the first wing is annihilated). Then this force will pour into the courtyard of the house, seeking to battle the Millithor troops that make a stand there. When the courtyard is secure, these troops will pursue the defending warriors that make a stand in the Spire, the Battle Tower, or the Sky Column. Goblin archers (75): AC 8; Move 6; HD 1-1; hit points 4 each; #AT 1; Dmg 1d6, Range 30/60/90; THAC0 20; AL LE Bugbears (100): AC 5; Move 9; HD 3 + 1; hit points 15 each; #AT 1; Dmg 1d8 + 1; THAC0 17; AL CE Drow lizardriders (30): AC 2; Move 15; HD 3; hit points 18 each; #AT 1; Dmg 1d12 +2 (lance) or 1d8 +2 (sword); THAC0 15; AL LE 62

Chapter Six Drow archers (40): AC 2; Move 12; HD 3; hit points 16 each; #AT 2; 1d6, Range 50/ 100/150; THAC0 16; AL LE THIRD WING: This elite force will enter the house after the battle in the courtyard has passed its peak. They will drive for the Family Hall, and will be entrusted with the mission of securing the family quarters and seeing to the elimination of all Millithor nobles. Drow archers (40): AC 2; Move 12; HD 3; hit points 16 each; #AT 2; 1d6, Range 50/ 100/150; THAC0 16; AL LE Drow footsoldiers (40): AC 2; Move 12; HD 3; hit points 18 each; #AT 1; Dmg 1d8 +2; THAC0 15; AL LE Elite drow warriors (30): AC 0; Move 12; HD 4; hit points 24 each; #AT 1; Dmg 1d8 +4; THAC0 12; AL LE House Nurbonnis NPCs These NPCs are listed on one of the cards included in the Menzoberranzan Boxed Set. Their powers will be reserved, almost exclusively, for the confrontation with the House Millithor nobles. 63

Chapter Seven Aftermath Menzoberranzan society will most likely continue to flourish after the adventure is concluded. However, the actions of the PCs and NPCs can have some profound effects— most significantly, of course, as regards the standings of Houses Nurbonnis and Millithor. In addition, the players might have earned for themselves niches in the dark elf city, as servitors of one of the great houses. Or they may be—even as the last rumbles of the war rumble through the streets—fleeing for their lives into the trackless realms of the Mantle and the Underdark. In either case, the adventure has just begun! In the event that House Millithor is destroyed by the attack against it, surviving PCs will not necessarily face exile or death. Even if the characters are young Millithor nobles, the other drow will assume that they will take a pragmatic approach to survival. (Remember, only the matron mother and her children must be slain to destroy the house—the grandchildren, which include the PCs, will be left without a house, but they will not face execution unless they bring it upon themselves.) In fact, surviving Millithor characters may find potential employment from House Baenre or House Barrison Del’Armgo. Skilled drow warriors, priestesses and mages can always benefit a powerful sponsor. Alternately, if the characters are familiar with the surface world, this gives them a different use for either of these houses—the drow can always use intermediaries for their dealings with the races that live under the light of the hated sun. Of course, if House Millithor successfully withstands the attack, then the combined might of the city’s ruling council will come down upon House Nurbonnis. The matron mother and other nobles of that house will be blasted in their clan’s dwelling, inevitably to perish. In this case, House Millithor climbs a rung on the ladder of Station, and is accorded a great deal of attention by the nobles of the ruling council. Matron Baenre will favor the house with a visit, and will try to learn as much as she can about the wild magic (if that powerful brand of sorcery played a role in the fight.) Of course, the accomplishments of the PCs might have been successful and daring—but that doesn’t mean that everyone will be happy with them. Given the nature of the drow, it is almost certain that, somewhere or another, the PCs will have made themselves a few enemies. The DM might want to make a few notes about these, for the purpose of future gaming. The adventure, additionally, can serve as an avenue for those players and DMs who would like to campaign amid the chaotic wonders of Menzoberranzan. Perhaps, in addition to their newfound enemies, the PCs may have found a few allies. With a little ingenuity, the DM should have no trouble converting these relationships into the bases for many future adventures. In any event, the wonders of Menzoberranzan have been presented to the player characters, for better or worse. As with any good, open-ended roleplaying setting, where you go from here is very much up to the players and their Dungeon Master. 64

