Secret War of the Blacksun

An Adventure for character levels 7-9

Two Times for Everything.

The PCs at this moment are wondering into Baldur’s Gate after finishing a long adventure. On them they have a spellbook from a deceased companion. In this spellbook are wild magic spells, and as none of the mages are wild mages, they are planning on selling the book for a bit of profit. What they don’t know is that there are numerous mages that want to get their hands on this wild magic. In my party, the priest of Tymora has the book in his possession, and is holding onto it because of explicit instructions from Tymora.

Two Time, a wicked sorceress, wants this book for herself, but at the moment she knows nothing of it. She is not a wild mage herself, but is intrigued when she hears word of it. She has a number of feelers in the marketplace and other major gathering points in the city, letting her know of what is going on. Two Time, and her lover Devan, are both mercenaries, and will help out anybody for the right amount of money. Because of their loose morals, they generally find themselves in the employ of the more evil organisations. But at the moment they are in between jobs and are simply hanging around Baldur’s Gate hoping to pick up some information regarding employment.

Also in the city are some spies working for the Black Sun, a organisation devoted to the subjugation of the prime material plane and they desire this to bring order to a chaotic universe. The PCs in my game have already run afoul of the Black Sun, but they were not able to do anything as they were imprisoned and sold to drow slavers. Only two remain from this original party, but they are known as they are considered dangerous. The Black Sun keeps their eyes open for potential trouble makers and veteran adventurers.

Arrival at Baldur’s Gate

The PCs begin two days out of Baldur’s Gate. They are travelling north along a stream after receiving directions from a goat herd. They then reach the river Chonthar and wonder downstream. The journey takes two days and the PCs will arrive at Baldur’s Gate in the evening on the second day. They will have three encounters on their journey.

Encounter 1: Evening Day 1

As the PCs travel along the river they will pass through a small thicket. As they walk through here they will hear the screams of small children. If the PCs investigate they will discover two children holding each other and are surrounded by wild dogs. The wild dogs look very hungry. If the PCs attack the dogs then they will take this as a sign of aggression and retaliate. They will not only attack the PCs but also the children. The kids, who are defenseless, will be killed. If the PCs manage to save the children, award them 1000xp.

Dog, Wild (8): AC 7, Mv 15, HD 1+1, hp 9, Thac0 19, AT 1, Da 1-4, xp 35

Encounter 2: Early Morning Day 2

This encounter happens while the PCs are asleep in the camp. At this time the goblin worg riders are out and are looking for game. They will spot the PCs and attempt to sneak up upon them. They will throw their spears (they have three each) at any guard. Once they have dealt with the guard, they will kill the PCs in their sleep and take all of their stuff. If the PCs do not post a guard, bad luck.

Goblin, Worgrider (12): AC 6, Mv 6, HD 1-1, hp 7, Thac0 20, AT 1, Da wpn, xp 35

Wears Studded Leather and Shield

Weilds: Dagger (Da 1-4), Spear (Da 1-6)

Carries: 3-18 sp, Leather Slacks, 1-6 days food

Worg: AC 6, Mv 18, HD 3+3, hp 27, Thac0 17, AT 1, Da 2-8, xp 120

Encounter 3: Afternoon Day 2

As the PCs are not taking a normal, well travelled road, they will encounter something that they are not supposed it. Only four hours away from Baldur’s Gate, they will come to the top of a rise and discover a small encampment of orcs. The banners are a red human skull on a white background, but these orcs are really Black Sun. They follow a human named Yempril, who is in Baldur’s Gate at this time. The orcs do not show the banner as they do not wish to alert anybody to the Black Sun’s presence this far south. Yempril (more discussed later) is in Baldur’s Gate meeting with Tanlik, head of the guild of Commerce. Tanlik has agreed to join with the Black Sun because he sees the profit of trade in an ordered society. Yempril is here so that he might formalise the deals.

The encampment is minimally secure, with five orcs and one worg rider patrolling the perimeter. The orc in command is a Black Orc, a magically altered Orc that is much stronger than the average one. He sits in a large tent in the centre of the camp, which is usually Yempril’s tent. If the tent is searched, a chest containing 51 pp, 132 gp, and 4 gems (100gp each) will be found.

Orc, Black: AC 4, Mv 12, HD 2, hp 16, Thac0 18, AT 1, MR 20%, Da Wpn, xp 270

Wear Scalemail & Shield, weild Battleaxe (Da 1-8+3), carries 1-10 gp

Short Bow & 20 Sheaf Arrows (AT 2, Da 1-6, rng 5/10/15)

Orc Warrior (25): AC 6, Mv 9, HD 1, hp 8, Thac0 20, AT 1, Da Weapon, xp 15

Wear Leather & Shield, weild Longsword (Da 1-6), carries 1-8 cp

Sometimes: Halberd (1d10)

Orc, Worg Rider (5): AC 6, Mv 9, HD 2, hp 12, Thac0 19, AT 1, Da Weapon, xp 35

Wear Studded Leather & Wooden Shield

weild Longsword (1-8/1-12), Spear (1-6/1-8)

carries carving knife, worg harness and tack, TT (kx2)

Worg: AC 6, Mv 18, HD 3+3, Thac0 17, AT 1, Da 2-8, xp 120

Baldur’s Gate, City at the Mouth of the Chonthar.

This city will be busy as usual. There is a gate tax of 2 gp per person to enter and leave. Those coming in by boat are exempt as they pay harbour fees. The guards at the gate will inform the PCs that the use of magic in the city is regulated, and the casting of spells can be punished by a maximum penality of death. Weapons are also to be sheathed, and those that cannot be sheathed, must be handed in.

The PCs can do what they like when they reach the city, but the one thing that will happen is that a young thief, employed by Tanlik, will notice the PCs entering. He will immediately recognise Tyche, namely because Yempril was discussing them and how they escaped the Black Sun in Daggerdale. The thief, believing that Tyche is important, will return to Tanlik immediately and inform him. Yempril is very pleased that his new associate has such loyal employees and will reward the thief well. He will thus start to look for a way to remove Tyche, and his companions, from the events that are to transpire.

The PCs might inform the guards about the orcs. The guards will be greatful about the information, and within two hours, a patrol will head out to the area. Of coarse, Yempril is warned about this and will send a message to his orcs, which will arrive two hours before the guards, that they are coming. The orcs will thus pack up and move on. This will discredit the PCs in Baldur’s Gate. The guards are not amused and will warn the PCs that anymore false reports will land them up in gaol. In fact, the guards will no longer listen to what the PCs have to say.

Wildmagic

Wildmagic is quite new in the Realms, and there are numerous people who want to get their hands on it. The PCs will receive a message from the Temple of Tymora requesting that they come and see the High Luckbringer there. If the PCs ask how they knew they were present they will receive the reply that Tymora is a god and there is very little that you can hide from them.

(DM NOTE: In my campaigns, the gods do things in ways which mortals cannot understand. Such things include approaching relatively powerless people and getting them to do things that are extraordinary. Gods like people to recognise their power, and they generally do this by working through powerless people.)

When they arrive at the temple, one of the Luckbringers will approach them and lead them to a private room behind the casino (all Temples of Tymora run casinos). In this room he will sit the PCs down and say the following to them: You have in your possession a powerful book. The book that you have will, no is, coverted by many people. You must becareful because they will try to get their hands on it at all costs. Now, we have no need for such books, being the priests that we are, but I suggest you get rid of it as quickly as possible. There is a mage named Rychor who would be very interested in this book, and he can be trusted as well. Take that book to him and he will deal with it.

What the PCs do not know is that a theif was eaves dropping on the entire conversation. The thief is an agent of Two-time and his interest was caught when he noticed some adventurers entering the High Priests chambers. He made his way to the door and is using his hear noise ability to listen to the conversation. When the PCs go to leave, he will hurry to Two-Time and let her know about the book.

Rychor

Hopefully the PCs go to Rychor. If they do not, then the theives will look for an opportunity to steal the book off of the PCs. If the PCs do go to Rychor, then he will welcome them into his house. It is a large two story, marble house. In the basement, guarded by various wards, is a library of magical tomes. There are numerous spells from all over the realms, many of them uncastable by Rychor.

Rychor is a 9th Level Diviner who is a hoarder. He loves to get his hands on all sorts of books and this is noticable when the PCs enter his house. He is also a person who likes to share and trade, and he will trade with the PCs any spells they want. He has a huge range, and there is a 75% chance that Rychor has a spell the PCs want. If asked for a list, he will say that he doesn’t have one because he keeps on getting new spells.

Rychor is a friendly chap, and he will even allow the PCs to stay if they ask him, otherwise they can stay at the many inns in the city. It would be better for them to stay in an inn in the city as bad things happen at Rychor’s house, but the PCs can be a part of it.

At 1:30 in the night, Rychor’s door is kicked in and Devan with 10 warriors shall burst in. Two-time follows along after him. The soldiers immediately move throughout the house looking for any occupants. Careful PCs can hide before the soldier’s reach the room, but a successful Hide in Shadows needs to be rolled. Otherwise the soldiers will move in to attack them. Devan has ordered that no prisoners are to be taken, so the soldiers will fight to the death.

Devan will not confront the PCs unless they make their way downstairs. Two-Time will walk up to Rychor and surround him with an Anti-magic Shell. Devan will then walk into the shell and slay him, after taking the key to his library. Two-time will disarm the wards on the door and enter the room. The book is sitting on the table, and she will immediately take it. If the PCs have her cornered in the room, she will cast an ice storm and then teleport away. Devan will order his remaining soldiers to attack the PCs and enable him to escape. As they escape they will set fire to the house. PCs not in the building when Two-time raided it, will hear reports in the morning that Rychor’s house was destroyed in a fire.

Rumours

There are numerous rumours floating around the city, as there generally are. The rumours are below:

The Chase

There is a semi-false rumour floating around about a small force of mercenaries riding south in the morning. This is designed to put the PCs off track. The mercenaries are all on horseback so if the PCs want to catch up with them they are going to have to get their hands on very reliable horses. The mercenaries have heard rumours of employment south in Tethyr and have decided to ride there. There are 23 mercenary soldiers in the band, most of them are 3rd level fighters (17), while there are a couple of 5th level fighters (2), 2 priests of Tempus, 5th lvl, a wizard, and an 8th level fighter.

Mercenary, Captain: AC 0, Mv 12, F8, hp 72, Thac0 10, AT 3/2, Da Weapon, xp 3000

Wear Plate armour +1, Tabard with insignia

weild Twohanded Sword +2 (Thac0 7, Da 1-10+10, AT 2)

Shortsword +2 (Thac0 7, Da 1-6+10, AT 2, 10% Critical Hit)

Dagger (Thac0 17, Da 1-4+2, rng 1/2/3)

carries 30-180 gp, whetstone, Log Book

Mercenary, Sergant (2): AC 2, Mv 9, F5, hp 43, Thac0 45, AT 1, Da Weapon, xp 650

Wear Plate Armour, Tabard with insignia

weild Bastard Sword (Thac0 13, Da 1-8+7, AT 3/2)

Longsword (Thac0 13, Da 1-8+7, AT 3/2)

Comp Longbow & 20 flight arrows (Da 1-6+2, AT 2, rng 6/12/21)

Dagger (Da 1-4+5, rng 1/2/3)

carries 10-40 gp, whetstone, better clothes

Mercenary, Soldier (17): AC 5, Mv 12, F3, hp 26, Thac0 17, AT 1, Da Weapon, xp 120

Wear Chain Armour, Tabard with insignia

weild Longsword (Thac0 16, Da 1-8+4, AT 3/2)

Longbow & 20 flight arrows (Thac0 17, Da 1-6+2, AT 2, rng 7/14/21)

Dagger (Thac0 17, Da 1-4+2, rng 1/2/3)

carries 1-8 gp, whetstone

Priest of Tempus (2): AC 3, Mv 9, P5, hp 26, Thac0 17, AT 1 , Da Weapon, xp 975

Wear Plate Mail Armour, Blood stained white robe, blood stained armour.

weild Battleaxe (Thac0 16, Da 1-8+7, AT 3/2, Weapon of choice)

Incite beserker rage.

Spells: 5/5/2 - Spheres: Animal, Combat, Divination, Elemental, Healing, Necromantic, Protection, Weather; All, Guardian, Summoning, Sun.

Carries: Holy Symbol of Tempus, Water of Battle Blessing, spiked gauntlet

Wizard, Mage: AC 3, Mv 12, F5, hp 17, Thac0 19, AT 1, Da Weapon, xp 975

Wear Bracers AC 6, Ring of Protection +1, robes

weild Quarterstaff+1 (Thac0 18, Da 1-6+1, 2 spells)

Dagger +1 (1-4+1, DD 18,19,20)

carries 10-40 gp, Spellbook

When the PCs catch up with the mercenaries, who are not travelling very fast, they will express ignorance at the book. If the PCs are stupid enough to attack them, then they will fight back, with the warriors surrounding them and attacking while the mage and the preists assist from the outside. The warriors force the combat away from their mages. The priests will incite beserker rages in the captain and the sergeants.

Meanwhile, back in the city, Devan and Two-time and attempting to decipher the book. The plan that the PCs will be killed by this diversion, especially how mercenaries tend to be battle-hardened warriors. Two Time will be sitting in her well protected house while Devan goes out looking for work.

When the PCs make their way back though, they will run into a group of orc Worgriders, 12 in fact. These orcs were sent by Yempril to deal with the PCs when he discovered that they had left town. The orcs were supposed to follow them at a distance and attack them when they were sleeping. Obviously this did not work. The orcs will be surprised when they see the PCs coming towards them, but will charge nonetheless

Orc, Worg Rider (12): AC 6, Mv 9, HD 2, hp 12, Thac0 19, AT 1, Da Weapon, xp 35

Wear Studded Leather & Wooden Shield

weild Longsword (1-8/1-12), Spear (1-6/1-8)

carries carving knife, worg harness and tack, TT (kx2)

Worg: AC 6, Mv 18, HD 3+3, Thac0 17, AT 1, Da 2-8, xp 120

Back at the City.

When the PCs arrive back at Baldur’s Gate, they will need to start searching for any information regarding the whereabouts of the book. Now, most thieves would have probably left town by now, but Two-time and Devan are confident that their ploy was enough to get rid of the PCs. Most likely it did not work as now they are back in Baldur’s Gate.

As they wonder around the city looking for any information whatsoever, and there is very little to go on, they will find themselves dragged into another adventure. Four Cursts roam Baldur’s Gate at night and have been doing so for the last six months. They are murderous and have made the streets unsafe. As this has been happening for a while, the rumour is not new, but the PCs will be drawn into it.

But the PCs might want to try and search for some clues as to who stole the book. If they make their way back to Rychor’s house then they will find that it has become little more than a burnt-out shell and the city guard is watching it. The guards will hassle the PCs if they try to search the house, and this hassle will be even more interesting if they tried to warn the guards of the orcs previously, especially how the same guards will be here. But don’t bug the PCs too much because they should be able to look through here, but when the guards have left, night is the best time to do it, though other things might be happening as well.

There are clues in the house, or what remains of it. If the PCs killed any of the soldiers, their remains have been removed. If they were not there then evidence of bodies will be found, namely a couple of longswords lying among the rubble. The long swords look quite worn, as if they have been used, and Rychor is not the type to use swords. A charismatic PC talking to the right people (the guards) will receive information that there were bodies there but they were taken to the morgue to be burnt. Any equipment on the bodies was taken to the morgue as well.

If a further search of the rubble is made, the PCs will find a gold ring with a red ruby set in it. Under the ring are the letters TT, standing for Two-time. The ruby ring is worth 10gp, and an appraiser or gem cutter will notice that the ruby is a fake. This ring is worn by Devan’s mercenaries, though such rings would be common. It is still a clue to go by.

Going to the morgue will reveal the general hassles associating with trying to get information out of a typically bureaucratic organisation. Still, the PCs will be able to gleen something. The bodies themselves reveal nothing, but searching their possessions will reveal a few interesting things, namely that there is nothing of value on them. Beating up the mortician will reveal that he took the valuables for himself and he will gladly hand them back to the PCs.

The soldiers’ possessions consist of a ruby ring for each of those killed, 230gp, 5 Merchant Trade Bars, and a letter of credit signed by Devan. It is quite clear that the soldiers were employed by somebody named Devan, now all the PCs need to do is to seek him out.

The Curst Ones

While the PCs are searching for information, a woman crying hysterically will burst out of the crowd and grab the nearest PC. When the PCs have calmed her down she will explain how her child was found murdered. She was her only child and her husband was killed while out fighting bandits. Now that her child has been killed, she has nothing left. She wants the killers brought to justice, or just simply killed.

Questioning people will reveal that the place were the woman’s child was killed is notorious for murders, and in the last 6 months there have been a lot of murders, and further questioning will reveal that these murders generally happen at night, and in alleys. Others will speak of how they have seen cloaked figures roaming the alleys of the district at night and still others speak of four drunken warriors who angered a cleric of Bane one night and have suffered for their behavior ever since. All of this is true.

The four warriors became cursts and now lair in a cellar under an abandoned building, abandoned because all of the occupants were killed. The Cursts hate the light and will remain out of it as much as possible. They only go out at night, and that is to spread terror around the city. They might be easily killed, but they will appear two nights later, returning on their murderous rampage. It is this very reason that people have chosen not to pursue them, because they are almost indestructable. In fact, if the PCs do defeated them at first, they will return two nights later to kill the PCs.

Curst (4): AC 2, Mv 9, F5, hp 43, Thac0 45, AT 1, Da Weapon, MR 85%, xp 1400

Wear Plate Armour, Tabard with insignia

weild Bastard Sword (Thac0 13, Da 1-8+7, AT 3/2)

Longsword (Thac0 13, Da 1-8+7, AT 3/2)

Comp Longbow & 20 flight arrows (Da 1-6+2, AT 2, rng 6/12/21)

Dagger (Da 1-4+5, rng 1/2/3)

carries 10-40 gp, whetstone, better clothes

Undead Immunities

Infested with Rot Grubs.