From the Seeds of Chaos House Do'Urden, at the height of its glory (if not its true power), achieved the rank of Eighth House of Menzoberranzan, always a desired, and thus a tentative, position in the chaotic drow city. It was not a rival house’s hunger that brought this drow house down, though, but the remarkable actions of the family’s remarkable youngest son, one Drizzt Do’Urden. The complete stories of both House Do’Urden and Drizzt can be found in R.A. Salvatore’s Icewind Dale and Dark Elf trilogies (The Crystal Shard, Streams of Silver, and The Halfling’s Gem; Homeland, Exile, and Sojourn) and in the newest of Drizzt’s tales, The Legacy. For purposes of this supplement, we’ll detail House Do'Urden’s NPCs in the Year of the Singing Skull (1297 DR), perhaps the height of Matron Malice Do'Urden’s power. The NPC information about her renegade son, Drizzt, though, will be up-to-date. House Do’Urden Ninth House of Menzoberranzan (1297 DR) SYMBOL: Matron Mother: Nobles: Priestesses: High Priestesses: House Males: Fighters: Wizards: Malice Do’Urden (level 15 priestess) 21 12 4 9 7 2 Drow Soldiers: 350 Formations: 250 Elite Foot 75 Archers 25 Lizriders Slave Force: 350 total Formations: 200 goblin foot 100 orc foot 50 bugbears Chief Alliances: Strongly supported by House Baenre (#1), which further invites question about the house’s standing with the Spider Queen. Chief Rivals: With the fall of House DeVir (#4), House Hun’ett (then #5) became bitter rivals with House Do’Urden. (Their covert war would begin in Year 1338, lasting ten full years.) Also, House Fey-Branche (then #10) had inklings that trouble might be brewing in the Do’Urden household and prepared to spring upon the house at the first opportunity. It has never been truly decided whether House Do’Urden was a favored house of Lloth, or simply a pawn in the Spider Queen’s unending game of chaos and perverted pleasure. Whatever the case, the house seemed on the fast track to ascension, climbing to the number nine spot in Menzoberranzan with one of the finest eliminations ever known in the city. House DeVir (#4) fell out of the Spider Queen’s favor, and ambitious and opportunistic Matron Malice was quick to strike. On the very day that House DeVir was destroyed, a child, Drizzt, was born to Malice, a child that would seal the fate of the Do’Urden family and even unintentionally shake the foundations of Menzoberranzan itself. As the third living son, Drizzt was supposed to be sacrificed to Lloth, but his oldest brother, Nalfein, was killed in the DeVir assault (by his other brother Dinin) and the babe was allowed to live. 2

From the Seeds of Chaos The might of House Do’Urden lay in the unquestioning fealty to Lloth of Matron Malice and her three daughters, Briza, Vierna, and Maya, and the unrivalled training of the Do’Urden drow soldiers. Every move Malice and her daughters made was carefully weighed by the most pertinent of all drow questions: Would it please Lloth? Malice also knew how to play the intrigue within the city. Often she got her children placed in important positions at the Academy or in patrol groups. Matron Baenre usually nodded her approval whenever Matron Malice’s name was mentioned, and there could be no doubt, with Lloth and the First Matron Mother’s approval, that House Do’Urden would continue its climb. Even more to the Spider Queen’s pleasure was the way in which Malice handled Zaknafein, her weapon master (arguably the finest fighter in all of Menzoberranzan), who was not so loyal to drow ways—in fact, Zaknafein despised Lloth, despised his race in general, and best served Malice when he was slicing his swords through the hearts of drow priestesses. Malice played her former patron well, though, using Zaknafein’s incredible skills to convert her drow soldiers into a crack, elite unit. Perhaps no better example of this can be found than when House Do’Urden summarily eliminated the city’s Fourth House, DeVir. With DeVir destroyed, Matron Malice was only one rank away from her coveted seat on the Ruling Council. Over the next few decades, as Drizzt grew into an exceptional fighter, the house’s reputation grew, too, and it seemed as if that seat would soon be assured. But those ensuing decades also signalled the inevitable doom for the ambitious house, for Drizzt, amazing with weapons, was akin to Zaknafein in temperament. The young drow had no heart for the ways of the Spider Queen, and his sacrilegious actions continually placed Malice out of Lloth’s favor. One disaster led to another for House Do’Urden. They would ultimately win their war with House Hun’ett (thanks to the double-dealings of Bregan D’aerthe), but only because Hun’ett was as much out of Lloth’s favor as was Do’Urden. The single hope for Malice’s ambitions, even her survival, lay in the Lloth-decreed death of Drizzt, who had fled the city, but, for all of Malice’s attempts, they could never accomplish the task, never lift themselves back to glory. The Dwelling of House Do’Urden House Do’Urden is one of the Qu’ellor’weil houses in Menzoberranzan, one of the houses whose residence is primarily within the great cavern’s wall (as opposed to the usual stalagmite-stalactite arrangement). Two huge stalagmite pillars serve as the house’s anchoring posts for the gate and also house the slave and commoner drow garrisons, but the bulk of the house, and all of the nobles, reside in the two-levelled cave complex within the wall. The first level is a virtual maze of tunnels and small residence halls, a large common dining area, and a large training area. At the back end looms the house chapel, two stories high, and of similar design to House Baenre’s (though certainly not nearly as large or as well-decorated!). The upper level can only be reached through the chapel balcony or the outer balcony overlooking the Do’Urden compound, and neither place has any type of staircase. The family drow get up to the level through levitation. A long corridor leads in (straight west) from the outer balcony. Seven side passages 3

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

From the Seeds of Chaos Vierna Do’Urden (11th level drow priestess), the second daughter of the house, is also the only female still alive, now living with Jarlaxle and the underground band of Bregan D’aerthe. Due to her even temperament and tendency toward mercy, Vierna was always known as the weakest of the Do’Urden daughters. She is Drizzt’s only full sister, and Malice wondered if their common father was responsible for their common traits. Things have changed for the beleaguered survivor, though. Vierna never found the strength to abandon the ways of Lloth, as did her brother, and eventually, the dark side won her over. Now she dreams of glory for Lloth, of the favor of the Spider Queen, and of one day finding her way to the Matron position in a ruling house. Dinin Do’Urden (12th level drow fighter) survived the demise of his house, falling in with Jarlaxle’s mercenary band. Dinin’s greatest fear concerns his brother, Drizzt. He was among those of the house sent out to find their renegade brother, and he met Drizzt once in combat. Once was enough. Dinin fosters no hopes of ever seeing his purple-eyed brother again, and openly admits this, which has, of late, put him out of increasingly ambitious Vierna’s favor. Dinin fights with the weapons and armor that used to belong to Zaknafein, and also favors the handcrossbow. His favorite method of attack is from behind, making him a perfectly suitable member of Bregan D’aerthe, a band that holds no pretense of honor. Little is known about Maya Do’Urden (9th level drow priestess), Malice’s youngest daughter. Maya always played the proper, subservient role in family business, attendant to her Mother’s every whim, never questioning Malice’s word. Briza and Vierna constantly vied for their little sister’s attention, probably so that the drastically different siblings could exert influence over moldable Maya’s development. Rizzen (8th level drow fighter), the last Patron of House Do’Urden, was a handsome but otherwise unremarkable drow. Not too clever, not too dangerous, he served Malice as a plaything, nothing more. 5

Drizzt Do’Urden He is, perhaps, the most famous drow on the surface of Faerûn, an honorable warrior who accepts the cards fate has dealt him, accepts the taunts and threats of ignorant surface dwellers, and has learned, through sometimes bitter experience, what is truly important in his life. Drizzt sits at the right hand of Bruenor Battlehammer, dwarven King of Mithril Hall, along with the barbarian, Wulfgar, Bruenor’s adopted human daughter, Catti-brie, and the halfling, Regis, returned from his downfall as a Guildmaster in faraway Calimport. Times are good now for the beleaguered drow renegade, better than Drizzt has ever known. He has left a long legacy, though, a trail of defeated, if not dead, enemies that includes the survivors of his fallen house, other ambitious drow who know that to kill Drizzt is certainly to gain Lloth’s highest favor, and one Artemis Entreri, a ruthless assassin who wants nothing more than to kill Drizzt in single, honest combat. For a look at some specifics of this unusual drow’s past, see the entry in the Hall of Heroes (FR7). Readers of the Icewind Dale and Dark Elf trilogies will no doubt spot several minor discrepancies in that entry, but at that time little was widely known about Drizzt. Not until the release of the Dark Elf books was his story known, and that story, we now know, is still far from complete. What follows, then, is an updated version of that Hall of Heroes entry, including new equipment the drow has acquired. ARMOR CLASS: -3 to -8 MOVE: 12” HIT POINTS: 92 NO. OF ATTACKS: 5 DAMAGE/ATTACK: 1d8 +7(x3) 1d8 +5 (x2) SPECIAL ATTACKS: Critical hits, Stealth (see below) SPECIAL DEFENSE: Nil MAGIC RESISTANCE: Nil SIZE: M (5’4”) ALIGNMENT: Chaotic Good 15th Level Drow Ranger S:13 I:17 W:17 D:20 C:15 CH:14 Remaining Inherent Spell-like Abilities: Dancing lights, faerie fire, darkness Physical Description: Drizzt is handsome, even by drow standards. His white hair is long, flowing, and silky smooth, his features sharp, but perfectly proportioned. Most striking of all are the drow’s eyes, violet in hue even when Drizzt is looking in the infrared spectrum of light. Fiery orbs of passion, their sparkle is strikingly visible, even within the shadows of a low-pulled cowl. Drizzt stands 5’4” and weighs 130 perfectly toned pounds. He wears a forest-green cloak, fur collared, and high black boots. Equipment: Drizzt wears mithral chain mail (+4) given to him by his dearest friend, Bruenor Battlehammer. Though forged by dwarves, the mail is as graceful and fine as the best elven chain, and hardened under a dwarf-pumped forge, it can turn aside mighty blows indeed. In combat, Drizzt wields two whirling scimitars, specializing in the blades (this is left over from his days as a straight fighter class; though his class has changed, he retains the ability). One of the scimitars, found in the lair of the white dragon, Icingdeath, is a frostbrand +3, and the other, given to Drizzt by the famed wizard, Malchor Harpel, is an even mightier blade. Twinkle by name, the scimitar was forged by the surface elves and glows with an eerie bluish light when enemies are near. The weapon is a defender +5, and when Drizzt puts Twinkle into a mesmerizing dance with his frostbrand, enemies would be wise to turn tail and run! 6

Drizzt Do’Urden Drizzt’s most prized item (some say also his best friend) is a figurine of wondrous power, an onyx panther, with which the drow can call upon Guenhwyvar. Guenhwyvar: AC4; HD 6 + 6; hp 45; Move 15”; 3 attacks: 1D4/1D4/1D12, plus rear claw rake for 2D4/2D4 if both paws score a hit; Move Silently and Hide in Shadows at 95%; Never surprised. The figurine can be used for ½ day every other day. Personality and Motivation: Drizzt had attained 18th level as a drow fighter under Zaknafein’s tutelage, but when he came to the surface world, he found his true calling under the instruction of a blind ranger named Montolio DeBrouchee. Since that time, Drizzt has become a ranger in the purest sense of the word. Where goblinoids and other evil humanoid creatures are concerned, no fight is unnecessary. He is a perfectionist, in combat and in everything he does, striving to attain the highest standards within his code of morality and self-discipline. Yet Drizzt is careful not to impose his personal standards upon others. Kindly and compassionate, he remains a valuable ally to all the good races, despite the harsh treatment he usually receives from people who can’t see his worth for the color of his skin and the reputation of his heritage. Drizzt believes in the brotherhood of the goodly races and always views the world with sympathy and empathy for the other person’s viewpoint. Thus, he accepts his lot in life without complaint. But Drizzt’s outward calm and composure are only half of his dichotomous personality. He is the peacemaker, the level head in any situation, always willing to avoid an unnecessary fight if possible. But when all of the options have been exhausted and a fight is unavoidable, a battle-lust burns within the drow that makes even his closest friends step back and shudder. Wulfgar is fully convinced that Drizzt’s daring will one day get them into a situation from which they cannot escape, and even Bruenor Battlehammer, fearless and stone hard, shrugs in amazement at his drow friend’s daring. The eager gleam in Drizzt’s eye gave Bruenor the impression that the drow had more in mind than watching. “Crazy elf,” he said under his breath. “Probably’ll take on the whole lot of ’em by himself!” (Bruenor) looked around curiously again at the dead giants. “And win!” (from The Crystal Shard) Because of his heritage, keen ears, and agility, Drizzt can hide in shadows (99%), move silently (99%), climb walls (99%), and hear noise (60%) as well as most thieves. This stealth allows Drizzt a backstab attack as a thief of similar level (x5 damage), adding to Drizzt’s already enormous fighting advantages. Also, so accurate are Drizzt’s wicked cuts, that if his attack roll exceeds the minimum required for a hit by more than 5, he scores double weapon damage (this also applies to the backstab) and has a base 10%, plus or minus 3% per level difference between him and his opponent, chance of killing the foe instantly. Perhaps the best measure of this unusual drow’s personality, the best understanding of Drizzt’s motivations and desires, comes from his own essays, words sometimes grim, often dark, but always honest and always revealing the ever-present undercurrent of determination that allowed Drizzt to survive the terrible world of the drow. The collected essays of Drizzt Do’Urden are presented here for the first time in one booklet, along with one never before printed: “On Vows” from The Legacy. 7