Regeneration

Rot Grub: AC 9, Mv 1, HD -, hp 1, Thac0 -, AT 0, Da n/a, xp 15

Very Dangerous – Burrow into skin and kills in 1-3 turns.

Finding a Two-Timer

It is interesting to note that while all this is going on, Yempril is biding his time and preparing some assassins to take out the PCs. The assassins follow the PCs around the city waiting for an opportunity to attack them. They are not obvious though and will strike in very subtle ways. They will attack PCs on their own, poison their food, and generally arrange accidents. The PCs will also find them framed from crimes such as pickpocketing (and even find the alleged item in their possession). These assassins will be shadowing the PCs much more after the orc attack failed.

Yempril’s Assassins: AC 3, Mv 12, T3, hp 14, Thac0 18, AT 1, Da Weapon, xp 270

Wear Silenced Studded Leather armour, balaclava.

Weild: Shortsword (Da 1-6)

4 Daggers (Da 1-4, poison save vs death or die in 3 rnds)

Abilities: Backstab x2 damage

Carries: Weapon Black, Skin Black, Tiger Claws, Grease.

Yempril is not that much of a problem. Okay, he is a big problem but these assassins are highly trained and will not reveal his location to the party. If anything the assassins will try to lead the PCs to believe that it is Devan who sent them (they know about Devan). This is one thing that can bring the PCs closer to Devan and the book.

The PCs will want to get to Devan though, and by asking about the ring, or even about him, they can learn of him. The merchants know about Devan as he is a mercenary. He generally works the high risk and illicit jobs, but he is reliable, as long as he is paid. If he is not paid then he can be quite an unpleasant person to work with. If the PCs want to get in contact with him, that is easy. They say that he frequents the Yellow Musk tavern every night looking for work. He will be their and if they want to hire him, then they can.

Now the PCs can do one of two things here. They can either confront Devan at the pub. Now Devan does not have the book, but he knows where it is. He is not going to reveal that to the PCs though. In fact, confronting Devan in the pub is the quickest way to a bar brawl and bringing the PCs back into contact with their favourite city guards, "YOU AGAIN!"

On the other hand, the PCs can follow Devan back to the villa. It is a nice one story villa near where Rychor lived. This villa is obviously owned by mercenaries as the guards are ominous. Actually, they don’t really own it, they are just leasing it from one of the merchants they helped out recently. Still, there are a lot of soldiers around the building, and they don’t like loiterer’s.

Two Time’s Villa.

This Villa is similar to many of the wealthy buildings in Baldur’s Gate. The weather is quite nice hear (a lot similar to Spain) and a number of these buildings are owned by Waterdhavians for their summer treks down here. Two-time does not own this villa, but rather it is owned by a Waterdhavian merchant who trades in numerous illicit goods. When the PCs come here they will find that two patrols of four soldiers walk around the building, making sure that no theives attempt to get in. Though they are supposed to report suspicious behaviour to the city guard, Devan has ordered these soldiers to deal with interlopers as they see fit. Two guards also stand outside each of the three exits (room 1, 11, and 16). They will not let anybody in.

Devan’s Warrior: AC 2, Mv 9, Lvl 5, hp 45, Thac0 15, AT 1, Da Weapon, xp 270

Wear Plate Mail, Shield with insignia, Full face helmet

weild Bastard Sword (Thac0 14, AT 3/2, Da 1-8+4)

Dagger (Da 1-4+2), Shortsword (Da 1-6+2)

Light Crossbow (AT 1, Da 1-6, rng 6/12/18)

carries 1-8 gp, whetstone, 10 bolts

  1. Entrance: This large room is the entrance to the villa. Two guards stand outside the large double doors, which are barred at night. The main doors are very strong and are designed to withstand a siege. The inner doors leading to the courtyard can also be barred in case the outer doors are breached. Four guards loiter in this room playing dice. They will immediately jump to attention if the building is breached, though one will go and warn Devan.
  2. Courtyard: This room has a pool in the centre with a fountain in, and lush gardens surround the outside. The center of the yard is open to the sky, though a ten foot wide porch runs around the outside. There are stone benches around the garden for the inhabitants to sit on. A lawn runs around the pool for people to lie upon during the hot days. The four doors to this room can also be barred as the ones leading out, though these doors can be barred both ways in case of enemies coming in from the roof. There are 12 poisonous snakes in the garden which act as guard animals.
  3. Snake, Black Manta: AC 6, Mv 15, HD 2+1, hp 17, Thac0 19, AT 1, Da 1, xp 175

    Poison: Onset 2-5 rnds, death, save to avoid.

    This is a normal poisonous snake

  4. Guard Room: These two rooms flank either side of the entrance hall. The six guards in the rooms can enter the hall immediately if the front doors are breached. There are three arrow slits in the wall from which the guards attack intruders outside.
  5. Captain’s Room: Devan’s chief mercenary and best friend, Backar, stays here. The room is equipped with a desk and a bed. Backar is used to sleeping light, and if there is an attack from the outside, he will be up immediately and ready to fight. Hidden under his bed is a chest trapped with a poison needle (20hp damage) that contains 25 pp, 56 gp, and three gems worth 75 gp each.
  6. Backar: AC 0, Mv 12, F8, hp 72, Thac0 10, AT 3/2, Da Weapon, xp 3000

    Wear Plate armour +1, Tabard with insignia

    weild Twohanded Sword +2 (Thac0 7, Da 1-10+10, AT 2, 10% Critical Hit)

    Dagger (Thac0 17, Da 1-4+2, rng 1/2/3)

    carries 30-180 gp, whetstone, Log Book, Potion of Super Heroism

  7. Armory: This door is locked and only Backar, Two-time, and Devan have the key. In here are racks upon which hang lots of weapons, namely that which the warriors uses. There are crates full of crossbow bolts, and one marked crate contains 20 +1 crossbow bolts. Hidden among the weapons is a Dagger +2/+3 vs Reptiles. Two-time lost this the last time they moved.
  8. Dinning Hall: This large room is where the inhabitants of the villa eat. Devan and Two-time always eat with the soldiers because they know that it is good for moral. The room has a large table in the middle with two smaller tables flanking it. Usually this room is used by the merchant when he had large parties.
  9. Kitchen: This room is run by the soldiers that can cook. Each of the soldiers are on a roster to cook for each other and to clean up afterwards. The soldiers consider this duty to be really annoying so disturbing them while they are in the kitchen is very bad.
  10. Cold Store: This wall has thick metal wall and is cooled through the use of magic. Generally this is not the case but Two-time is quite powerful and can do such things. In this room is an assortment of meats which are quite edible.
  11. Pantry: This room contains shelves and crates and lots of other food are stored here. There are a couple of barrels of ale, though the soldiers go to the taverns in the city for that. The crates mostly contain vegetables while other food stuffs are on the shelfs. There are a large variety of herbs, and if the shelves are searched, two jars of visipin will be found. Herblists will identify these herbs as having the ability to bestow infravision onto the user for 24 hours.
  12. Barracks: The guards sleep in this large room. There are 80 bunks, though not all of them are used at this particular time. There will be 15 guards in this room sleeping at anyone time. Their weapons are not far away and they are very light sleepers and will awake at the sound of intrusion. Actually, as these soldiers generally sleep on the ground, this is luxury for them and they will take a bit longer to awake because of this.
  13. Sun Room: This room has large windows which allows the evening sun to come in and warm the room. Couches lay around the room and a bar in the corner holds a large number of spirits. There are about 500gp of nice spirits and wines in the bar. This room is rarely used by Two-time and Devan, though they will bring people in here from whom they look like they will get employment.
  14. Latrine: These small rooms have a hole in the ground in which waste is dumped. The pipes will deposit the waste products into the sewers beneath the system. Frequent flushing of water through the pipe will clear the waste from the latrines.
  15. Guest Rooms: These rooms are a nice double bed and a cupboard and chest for storing possessions. None of these rooms are occupied.
  16. Two-Times Room: This is one of the master bedrooms and Two-time uses it as her room. Two Cockatrices run around the room and they will attack anybody but Two-time. The room has a large bed and a large cupboard against the wall. If the room is searched, nothing will be found as she keeps all of her valuables either on her person or below the villa.
  17. Cockatrice (2): AC 6, Mv 6/Fl 18(c), HD 5, hp 36, Thac0 15, AT 1, Da 1-3, xp 650

    Petrification: Affect people in cloth or leather, touch of beak

  18. Bathroom: A large basin is in this room. The water is quite warm and relaxing. Some colour salts sit in jars on a shelf. The bath will relieve tension and laying in it for an hour will restore 1 hp. It would be quite interesting for the PCs to catch Two-time relaxing in the bath.
  19. Stables: Two soldiers look after the horses in this room. There are wooden stalls along the wall and there are 12 horses here. Not all of the troop’s horses could be stored here so many are down at the stables. Devan’s heavy war horse is here, and if that is injured then here is going to be incredibly angry.
  20. Two-Time’s Latrine: This looks like a normal latrine with the exception that two Carrion Crawlers lurk in the hole. There is also a secret door in the southern wall. The door can be opened by pushing a button in the latrine, which will allow the Carrion Crawlers to attack. If food is thrown down the latrine beforehand, they will eat it and ignore any hands poking around.
  21. Carrion Crawler (2): AC 3/7, Mv 12, HD 3+1, hp 23, Thac0 17, AT 8, Da 1-2 , xp 270

    Abilities: Tentacles cause paralysis, Sz L.

  22. Devan’s Room: Devan might be in this room, and if he is he will yell obscenities at any interloper. He is works out that they are intruders then he will attack immediately screaming for guards. Two guards will hear is cry and in two round, ten guards will come into the room. Two-time will come waving her staff of the magi a round later. If the combat is going badly for Devan, he will leap out of the window and escape.
  23. Devan’s treasure is in a vault under the bed. The vault is locked with a very good lock (-25% to open locks). In the vault are four scorpians which will attack if disturbed. Devan knows of the scorpians (which is not surprising since he put them there) and can avoid them. The vault contains 500 pp, 20 merchant trade bars (100gp each), 20 gems (50 gp) and 2 gems (500 gp). Those bitten by scorpions must save vs poison or die in 2-4 rnds.

  24. Dinning Hall: This room is generally used by the owners of the house, but remains unused by Two-time and Devan except on rare occasions. In cupboards along the walls are the expensive cutlery. Golden candle holders line the walls and three candelabras sit in the middle of the long table.
  25. Stable Hands’ room: The two soldiers that look after the horses sleep in this room. They have a separate room because they have to look after the horses. They have been told if anything happens to the horses then their life will be not worth living. There is nothing of value in this room.
  26. Grain Store: This room contains barrels of grain for feeding the horses, and also other bits of tack and harness. There is also a small forge in the corner for fixing horseshoes.
  27. Kitchen: This kitchen services the dinning room at 19 and is unused.
  28. Pantry: This room is empty because all of the food has been moved to rooms 8 and 9.
  29. Library: This is Two-times personal library. If the PCs explore the room they will find an awful lot of books here. The books deal with magical and planar theories. Sitting on the top of a shelf is a wooden coffer. The coffer is locked and is protected by a sepia-snake sigil. In the coffer is a book that looks a lot like a spellbook. Flicking through the first few pages will reveal some interesting spells. The book is actually a book of engineering and has been disguised with a Secret Page spell. In fact, the book is infested with book worms. Mages putting this book into their backpack with their spell book are sure to loose it. The secret door is opened by pulling on a book entitled "the Two-timer".
  30. Book Worms (5): AC 2, Mv 12/br 3, HD ¼, hp 4, Thac0 20, AT -, Da n/a, xp 15

    Colour changing ability

    Eats books and leather and wood.

  31. Deadfall: PCs walking down this passage without looking will set off a trigger 20’ along. 40’ along the passage a sensor is activate and anybody passing the sensor will be struck by a large stone from the roof (4-24 hp). Unless a PC makes a dexterity check, they will be trapped under the deadfall. The only way to raise the block is to activate the trigger back up the passage.
  32. A Dilemma of Doors: There are four doors leading out of this room. Each of these doors are trapped because the real door is a secret door that is opened by pushing on a stone. The doors are trapped as follows:

    1. Teleporter: this door will teleport those stepping through it into the cells in the guard house. Certain guards will be very pleased to see the PCs here.
    2. Annoyed Skeleton: Opening this door disturbs a skeleton warrior, that really does not want to be disturbed.
    3. Skeleton Warriors: AC 2, Mv 6, HD 9+12, hp 84, Thac0 11, AT 1, Da 1-10+3, MR 90%, xp 1400

    4. Pudding: Opening this door dumps a huge amount of Black Pudding onto the PC opening it. The pudding eats through everything.
    5. Pudding, Black: AC 6, Mv 6, HD 10, hp 76, Thac0 11, AT 1, Da 3-24, xp 5000

      Immune Acid, Cold, Poison

      Divided by Lighting and weapon blows

      Disolve wood & metal

    6. Illusionary Treasure Room: The room behind this door appears to be overflowing with treasure. PCs wondering in here will cause the illusion to vanish and the door will lock shut behind them and vanish.

  1. Mirror, Mirror: A mirror on the wall makes it look as if this corridor continues on. A special illuision hides the passage to the south. PCs travelling along the passage will reach a place where it seems that they can’t get past. Smashing the mirror will reveal the passage.
  2. Two-time’s Study: This room is full of a lot of alchemical equipment. In the desk in front is the spellbook that was stolen from the PCs. Two-time will be here and congratulate the PCs on getting the book. She will not be able to grab the book as she is on the other side of the room, but she will use her staff to summon 2 Earth Elementals and escape. One elementals will smash the lab while the other attacks the PCs. The fumes caused by the smashing of the lab will send a stinking cloud across the entire room which the elementals are immune to.
  3. Elemental, Earth: AC 2, Mv 6, HD 8, hp 64, Thac0 7, AT 1, Da 4-32, xp 11,000

    +2 or better weapon to hit

  4. False Exit: This room is a small room with no other exits. The floor is actually covered in green slime but the slime is invisible. An illusion on the far end of the room makes it appear that it is actually the way out. It is not.
  5. Slime, Green: AC 9, Mv 0, HD 2, hp 12, Thac0 19, AT 0, Da nil , xp 120

    Abilities: Turn flesh to slime, eats through metal in 3 rnds, leather in 1 rnd.

  6. Sewer Exit: This passage goes into the sewers and Two-time uses this passage to escape. After escaping, she and Devan will leave the city and head north to Waterdeep, hoping to find further employment. Yempril will continue watching the PCs while the PCs will become involved in the Menzoberranzan adventure.

XP Awards for Menzoberranzan module.

Bandit Leader: 2000, Bandits (2nd Lvl): 65, Bandits (3rd Lvl): 35, Sinisters: 650

Drow (3rd lvl W): 420, Drow (Lvl 5/5 F-MU): 1400, Drow (7th lvl W): 2000

Pharius Del’Armgo: 10 000, Drow (2nd Lvl W): 270, Pedipalpi: 650

Ogres: 175, Ogre Magi: 420, Duergar: 120, Spidermount: 120, Svirfneblin: 975

Drow (4th Lvl W): 650, Drow (Lvl 7/6 F/M): 2000, Drow (8th Lvl P): 10 000

Revenant: 3000

Journey to Menzoberranzan

In this section the PCs make their way to Menzoberranzan. I am using the adventure from the Menzoberranzan Boxed Set. Even though I consider the adventure to be poor (especially since they do not include XP values from the monsters), I am running as a quick and easy way to get the PCs to this place. Note: the following adventure will bring about some big changes to the Forgotten Realms Campaign World, so expect the shape of Toril to be different afterwards.

Something is on my Mind

This encounter occurs in the Underdark (where else?). An Illithid is lurking in the darkness watching the PCs approach. He will hang just out of infravision range, moving in only to attack. If there is anybody in the group that has infravision greater than 60’ then they will have ample warning of the Illithid’s attack. The Illithid is out hunting by itself, believing that it does not need to fear the underdark. If it is loosing, it will flee, planeshifting only if it seems that there is no way out.

Illithid: AC 5, Mv 12, HD 8+4, hp 35, Thac0 11, AT 4, Da sp, xp 8000

Mental Blast: 60’ rng, save vs wands –4 or stunned 3-12 rnds

Suggestion, Charm person/monster, ESP, Astral Projection, Plane Shift, Levitate

Could use weapons if it wanted to, but it does not need to.

Wears silk robes (50 gp), Necklace (600gp)

Menzorberranzan

Would you be surprised if I said that my word processor does not recognise that name? No I thought not. Anyway, things run smoothly, if ever such a thing can happen in Menzoberranzan. And the module (if you are using it) should run through. Having the Menzoberranzan boxed set could be helpful, but if you don’t have it, please don’t rush off an buy it, unless you can afford to. It is interesting, the source material is good though the adventure is bad. Ed Greenwood writes a good source book and it is an interesting read, and helps spur ideas. These ideas were sort of spurred from the book, but also from my twisted imagination.

There are a few things that need to be mentioned. In most sections of the city there are no stones on the ground. The patrols and slaves keep the roads asthetically clean, but also removing any chance for slaves to gain free weapons. The wealthy district is on a raised platform and is screened out by a huge mushroom forest. There are lots of overhead passages and stalagtite citadels, but there are very few passages going under the city. Any such structures are inside compounds and are hand dug. Using any magic to dig tunnels causes a contingency to errupt, an immediate reverse gravity and a loud thunderclap, which summons the officials pretty quickly.

There are also a couple of rumours running through the community when the PCs arrive, and should be able to pick them up quite quickly.

An Unworthy Alliance.