Collected Essays of Drizzt Do’Urden On Station: (Homeland) Station: In all the world of the drow, there is no more important word. It is the calling of their—of our—religion, the incessant pulling of hungering heartstrings. Ambition overrides good sense and compassion is thrown away in its face, all in the name of Lloth, the Spider Queen. Ascension to power in drow society is a simple process of assassination. The Spider Queen is a deity of chaos, and she and her high priestesses, the true rulers of the drow world, do not look with ill favor upon ambitious individuals wielding poisoned daggers. Of course, there are rules of behavior; every society must boast of these. To openly commit murder or wage war invites the pretense of justice, and penalties exacted in the name of drow justice are merciless. To stick a dagger in the back of a rival during the chaos of a larger battle or in the quiet shadows of an alley, however, is quite acceptable—even applauded. Investigation is not the forte of drow justice. No one cares enough to bother. Station is the way of Lloth, the ambition she bestows to further the chaos, to keep her drow “children” along their appointed course of self-imprisonment. Children? Pawns, more likely, dancing dolls for the Spider Queen, puppets on the imperceptible but impervious strands of her web. All climb the Spider Queen’s ladders; all hunt for her pleasure; and all fall to the hunters of her pleasure. Station is the paradox of the world of my people, the limitation of our power within the hunger for power. It is gained through treachery and invites treachery against those who gain it. Those most powerful in Menzoberranzan spend their days watching over their shoulders, defending against the daggers that would find their backs. Their deaths usually come from the front. On Memories: (Homeland) Empty hours, empty days. I find that I have few memories of that first period of my life, those first sixteen years when I labored as a servant. Minutes blended into hours, hours into days, and so on, until the whole of it seemed one long and barren moment. Several times I managed to sneak out onto the balcony of House Do’Urden and look out over the magical lights of Menzoberranzan. On all of those secret journeys, I found myself entranced by the growing, and then dissipating, heat-light of Narbondel, the time-clock pillar. Looking back on that now, on those long hours watching the glow of the wizard’s fire slowly walk its way up and then down the pillar, I am amazed at the emptiness of my early days. I clearly remember my excitement, tingling excitement, each time I got out of the house and set myself into position to observe the pillar. Such a simple thing it was, yet so fulfilling compared to the rest of my existence. Whevever I hear the crack of a whip, another memory—more a sensation than a memory actually—sends a shiver through my spine. The shocking jolt and the ensuing numbness from those snake-headed weapons is not something that any person would soon forget. They bite under your skin, sending waves of magical energy through your body, waves that make your muscles snap and pull beyond their limits. Yet I was luckier than most. My sister Vierna was near to becoming a high priestess when she was assigned the task of rearing me and was at a period of her life where she possessed far more energy than such a job required. Perhaps, then there was more to those first ten years under her care than I now recall. Bierna never showed the intense wickedness of our mother—or, more particularly, of our oldest sister, Briza. Perhaps there were good times in the solitude of the house chapel; it is possible 8

Collected Essays of Drizzt Do’Urden that Vierna allowed a more gentle side of herself to show through to her baby brother. Maybe not. Even though I count Vierna as the kindest of my sisters, her words drip in the venom of Lloth as surely as those of any cleric in Menzoberranzan. It seems unlikely that she would risk her aspirations toward high priestesshood for the sake of a mere child, a mere male child. Whether there were indeed joys in those years, obscured in the unrelenting assault of Menzoberranzan’s wickedness, or whether that earliest period of my life was even more painful than the years that followed—so painful that my mind hides the memories—I cannot be certain. For all my efforts, I cannot remember them. I have more insight into the next six years, but the most prominent recollection of the days I spent serving the court of Matron Malice—aside from the secret trips outside the house—is the image of my own feet. A page prince is never allowed to raise his gaze. On Falsehood: (Homeland) The Academy. It is the propagation of the lies that bind drow society together, the ultimate perpetration of falsehoods repeated so many times that they ring true against any contrary evidence. The lessons young drow are taught of truth and justice are so blatantly refuted by everyday life in wicked Menzoberranzan that it is hard to understand how any could believe them. Still they do. Even now, decades removed, the thought of the place frightens me, not for any physical pain or the ever-present sense of possible death—I have trod down many roads equally dangerous in that way. The Academy of Menzoberranzan frightens me when I think of the survivors, the graduates, existing—reveling—within the evil fabrications that shape their world. They live with the belief that anything is acceptable if you can get away with it, that self-gratification is the most important aspect of existence, and that power comes only to she or he who is strong enough and cunning enough to snatch it from the failing hands of those who no longer deserve it. Compassion has no place in Menzoberranzan, and yet it is compassion, not fear, that brings harmony to most races. It is harmony, working toward shared goals, that precedes greatness. Lies engulf the drow in fear and mistrust, refute friendship at the tip of a Lloth-blessed sword. The hatred and ambition fostered by these amoral tenets are the doom of my people, a weakness that they perceive as strength. The result is a paralyzing, paranoid existence that the drow call the edge of readiness. I do not know how I survived the Academy, how I discovered the falsehoods early enough to use them to contrast, and thus strengthen, those ideals I most cherish. It was Zaknafein, I must believe, my teacher. Through the experiences of Zak’s long years, which embittered him and cost him so much, I came to hear the screams: the screams of protest against murderous treachery; the screams of rage from the leaders of drow society, the high priestesses of the Spider Queen, echoing down the paths of my mind, ever to hold a place within my mind. The screams of dying children. On Friendship: (Homeland) What eyes are these that see The pain I know in my innermost soul? What eyes are these that see The twisted strides of my kindred, Led on in the wake of toys unbridled: Arrow, bolt, and sword tip? Yours . . . aye, yours, Straight run and muscled spring, Soft on padded paws, sheathed claws, Weapons rested for their need, 9

Collected Essays of Drizzt Do’Urden Stained not by frivolous blood Or murderous deceit. Face to face, my mirror, Reflection in a still pool by light. Would that I might keep that image Upon this face mine own. Would that I might keep that heart Within my breast untainted. Hold tight to the proud honor of your spirit, Mighty Guenhwyvar, And hold tight to my side, My dearest friend. On Loss: (Homeland) Zaknafein Do’Urden: mentor, teacher, friend. I, in the blind agony of my own frustrations, more than once came to recognize Zaknafein as none of these. Did I ask of him more than he could give? Did I expect perfection of a tormented soul; hold Zaknafein up to standards beyond his experiences, or standards impossible in the face of his experiences? I might have been him. I might have lived, trapped within the helpless rage, buried under the daily assault of the wickedness that is Menzoberranzan and the pervading evil that is my own family, never in life to find escape. It seems a logical assumption that we learn from the mistakes of our elders. This, I believe, was my salvation. Without the example of Zaknafein, I, too, would have found no escape—not in life. Is this course I have chosen a better way than the life Zaknafein knew? I think, yes, though I find despair often enough sometimes to long for that other way. It would have been easier. Truth, though, is nothing in the face of self-falsehood, and principles are of no value if the idealist cannot live up to his own standards. This, then, is a better way. I live with many laments, for my people, for myself, but mostly for that weapon master, lost to me now, who showed me how—and why—to use a blade. There is no pain greater than this; not the cut of a jagged-edged dagger nor the fire of a dragon’s breath. Nothing burns in your heart like the emptiness of losing something, someone, before you truly have learned of its value. Often now I lift my cup in a futile toast, an apology to ears that cannot hear: To Zak, the one who inspired my courage. On Self-Understanding: (Exile) I remember vividly the day I walked away from the city of my birth, the city of my people. All the Underdark lay before me, a life of adventure and excitement, with possibilities that lifted my heart. More than that, though, I left Menzoberranzan with the belief that I could now live my life in accordance with my principles. I had Guenhwyvar at my side and my scimitars belted on my hips. My future was my own to determine. But that drow, the young Drizzt Do’Urden who walked out of Menzoberranzan on that fated day, barely into my fourth decade of life, could not begin to understand the truth of time, of how its passage seemed to slow when the moments were not shared with others. In my youthful exuberance, I looked forward to several centuries of life. How do you measure centuries when a single hour seems a day and a single day seems a year? Beyond the cities of the Underdark, there is food for those who know how to find it and safety for those who know how to hide. More than anything else, though, beyond the teeming cities of the Underdark, there is solitude. As I became a creature of the empty tunnels, survival became easier and more difficult all at once. I gained in the physical skills and experience necessary to live on. I could defeat almost anything that wandered into my chosen domain, and those few 10