Things calm down pretty quickly after the events depicted in the module. Either way the secret of Wildmagic has fallen into the hands of House Baenre, but the problem is that they do not have any wild mages to practice it so that are finding that the spells are pretty useless and there is one angry matron mother storming around the compound because she has been cheated of her money. She is so angry that she orders the people who brought the spells to her killed. As is typical of Matron Baenre, she is angry for a while and then calms down so only one patrol of drow warriors go off after the PCs. They will be attacked by a Baerian patrol of 6 warriors and 1 priest. They will simply confront the PCs and attack them wherever. People wondering by will not be too concerned because this always happens in Menzoberranzen.

Drow, male warrior (6): AC 2, Mv 12, F3, hp 25, Thac0 18, AT 1, Da Wpn, xp 650

Wear Chainmail +2, Buckler

Weild Longsword +2 (Thac0 15, AT 3/2, Da 1-8+4)

Dagger +3 (Thac0 15, Da 1-4+3, rng 1/2/3)

1/day: Dancing Lights, Faerie Fire, Darkness

Drow Priestess: AC 1, Mv 12, P5, hp 32, Thac0 15, AT 1, Da wpn, MR 60%, xp 975

Wears Chainmail +3

Weilds: Adamatite Mace +2 (Thac0 13, Da 2-7+2)

Abbilities: Dancing lights, Faerie Fire, Darkness, Levitate 1/day, Know Alignment 1/day, Detect Magic 1/day, Detect Lie 1/day , Clairvoyance 1/day, Suggestion 1/day, Dispel Magic 4/day, Command Undead -2 lvls, Immune to all spider venom,

Weakness: very Bright Light

Priest Spells: 5/3/1; All, Animal*, Chaos*, Charm, Combat, Creation, Divination, Elemental (Earth/Water), Guardian, Healing, Necromancy, Protection, Summoning, Sun (rev)

Carries: Holy Symbol of Lolth,

If one of the drow are captured and questioned, the drow will simply explain that Matron Baenre is upset because she paid a lot of money for some rare magic that she cannot use so she ordered those who brought it to Menzoberranzan to tempt her killed. They have no hard feelings for the PCs, they are only following orders. He also explains that they won't have to worry about any other hit squads because she has probably calmed down by now.

This is the case, because one of her 'guests' has approached her and spoken to her about it. Matron Baenre has a couple of humans staying in the compound with her. Mage named Tarrigan and a warrior named Guy. They also have a contingent of 20 Black Orcs in the compound with Baenre. The Black Orcs are here because Baenre is interested in their creation so Tarrigan, an agent of the Black Sun, brought some done to show them to her. Baenre is always interested in finding new grunt warriors to create.

Tarrigan is only the envoy to House Baenre. The Blacksun commander in Menzoberranzen is a mage named Thindal. Thindal is a member of the Warmongers, or the Blacksun armies. He has been ordered by his superior to destroy the city of Menzoberranzan, and at this time there are others scouting other areas of the underdark looking for potential threats and allies. The Blacksun hate elves and there is no compromise regarding them. Unfortunately as Baenre has not heard of this she does not realise the danger that she faces, and Lolth has been silent on this. The main reason that the Black Sun wishes to destroy Menzoberranzen is that nearby is a gate to one of the Blacksun's crystal spheres. They want that gate secure, which means destroying any potential threat nearby, and elves are always potential threats.

A time to relax (if one can in Menzoberranzan)

The PCs will have a couple of weeks to relax. They will no doubt have a few encounters in this chaotic city, but generally there is time for Mages to learn spells and for warriors, thieves, and priests to hone their skills. Though priests need to be very cautious because worshipping any other god other than Lolth is very, very, very illegal (like they cut your head off if they catch you).

Anyway, during this time, a couple of the PCs will run into a friendly friend named Guy. In fact, Guy heard that the PCs were in town from rumours, and the fact that they were the ones that brought the wild magic spells into the city. (If you have played through Slavers of the Underdark then in that one Guy betrayed the PCs. If not then he simply is here to give the PCs a hard time. Guy is a slippery character and should avoid death. He exists to infuriate the PCs.

Guy approaches the PCs, prefably the ones whom he betrayed in Daggerdale. He has four Black Orcs with him, and he is accompanied by a Baenrian priestess (this is so that he can move through the wealthy districts without being hassled). He will basically say hello, and the PCs will probably want to kill him. Not surprising. Anyway, the Black Orcs move in drawing their swords, and drow appear from the shadows, with their swords drawn. The PCs can fight them if they do desire, but they will most likely be killed. Or simply robbed of all of their possessions and dumped in an alleyway without anything (no laws against indecent exposure here). There are 20 Drow Warriors surrounding the PCs, and they are anything but nameless mooks.

Guy will say the following:

Greetings my old friends. Okay, you don’t really consider me a friend, seeing that I did sell you out to the Black Sun previously, but I hope you can find it in your heart to forgive me. Anyway I am probably the only friend that you have in this city. Let us have a little reality check -- you are humans and you are surrounded by drow. Not entirely the most trustworthy people in existence, no offence my lady. You see, I have some friends in high places and I can make life either very easy or very hard for you. Now you have a little choice. Either you can completely forget that you saw me and simply walk out of this city and you will not be stopped. We could simply do our own things, and leave each other alone. Or you could try to be heros and interfere. Now I won't like that, and I am sure Matron Baenre would not like that either, as my gracious friend here can testify. So, I have laid down my hand, you can choose.

With that, Guy walks off and leave the PCs alone.

The Resistance

There isn't really a resistance movement per say because everybody in drow society is trying to overthrow the established order and make themselves a part of the order. Emetris and Xalyth form a different group though. They have their ears open and know what is going on. They know about the Wildmagic that House Baenre has got their hands on, and they don't trust it. They trust the Blacksun even less, yet with the destruction of Mearalyn they feel that they may need them to protect them. Xalyth's woman's intuition tells her that the Black Sun is up to no good and has passed this information onto her alley in the Sorcerer, Emetris and they have got together to work the problem out.

Xalyth is making her way to the Sorcere after a small business deal with a minor drow noble. As she is making her way through the city, she catches a glimpse of Guy's confrontation with the PCs. She recognises Guy and absolutely hates him. She had an encounter with him once, and he rejected her the next morning, and she resents that. She notices that the PCs do not seem to like him, and as such approaches them after the encounter is over.

A rather vulumptuous drow female dressed in fine robes steps out of the shadows after Guy leaves. She seems to have a look of distaste upon her face as she watches Guy's procession dissappear into the crowd. She then turns to you and says, "I do not like that guy. He is a liar and a cheat!"

"So, you had an affair with him and he didn't respect you in the morning?"

The drow flashes Garn a savage look and continues, "I do not like him and I distrust the people whom he works for. If you wish to talk, meet me at the Dark Brooder in Manyfolk in three hours. Ask for Xalyth, they will know who you are talking about."

Before you can say anything else, she vanishes back into the shadows.

If the PCs follow Xalyth, she will know, but will make her way back to the Sorcere. Unless the PCs are all drow, they will not be allowed into Tier Breche, and they will be dead if they try to force their way in. Xalyth is going to meet with Emetris. She explains how she has contacted a small group that seems to be against the Black Sun as well and has agreed to meet with them. Emetris does not trust the PCs, but will suggest that they test their worth by sending them on a quest.

Xalyth is honourable to her promise and will be at the Dark Brooder at the appointed time. The Dark Brooder is a mixed bar with lots of people from many different races. The diversity in this large bar reflects the diversity of Manyfolk. The prices are reasonable and it is frequented by mostly the middle class. The Dark Brooder offers rooms for rent for many reasons. There are some upstairs with beds in them, while others downstairs are generally used for shady deals. The owner, a Bugbear named Argrek, never asks questions.

A large bugbear with greying hair recognises Xalynth's name when you speak it and leads you into a room at the rear of the bar. The room is empty except for a single table, and Xalyth sits at this table. Her hands lie flat on the table, indicating she is unarmed.

"I am glad you have chosen too hear me out," Xalyth says, " I am not too sure whether I can trust you though. As you understand, us drow are not the most trustworthy people in existance and I have learnt not to trust others. As such I request a favour from you. I will reward you with what I can. As you know, House Baenre has the Wild Magic scrolls which you brought to the city recently. They cannot use it so they are taking them to the sorcere to get one of their allies to study them and put them to use.

"Now, one of my associates is very interested in these scrolls and would like you to retrieve them from house Baenre. Now, assaulting their compound is very dangerous, but I happen to know when and where they are taking the scrolls. It will be in an iron box carried by two priestesses. These priestesses will be guarded by 6 warriors and I believe that a wizard will be with them as well. I have also heard rumours that they will have two baslisks with them as guard beasts.

"Basically I would like you to get those scrolls out of the hands of House Baenre and bring them back to me, at this location. Make sure that you are not followed, or else I will deny all knowledge of my associations with you and let Matron Baenre do with you what she will. Also remember that Baenre is simply not going to give you the scrolls, there is always more that what seems to be. Especially with Baenre."

The Theft

The PCs probably will not appreciate stealing something back, but they should remember that Baenre got the scrolls without the PCs permission, and the PCs were not paid for the merchandise, so any moral quandaries should be solved by that.

The convoy is the way Xalyth said. Two priestesses carry the scrolls in a sealed iron box. They are escorted by 6 warriors and one mage leads. The two lead warriors have baslisks chained to leashes. What the PCs do not see though is two more invisible mages following the convoy at a distance. These mages will not attack, but if the box is stolen then one will return to House Baenre and report the theft while the other will follow the PCs. The crate is locked magically and can only be opened with a Baenre house insignia. The priestesses both wear standard Baenrian House insignia.

Baslisk (2): AC 4, Mv 6, HD 6+1, hp 49, Thac0 15, AT 1, Da 1-10, xp 975

Gaze turns to stone, kills on astral

Reflectable gaze.

Drow, male warrior (6): AC 2, Mv 12, F3, hp 25, Thac0 18, AT 1, Da Wpn, xp 650

Wear Chainmail +2, Buckler

Weild Longsword +2 (Thac0 15, AT 3/2, Da 1-8+4)

Dagger +3 (Thac0 15, Da 1-4+3, rng 1/2/3)

1/day: Dancing Lights, Faerie Fire, Darkness

Drow Priestess (2): AC 1, Mv 12, P5, hp 32, Thac0 15, AT 1, Da wpn, MR 60%, xp 975

Wears Chainmail +3

Weilds: Adamatite Mace +2 (Thac0 13, Da 2-7+2)

Abbilities: Dancing lights, Faerie Fire, Darkness, Levitate 1/day, Know Alignment 1/day, Detect Magic 1/day, Detect Lie 1/day , Clairvoyance 1/day, Suggestion 1/day, Dispel Magic 4/day, Command Undead -2 lvls, Immune to all spider venom,

Weakness: very Bright Light

Priest Spells: 5/3/1; All, Animal*, Chaos*, Charm, Combat, Creation, Divination, Elemental (Earth/Water), Guardian, Healing, Necromancy, Protection, Summoning, Sun (rev)

Carries: Holy Symbol of Lolth, Baenrian House Insignia, Wand of Viscious Globs (10)

Drow Mage (3): AC 8, Mv 12, Lvl 5, hp 14, Thac0 19, AT 1, Da Weapon, xp 650

Wear Robes, weild Dagger (Da 1-4), carries 1-4 gp

Abilities: Dancing Lights 1/day, Faerie Fire 1/day, Darkness 1/day, Levitate 1/day, Know Alignment 1/day, Detect Magic 1/day.

Spells: 4/2/1

Read & Detect Magic, Grease, Featherfall, Sleep, Magic Missile, Hypnotism; Strength, ESP, Invisibility; Hold Person, Lightning Bolt.

If the PCs do not notice the invisible drow, then when they return to the inn, Xalynth will not be there. Argrek will tell them that Xalynth left half an hour ago and she did not say where she is going. He will then tell them in a low voice that House Baenre knows that they stole the scrolls and are after them. He will also suggest that they leave his bar immediately and basically hide because if Baenre is after them then they are as good as dead.

In fact, two groups will be after them. Groups of 10 drow warriors lead by a drow fighter/mage, and groups of 10 Black Orcs lead by a 5th lvl human warrior. The drow groups hold the banner of House Baenre while the orc groups holds the banner of the Black Sun, and they are scouring the city for the PCs. The drow will not go into the Stenchstreets, though the orcs will.

Orc, Black: AC 4, Mv 12, HD 2, hp 16, Thac0 18, AT 1, MR 20%, Da Wpn, xp 270

Wear Scalemail & Shield, weild Battleaxe (Da 1-8+3), carries 1-10 gp

Short Bow & 20 Sheaf Arrows (AT 2, Da 1-6, rng 5/10/15)

Warrior: AC 2, Mv 9, Lvl 5, hp 45, Thac0 15, AT 1, Da Weapon, xp 270

Wear Plate Mail (Black Sun insignia), Shield with insignia, Full face helmet

weild Bastard Sword (Thac0 14, AT 3/2, Da 1-8+4)

Dagger (Da 1-4+2), Shortsword (Da 1-6+2)

Light Crossbow (AT 1, Da 1-6, rng 6/12/18)

carries 1-8 gp, whetstone, 10 bolts

There are four such patrols in the city and they will attempt to corner the PCs in the stench streets. The will attack the PCs from a distance with arrows and try to force them out into the waiting arms of the drow patrols. At this stage, Xalynth will appear out of a secret passage and call the PCs over. She will then lead them through the secret ways and backstreets of Menzoberranzan and sneak them out into the Dark Domain. Then she will have a go at them for not thinking about the invisible drow who generally always follow convoys like that.

Either way, she will say the following to the PCs.

"You are going to have to lie low for a while, namely to wait for the heat to cool down. Baenre is not to happy that the wildmage scrolls were stolen. Anyway, by associate has thanked you for your assistance and has this reward for you." She draws a sealed sack from her belt and hands it to you. Opening the sack, you see that it contains electrum. "There is 200 each for you in there. Should be enough to keep you happy.

"Anyway, my associate has a job for you, which will keep you out of the city for a while. Long enough for the heat to cool down. If they believe that you have left then they will give up looking for the scrolls. Anyway, my associate has friends which can clear your names, but you need to be away while they work out the details.

"I don't know if you have heard of the Aboleth, but they are a very vicious underdark race that live in the dark ponds. Now, it has recently come to my associate's attention that there is a species of Aboleth that can cast spells. He is very interested in procuring a live one and he will be very grateful if you could go and get one of them for him. Remember, he wants it alive."

She smiles and vanishes into the shadows leaving you alone in the dark cavern.

The Aboleth Savant

House Baenre is now searching the city furiously for the PCs, and the matron is incredibly angry that they managed to escape from her clutches. He is blaming the Black Sun for their incompetance and Guy is using all of his charisma to try and calm the situation down. This will last for four days, and the PCs will take eight days at least to complete their task. They will realise after Xalynth leaves that she did not tell them where to find an aboleth, but they do know that they live in water, and some even know that they generally live in the calm ponds. There is a large lake in the direction of Mantol-Derith where aboleth are said to dwell, but going into that lake is like trying to take on the entire Cormyrian Army with a dagger. The PCs will need to find where another colony is.

The best way is to ask somebody, and searching for about an hour will reveal somebody. Actually it will reveal two people. No, not really people per say, more like Driders. No, they are not going to tell the PCs where they can find and aboleth savant. They would rather kill the PCs.

Drider (2): AC 3, Mv 12, HD 6+6, hp 39,34, Thac0 13, AT 1, Da 1-4 or Wpn, MR 15%, sz L, xp 3000

Weild: Longbow (Thac0 12, Da 1-8, rng 5/10/17)

Battleaxe +3 (Thac0 10, Da 1-8+3)

Carries: 20 Sheaf Arrows, Wand of Magic Missiles (12), Scroll: Protection from Magic, 200 gp, Silver Pendant (210 gp), Bejewelled Bracers (570gp)

1/day: Dancing Lights, Faerie Fire, Darkness, Levitate, Know Alignment, Detect Magic

Spells: 4/3/2/1

Spells: Burning Hands, Colour Spray, Icy Floor, Magic Missile; Aganazzar's Scorcher, Flaming Sphere, Web; Hold Person, Wraith Form; Ice Storm

The PCs will then encounter a merchant caravan another four hours after this. The encounter with the driders is just a little reminder that the Underdark is not a friendly place. In fact, there is going to be another encounter that the PCs will definitely know that the Underdark is not a friendly place. When the PCs encounter the caravan they can ask them where they can find an aboleth.

After the merchants stop laughing, they will tell the PCs that they know of a lair of about four, three days to the north-east. They warn the PCs that there is a savant there, and these savants are not nice. When they finish laughing after the PCs tell them that they want to catch the savant alive, they will hand the PCs a Scroll of protection from Magic and a Scroll of Airey Water for free. They will smile and say, "just to help you stay alive a little longer. Normally we would charge an arm and a leg, but you guys have brightened up out day." They will then leave and the PCs will hear a loud voice cry out, "catch a live Aboleth Savant," followed by another chorus of laughter. The PCs should get the impression that this is not something everybody does on a summer's afternoon.

Not You Again!

If the PCs killed the illithid, or did not meet the Illithid while coming into Menzoberranzan, then this encounter is simply with another Illithid. Otherwise, while the PCs climb their way through the underdark caverns, an Illithid out for a stroll will see the party coming. As they come closer the Illithid will recognise the PCs as the ones that he encountered a few days back. The illithid is stunned, and a little concerned, and this will give the PCs an opportunity to see it, because it comes withing 60'. The Illithid will then mindblast the PCs and attempt to get away from them. If the PCs are closing in on him, then the Illithid will call a couple of his mates to help him out, namely 2 Umber-Hulks which he has charmed. The Umberhulks will crash out of the sides of the cavern and attack the PCs. The Illithid will plane shift away of he looks like he is going to die.

Illithid: AC 5, Mv 12, HD 8+4, hp 35, Thac0 11, AT 4, Da sp, xp 8000

Mental Blast: 60’ rng, save vs wands –4 or stunned 3-12 rnds

Suggestion, Charm person/monster, ESP, Astral Projection, Plane Shift, Levitate

Could use weapons if it wanted to, but it does not need to.