Collected Essays of Drizzt Do’Urden monsters that I could not defeat, I could sure flee or hide from. It did not take me long, however, to discover one nemesis that I could neither defeat nor flee. It followed me wherever I went—indeed, the farther I ran, the more it closed in around me. My enemy was solitude, the interminable, incessant silence of hushed corridors. Looking back on it these many years later, I find myself amazed and appalled at the changes I endured under such an existence. The very identity of every reasoning being is defined by the language, the communication, between that being and others around it. Without that link, I was lost. When I left Menzoberranzan, I determined that my life would be based on principles, my strength adhering to unbending beliefs. Yet after only a few months alone in the Underdark, the only purpose for my survival was my survival. I had become a creature of instinct, calculating and cunning but not thinking, not using my mind for anything more than directing the newest kill. Guenhwyvar saved me, I believe. The same companion that had pulled me from certain death in the clutches of monsters unnumbered rescued me from a death of emptiness—less dramatic, perhaps, but no less fatal. I found myself living for those moments when the cat could walk by my side, when I had another living creature to hear my words, strained though they had become. In addition to every other value, Guenhwyvar became my time clock, for I knew that the cat could come forth from the Astral Plane for a half-day every other day. Only after my ordeal had ended did I realize how critical that one quarter of my time actually was. Without Guenhwyvar, I would not have found the resolve to continue. I would never have maintained the strength to survive. Even when Guenhwyvar stood beside me, I found myself growing more and more ambivalent toward the fighting. I was secretly hoping that some denizen of the Underdark would prove stronger than I. Could the pain of tooth or talon be greater than the emptiness and the silence? I think not. On Friendship: (Exile) Friendship. The word has come to mean many different things among the various races and cultures of both the Underdark and the surface of the Realms. In Menzoberranzan, friendship is generally born out of mutual profit. While both parties are better off for the union, it remains secure. But loyalty is not a tenet of drow life, and as soon as a friend believes that he will gain more without the other, the union—and likely the other’s life—will come to a swift end. I have had few friends in my life, and if I live a thousand years, I suspect that this will remain true. There is little to lament in this fact, though, for those who have called me friend have been persons of great character and have enriched my existence, given it worth. First there was Zaknafein, my father and mentor, who showed me that I was not alone and that I was not incorrect in holding to my beliefs. Zaknafein saved me, from both the blade and the chaotic, evil, fanatic religion that damns my people. Yet I was no less lost when a handless deep gnome came into my life, a svirfneblin that I had rescued from certain death, many years before, at my brother Dinin’s merciless blade. My deed was repaid in full, for when the svirfneblin and I again met, this time in the clutches of his people, I would have been killed—truly would have preferred death—were it not for Belwar Dissengulp. My time in Blingdenstone, the city of the deep gnomes, was such a short span in the measure of my years. I remember well Belwar’s city and his people, and I always shall. Theirs was the first society I came to know that was based on the strengths of community, not the paranoia of selfish individualism. Together the deep gnomes 1 1

Collected Essays of Drizzt Do’Urden survive against the perils of the hostile Underdark, labor in their endless toils of mining the stone, and play games that are hardly distinguishable from every other aspect of their rich lives. Greater indeed are pleasures that are shared. On Life: (Exile) To live or to survive? Until my second time out in the wilds of the Underdark, after my stay in Blingdenstone, I never would have understood the significance of such a simple question. When first I left Menzoberranzan, I thought survival enough. I thought that I could fall within myself, within my principles, and be satisfied that I had followed the only course open to me. The alternative was the grim reality of Menzoberranzan and compliance with the wicked ways that guided my people. If that was life, I believed, simply surviving would be far preferable. And yet, that “simple survival” nearly killed me. Worse, it nearly stole everything that I held dear. The svirfnebli of Blingdenstone showed me a different way. Svirfneblin society, structured and nurtured on communal values and unity, proved to be everything that I had always hoped Menzoberranzan would be. The svirfnebli did much more than merely survive. They lived and laughed and worked, and the gains they made were shared by the whole, as was the pain of the losses they inevitably suffered in the hostile subsurface world. Joy multiplies when it is shared among friends, but grief diminishes with every division. That is life. And so, when I walked back out of Blingdenstone, back into the empty Underdark’s lonely chambers, I walked with hope. At my side went Belwar, my new friend, and in my pocket went the magical figurine that could summon Guenhwyvar, my proven friend. In my brief stay with the deep gnomes, I had witnessed life as I always had hoped it would be—I could not return to simply surviving. With my friends beside me, I dared to believe that I would not have to. On Strength: (Exile) There have been many times in my life when I have felt helpless. It is perhaps the most acute pain a person can know, founded in frustration and ventless rage. The nick of a sword upon a battling soldier’s arm cannot compare to the anguish a prisoner feels at the crack of a whip. Even if the whip does not strike the helpless prisoner’s body, it surely cuts deeply at his soul. We all are prisoners at one time or another in our lives, prisoners to ourselves or to the expectations of those around us. It is a burden that all people despise, and that few people ever learn to escape. I consider myself fortunate in this respect, for my life has traveled along a fairly straight-running path of improvement. Beginning in Menzoberranzan, under the relentless scrutiny of the evil Spider Queen’s high priestesses, I suppose that my situation could only have improved. In my stubborn youth, I believed that I could stand alone, that I was strong enough to conquer my enemies with sword and with principles. Arrogance convinced me that by sheer determination, I could conquer helplessness itself. Stubborn and foolish youth, I must admit, for when I look back on those years now, I see quite clearly that rarely did I stand alone and rarely did I have to stand alone. Always there were friends, true and dear, lending me support even when I believed I did not want it, and even when I did not realize they were doing it. Zaknafein, Belwar, Clacker, Mooshie, Bruenor, Regis, Catti-brie, Wulfgar, and of course, Guenhwyvar, dear Guenhwyvar. These were the companions who justified my principles, who gave me the strength to 12