Wears silk robes (50 gp), Necklace (600gp)

Umber Hulk: AC 2, Mv 6/Br 6, HD 8+8, hp 55, 47, Thac0 11, AT 3, Da 3-12/3-12/1-10, xp 4000

Planned Cave Ins, Ambush attack (-5 surprise)

Eyes cause confusion

The PCs are in luck because the Umber Hulk tunnels will cut a day off of their travel. They travel deep into the underdark and connect to another tunnel which seems to wind down. Another damp tunnel runs off of this one to the Northeast, and by following this one the PCs will enter into the Aboleth's caverns.

 

Aboleth Caverns.

  1. Pool Cavern
  2. This cave is at the bottom of a damp tunnel. The walls and the floor of the tunnel are covered in harmless slime, but it does make the tunnel quite slippery. Those descending the tunnel must make a dexterity check or slip and fall to the bottom. Such a fall does only 2d6 hp damage, but it makes surprise impossible as the falling character will alert the shriekers.

    The cavern is small and narrows to a pool in the centre. The pool is the entrance to the Aboleth caverns. Around the walls of the cave are 5 mushrooms. They are small and have nodules upon them. If anybody approaches within 10' of them they will emit are loud shriek and alert the inhabitants of the lair below.

    Shrieker: AC 7, Mv 1, HD 3, hp 20, Thac0 17, AT 0, Da n/a, xp 120

    Shriek if light approaches in 30' or anybody approaches in 10'

  3. Entrance
  4. There is a hot water spring shooting up into the chamber. This spring keeps the rest of the lair cool, and also acts as protection for the entrance to the cave. There are no guards in this room as the jet of hot water is protection enough. The Kuo-toa and the aboleths generally do not use this exit either.

    PCs jumping into the pool without caution will land on top of the jet of water. The scalding water will deliver 3d6 hp of damage per round immersed in the stream. PCs in any other part of this cavern will receive 1d6 hp of damage per round. The only exit is to the south-east.

  5. Sleeping Chamber
  6. Four Aboleth's rest here. If the alarm has not been sounded, two of these aboleths will be here. In this room are 8 moss beds upon which the aboleth sleep. There are also large piles of mucus. Hidden under a mucus pile is the Aboleths' treasure. The mucus is poisonous, causing the typical transformation if a saving throw vs spell is failed. On the wall behind the mucus is a master glyph which contains an area lighting effect. If activated, the glyph will cause 4d6 hp damage to all within the cavern. Saving throws are made at -2.

    The treasure consists of 1200 gp, 40 pp, 5 drow trade bars (100gp), a Fey-Branche House Insignia, and a scroll in a sealed tube. The scroll contains the spells Spider Climb, Cling, Web, and Spider Jump.

  7. Guard Room
  8. There are four Kuo-toa guarding this room. The Kuo-toa are dominated by the Aboleth and are quite alert. As such they cannot be surprised. If the alarm has been sounded then there will be 8 Kuo-Toa and 2 Aboleth in this room. Four of these Kuo-Toa will be standing behind the wall and will attempt to attack the intruders from behind.

    On the far wall is a Glyph of Law and Enfeeblement. If anybody is within 20' of this curse, all non-lawful creatures suffer an anti-prayer effect, while all hostile creatures receive -3 to their strength, constitution, and dexterity.

  9. Common Cave
  10. This is where the Aboleths live with each other. The room is covered with slime and underwater weeds and is quite distasteful to anybody not of the aboleth persuasion. 4 kuo-toa serve the 2 Aboleths in this room. If the alarm has been sounded then the remaining Kuo-toa will be here as well and so will the Aboleth Savant. The savant will hang at the back and cast spells at the PCs while the rest will move in. They will attempt to keep the intruders away from their leader.

  11. Slave Cave
  12. This is where 20 Kuo-toa slaves of the aboleth live. Unless an alarm has been sounded, there will be 12 kuo-toa in this room tending to the aboleth's food supplies. A large pile of mucus in the back corner is where the food is stored, and there are also patches of slimed and weed that are harvested for the aboleths. A hole in the floor leads to an underground lake in which the kuo-toa catch fish for themselves and the aboleths. This lake is linked to a huge underdark waterway in which all sorts of creatures live.

  13. Savant's Cave

The Aboleth Savant will be here if the alarm has not been sounded. The savant is the ruler of this small colony and claims a portion of all of its treasure. Hidden in a mucus pool are 12 gems (1x1000, 2x500, 2x250, 4x200, 2x100, 1x50), a gold bracelet (250gp), 5 pearls (100gp), 3 bottles of perfume (200gp), and a pair of Bracers of Archery. On the wall of this room is a Glyph of Enfeeblement and Lightning with inflicts a -3 penalty of strength, dexterity, and constitution, and inflicts 2d6 hp of electrical damage to all in a 10' radius.

Aboleth (4): AC 4, Mv 3/Sw 18, HD 8, hp 40, 39, 37, 32, Thac0 12, AT 4, Da 1-6 (x4), xp 2000

Hit: save vs spells or turn into clear, slimy, membraine.

Mucus: Save vs poison or lose ability to breathe air.

Psionics: PS 14; A/D Ego Whip, Id Insinuation, Psychic Crush/Tower of Iron Will, Intellect Fortress, Thought Shield; PSP 250; Telepathy, False Sensor Input, Mindlink, Mass Domination

Aboleth, Savant: AC 2, Mv 3/Sw 18, HD 12+12, hp 81, Thac0 7, AT 4, Da 1-6 (x4), xp 13000

Hit: save vs spells or turn into clear, slimy, membraine.

Mucus: Save vs poison or lose ability to breathe air.

Domination: 20 yds, -4 Save vs spells

75% Chance Detect Invisibility

Death Frenzy: 12 hp, Double Damage, Head Rush: -4 th, 2 creatures, 4d6 hp dam, dex check or fall over.

Spells: 4/3/3/2

Colour Spray, Magic Missile, Protection From Good, Snilloc's Snowball; Glitter Dust, Invisibility, Stinking Cloud; Blink, Hold Person, Vampiric Touch; Ice Storm, Stoneskin.

Kuo-Toa: AC 4, Mv 9/Sw 18, HD 2, hp 16, Thac0 19, AT 1 or 2, Da 2-5 or wpn, xp 175

Trident (Thac0 18, Da 1-6+3, AT 3/2)

25% chance grapple or web

180 degree vision

60' Infravision

Immune Poison, human spells

1/2 Damage Electrical, Magic Missile 1 hp,

-1 attack sunlight

Return to Menzoberranzan

Once the PCs have the living aboleth savant they can return to Menzoberranzan. Emetris will be rather annoyed if the savant is not alive, but he will not complain as the purpose of the job was to keep the PCs away from the city for a while.

The return journey will take two days, and the journey will be for some strange reason rather uneventful. It may have something to do with the aboleth that the PCs have with them. As they near Menzoberranzan though they will encounter a surface caravan that will let the PCs accompany them. This caravan will be rather shocked at seeing a group of people carrying an aboleth with them, and will be even more shocked if it is alive. They will ask the PCs their names and then will spread the word around that these great adventurers have beaten the aboleths and kidnapped as Savant. As usual, this story will get bigger and bigger, and attract the unwanted attention of House Baenre and the Black Sun. They have their eyes out for the PCs, and at this time, have chosen not to sweep the city with their armies as this generally scares them off. They have opted for the subtler methods, party disunity.

There are a couple of new rumours floating around the city now. One of these rumours is how a group of powerful adventurers defeated a lair of Aboleth, and survived intact. There more important rumours are below:

The truth behind this rumour is that the gate leads to the Blacksun controlled planet of Rhambytin. One of the ten apprentices of Anak is present on this planet and he has taken the conquest of Toril personally. He has heard of the powerful mages of Toril and seeks to face them in combat, but he is testing the waters first and preparing for combat. The Blacksun control the gate but are spreading rumours that it is being controlled by another drow force, namely to force further disunity between the cities. When they turn to destroy Menzoberranzan, they do not want other drow cities coming and aiding Menzoberranzan.

The PCs will be given a day to rest and recuperate before they are approached by Xalynth. During this time, PCs will be individually approached by drow from the houses allied with the Black Sun. These drow will try to either talk the PCs into betraying their party, or sell them trapped magic items that will detect where they are. Drow thieves will steal things from one PC and place it on another PC. This will continue while the PCs are in the city, and if the PCs begin to fight then the drow will be happy. Some will even offer PCs their services are allies, and join in any battle that begins. If they can destroy the unity of the party then they have won.

If the PCs survive the next day then Xalynth will pass on a message to them inviting them to meet her at the Dark Brooder. Argrek will lead the PCs to their regular booth where Xalynth is waiting. She will give the PCs 200 pp and a scroll of protection from Arachnids to each of the PCs for helping capture the Aboleth. She will explain that things have quieted down now, but Baenre are using subtler tactics to destroy them, so watch out.

Read the following:

"Okay, you have proven trustworthy," Xalynth says as she lowers her voice, "now I am not much of an advocate of the ruling Priest caste but I fear that there is a threat to their power that is likely to destroy all of Menzoberranzan. Even though I have my problems with this city, it is my home and I have no wish to see it destroyed. House Baenre has openly made an alliance with a foreign power that travels under the banner of the Black Sun. You might have seen them in the city. Their presence is growing daily and now I fear that bad things are going to happen."

She takes a deep breath and continues, "my associate also fears for the safety of the city and we are doing what we can to try and halt the process of the cities disintegration. Numerous houses are worried with the large movement of foreign troops into the city, but the council claims that it is necessary due to threats from Drow Cities further to the south. They believe an attack will come any day."

She looks around, and then takes a drink from her mug. Continuing, "This is where you come in. We need you to find out what is going on. The more people we have that are against the Black Sun, the better. We need you to find who in the city stands against this Black Sun, and we need you to find out what they are up to. Any information will be helpful."

She then stands and says, "I hope you agree. If you want to contact me, leave a message with Argrek. He knows me well and I be here in an hour. Oh, remember, never trust a drow!"

With that she leaves. It seems that she has left something on the table.

The items are a ring of invisibility, a hat of disguise, and a potion of super-heroism. Xalynth purposely left these things here hoping that the PCs will be able to put them to use. If the PCs take them and leave Menzoberranzan then Xalynth will find them eventually and extract her dues from them.

Under the Sun

If the PCs want to find out more information, one thing they can go an do is find the merchant Yuimmith. He lives in Manyfolk and knows a lot about what is going on in Menzoberranzan. The two things that he knows are the following:

Yuimmith will sell the names of the houses to the PCs for 500gp each. He explains that they are not yet active against the Black Sun, but if the PCs approach them and speak with them then they might be able to convince them to take up an active stance. The houses are Agarch Dyrr, Drungiir, and Fey-Branche. They want to reveal the Black Sun, but because their forces are growing, they are feeling intimidated. The PCs can make a difference by bringing these houses together.

The Gate

The PCs will need to act independently on this one. The houses in the list below are more concerned about the Blacksun than this gate and the houses allied with the Blacksun: Mizzrym and Baenre, are not concerned with it. There is a lot of talk about this gate but nobody is willing to go and do anything about it. If the PCs wait for more than a few days, the Blacksun will announce that they are going to the gate. They claim that Sschindyltyn is definitely controlling the gate and they are going to do something about it. Baenre wants to help, but the Black Sun says that their help is not needed yet. At that point three battalions will move out and three days later they will return claiming that they control the gate. At this time, it will be very difficult to get access to the gate, and a number of the smaller houses will walk over to join the Blacksun.

The gate is a weeks walk south of Menzoberranzan in a minor traveled part of the underdark. The region is known for numerous monsters and if the PCs take the wrong tunnel they are sure to encounter one. As the PCs make their way to the gate they will be attacked by 12 Meenlocks. They want to capture them, not kill them, so as to make them Meenlocks. They will teleport in gaining surprise.

Meenlocks (12): AC 7, Mv 9, HD 4, hp 32, Thac0 17, AT 2, Da 1-4/1-4, xp 650

Creatures 4 HD lower flee 1-4+4 (save for half)

Save vs Paralysation or hit

Dimension door 60'. Attackers gain -4 to hit.

1) Main Cavern: There are four Black Orcs with 12 Ogres standing guard here. They are watching the passages to make sure nobody comes down here, especially drow, to find out that the drow do not control the gate. They have been ordered to let nobody leave. When fighting, the ogres will move behind to prevent escape. One of the Black Orcs will move to the rear and alert the others in the caves in case they are being defeated.

Orc, Black (4): AC 4, Mv 12, HD 2, hp 16, Thac0 18, AT 1, MR 20%, Da Wpn, xp 270

Wear Scalemail & Shield, weild Battleaxe (Da 1-8+3), carries 1-10 gp

Short Bow & 20 Sheaf Arrows (AT 2, Da 1-6, rng 5/10/15)

Ogre (12): AC 5, Mv 9, HD 4+1, hp 30, Thac0 16, AT 1, Da 1-10+2 or wpn, xp 175

Wears Skins

Weilds: Two-Handed Sword (Da 1-10+2)

Carries: 1-6x3 food, 2-8 gp

2) Commander's Cavern. This room has a large tent set up in it and two black orcs stand guard outside. Around the tent are three smaller tents in which 4 ogres rest. The Black Orcs will challenge anybody who enters here and if fighting starts, then the mage in the tent will come out and help.

The tent is where the commander sleeps. If the tent is searched, clothes will be found. There are a lot of fine clothes (150gp) and two bottles of rare wine (100gp). There is also a chest that has been firetrapped. This chest contains 2 potions of Healing, a scroll with 4 wizard spells (Invisible Mail, Lance of Disruption, Shout, Windbreath), a globe of serenity, and his spellbook. Opening the chest without disarming the firetrap will also summon two baslisks which attack immediately.

Mage, Master: AC 7, Mv 12, Lvl 8, hp 25, Thac0 18, AT 1, Da Weapon, xp 2000

Wear Robes, wield Dagger+1 (Da 1-4+1, minor power),

carries 1-4 gp, gem 10gp, Phylactery of Proof against Poison

Spells: 4/3/3/2

Read & Detect Magic, Dancing Lights, Spider Climb, Grease, Featherfall, Sleep, Magic Missile, Hypnotism, Taunt, Burning Hands; Strength, ESP, Invisibility, Flaming Sphere, Knock, Web, Tasha's Laughter; Fly, Hold Person, Lightning Bolt, Melf's Minute Meteors, Wraithform, Vampiric Touch; Charm Monster, Fire Trap, Fire Shield, Stoneskin.

Baslisk: AC 4, Mv 6, HD 6+1, hp 49, Thac0 15, AT 1, Da 1-10, xp 975

Gaze turns to stone, kills on astral

Reflectable gaze.

3) Army: Numerous tents have been set up here and the sound of talking and sword fighting can be heard as the PCs approach. Two warriors stand guard at the entrance to the cavern and they generally let any people in, unless the alarm has been sounded. People that look powerful tend to be their superiors so they do not question them. People acting suspiciously will be confronted.

There are 40 tents in this room and more are being errected. In the middle are two large tents, one is the mess hall where 8 female orcs cook, and the other is the tactical tent. Each of the 40 tents are divided into groups of 10. Each tent houses five ogres and one black orc. One of these ten tents also houses a warrior, who is the leader. The leaders meet daily in the tactical tent with the commander to discuss plans. If the tactical tent is searched then the PCs will discover maps of the underdark, with the inclusion of Menzoberranzan and the old Goldmelter clanholdings. There are massive troop movements towards the clan holdings, and it is evident from the documents that it seems to be a major rallying point. Menzonberranzan is circled and labelled "problem being dealt with." The troops have to take a large detour around the city and it seems that a week will be cut off the journey time if the troops could move through Menzoberranzan. Further documents discuss somebody named "Shealtiel" is coming through in a weeks time and he will take personal responsibility for the operations on Toril. The papers refer to him as an apprentice. (If apprentices are this tough, I'ld hate to see the master).

Warrior: AC 2, Mv 9, Lvl 5, hp 45, Thac0 15, AT 1, Da Weapon, xp 270

Wear Plate Mail (Black Sun insignia), Shield with insignia, Full face helmet

weild Bastard Sword (Thac0 14, AT 3/2, Da 1-8+4)

Dagger (Da 1-4+2), Shortsword (Da 1-6+2)

Light Crossbow (AT 1, Da 1-6, rng 6/12/18)

carries 1-8 gp, whetstone, 10 bolts

4) Gate Room: At the far end of this room is a large square slab of stone. The area inside the stone is open but seems to lead to another destination. The slab can be walked around, and those standing on the other side will notice that they can see through into this room. People standing on this side of the slab cannot see behind it. As such four Warriors, each armed with Light Crossbows, stand there. If anybody enters, or even attempts to meddle with the gate then they will attack.

Five tents line the north wall and five tents line the southwest wall. These tents are the same as those in room 3. They house five ogres and one black orc. These troops are the guards to the gates. No matter what happens, they will remain here and defend the gate to death. If they are losing then one will step through the gate and bring through reinforcements. After that 5 ogres will step through the gate every round.

The otherside of the gate is a large marble hall. In this hall there are 10 mages that seem to be working on the gate. There are 20 ogre guards in this room and 4 black orcs. A large open door directly ahead of the gate leads outside to where a huge army is encamped. The world is desolate and dark clouds cover the sky. The PCs stand before a large white marble building and orc guards patrol the battlements. The camp is divided into racial groups, with ogres being closet to the building. On a mountain sits a huge black citadel. The citadel appears to have been carved out of the mountain. This is Shealtial's citadel. A paved road runs from the building to the citadel. As the PCs watch, a group of 20 ogres and four black orcs, led by a human warrior march towards the building. PCs who start a fight here should automatically be labelled dead as they have no chance of surviving.

Returning to Menzoberranzan with this information will have two results. First it will strengthen the resolve of the anti-Blacksun houses to form an alliance against them. The houses below will be more happy to agree to an alliance with the PCs. It will also strengthen the resolve of Baenre and other houses. Baenre claims that the army is a gift from Lolth and that by allying with them they will conquer the upper world.