Collected Essays of Drizzt Do’Urden continue against any foe, real or imagined. These were the companions who fought the helplessness, the rage, and frustration. These were the friends who gave me my life. On Spirit: (Exile) Spirit. It cannot be broken and it cannot be stolen away. A victim in the throes of despair might feel otherwise, and certainly the victim’s “master” would like to believe it so. But in truth, the spirit remains, sometimes buried but never fully removed. That is the false assumption of Zin-carla and the danger of such sentient animation. The priestesses, I have come to learn, claim it as the highest gift of the Spider Queen deity who rules the drow. I think not. Better to call Zin-carla Lloth’s greatest lie. The physical powers of the body cannot be separated from the rationale of the mind and the emotions of the heart. They are one and the same, a compilation of a singular being. It is in the harmony of these three—body, mind and heart—that we find spirit. How many tyrants have tried? How many rulers have sought to reduce their subjects to simple, unthinking instruments of profit and gain? They steal the loves, the religions, of their people; they seek to steal the spirit. Ultimately and inevitably, they fail. This I must believe. If the flame of the spirit’s candle is extinguished, there is only death, and the tyrant finds no gain in a kingdom littered with corpses. But it is a resilient thing, this flame of spirit, indomitable and ever-striving. In some, at least, it will survive, to the tyrant’s demise. Where, then, was Zaknafein, my father, when he set out purposefully to destroy me? Where was I in my years alone in the wilds, when this hunter that I had become blinded my heart and guided my sword hand often against my conscious wishes? We both were there all along, I came to know, buried but never stolen. Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero’s strength, the mother’s resilience, and the poor man’s armor. It cannot be broken, and it cannot be taken away. This I must believe. On Sunlight: (Sojourn) It burned my eyes and pained every part of my body. It destroyed my piwafwi and boots, stole the magic from my armor, and weakened my trusted scimitars. Still, every day, without fail, I was there, sitting upon my perch, my judgment seat, to await the arrival of the sunrise. It came to me each day in a paradoxical way. The sting could not be denied, but neither could I deny the beauty of the spectacle. The colors just before the sun’s appearance grabbed my soul in a way that no patterns of heat emanations in the Underdark ever could. At first, I thought my entrancement a result of the strangeness of the scene, but even now, many years later, I feel my heart leap at the subtle brightening that heralds the dawn. I know now that my time in the sun—my daily penance—was more than mere desire to adapt to the ways of the surface world. The sun became the symbol of the difference between the Underdark and my new home. The society that I had run away from, a world of dealings and treacherous conspiracies, could not exist in the open spaces under the light of day. This sun, for all the anguish it brought me physically, came to represent my denial of that other, darker world. Those rays of revealing light reinforced my principles as surely as they weakened the drow-made magical items. In the sunlight, the piwafwi, the shielding cloak that defeated probing eyes, the garment of thieves and assassins, became no more than a worthless rag of tattered cloth. 13

Collected Essays of Drizzt Do’Urden On Guilt: (Sojourn) Does anything in all the world force a heavier weight upon one’s shoulders than guilt? I have felt the burden often, have carried it over many steps, on long roads. Guilt resembles a sword with two edges. On the one hand, it cuts for justice, imposing practical morality upon those who fear it. Guilt, the consequence of conscience, is what separates the goodly persons from the evil. Given a situation that promises gain, most drow can kill another, kin or otherwise, and walk away carrying no emotional burden at all. The drow assassin might fear retribution but will shed no tears for his victim. To humans—and to surface elves, and to all of the other goodly races—the suffering imposed by conscience will usually far outweigh any external threats. Some would conclude that guilt—conscience—is the primary difference between the varied races of the Realms. In this regard, guilt must be considered a positive force. But there is another side to that weighted emotion. Conscience does not always adhere to rational judgment. Guilt is always a self-imposed burden, but is not always rightly imposed. So it was for me along the road from Menzoberranzan to Icewind Dale. I carried out of Menzoberranzan guilt for Zaknafein, my father, sacrificed on my behalf. I carried into Blingdenstone guilt for Belwar Dissengulp, the svirfneblin my brother had maimed. Along the many roads there came many other burdens: Clacker, killed by the monster that hunted for me; the gnolls, slain by my own hand; and the farmers—most painfully—that simple farm family murdered by the barghest whelp. Rationally I knew that I was not to blame, that the actions were beyond my influence, or in some cases, as with the gnolls, that I had acted properly. But rationale is little defense against the weight of guilt. In time, bolstered by the confidence of trusted friends, I came to throw off many of these burdens. Others remain and always shall. I accept this as inevitable, and use the weight to guide my future steps. This, I believe, is the purpose of conscience. On Deity: (Sojourn) To all the varied peoples of the world, nothing is so out of reach, yet so deeply personal and controlling, as the concept of god. My experience in my homeland showed me little of these supernatural beings beyond the influences of the vile drow deity, the Spider Queen, Lloth. After witnessing the carnage of Lloth’s workings, I was not so quick to embrace the concept of any god, of any being, that could so dictate codes of behavior and precepts of an entire society. Is morality not an internal force, and if it is, are principles then to be dictated or felt? So follows the question of the gods themselves. Are these named entities, in truth, actual beings, or are they manifestations of shared beliefs? Are the dark elves evil because they follow the precepts of the Spider Queen, or is Lloth a culmination of the drow’s natural evil conduct? Likewise, when the barbarians of Icewind Dale charge across the tundra to war, shouting the name of Tempus, Lord of Battles, are they following the precepts of Tempus, or is Tempus merely the idealized name they give to their actions? This I cannot answer, not, I have come to realize, can anyone else, no matter how loudly they—particularly priests of certain gods—might argue otherwise. In the end, to a preacher’s ultimate sorrow, the choice of a god is a personal one, and the alignment to a being is in accord with one’s internal code of principles. A missionary might coerce and trick would-be disciples, but no rational being can truly follow the determined orders of any god-figure if those orders run contrary to his own tenets. Neither I, Drizzt Do’Urden, nor my father, Zaknafein, could 1 4