Agarch Dyrr

House Agarch Dyrr is in Qu'ellarz'orl which is a very wealthy district of Menzoberranzan. The district is so wealthy that non-Drow are generally not permitted into the area without a drow escort. Patrols of 8 drow Warriors, 1 Soldier and a Fighter/Mage roam the streets keeping all of the riff-raff out -- especially unwanted PCs. As the PCs move closer to Agarch Dyrr, these patrols change to 2 Black Orcs, 8 Warriors and 1 Baenrian Priestess. These patrols are much more suspicious of intruders and will challenge anybody that seems to be out of place - that includes all non-Drow. If a drow is with them when they are confronted, then the patrol will talk only with the Drow, any PC speaking (unless the PCs is, or appears to be, a drow) will be whipped by the priestess. Attacking the patrol, brings other patrols from Baenre immediately, one arriving every three rounds. If the patrol is not convinced they will arrest the PCs and imprison them in House Baenre's prisons -- go to the appropriate section.

When the PCs approach this house, read the following:

Agarch Dyrr is a sprawling complex hanging from the cealing like a spiderweb. The structure stretches across nine huge stalactites. A huge structure hangs from the central stalactite and is surrounded by a huge web-like marble wall. Surrounding the entire estate is a very deep dry moat. You shudder when you look into the moat and see a worm that is bigger than anything you have ever seen, except for maybe the worm that towers behind you.

You spin around in shock to find that it is only a giant pillar. A marble bridge crosses the moat and drow guards armed with Awl Pikes stand guard at the entrance. As you approach, the guards lower their pikes and glare at you evilly.

Before you can open your mouth a figures hurries across the bridge towards you. As the figure comes into view you discover that it is a drow female dressed in the outfit of a priestess of Lolth (what else does one expect a drow female in Menzoberranzan to wear?). With a wave of her hand the guards raise their pikes and she says, "I am glad you chose to come here. We have been expecting you. Come, master Dyrr desires to see you."

You are lead into the compound and through a huge mithral gate in the marble wall that surrounds the central building. The drow motions for you to step onto a disc, and when you do, the disc begins to rise, the drow rising with it. The disc stops at a door about a hundred feet above the ground and you step through. The disc plummets to the cave floor immediately after. You begin to move down the corridor when the priestess calls out "STOP!" You jump as she says, " the corridor is trapped. We must take precautions against enemies, and master Dyrr has many. He has destroyed many houses, and their refugees desire greatly to see him destroyed."

She steps in front of you, raises a flame like symbol of Mithral on her chest, and steps forward. You cautiously follow after and she leads you down the corridor and into a great stone hall. Horrid sculptures line the walls and tapestries of bizarre art, reminiscent of Picasso, adorn the walls. Glowing globes float around the room immersing it in an eiree green light. A huge web dominates the far wall, and floating in the web is a platinum symbol which you assume to by that of house Agarch Dyrr. Below the symbol is a throne and upon this throne sits a veiled figure in purple robes. All of his body is covered, except for two glowing red eyes.

This is the wizard Dyrr, a very powerful lich who will smite the PCs if they even consider attacking him. Even though he can handle himself in a combat, there are 12 Drow Warriors, 1 Soldier, and 40 Bugbears standing in the shadows. The bugbears all charge as cannon fodder, and the drow will attack after the bugbears are dead. There are also 2 8th lvl Drow Wizards standing behind Dyrr's throne, ready to attack if Dyrr is threatened.

Drow, Sorcerer: AC 0, Mv 12, M8, hp 34, Thac0 18, AT 1, Da Wpn, xp 1400

Wear Pwiafi (AC 4), Ring Protection +2

Weild Dagger +3 (Thac0 15, Da 1-4+3, Slow Poison)

1/day: Dancing Lights, Faerie Fire, Darkness, Levitate, Know Alignment, Detect Magic

Spells Per Day: 4/3/3/2

Common Spells: Charm Person, Chill Touch, Enlarge, Immunity to Adherence, Jump, Light Magic Missile, Spider Eyes; Blindness, Flaming Sphere, Invisibility, Melf's Acid Arrow, Web; Blink, Dispel Silence, Lighting Bolt, Venom Bolt, Wind Wall; Acid Bolt, Spider Leap, Wall of Fire

After a few formalities, Dyrr will say the following:

Rumours of your exploits have been filtering around the city, and they say that you stand firmly against the Black Sun. That is good because they are focused on destroying you and not those houses who are planning on making a stand against them. Normally such a maneuver would not be considered unless it was absolutely sure that the house would be destroyed, for if the house survives the attack then the attacking house will be destroyed. But this is different, the Black Sun is not of Menzoberranzan and as such I consider them a threat to the sanctity of Menzoberranzan.

You claim to stand against the Black Sun, but I am not sure if you are hardy enough to stand with us. Normally we are allies of Baenre and Mizzrym, but both of them have turn to accept the Black Sun, and there are rumours that Xoralynn is also making such a move. I don't trust the Black Sun. I believe that they have designs against Menzoberranzan and their promises of power of Baenre is just too good to be true. Baenre hasn't lasted as long as it has for making foolish moves, but I feel that they are a little too open to the Black Sun.

This is where you come in. I need proof that Matrol Baenre is being controlled by the Black Sun, through magical means. Rumours exist of a spell that can lower our resistance to magic, and if that is true then it is highly possible that Baenre is little more than a puppet. I have this scroll here with a Detect Charm on it. Take it into house Baenre and cast it at Matron Baenre. Then return to me and tell me if she is being controlled or not. Do not kill her, or engage any of the guards, for to do so will be certain death.

Into House Baenre

Dyrr is not going to give the PCs any help getting into the house. That is their job. They can get a rough layout of the house from Matron Auro'pol Dyrr as well as a run down on some of the Baenrian family. She does not know all of them, but she does know the Matron, Gromph, and Triel. She was good friends with Triel before the Black Sun came and now she has secluded herself in the academy. She does not allow any visitors. She will subtly ask the PCs if they can, to go and check up on Triel. If the PCs do, they will find that she is dead, killed by a snake arrow, a special spell developed by the Black Sun that is deadly against elves of all types.

Matron Baenre has moved her quarters to the top level, and her original three rooms are now the rooms of Guy, Tarrigan, and Garsuk Tagask, the Black Orc Chieftan. Guy roams freely around the compound and has taken over as head of security, even though on an official level he is an advisor. Tarrigan is always with Matron Baenre and Garsuk is her bodyguard and is always two steps behind her. Guy, Tarrigan, and Garsuk wear fully functional insignias.

Now that the Black Sun have moved into the compound, getting in is a little easier. Black Sun warriors march regularly through the city and into the compound. The human warriors are accompanied by Black Orcs. The PCs can slip in with the warriors and move around the compound. Once inside, getting around is a lot more difficult as the PCs are likely to be challenged a lot more. If the PCs wear house insignias then the challenges will be a lot less, unless they are found in the upper rooms.

When the PCs arrive, Baenre, Tarrigan, and Garsuk will be in the throne room while Guy will be making his way around the compound. If Guy sees the PCs (not glances or spots them, but clearly sees who they are), he will recognise them and raise the alarm. Confronting him is the worst thing anybody can do. If they do, he will point out the stupidity of coming into House Baenre before overwhelming them and throwing them in the dungeons. After taking all of their equipment (for the second time).

The throne room takes up the entire level. Against one wall are webs with huge spiders crawling across them. Opposite the webs is the throne and next to the throne are burning braziers used to summon Yochols. Baenre sits on the throne and around her are Tarrigan, Garsuk, and an Illithid. If the PCs do the Detect Charm, they will notice that both Baenre and the Illithid, El-Viddenvelp, are charmed, what they won't know is that Tarrigan charmed El-Viddenvelp and El-Viddenvelp charmed Matron Baenre. She may be immune to magic, but not Psionics.

That is all the PCs need to know. Hanging around will surely bring capture, and even death, so they must get out, and this can be done simply by slipping amongst the warriors and then slipping out afterwards. When they return to Agarch Dyrr, Dyrr will be suitibly impressed and say that they are indeed hardy and will agree to the alliance. He will hand them a house insignia which he explains will summon him when needed. The insignia does nothing else.

Druu'giir

There are rumours of House Druu'giir having its own private army hidden in the dark domain. These rumours are very true, but Druu'giir fears that their army is under threat. They have been approached numerous times by the Black Sun who are encouraged an alliance with them. Matron Carrolloc has seen through these approaches as thinly disguised threats and realises that they fear Druu'giir's power and influence. As such she has publically made it known that she disapproves of the Black Sun, and if it wasn't for the influence of the House Baenre, most of Menzoberranzan will follow behind her.

If the PCs ask about House Druu'giir, they will learn that this house has substantial influence in the city as they control much of the moneylending enterprises. Their wealth has enabled them to not only establish a strong army, but the ability to call upon mercenary help when needed. There are also rumours that Druu'giir was planning an attack against Srune'lett, but with the appearance of the Black Sun, this attack has been posponed.

When the PCs approach house Druu'giir read the following:

The walls of this small compound stretch between four large stalactites. Lights flicker in the windows of these stalactites and a large number of guards seems to march along the walls. A huge chasm forms the boundary at the rear of this compound, though there is also a wall, which makes an assault from behind impossible. As you pass around the walls, you notice that there is an unusual number of drow guards, while the slaves consist of goblins and ogres. The ogres seem to do the heavy work while the goblins clean up after them.

A huge web-like mithral portcullis bars entrance to the compound, and four very confidant looking drow guards stand before it clutching their polearms. They glare at you as you approach and make no move to allow you in. One of them says, "if you wish to take out a loan, then please see one of our moneylenders in Manyfolk. There is no other business that you should have within House Druu'giir."

Getting in is going to be very difficult as the guards are instructed to let in only those who Matron Carrolloc instructs them to. As such, the PCs will have to get a message to Carrolloc for there is only a very small chance of convincing the guards to let them in. The best way to get a message to Carrolloc is through a moneylender in Manyfolk. If such a proceedure has been done, then the PCs will be approached by Jederen Giir.

Jederen is a Druu'giir mage, 18th level to be precise, thus attacking him is very unwise. He does not make his power obvious, and acts as Druu'giir's chief negotiator. He will approach the PCs and mention that they had a message of Druu'giir and then listen to what the PCs have to say. If the PCs mention that they are making a stand against the Black Sun then Jederen will sound interested. He will then say the following:

Your proposals sound interesting. It is common knowledge that we disapprove of the Black Sun and we have been looking for a way to dispose of them since they passed a few threats in our direction. You must understand though that it is very risky making an alliance in Menzoberranzan, especially with the more disrespectable houses. We have the power to protect ourselves against any Black Sun attack, so we really do not need to go the extra mile to ally ourselves with houses, who are likely to turn on us when we are weakened. At the moment nobody knows our exact strength, which is an advantage, but if we are to make an alliance, that advantage will slowly disappear. I will make you this offer: prove to us that you are capable warriors, and once you have done that, you will need to complete a quest for us. This quest I shall explain to you after you have defeated out Blademaster in single combat. Meet us in the Dark Pit, it is a fighting arena in Manyfolk.

The Dark Pit is easy to find, and it is even easier if the PCs have a drow guide with them. When the PCs arrive, Jederen will approach them and ask them if they have chosen their champion yet. He will then explain the rules. The combat is non-lethal, but if a death occurs then there is no liability upon his shoulders. This combat is to prove the prowess of the PCs and it shall be to the first person down (ie: 0 hp). The contestants will be healed afterwards. If the PCs loose, then they are welcome to try again with a different champion.

Drow, Blademaster: AC -5, Mv 12, F9, hp 91, Thac0 10, AT 3/2, Da Wpn, xp 9000

Wear Drow Chainmail +5

Weild Longsword +5 (Thac0 4, AT 2, Da 1-8+10)

Shortsword +3 (Thac0 6, AT 2, Da 1-6+8)

Two Weapon Specialisation, Ambidexterity,

1/day: Dancing Lights, Faerie Fire, Darkness, Levitate, Know Alignment, Detect Magic

Carries: Ring of Teleportation, Ring of Regeneration, House Insignia.

After the combat, if the PCs win, Jederen will approach the PCs, acknowledge their prowess, and then explain the terms of their quest:

In the event of a war with the Black Sun, I fear that Menzoberranzan will become severely weakened, leaving the city open for plunder by other races, which will be very bad for us. One of these races live nearby and are the cloakers. They are normally collect in small groups or are singular, but we believe that a cloaker lord has appeared in the area and has united them. This is a threat to our survival so I wish this cloaker lord to be done away with. I will give you six of our soldiers to accompany you in this quest, as well as my assistant Makerdan. I believe that he is a capable fighter. Oh, and we believe that they have numerous deepspawn working for them.

The PCs will get six 3rd lvl drow warriors on their side and Makerdan is a 6/5th level fighter/mage.

Drow, male warrior (6): AC 2, Mv 12, F3, hp 25, Thac0 18, AT 1, Da Wpn, xp 650

Wear Chainmail +2, Buckler

Weild Longsword +2 (Thac0 15, AT 3/2, Da 1-8+4)

Dagger +3 (Thac0 15, Da 1-4+3, rng 1/2/3)

1/day: Dancing Lights, Faerie Fire, Darkness

Makerdan: AC -1, Mv 12, F/MU 6/5, hp 32, Thac0 14, AT 1, Da Wpn, xp 1400

Wear Bracers AC 2, Ring +1

Weild Longsword +5 (Thac0 9, AT 1, Da 1-8+7)

Handcrossbow (Thac0 14, Da 1-6, rng 2/4/6)

Carries: Poison bolts (Save or Sleep), Wand of Acid Balls (20)

1/day: Dancing Lights, Faerie Fire, Darkness, Levitate, Know Alignment, Detect Magic

Spells: 4/2/1

Charm Person, Light, Magic Missile, Spider Climb, Spider Eyes, Ray of Fatigue; Detect Invisibility, Displace Self, Flaming Sphere, Web; Darkwings, Monster Summoning I, Vampiric Touch

Beginning the Journey

Makerdan knows where the Cloaker Lair is because he has made a few scouting trips there. As such he will act as their guide. He will also warn the PCs that the Underdark is dangerous and that they should be perpared for anything. As they make their way through the Mantle, they will encounter a patrol of 6 Warriors being led by a Fighter/Mage and a Soldier. They are escorting a bruised and battered woman, who is bound up in chains and with Viscous Globs. If asked, they will explain that they found her snooping around the Mantle and that she must be up to no good. When they confronted her, she was very violent and dropped two of their number before they were able to bind her.

The woman is Sandy, a ranger and a good friend of Cassandra and her twin sister. Sandy went off with Cassandra's sister to search for the clothing of Sune, but Sandy became quite dissillusioned with the quest, and when she encountered the Black Sun, she decided that there were more important things to do. Her trail led her here to Menzoberranzan, and her woman's intuition tells that there is something very nasty going on here. The PCs will notice that though the drow belong to the academy, the Fighter/Mage wears the insignia of House Baenre. They will not let go of Sandy without a fight.

Sandy: S 18/25, D 16, C 14, I 11, W 15, Ch 13

AC 1, Mv 12, R 8, hp 61, Thac0 12, AT 3/2, Da Wpn, xp 3000

Wear Elven Chain +1, Blue Cloak, Black Dress

Weild Longsword +2/+3 vs Evil Creatures (Thac0 9, AT 2, Da 1-8+7, Restore Plant, Pass W/O Trace 1/day, Speak With Plants and Animals at will)

Shortsword +1 (Thac0 11, AT 1, Da 1-6+4, Secondary Weapon)

Composite Longbow +2 (Thac0 10, Da 1-6, rng 4/8/17, 6/12/21)

Carries: 40 Flight Arrows, 40 Sheaf Arrows, 10 Arrows +2, 20 Arrows +1, Arrow Wizard Slaying, Anti-Magic Arrow, 4 Arrows Undead Slaying, Arrow Dragon Slaying

Abilities: Woman's Intuition (2/day), HS 49%, MS 62%,

Spells: 1

Spheres: Plant, Animal

Sandy is a pretty nasty character and she is very boyish as well, though she retains a lot of her feminine qualities. Basically she is tough and can look after herself quite well. She has a strong feminine voice (not deep but not high pitched) and has dropped lots of guys that have made their intentions too well known. Sandy is one whom people know not to mess with.

Encounters

There will be two underdark encounters on the way to the Cloaker Lord's domain. The first is with 2 Spiderstone Golems. These golems were sent by House Baenre to destroy the PCs while they are away from their associates. With the golems are 10 Aranea. These creatures are servants of House Baenre and are seen as the chosen of Lolth. As such any Drow in the party will not attack them. Rather they will stand away and let the PCs fight. The Aranea will let the golems take the brunt of the attacks, while casting spells from afar, before closing in to attack.

Aranea (10): AC 7, Mv 18/Wb 12, HD 3, hp 20, Thac0 17, AT 1, Da 1-6, xp 650

Poison Bite: 4 hp/rnd and death in 2-5 rnds

Spells: 2/1

Charm Person, Grease, Magic Missile, Shocking Grasp; Flaming Sphere, Web

Spiderstone Golem (2): AC 3, Mv 9, HD 11, hp 55, Thac0 9, AT 4, Da 1-12 (x4), MR 50%, xp 8000

Webspit: As web spell 90yd rng

+1 or better weapons to hit

Spiderclimb at will

The next encounter is with 3 cloakers. Everybody should roll for surprise. If the cloakers are not surprised then they will attempt to flee, moving to warn their lord that there are intruders heading their way. If the Lord is warned, then everybody in the lair will be alerted and cannot be surprised. There will also be double guards (except for the deepspawn). The deepspawn will have extra-guardians spawned to defend the lair.