Collected Essays of Drizzt Do’Urden ever have become disciples of the Spider Queen. And Wulfgar of Icewind Dale, my friend of later years, though he still might yell out to the battle god, does not please this entity called Tempus except on those occasions when he puts his mighty war hammer to use. The gods of the realms are many and varied—or they are the many and varied names and identities tagged onto the same being. I know not—and care not—which. On Purpose: (Sojourn) I now view my long road as a search for truth—truth in my own heart, in the world around me, and in the larger questions of purpose and of existence. How does one define good and evil? I carried an internal code of morals with me on my trek, though whether I was born with it or it was imparted to me by Zaknafein—or whether it simply developed from my perceptions—I cannot ever know. This code forced me to leave Menzoberranzan, for though I was not certain of what those truths might have been, I knew beyond doubt that they would not be found in the domain of Lloth. After many years in the Underdark outside of Menzoberranzan and after my first awful experiences on the surface, I came to doubt the existence of any universal truth, came to wonder if there was, after all, any purpose to life. In the world of drow, ambition was the only purpose, the seeking of material gains that came with increased rank. Even then, that seemed a little thing to me, hardly a reason to exist. I thank you, Montolio DeBrouchee, for confirming my suspicions. I have learned that the ambition of those who follow selfish precepts is no more than a chaotic waste, a finite gain that must be followed by infinite loss. For there is indeed a harmony in the universe, a concordant singing of common weal. To join that song, one must find inner harmony, must find the notes that ring true. There is one other point to be made about that truth: Evil creatures cannot sing. On Hope: (Sojourn) How different the trail seemed as I departed Mooshie’s Grove from the road that had led me there. Again I was alone, except when Guenhwyvar came to my call. On this road, though, I was alone only in body. In my mind I carried a name, the embodiment of my valued principles. Mooshie had called Mielikki a goddess; to me she was a way of life. She walked beside me always along the many surfaceroads I traversed. She led me out to safety and fought off my despair when I was chased away and then hunted by the dwarves of Citadel Adbar, a fortress northeast of Mooshie’s Grove. Mielikki, and my belief in my own value, gave me the courage to approach town after town throughout the northland. The receptions were always the same: shock and fear that quickly turned to anger. The more generous of those I encountered told me simply to go away; others chased me with weapons bared. On two occasions I was forced to fight, though I managed to escape without anyone being badly injured. The minor nicks and scratches were a small price to pay. Mooshie had bidden me not to live as he had, and the old ranger’s perceptions, as always, proved true. On my journeys throughout the northland I retained something—hope—that I never would have held if I had remained a hermit in the evergreen grove. As each new village showed on the horizon, a tingle of anticipation quickened my steps. One day, I was determined, I would find my home. It would happen suddenly, I imagined. I would approach a gate, speak a formal greeting, then reveal myself as a dark elf. Even my fantasy was tempered by reality, for the gate would not swing wide at my approach. Rather, I would be allowed guarded entry, a trial period much like the one I endured in Blingdenstone, the svirfneblin city. Suspicions would linger 1 5

Collected Essays of Drizzt Do’Urden about me for many months, but in the end, principles would be seen and accepted for what they were; the character of the person would outweigh the color of his skin and the reputation of his heritage. I replayed that fantasy countless times over the years. Every word of every meeting in my imagined town became a litany against the continued rejections. It would not have been enough, but always there was Guenhwyvar, and now there was Mielikki. On Vows: (The Legacy) What turmoil I felt when first I broke my most solemn, principle-intentioned vow: that I would never again take the life of one of my people. The pain, a sense of failure, a sense of loss, was acute when I realized what wicked work my scimitars had done. The guilt faded quickly, though—not because I came to excuse myself for any failure, but because I came to realize that my true failure was in making the vow, not in breaking it. When I walked out of my homeland, I spoke the words out of innocence, the naivete of unworldly youth, and I meant them when I said them, truly. I came to know, though, that such a vow was unrealistic, that if I pursued a course in life as defender of those ideals I so cherished, I could not excuse myself from actions dictated by that course if ever the enemies showed themselves to be drow elves. Quite simply, adherence to my vow depended on variables completely beyond my control. If, after leaving Menzoberranzan, I had never again met a dark elf in battle, I never would have broken my vow. But that, in the end, would not have made me any more honorable. Fortunate circ*mstances do not mean high principles. When the situation arose, however, that dark elves threatened my dearest friends, precipitated a state of warfare against people who had done them no wrong, how could I, in good conscience, have kept my scimitars tucked away? What was my vow worth when weighed against the lives of Bruenor, Wulfgar, and Catti-Brie, or when weighed against the lives of any innocents, for that matter? If, in my travels, I happened upon a drow raid against surface elves, or against a small village, I know beyond any doubts that I would have joined in the fighting, battling the unlawful aggressors with all my strength. In that event, no doubt, I would have felt the acute pangs of failure and soon would have dismissed them, as I do now. I do not, therefore, lament breaking my vow—though it pains me, as it always does, that I have had to kill. Nor do I regret making the vow, for the declaration of my youthful folly caused no subsequent pain. If I had attempted to adhere to the unconditional words of that declaration, though, if I had held my blades in check for a sense of false pride, and if that inaction had subsequently resulted in injury to an innocent person, then the pain in Drizzt Do’Urden would have been more acute, never to leave. . . . I now make a new vow, one weighed in experience and proclaimed with my eyes open: I will not raise my scimitars except in defense, in defense of my principles, of my life, or of others who cannot defend themselves. I will not do battle to further the causes of false prophets, to further the treasures of kings, or to avenge my own injured pride. And to the many gold-wealthy mercenaries, religious and secular, who would look upon such a vow as unrealistic, impractical, even ridiculous, I cross my arms over my chest and declare with conviction: I am the richer by far! ©1992 TSR, Inc. All Rights Reserved. 16


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