Cloaker (3): AC 3 (1), Mv 1/ Fl 16 (D), HD 6, hp 42, 40, 37, Thac0 15, AT 2 + special, Da 1-6/1-6 + special, xp 1400

Blinding speed attack to encloak: automatic hits of 1-6+AC w/o shield

Area effect spells cause full damage when victim entrapped

Moan 1: -2 to hit & damage, 6 rnds unable to attack or defend

2: fear spell

3: Save vs spells or nausea and weakness

4: Hold Person spell

Shadow Shifting: AC to 1 or mirror image.

These cloakers will attempt to flee, not attack. But if they are attacked, then there is a 1 in 4 chance that they will turn and fight.

Cloaker Lair

This lair is well guarded and getting in here is going to be difficult. The first obstacle is the Deepspawn's creatures. To enter the lair, the PCs will have to make their way down a high passageway. There are ledges on either side of the passageway where 40 kobolds wait with bows and arrows. There are also a large number of bats sleeping on the roof. People with infravision who look up will see these bats.

When the PCs walk down the passageway, the kobolds will throw stones at the ceiling to disturb the bats. The bats will swoop down onto the party and prevent spellcasting. Spellcasters will not be able to concentrate, and even if they can, the jostling of the bats will disrupt the spell. This will last for four rounds, and during this time the kobolds will pelt the PCs with archers.

Kobold Archer (40): AC 7, Mv 6, HD 1, hp 6, Thac0 20, AT 1, Da Wpn, xp 65

Wear leather armour

weild Shortbow (Thac0 19, AT 2, Da 1-6+2, rng 5/10/15)

Shortsword (Da 1-6), dagger (Da 1-4, rng 1/2/3)

Own quiver & 20 arrows, sack arrowheads and fletching

The passageway shrinks further ahead, but two cave fishers hide in the ceiling. When the PCs pass under them, they will fire strands attempting to catch the mages. As the mages are trying to escape the bonds, Two slithermorphs and two baslisks will approach and attack.

Cave Fisher (2): AC 4, Mv 1, HD 3, hp 24, Thac0 17 or 15, AT 2, Da 2-8/2-8, xp 175

Adhesive Strand (attacks as 6 HD monster): cut only by +1 or better weapon

Baslisk (2): AC 4, Mv 6, HD 6+1, hp 49, Thac0 15, AT 1, Da 1-10, xp 975

Gaze turns to stone, kills on astral

Reflectable gaze.

Slithermorph (2): AC 6, Mv 9/sw 12 (12/sw 9), HD 7+7, hp 38, 62, Thac0 13, AT 2 (5), Da 1-6 + spec (3-12x4+sp), xp 3000

90' Infravision

4/day Acid discharge 3d4 (save vs pet) forces item saving throws

2 forms: pudding/Yuan-ti

weapons: +1/+3

The PCs are getting closer to the deepspawn, and at this place they will encounter an Ibrandlin. There are two cloakers encountering this creature that seems to materialize out of the darkness.

Cloaker (2): AC 3 (1), Mv 1/ Fl 16 (D), HD 6, hp 40, 37, Thac0 15, AT 2 + special, Da 1-6/1-6 + special, xp 1400

Blinding speed attack to encloak: automatic hits of 1-6+AC w/o shield

Area effect spells cause full damage when victim entrapped

Moan 1: -2 to hit & damage, 6 rnds unable to attack or defend

2: fear spell

3: Save vs spells or nausea and weakness

4: Hold Person spell

Shadow Shifting: AC to 1 or mirror image.

Ibrandlin: AC 3, Mv 9, HD 10, hp 64, Thac0 11, AT 5, Da 1-8 (x4) claws /2-16 bite, MR 40%, xp 3000

40' Long (Gargantuan)

Every 5 rnds: Firebreath (2-12 hp)

If attacked when breath: full damage and no save

Once the PCs have passed this, they round a corner and enter into a large cavern. In this cavern is a pile of treasure covered in slime. As the PCs approach the treasure they will see some large serpentine creatures errupt from it along with huge eyestalks. After three rounds, the entire creature, a huge ball of slime covered in serpentine arms and eyestalks, will have revealed itself. This is the deepspawn. As the deepspawn attacks, a Beholder will errupt from inside of it. The beholder will be weak for the first round, and in the second round it will let loose all of its attacks.

Beholder: AC 0/2/7, Mv FL 3 (B), HD 10, hp 49, Thac0 11, AT 1, Da 2-8, xp 14000

Central Eye: Anti-magic ray

Eyestalks: Charm Monster, Charm Person, Sleep (one target), Telekinesis, Flesh to Stone, Disintegrate, Fear (as wand), Slow (one target), Cause Serious Wounds, Death Ray (Single Target)

Deepspawn: AC 6, Mv 6/sw 8, HD 14, hp 65, Thac0 7, AT 6, Da 3-12x3 (bite)/2-5(slap), xp 12 000

Cast Hold Monster 1/3 rnds

Constrictions (Slaps): 1d4 + 1d4+1/rnd after

Immune to all Venoms

ESP, Waterbreathing at will

Heal self 1/day

There is a lot of treasure in this room, but no place to rest. The treasure is covered in a layer of slime secreted by the Deepspawn. This slime is acidic to the touch of flesh. If touched, the acid does 1-6 hp per round for 3 rnds. The acid covers the top layers of the treasure, but nothing else. The treasure consists of the following: 4000cp; 1000sp; 3000gp; a velvet sack holds 12sp, 10 pp, and 3 gp; an ivory box (100gp) holds 3 gems: an amber (160gp), a wonderstone (8gp), and a uncut sheen (1gp); a Philter of Love; a Parchment of Spell Stealing; a sheild +5; a Saurian Ring; A potion of magnetism; +2 Longsword (Bloodsword, +4 against creatures with blood, when drawn must draw blood or cannot be sheafed); and a Light Crossbow +3 (with 20 bolts).

It is not possible to rest here, except to heal back up as 2 cloakers will come through every 2 hours to check up on the spawn. If they find the spawn dead then they will attempt to flee and warn the lord. There are three exits leading from this cavern and all of them end up at the cloaker lord's lair. These passages do offer different events though.

Left

This passageway winds through a cavern of 6 cloakers. If these cloakers are attacked and killed then there will be 6 less cloakers in the battle with the cloaker lord. These cloakers are not expecting attack so surprise should be rolled for them. The tunnel leading out connects with the central tunnel.

Cloaker (6): AC 3 (1), Mv 1/ Fl 16 (D), HD 6, hp 28, 25 (x3), 23, 16, Thac0 15, AT 2 + special, Da 1-6/1-6 + special, xp 1400

Blinding speed attack to encloak: automatic hits of 1-6+AC w/o shield

Area effect spells cause full damage when victim entrapped

Moan 1: -2 to hit & damage, 6 rnds unable to attack or defend

2: fear spell

3: Save vs spells or nausea and weakness

4: Hold Person spell

Shadow Shifting: AC to 1 or mirror image.

Center

This passage has a lot of wax dripping down the walls. The passage is quite warm and as such the wax is liquid. The wax can be removed and used to block one's ears. PCs who suggest this should receive 5000xp.

Right

This passage rises up and comes out on a ledge overlooking the Cloaker Lord's cavern. This ledge is concealed by darkness and a surprise attack can be launched upon the cloakers from this direction.

Cloaker Lord's Cavern

When the PCs enter this room, there will be an earthquaker and the entrances will be blocked. The only available exit is on the otherside of the room. If the PCs enter any other way but along the right passage then the Cloakers will detect them. The cloaker lord is alert and knows that there are intruders in his lair. His deepspawn has been defeated and now he will fight to the death. He is not too concerned as there are other cloaker lords in the underdark. There are 10 cloakers in the room with him. If the cloakers are not surprised then they will instantly attack the mages, attempting to disable them before they can let off their spells.

Cloaker (10): AC 3 (1), Mv 1/ Fl 16 (D), HD 6, hp 38, 30, 28, 25 (x3), 23, 22, 18, 16, Thac0 15, AT 2 + special, Da 1-6/1-6 + special, xp 1400

Blinding speed attack to encloak: automatic hits of 1-6+AC w/o shield

Area effect spells cause full damage when victim entrapped

Moan 1: -2 to hit & damage, 6 rnds unable to attack or defend

2: fear spell

3: Save vs spells or nausea and weakness

4: Hold Person spell

Shadow Shifting: AC to 1 or mirror image.

Cloaker Lord: AC 3 (1), Mv 2/ Fl 19 (C), HD 9, hp 52, Thac0 11, AT 2 + special, Da 2-12/2-8 + special, xp 1400

Huge (12')

Blinding speed attack to encloak: automatic hits of 2-4+AC w/o shield

Area effect spells cause full damage when victim entrapped

Moan 1: -2 to hit & damage, 6 rnds unable to attack or defend

2: fear spell

3: Save vs spells or nausea and weakness

4: Hold Person spell

Shadow Shifting: AC to 1 or mirror image.

Can moan, bite, and shadowshift consecutively.

The cave leading out goes to the cloaker lord's treasure chamber. The cloaker has 2 baslisks guarding the cave. The baslisks kill anything that is not a cloaker. There is also a cloaker guard with these baslisks who keeps these baslisks charmed.

Baslisk (2): AC 4, Mv 6, HD 6+1, hp 49, Thac0 15, AT 1, Da 1-10, xp 975

Gaze turns to stone, kills on astral

Reflectable gaze.

Cloaker: AC 3 (1), Mv 1/ Fl 16 (D), HD 6, hp 38, 30, 28, 25 (x3), 23, 22, 18, 16, Thac0 15, AT 2 + special, Da 1-6/1-6 + special, xp 1400

Blinding speed attack to encloak: automatic hits of 1-6+AC w/o shield

Area effect spells cause full damage when victim entrapped

Moan 1: -2 to hit & damage, 6 rnds unable to attack or defend

2: fear spell

3: Save vs spells or nausea and weakness

4: Hold Person spell

Shadow Shifting: AC to 1 or mirror image.

The treasure is heaped on the floor and consists of: 16 000cp; 3300 sp; 500 gp; 100 ep; 4 smokey quartz (50gp); 2 Flame Dances (550gp); a sack of 100 alabastars (1sp); 10 Crysoberyl (160gp); A Drow Tapestry (1500gp); gold chain (200gp); a cracked ring (40gp); Gold Cameo set with rubies (1200gp); a potion of weakness; +4 Dagger (weilder immune to Lightning Bolt); Shield of Sustenance (+3 save vs disease); Scroll of Transmutation (turns all gold to mistletoe and all platinum to bread).

There is a chimney running straight up for 100' which ends in a small room. This is the only way out of the cloaker lair. It is not possible to enter the lair this way as there is a one-way secret door in the wall of the cave. This door is opened simply by pushing on it, but magic on the other side causes it to meld into the stone and becomes impossible to open. Anyway, this route leads through numerous traps and runs through a red dragon's lair.

This passageway is diabolical for its traps. The red dragon knows that the cloakers can come down this passage to attack him, so has set it up with permanent silence spells. A silence is in effect the entire length of the passage, right to the point where the lair his. The silence is designed to nullify the cloaker's charming ability, but also works effectively against mages. As such there is no possible way of preparing for combatting the dragon.

The first trap is a simple deadfall. Stretched across the passage is an invisible wire. If this wire is broken then the roof will collapse causing 6d6 hp damage to all in the passage. Only those at the rear of the party have a chance of avoiding the trap, and a dexterity check will mean that they are still damaged, but not trapped. Those who fail, or do not receive a dexterity check, are trapped under the rubble, and will slowly die of starvation unless they get themselves out. A strength check made at half the strength is required for one to dig oneself out of the rubble.

The second trap is a wide chasm and an illusionary rope bridge crosses it. The bridge is solid for 5' across the chasm, but the middle 10' does not exist. Anybody stepping on this section of the bridge will wall into the chasm. Anybody falling into the chasm will take 10d6 damage. The silence ends 20' down.

The bottom of the chasm is full of water, but damage is still taken when the victim hits the water (as water can be quite hard when falling from a great height, such as 100'). Anybody in metal armour will sink to the bottom and be subject to drowning. In this water is also 3 sharks. These sharks attack anybody falling into the water. The water exists into the bottom of a large lake. The gap is wide enough for fish to pass through, but not for the sharks.

Shark, Huge (3): AC 6, Sw 24, HD 8, hp 43, 32, 25, Thac0 13, AT 1, Da 3-12, xp 650

The third trap involves a pit. Those stepping on the pit will be dumped 20' onto a slope. The slope is greased and is very difficult to climb up. The slope leads to a cave where a chimera dwells at the bottom. The chimera attacks anything coming down the passage. There is no other exit from the cavern. The pit is activated by simply passing over it, and a strong suction will drag all into the pit. A strength check at 3/4 strength is required to resist. The chimera was caught in the trap. The bones of others are collected around this room. If more than 2 PCs are pulled into the pit, there will be an extra Chimera in here, to a maximum of 3.

Chimera: AC 6/5/2, Mv 9/Fl 18(E), HD 9, hp 48, 41, 36, Thac0 11, AT 6, Sz L, xp 5000

Damage: 1-3/1-3 (forelegs)/1-4/1-4 (horns)/2-8 (lion)/3-12 (dragon)

Abilities: Breath Weapon (steam: 3-24)

The next trap is not a trap, but an alarm. Anybody passing through the area will trigger an alarm alerting the dragon. The dragon will then be prepared for the encounter. The alarm can be avoided simply by having a Detect Magic activated. Finally, the PCs will pass through a Wyvern Watch, forcing everybody to save vs paralysis. The wyvern watch is 10' from the exit to the dragon's cavern. When the PCs hit the Wyvern Watch, the passage will collapse dumping the PCs into the dragon's lair.

The dragon, a Very Old Red Dragon, hides at the top of his cavern. The treasure will sit temptingly in the middle of the room. The dragon is invisible, under an Improved Invisibility. Anybody approaching the treasure will be attacked. The room is large enough for the dragon to fly around. The dragon will dive and attack with his claws and bite. If he hits with one claw, he will pick the victim up and throw the victim against the wall. The dragon will target fighters, as its magic resistance gives him temporary protection against mages. The roof of the cavern is also shrouded in multiple darkness spells, and will hide up here between his attack.

Very Old Red Dragon: -8, Mv 9/Fl 30 (C)/ Jp 3, HD 18, hp 72, Thac0 -2, AT 3+sp, Da 1-10+9/1-10+9/3-30+9, MR 50%, Sz G, xp 15000 (each)

Abilities: Breath Weapon (fire: 18d10+9)

Immune to fire, Affect Normal Fires 3/day, Pyrotechnics 3/day, Heat Metal 1/day, Suggestion 1/day, Hypnotism 1/day.

Spells: 2/2/2

Burning Hands, Magic Missile; Detect Invisibility, Mirror Image; Haste, Vampiric Touch

Basically the party is dead, but taking a more optomistic approach, they might survive an get the treasures. Among these treasures are three important items: Tymora's Holy Blade of Luck, which can only be wielded by a paladin, Tymora' Talisman of Fortune, and the Axe of the Dwarvish Lords. The thing about these items is that they have their powers, and the weilder will know what they are, but they will only manifest at a time chosen by Tymora and Clangadin. When this time has manifested the weapons will then vanish, to be hidden until another time in which they are needed. Their descriptions are below.

The rest of the treasure includes: 9000 sp, 14000 gp, 8000 ep, 3000 pp, 2000 gp worth of Drow Trade Bars, 17 gems (1000x4, 500x3, 100x6, 50x3, 10x2, 5x2), A Golden Statue holding a globe (500gp), A Platinum Plate with intricate carvings of war scenes and inlaid with gold (1400gp), Gold Amulet with an Emerald inset (400gp), Plain Gold Ring (20gp), Two Silver Earings (140gp), Silver Headband (50gp), Painting of a Drow Noble (200gp), Set of Silver Goblets with dragon carvings (2000gp), Set of Silver Knives and Forks in Ebony case (700gp), Beautifully Carved Oaken Table with Chairs and all inlaid with gold and Silver and a Silver top (7000gp), 2 Golden Candelabras (300gp), +3 Dagger (Wounding), Sword -2/-3 vs Evil (Reduces Int to 3, loosing 1 per day), Magnolia Liquid, Banded Mail +1 (Protection from Cold), Sheild +3 (Absorbs 30 hp of Magic Missiles), Potion of Bronze Dragon Breath, Scroll of the Efreeti, Gauntlets of Climbing, Vest of Attraction (Causes missile to hit and cause max damages), Scroll of Dragon Spells: Improved Invisibility (Cast), Stone Skin, Fire Shield; Scroll of Dragon Spells: Cone of Cold, Teleport, Bigby's Interposing Hand.

There are a few items that need to be discussed in detail. These items are listed below:

Tymora's Holy Blade of Luck.

This sword is a cross between a luck blade and a holy avenger and can only be weilded by Paladins of Tymora. Anybody else attempting to weild this sword will be cursed by Tymora and receive a -4 penalty to all of their saving throws and will find that they will seem to always lose. Fighting with the sword imposes a -4 to hit and half damage (including any bonuses). Dropping the sword will remove the curse in a period of 1 day per hour the sword was weilded.

In the hands of a Paladin of Tymora, Tymora's Holy Blade of Luck functions as a +5 Holy Avenger (though only at the will of Tymora). When the sword is functioning then the Paladin receives all of the bonuses he or she would normally receive. These powers include bestowing a 50% magic resistance to all Lawful Good companions within 5' of the sword, dispels magic at will within 5' of the sword, and causes +10 damage to all Chaotic Evil opponents.

The sword also bestows +1 to all saving throws, bestows an uncanny ability to win all games of chance, and gives the weilder 4 wishes. When Tymora takes the sword, the wishes are all reset to 4. These wishes are granted by Tymora at her willing. She is not one to intervene in behalf of her followers, rather she only causes the fortunate to happen - everything else relies on chance.

Tymora's Talisman of Fortune

This item appears to be a belt with a intricate golden buckle. When worn, this item bestows a Favour of Tymora upon the individual. When the favour expires, it is automatically replenished. Along with the favour, it also bestows a +2 bonus to all saving throws, and the wearer will always win games of chance. The talisman also bestows a 25% magic resistance upon the wearer. The wearer will never be the target of pickpockets, nor will merchants ever over charge him or her, and all spells cast operate at maximum efficiency.

As well as these powers, the wearer can evoke the following powers 1/day at his or her current level: Fire Shield, Tenser's Transformation, Charm Monster, a free reroll, Globe of Invulnerability, and prismatic spray 1/week.

This item does have a down side. If anybody other than a worshipper of Tymora wears it then they will not receive any of the powers. Instead they will receive a -2 to all saving throws and suffer the opposite of all of the fortunate effects. If the wearer converts to service of Tymora then these penalties will vanish. If the user is not a priest of Tymora, then activating any of the abilities will age him or her 10 years; if the user is a priest of Tymora then the activator will only age 1 year. When the Talisman is removed, or is taken back by Tymora, then the wear will suffer incredible bad luck. They will receive a -1 to all saving throws for a number of days equal to the length of time the talisman was worn, and they will suffer a greater chance of bad luck. The longer the talisman is worn, the worse the luck. Priests of Tymora are immune to this side effect.

Axe of the Dwarvish Lords

Little needs to be said of this weapon, except for its powers, which are listed below: Stone Tell 3/day, Meld into Stone 3/day, Animate Rock (touch) 1/day.

Nether Scroll

This is a very power item. It contains 20 ancient and very powerful spells. These spells are written in the arcane language of the creator races and as such any human attempting to read it will go insane unless a saving throw vs death is made. It is possible to read these texts, but a period of intense study is required. A mindflayer mage can easily read these texts without going mad.

There are two important spells on this scroll that the PCs can access, if they spend the time to learn them. One is called Time Walk which was created as a counterspell to Time Stop. The Time Walk spell will also allow the caster to travel a period of 2 weeks into the future and the past. Casting the spell ages the caster 10 years, unless it is used to counter a Time Stop.

The second spell is called Angel Summoning. This spell will summon an angel who will fight on the side of the caster. The angel is lawful good, and while serving whoever it summons, it will not obey any orders it considers unreasonable. The angel is capable of fighting demons, and can block their gating ability. Included in this spell, is the spell Preclusion which prevents summoning. This scroll is in the standard magical language, and is wrapped up in this Nether Scroll.

Leaving the Lair.

There are traps leading out of the lair as well as leading into it. The first trap is encountered just at the entrance. A general dispel magic is cast at 18th level of ability, and will destroy any spells and negate all magic items for a period of a week. This spell will not negate artifacts.

A little further out is another large room with a huge pile of gold in the centre. Sleeping on the gold is a huge Red Dragon. The dragon attacks anybody who enters this room. The dragon is really a programmed illusion, and so is the gold. When the dragon is killed, everything vanishes. The real dragon is alerted, but because it is already dead then this does not matter, does it?

About a mile away from this cavern, the tunnel winds down into an area of chlorine gas. Passing through the gas causes 1d6 damage every round. There is no apparent way around the gas, and the gas fills the corridor for 100'. At the end, the tunnel rises up out of this again.

The next trap appears to be three beholders. These creatures are facing away from the party, and appear to not have noticed them. These creatures are infact gas spores, and attacking them causes them to explode dealing 6d6 damage to all in a 10' range (Save vs Wands for 1/2). If anybody touches the spore with bare flesh, then they will be diseased, which kills in 1 week. During this time, the victim becomes weaker and pain ridden as the fungus eats away at them. This is the last trap before the PCs arrive at the junction and make their way back to Menzoberranzan.

Illithids

This encounter only happens if the PCs have the Nether Scroll. An Illithid mage has been alerted to the presence of the scrolls and wants them back. The PCs will be attacked by 8 drow soldiers. The soldiers are controlled by the illithids. There are 3 illithids hidden in the shadows. If the soldiers are losing, then they will all begin to zap the PCs with their mental abilities.

Drow, soldier (8): AC -3, Mv 12, F5, hp 42, Thac0 15, AT 1, Da Wpn, xp 1400

Wear Drow Chainmail +3, Buckler +2

Weild Longsword +3 (Thac0 11, AT 3/2, Da 1-8+7)

Dagger +3 (Thac0 12, Da 1-4+5, rng 1/2/3)

1/day: Dancing Lights, Faerie Fire, Darkness, Levitate, Know Alignment, Detect Magic

Illithid (3): AC 5, Mv 12, HD 8+4, hp 35, Thac0 11, AT 4, Da sp, xp 8000

Mental Blast: 60’ rng, save vs wands –4 or stunned 3-12 rnds

Suggestion, Charm person/monster, ESP, Astral Projection, Plane Shift, Levitate

Could use weapons if it wanted to, but it does not need to.

They simply want the scrolls, so they will incapacitate the PCs and remove the scrolls from them, and maybe a few other goodies. They will leave the PCs lying there to die afterwards.

Back in Menzoberranzan

If any of the drow that Jereden assigned to the PCs are still alive then they will return with stories of how the PCs not only destroyed a Cloaker Lair, but how they also defeated a powerful dragon. This will very much impress the people of Menzoberranzan, and a number of the smaller houses will recognise their strength and join with the PCs cause. House Drugiir will also ally themselves with the PCs, and allow them a contingent of 20 drow warriors to come to their aid when necessary. All they will get are these 20 soldiers, so if they misuse them then they will not receive anymore. Xalynth will also tell them of how they have received support from a number of minor houses.

Fey- Branche/ Barrison Del'Armgo

This is the final house that the PCs need to approach. In fact these are two houses, but they generally combine their efforts to offset the might of Baenre. When the problem concerns House Baenre then both of these houses are ready to listen. They are smart though and will not listen to just anybody: there must be some qualifications behind those whom they speak with. If the PCs approach these houses last then they will have the necessary qualifications to speak with them. Otherwise the PCs will be simply turned away.

There is no need for them to ask the PCs to complete a quest - the will have proven themselves enough already. All the PCs need to do is to convince the houses that their cause is worth fighting for - and that it will increase their power and influence in the city. Having houses backing them is one qualifier for this, but Fey-Branche will insist that they take the leadership of the enterprise, taking on Xalynth and the PCs as advisers.

When talking with these houses, the PCs will be brought into a large chamber. The chamber consists of a huge desk behind which sits Matron Branche and Matron Del'Armgo. On either side of them are their two eldest daughters. The daughters act as advisers to the matrons. At the end sit the houses' chief wizards, who also act as advisers. The panel will be immersed in darkness, and a bright light will be shone at the PCs so that they cannot see their interviewers. Any use of magic by the PCs will bring the wrath of both houses down upon them.

Once the houses have agreed to help the PCs, Matron Branche will order the others to bring together the matrons of the other houses (matron Dyrr will represent Dyrr). The PCs will not be asked to join this conference, as Drow tradition takes over stating that only priestesses will be allowed to join. Matron Del'Armgo will represent the PCs in this conference and will ask them what concerns they wish to be put forward here. They will organise their forces and look for a way to destroy the influence of the black sun. At one stage they will attempt an assault on the walls of Baenre, with the cost of a minor house. This assault will fail. The PCs will not be called into the fray until the final battle in Menzoberranzan. Branche will tell the PCs to simply conduct some recon and report to Xalynth, who will report to her.

Deep Dragon

This event happens at a time when the PCs are in the city. What happened is that a couple of drow nobles had a drunken bet. They would travel into the underdark and steal the egg of a deep dragon. There are no deep dragons in the immediate vicinity of Menzoberranzan, but they did happen to find a lair and steal the eggs. Unfortunately the dragon recognised who they were and where they came from, and retaliated accordingly. The drow made it back, but the deep dragon followed them. It walked into the city in human form, and when she was in there, she found the drow, reverted to Deep Dragon from in her rage, and killed them. The problem is is that there is now a whopping great big dragon in the middle of the city, and this dragon is not happy. Secondly, the PCs happen to be quite nearby when they encounter the dragon. Reinforcements will arrive in 5 rounds, and at this time the dragon will be defeated.

Great Wyrm Deep Dragon: AC -8, Mv 12/Fl 30 (C)/ Br 6/ Sw 9, HD 22, hp 99, Thac0 -4, AT 3+sp, Da 3-12+12/3-12+12/3-24+12, MR 60%, Sz G, xp 19000 (each)

Abilities: Breath Weapon (flesh corrosive gase: 24d8+12)

Infravision 90'; Immune Charm, Sleep, Hold; Detect Magic; True Seeing;

Immune extreme heat & Cold (-3 per die min 1)

Snake Form 3/day; Human Form 3/day; Additional Form Change; Regen 1d4 / 4 rnds

Free Action at will, Levitate 3/day; Transmute Rock to Mud 4/day; Telekinesis 4/day

Move Earth 4/day; Passwall 3/day; Disintegrate Nonliving matter 3/day;

Stoneshape 3/day; Tongues 2/day; Repulsion 3/day

Spells: 4,3,3,2,1/3,3,1

Burning hands, Enlarge, Grease, Phantasmal Force; Blur, Mirror Image, Stinking Cloud

Haste, Hold Person, Wraithform; Fire Shield, Ice Storm; Teleport

Bless, Faerie Fire, Sanctuary; Heat Metal, Hold Person, Withdrawl; Repair Injury

Imprisoned in House Baenre

If this happens then all is not lost. Baenre will have confiscated all of the PCs items, and thrown them naked into a cell beneath their abode. In this cell there are numerous drow, ogres, and other slaves that have upset house Baenre. Among these slaves is one of Baenre's daughters (the 3rd one). She has been stripped of all of her powers and is now left down here to die. If the PCs speak with her she will explain how she stood up to her mother, claiming that Lolth would not be please with her consorting with the Black Sun. This angered Baenre and she threw her down here to die.

This daughter is not the only one who stands against the Black Sun, for Vendes, the black sheep of the family, also dislikes them, but she is more subtle in her approach. When she hears of the PCs' plight, she will come downstair and release them, leading them out of the house through a secret passage. She will return two of the PCs' items and tell them that she will be with them when they need her. She will also tell them that the Black Sun has an abode that overlooks the city.

Dead Drow with Tentacle Arms

Rumours filter through the city of a dead drow found in the mantle. The rumours state that this drow was mutated and had tentacles instead of arms. Many drow become driders, but this is unusual because drow do not have tentacles for arms. The drow was quickly taken to the sorcere for study, and there is quite a concern as to where this drow came from.

This drow was actually a poor drow captured by the Blacksun from the stenchstreets. He was taken to a secret base in the mantle and experimented wrong. The Blacksun wizards were trying to see how resilient the drow was and how powerful their magic resistance was. They are looking for weaknesses in the drow, especially in relation to their resistance to magic. This drow managed to escape, but its wounds were sufficient to kill it eventually.

The PCs might want to find a bit more about what is going on, but to do this they will need to get into the sorcere. This is almost impossible, unless they are accompanied by a priestess or a wizard of the Sorcere. Xalynth can arrange for Emetris to bring them in. The sorcere is a very large place of extra dimensions and winding passages. As such finding the body is almost impossible, and PCs unfamiliar with the place will quickly find many parts of the complex barred to them. Those places that are not barred, will simply get them lost. As such, the best thing is to find a ally wizard in the Sorcere - and this wizard is Emetris.

Emetris will have a look for the body, and soon come to realise that it has been removed from its usual place. He will bring the PCs to the laboratory to look at the body, but when they arrive they will find that there are three dead wizards, and they have been killed by poison. Whoever killed the mages did a good job. A speak with dead will reveal that it was the spider mage accompanied by his Areana cronies.

Emetris knows where the Spider Mage's quarters are and will head straight there. The entrance to the quarters is guarded by 4 phase spiders. They will attack as the PCs make their way down the hall.

Phase Spider (4): AC 7, Mv 6/Wb 15, HD 5+5, hp 37, 33, 25, 17, Thac0 15, AT 1, Da 1-6, xp 1400

-3 on initiative. If defeat initiative by 4, phase out before attack

Poison: Save vs poison -2 or die

The door to the quarters is trapped. If the door is opened by any other than the spider mage then a 16 HD lightning bolt will shoot down the passageway striking all. The door is also wizard at 24th level. Emetris can bypass this lock.

The quarters is a horrid example of drow architecture. The bed is under the eight legs of a huge spider, and twisted scupltures and dark tapestries adorn the walls of the room. There is no light, nor is their any sign of the Spider Mage. He is in his alternate dimensions destroying the body, but he has been alerted by the intrusion into his quarters and is now in the process of returning. The PCs have ten minutes to search the room before he returns. There is information here, and it is a report by the Spider Mage to the Blacksun concerning the weaknesses of the drow. There is also a request for the disposal of the body. The report is trapped with a Sepia-snake sigil.

As the PCs are searching the room, a huge purple column of light will appear in the centre of the room and expand into a circle. Six Areana's will leap out of the gate and attack the PCs. The Spider Mage will follow a round after. When the Spider Mage enters the room, Emetris will engage him and order the PCs to flee and to seal the corridor after them. The PCs should not attempt to engage the spider mage in combat.

Elite Aranea (6): AC 2, Mv 18/Wb 12, HD 8, hp 45, 36, 35, 34, 30, 29, Thac0 11, AT 1 or 4, Da see below, xp 2000

Poison Bite: 4 hp/rnd and death in 2-5 rnds

Weapons: 4 Shortswords (Thac0 10, Da 1-6+2)

Spells: 2/1

Charm Person, Grease, Magic Missile, Shocking Grasp; Flaming Sphere, Web

Once the PCs have defeated the Aranea they can escape. Unfortunately, the Spidermage has summoned two fire elementals to deal with the PCs as they flee. The elementals will attack the PCs when they are in the passageway. After they have defeated the elementals then they will be able to seal the passageway.

Elemental, Fire: AC 6, Mv 12, HD 16, hp 128, Thac0 5, AT 1, Da 3-24, xp 10000

+2 or better weapon to hit

Double Movement in Fire.

With the information that they have received from the Spidermage's room is enough to excommunicate him from the sorcere and Menzoberranyr society. The other mages will properly seal his rooms off and set them adrift in the deep ethereal plane, from which he can never escape. Xalynth will mourn for the death of her friend and mentor, but knows that the war is coming to a head and people are going to be killed. They are also concerned that the Blacksun has been experimenting upon the drow.

Assault on the Ruling Council.

The indicator that something is about to happen is when the minor house attacks Baenre and they do not suffer any retribution. None of the drow houses dare make a move against this house as Baenre has not given any authority. Before anything happens, Fey-Branche, along with troops supplied to them by Dru'giir, declare that Mizzrym has betrayed Menzoberranzan by alliances with forces hostile to the city, and will move in and destroy them. This will create anger from Baenre as Mizzrym was housing a lot of the Black Sun troops in Menzoberranzan. Fey-Branche is them about to launch and attack against Oblodra when matron Baenre calls a meeting of the houses. The alliance will call the PCs to an emergency meeting and discuss this meeting. The PCs should anticipate that this is a trap, but if they do not, then the other will. They will discuss options, but the one thing that they agree upon is that they cannot let the Blacksun succeed. Even if they boycott the meeting, the Blacksun could unite the other drow forces under Baenre and bring a swift destruction of the alliance, and Drugiir's troops will not even be able to stop the inevitable.

Unknown to the PCs, that morning, Tarrigan approached Baenre and said to her, "you may be immune to spider poison, but you are not immune to snake venom," and proceeded to shoot her with a snake missile (as is seen in the movie Conan the Barbarian). The missile caught Baenre in the throat and she died from hideous pain in five hours. The reason that Tarrigan killed her is that the Blacksun has decided to destroy the ruling council and thus undermine the stability of the houses. Now that four of the major houses are posing to be a threat to their plans, they wish to destroy their power before they remove Oblodra from power and then turn onto Baenre. Tarrigan takes the form of Matron Baenre and goes to the meeting with the eldest daughters. Before he goes, he decides that Gromph is unreliable, and orders him to find and kill the PCs. Gromph will take 5 drow blademasters and seek out the PCs to end their life. This is a very nasty combat as Gromph is very capable of killing the PCs without even thinking. All he has to do is to cast a timestop and they PCs are all dead.

At this time the PCs will need to convince Gromph of what is going on. Gromph is typical of drow mages, they want power but cannot gain it because the priestesses hold onto it zealously. It will be evident quite quickly, as Gromph's guards hack through the PCs' guards, that defeating him is not going to be possible. The drow with the PCs will inform them that killing Gromph is not an option.

While this is happening, the Blacksun forces are moving on the council chamber. Goes into the chamber with Tarrigan, who is disguised as Baenre, while Malgatrach and Tabarach, the two blacksun commanders in Menzoberranzan, will be waiting outside the council. There are 5000 troops waiting around here. The troops consist of rebellious drow, ogres, black orcs, and humans. The troops are all invisible, and when the signal is given, they will attack the retainer's of the ruling houses who are waiting outside the chamber. With the retainer's destroyed, they will them move to force the rest of the houses, with the help of Baenrian troops, to join them.

In the council, Tarrigan and Guy will leave the doors opened, and when the Blacksun troops attack, they will swarm into the chamber and kill the matron mothers here. In this combat, the PCs will have to not only fight lots of humans and ogres, but also Guy, Tarrigan, Malgatrach, and Tabarach. Tarrigan will loose his life here, while Guy, Malgatrach, and Tabarach will flee. Guy will return to the gate, and this prempts the arrival of the apprentice. Malgatrach and Tabarach will return to the stalactite to hold out until the rest of the army arrives. When the battle draws to a close here, the Triple Alliance will them move directly to House Baenre and destroy it. Gromph will renounce his alliance to the house and become a research mage in the Sorcere, but the Alliance will not allow him as yet, claiming that there is still work to be done. He will have to accompany the force to the gate and deal with the problem there. Gromph will not return from this trip. Fey-Branche will rise to become the First house and will seal Menzoberranzan off to any outsider. All trade will be conducted in a location outside of the city, and only citizens of the city will be permitted to remain. But it isn't over yet, as the PCs will have to chase the leaders to the stalactite base, and then go to the gate to make sure it is shut down.

Drow, Rebel soldier: AC -3, Mv 12, F5, hp 42, Thac0 15, AT 1, Da Wpn, xp 1400

Wear Drow Chainmail +3, Buckler +2

Weild Longsword +3 (Thac0 11, AT 3/2, Da 1-8+7)

Dagger +3 (Thac0 12, Da 1-4+5, rng 1/2/3)

1/day: Dancing Lights, Faerie Fire, Darkness, Levitate, Know Alignment, Detect Magic

Black Sun Warrior: AC 2, Mv 9, Lvl 5, hp 45, Thac0 15, AT 1, Da Weapon, xp 270

Wear Plate Mail (Black Sun insignia), Shield with insignia, Full face helmet

weild Bastard Sword (Thac0 14, AT 3/2, Da 1-8+4)

Dagger (Da 1-4+2), Shortsword (Da 1-6+2)

Light Crossbow (AT 1, Da 1-6, rng 6/12/18)

carries 1-8 gp, whetstone, 10 bolts

Orc, Black: AC 4, Mv 12, HD 2, hp 16, Thac0 18, AT 1, MR 20%, Da Wpn, xp 270

Wear Scalemail & Shield, weild Battleaxe (Da 1-8+3), carries 1-10 gp

Short Bow & 20 Sheaf Arrows (AT 2, Da 1-6, rng 5/10/15)

Ogre: AC 5, Mv 9, HD 4+1, hp 30, Thac0 16, AT 1, Da 1-10+2 or wpn, xp 175

Wears Skins

Weilds: Two-Handed Sword (Da 1-10+2)

Guy: AC 3, Mv 12, F7, hp 59, Thac0 12, AT 3/2, Da Weapon, xp 975

Wears: Chain Armour, Shield, Ring of Fire Resistance

Weilds: Longsword +1 (Thac0 10, Da 1-8+6, AT 2, +2 vs Good Creatures)

Longsword +2 (Thac0 9, Da 1-8+7, AT 2, +3 Outer Planar Creatures)

Longbow (Thac0 12, Da 1-6+3, AT 2) 20 Flight Arrows

Carries: gem 50gp, 128gp in pouch, Flask Wine, Rations, Backpack, Rope, Waterskin, Baenrian House Insignia.

Flint and Tinder, 5 torches, Lucky Rabbit’s Foot, 10 drow trade bars (50gp)

Tarrigan: AC 3, Mv 12, Ench5, hp 19, Thac0 19, AT 1, Da Weapon, xp 650

Wear Bracers AC 6, Ring of Protection +2, Red cloak of Protection +1.

Weild: Quarterstaff +1 Charmer (Thac0 18, Da 1-4+1, cast 1 extra 1st lvl charm spell/day, Charm Person 1/day, Friends 3/day).

SPD: 3/2/1 +1 ench charm/lvl

Spells: Charm Person, Friends, Change Self, Sleep, Colour Spray, Hypnotism; Forget, Mirror Image, Tasha's Laughter, Misdirection; Hold Person, Wraithform

Carries: Scroll: Monster Summoning I, Flame Arrow; Scroll: Polymorph Self;

Baenrian House Insignia

Abilities: +1 save vs Ench/Spells, others -1, +1 ench/charm spell/day

Tabarach: AL LE, AC -5, Mv 12, Lvl F12, hp 82, Thac0 6, AT 2, Da Weapon, Ml 18, xp 10 000

Wear Red Fullplate Armour +2, Red Sheild +2 (with Black Sun symbol). Long red fur cloak, Black horned open faced helmet, Red Girdle of Hill Giant Strength (19)

weild Adamatite Poisonsword +2 (Thac0 3, AT 5/2, Da 2-12+11, Save vs poison or die)

Dagger +1/+3 throwing (Thaco 5(2), Da 1-4 +8(11), rng 5/15/20, returns)

 

Malgatrach: AC -6, Mv 12, Lvl 8, hp 25, Thac0 16, AT 1, Da Weapon, xp 2000

Wear Bracers AC 2, Cloak +4, Ring +4, Ring of Wizardry (5th Lvl)

weild Staff of Power (Continual Light, Magic Missile, Darkness 5' rad, Ray of enfeeblement, Levitation, Cone of Cold; Sheild 5' rad, Globe of invulnerability, Paralyzation; +2 saving throws; Thac0 14; Da 1-6+2, staff surges 10% of time used)

Rustblade +2 (Thac0 14, Da 1-4+2, Rusts metal when touched, magical items have 10% per plus of escaping harm)

Spells: 4/4/4/4/8/1

Read & Detect Magic, Dancing Lights, Spider Climb, Grease, Featherfall, Sleep, Magic Missile, Hypnotism, Taunt, Burning Hands; Strength, ESP, Invisibility, Flaming Sphere, Knock, Web, Tasha's Laughter; Hold Person, Lightning Bolt, Wraithform, Fly; Charm Monster, Fire Shield, Stoneskin. (rest of spells)

Stalactite Base

The base hangs over many folk and from this place Tabarach and Malgatrach can see most places in Menzoberranzan (remembering that there are lots of dark and inaccessable alleys). To deal with this, there is a brass telescope upon which a permanent infravision and X-ray vision on it.

The base has three levels. The lower level is the observatory. A glassteel wall runs around the entire level, and the telescope can be moved to any position in this room. A spiral staircase winds up from the centre of this room and metal walls surround it (a map of this room is below). 2 Black Orcs, who are armed with wands of Lightning bolts, keep watch here. They each carry a scroll with a Whispering Wind so that they can warn either Tabarach or Malgatrach. Malgatrach takes command of the Menzoberranzan corps and as such has ordered the Black Orcs to report everything to him. Both Tabarach and Malgatrach will retreat here when they have fled the battle.

The second level of the stalactite contains four rooms, with the spiral stair rising in the middle. The four rooms are the rooms of Tabarach, Malgatrach, Guy, and Tarrigan. Tabarach's and Tarrigan's travelling spellbooks are hidden in these rooms. There is nothing magical in the room, as they carry most of their stuff on them, but they do contain a number of drow artifacts. There are also beds, desks and bookshelves in the mage's rooms, and weapon practice rings in the fighter's rooms. The doors are all wizard locked at 20th level of ability and can only be opened with a special spider-key that is in the possession of the room's inhabitants. The doors are also trapped - if anybody attempts to break through then a cloud kill spell is released into the central room. This will happen if a dispel magic is cast at the door.

The third level has three barracks and a landing area. Two of the barracks house 20 bugbears each, while the third houses 5 black orcs. A passageway goes to the north to a landing area where drow can levitate up. Most drow do not as House Baenre considers this stalactite to be theirs. Sitting on the landing are two Light Ballistae. These ballistae are crewed by 3 Bugbears each. They are fired at anybody ascending to the stalactite and have the following stats (Thac0 12, Da 3d6/5d6, AT 1/2). Shields have been erected around the ballistae so that the crew are protected from attacks. A black orc armed with a wand of lightning also sits behind the shield.

The spiral staircase continues up into the room of the cavern that is Menzoberranzan. This rises to a smaller cavern in which 10 Bugbears are guarding. The spiral staircase exits at the top of a stalagmite and this is ascended by an iron ladder. Four Wyverns sit perched in this room and will attack at the command on the 1 black orc commander. There are lots of stalagmites and stalactites in the room, so clever PCs are able to sneak through and come in from beyond. The Wyverns can only attack one person at a time.

There are also Owlbears roaming around the complex, and are in the hands of the Black Orcs.

Bugbear: AC 5, Mv 9, HD 3+1, hp 19, Thac0 17, AT 1, Da Weapon, xp 120

Wear Scalemail, weild Mace (Da 1-6+3), carries 1-10 sp

Surprise

Ogre: AC 5, Mv 9, HD 4+1, hp 30, Thac0 16, AT 1, Da 1-10+2 or wpn, xp 175

Wears Skins

Weilds: Two-Handed Sword (Da 1-10+2)

Orc, Black: AC 4, Mv 12, HD 2, hp 16, Thac0 18, AT 1, MR 20%, Da Wpn, xp 270

Wear Scalemail & Shield, weild Battleaxe (Da 1-8+3), carries 1-10 gp

Short Bow & 20 Sheaf Arrows (AT 2, Da 1-6, rng 5/10/15)

Orc, Black Sun Chief: AC -1, Mv 12, HD 5, hp 40, Thac0 13, AT 1, MR 20%, Da Wpn, xp 1400

Wear Breastplate and shield +1 with Black Sun standard

Longsword (Thac0 11, Da 1-8+8, AT 3/2)

Throwing Dagger +1 (Thac0 12, Da 1-4+7, DD 17,18, 19 CH 19 (30%))

Carries 10-200gp

Owl Bear: AC 5, Mv 12, HD 5+2, hp 40, Thac0 15, AT 3, Da 1-6/1-6/2-12, xp 420

Hug: Claw hit on 18 or better - 2-16 hp damage/rnd

Wyvern: AC 3, Mv 6/Fl 24(e), HD 7+7, hp 61, Thac0 13, AT 2, Da 2-16/1-6, xp 2000

Poison Tale: Type F

Once the stalactite has been dealt with, the Black Sun has been effectively purged from Menzoberranzan: but there is more worrying news - neither Tarrigan or Guy is to be found in the Stalactite. In fact Guy fled with 4 Black Orc Chiefs, 40 bugbears, and 2 owlbears (just for the sake of it) back to the gate. This army will turn and attack any pursuers in an attempt to lower the numbers.

The drow do realise that the gate poses an even greater threat to Menzoberranzan and must be shut down. It is even more dangerous as a huge force is probably being rallied to move in and destroy Menzoberranzan. As such, the Matron Mother of Fey-Branche (now House number 1) will order Gromph, her second eldest daughter, Jarlaxle (who has returned), Agarch Dyrr, and a force of 100 soldiers, to go to the gate and destroy it. Agarch Dyrr, who trusts the PCs more than the drow he is with, will give the PC mage a scroll, which if read, will destroy the gate, but they must reach the gate first.

The Master's Apprentice

The first thing that the PCs will encounter as they approach the gates is the Black Sun army. Guy is expecting that the PCs and the forces of Menzoberranzan will be moving in onto the gate and thus they have begun to set up a delay so that they can prepare for the final battle. A force of 300 ogres with 30 black orcs, 3 black orc chiefs, 20 owl bears, and 150 bugbears will attack the PC's force at the entrance. This battle can be conducted however the DM feels, but should be over with quickly as the drow mages will be able to dish out some rather damaging spells. Three wyverns are also with this force. While this battle is happening, another force of 300 drow warriors will arrive, being led by the weaponmasters of the four houses of the alliance. Along with this arrival, a force of 400 bugbears will swarm out from the gate area. This force is being led by 40 black orcs, and 4 chieftans. Along with this force are 4 Iron Golems, and 2 Ibrandlin. Guy and Tarrigan remain at the back directing the forces as they come through. They are in fact waiting for the next lot of reinforcements.

Golem, Iron: AC 3, Mv 6, HD 18, hp 80, Thac0 3, AT 1, Da 4-40, xp 15 000

+3 better weapon to hit

magical electricity slow 3 rnds

Magical fire heals 1 hp/die

Breathes poison gas 1/7 rnds

Ibrandlin: AC 3, Mv 9, HD 10, hp 64, Thac0 11, AT 5, Da 1-8 (x4) claws /2-16 bite, MR 40%, xp 3000

40' Long (Gargantuan)

Every 5 rnds: Firebreath (2-12 hp)

If attacked when breath: full damage and no save

After this lot are defeated, Shieltial the apprentice will come through. Along with him comes 50 of his guards and 5 of his body guards. The first thing that he does when he enters is to cast a Time Stop and he will slay all of the drow mages and weapon masters. He will end it by summoning a Gelugon. His soldiers will attack immediately, attempting to keep his enemies away (Guy will participate in this combat, as will Tarrigan). The Gelugon will attempt to gate in allies while the Apprentice will cast spells. If a Pit Fiend comes into the combat, then Tymora will send in a Planetar Aasimion to combat the being. When the Aasimion arrives, no more summonings will occur.

If Shieltial is loosing then he will retreat through the gate. Tarrigan can (and probably will) die, but Guy will escape. If he is killed in the combat, his body will not be found. He has fled as with the defeat of Shieltial in the Forgotten Realms as signaled to him the defeat of the Black Sun forces in the Realms. This is not entirely true as they go on to capture Waterdeep and spread a lot of destruction, but they are not invincible. PCs in possible later adventures will have a chance of stopping them, but for now, the Realms is safe again.

Shieltial (Apprentice of Anak)

Shieltial's stats will not be listed as he is practically impossible to defeat. He is immune to all weapons under +4 and he is immune to all spells 4th level and under. He casts spells as a 22nd lvl magic user and he is a conjurer. His appearance has the effect of dragon fear, and he has a very dominating presence. If attacked, he has a fire-shield up. If more than 90 hp damage is inflicted upon him, he will retreat back through the gate. His guards will always attempt to protect him.

Apprentice's Guard: AC 0, Mv 12, F8, hp 72, Thac0 10, AT 3/2, Da Weapon, xp 3000

Wear Plate armour +1, Tabard with insignia

weild Twohanded Sword +2 (Thac0 7, Da 1-10+10, AT 2)

Shortsword +2 (Thac0 7, Da 1-6+10, AT 2, 10% Critical Hit)

Dagger (Thac0 17, Da 1-4+2, rng 1/2/3)

carries 30-180 gp, whetstone, Log Book

Apprentice's Elite Guard: AC -3, Mv 12, F12, hp 108, Thac0 6, AT 2, Da Wpn, xp 9000

Wear Plate armour +4, Tabard with insignia, Helmet of Dread

weild Twohanded Sword +4 (Thac0 1, Da 1-10+12, AT 5/2, CH 18,19,20)

Shortsword +2 (Thac0 7, Da 1-6+10, AT 2, 10% Critical Hit)

Dagger (Thac0 17, Da 1-4+2, rng 1/2/3)

carries 30-180 gp, whetstone,

Gelugon: AC -3, Mv 15, HD 11, hp 72, Thac0 9, AT 4, Da 1-4/1-4/2-8/3-12, xp 39500

MR 50%, +4 damage from Strength, Detect Invisibility (always), detect magic, fly, Polymorph self, wall of ice, gate ability (35% 2-8 Osyluth). See in total darkness, regenerate 2hp/rnd, radiate fear 10' rad.

Osyluth: AC 3, Mv 12, HD 5, hp 46, Thac0 15, AT 4, Da 1-4/1-4/1-8/3-12, xp 24000

MR 30%, Fly, Improved Phantasmal Force, Invisibility, Wall of Ice, Darksight, Fear Aura 5' Radius

Tail: save vs poison -3 lose 1-4 str for 1-10 rnds

Guy's Castle

Guy's Castle is on a rocky promotry in the Moonshaes. When the PCs arrive it is a dark and rainy night with thunder streaking across the skies. No, Guy is not a vampire at this point in time, it is just to add to the atmosphere that the PCs have finally caught up with them. An adventure can be run between Menzoberranzan and Guy's Castle, but I am just sending the PCs straight there, though letting them know that they have been through a long journey. This is the final battle, though not the ultimate one as that was fought before. Here Guy is simply making his last stand. He has been mostly defeated, though he still has some soldiers under his command. His main key to success is a ghost beholder that lurks in his castle. His guards are Hill Giants and he has 2 Fire Giant bodyguards as well.

The Doomsphere will attack with 4 Hill Giants, while the PCs will confront Guy in his throne room with 10 Hill Giants, 2 Fire Giants, and himself. Guy will attempt some pleasant chit-chat, but if the PCs are hostile then he will attack with his guards.

Doomsphere (Ghost Beholder): AC -1/1/6, Mv FL 6 (A), HD 12, hp 64, Thac0 9, AT 1, Da 3-12, xp 16000

Turn as Special, Undead Immunities

Hit by +1 or better weapons

2 Saves per round vs magical attacks

Central Eye: Anti-magic ray

Eyebeams (successful attacks to strike)

Eyestalks: Chill (2d6 save half), Hold Being (save then slow), Enervation (drain 1-4 levels for 1-4 hrs), Animate Dead, Whithering (2d8+1 hp damage and makes limb useless for 4-16 turns), Boneshatter, Fear (as wand), Slow (one target), Flesh Sear, Undeath assault.

Giant, Fire: AC -1, Mv 12, HD 15+2-5, hp 125, Thac0 5, AT 1, Da 1-8+10, xp 8000

Resistant to fire (-1 per dice)

Hurl Rocks: 3-200 yds (Da 2-20+10)

Catch missles 50%

Two Handed Sword: Da 2-20+10

Giant, Hill: AC 3, Mv 12, HD 12+1-2, hp 99, Thac0 9, AT 1, Da 1-6+7 , xp 3000

Throw Rocks (2-16+7)

Weapon (2-12+7)

Guy: AC -5, Mv 12, F15, hp 148, Thac0 4, AT 5/2, Da Weapon, xp 12000

Wears: Plate Armour +3, Shield +4, Ring of Fire Resistance, Ring of Magic resistance (50%)

Weilds: Longsword +4 of speed (Thac0 -1, Da 1-8+8, AT 4, Always strike first)

Longsword +1 (Thac0 10, Da 1-8+6, AT 2, +2 vs Good Creatures)

Longsword +2 (Thac0 9, Da 1-8+7, AT 2, +3 Outer Planar Creatures)

Longbow (Thac0 12, Da 1-6+3, AT 2) 20 Flight Arrows

Carries: gem 50gp, 128gp in pouch, Flask Wine, Rations, Backpack, Rope, Waterskin, Baenrian House Insignia.

Flint and Tinder, 5 torches, Lucky Rabbit’s Foot, 10 drow trade bars (50gp)