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I'll try my vewwry hardest to stay online and not grounded for this thread.

This is about the Drow city, Menzoberranzan. (The thread called, "The Drow" got me thinking about another thread about them.)

Menzoberranzan lies deep within the Underdark, with the nearest city being Blingdenstone, home of the deep gnomes, or svirnebli. The drow are a dark and hated race with the majority of them evil and malicious from birth. (keep that in mind if you choose to join; the drow are evil, have absolutely no problems with killing their own, if it helps raise their position in the city's twisted hierarchy.)
There are 64 houses in Menzoberranzan, each house has a Matron Mother, the mother of all nobles in the house; the rest, men or women, are only commoners. Nobles have the ability to levitate, commoners do not.
Women in the city are considered far more important than men, and are trained from birth to be priestesses of their dark deity, Lloth. Young drow are sent to the academy, which comprises of Sorcere, school of wizards, Melee-Magthere, school for fighters, and Arach-Tinilith, the large, spider shaped structure used in the training of priestess.

There have only been two 'good' drow, Zaknafein Do'Urden and Drizzt Do'Urden; not everyone can be good, if you decide to be, then you must be RP that you hide your 'good' actions or feelings from your fellows. You could, of course, be a svirnebli; they are neither good nor bad; they are just there, wanting only to mine gemstones and precious metals from the rock around them. The priests of the deep gnomes can use emeralds to summon elementals; great beings made of rock to fight their enemies-the drow.

This RP is based in the city. You can name your house, your house's standing, your position in the house. Though this RP centers around the first 10 houses, you may come from a house higher in behind that number and attack one of those houses at any time; I, as the Game Master, decide who wins the conflict.
If the attacking house looses the conflict, the matron of the first house enacts punishment on them; even if they do succeed, every noble of the attacked house must be killed; less they use the rights of accusation against the opposing house the city's 'justice' is put into play; the matron of the first house (Matron Yvonelle Baenre of house Baenre) exacts Lloth's judgment on the house, summoning demons and using the students in the Sorcere school to summon magic spells against the walls of the house.
Drow do not disdain on house one taking out another; if a house is destroyed, and no nobles remain alive, then the house if forgotten and the houses move up in line to replace the 'nonexistant' house.
The matrons of the first eight houses reside on the city's ruling council, where the nobles would go to use the rights of accusation.

*Ah, rules, rules, rules. This RP is probably too complicated unless you've R. A. Salvatore's 'The Dark Elf Trilogy; namely the book called Homeland.*
*You can be nearly any race, but be warned that surface elves and drow (dark elves) despise each other. So do deep gnomes (svirnebli) and drow.*
*I hope that this thing isn't too hard to get into. Enjoy!*
Delanith Devayne, oldest daughter of Matron Tyorin, fourth house of Menzoberranzan, walked silently down the black corridor, her eyes glowing red with the infrared vision common to all drow.
One of the heads of the four-headed snake whip coiled at her hip reached up and rested itself on her shoulder. She caressed the things head and then knocked on the door to her house's main chapel.
Though only a single candle was lit in the room, the high priestess was blinded as she stumbled inside, her Matron Mother resting comfortably in her spider shaped throne. Delanith bowed to her mother and then stepped her side, unflinching as the doors banged closed.
Matron Tyorin looked to her eldest with pride; she would make a fine Matron for this house someday, the cruel drow thought.
Hmm... sounds interesting, perhaps after I read it a few times I'll post a bio.
Alright, take your time. I was starting to wonder if anyone would reply to this thing...


Ah, i see someone has been doing their home work on the drow. I think you even surpased my knowleadge concerning the drow. I havent had a chance to read that book, though i glimpsed it a few times here and there. Very good, im just sorry that i dont have enough time to get involved in this serious RP.
That's okay; at least you were able to check in, Eth. *hugs* *hugs again*
I missed ya!!!
In case anyone was wondering, I have returned from my mom's...
Okay, no one is posting in my newest RP.... the sadness is frightening. Maybe I shouldn't have made it so complicated....
hey there icefangs... this sounds interesting... i don't know much about the drow, but I can learn so.. guide me through it...

could I be a matron? of the 2nd house maybe... or a noble and be able to levitate... still deciding, but yes I will join your thread...
YAY!!!! Thank you so much Anatea! You could be a matron, just name your house and yourself. I'll help ya along the way.
BAH! I give up on this thing...but oh well...I thought it was a good idea....Big Smile Smilie
so did I but it doesn't matter if no one posts...who knows maybe itll liven up in a bit.[i/]
There are quite a few RPG threads running at the moment so maybe all the characters are busy.
its sounds like a great story/idea Icey, if more people would join then great, if people were brave enough to join it would more then likely be the same people who are in 'The Drow', but different personalities Orc Smiling Smilie I would be happy to join it, we need more participants =)
A Six headed Whip of Fangs, brrr! She doesn"t sound like somebody I'd want to meet in a dark alley. Actually I have a Drow cleric of Lloth named Malice De'vir hers only has four. So are you guys planning a Drow RP? Remember being Chaotic Evil means you never say your sorry! Big Smile Smilie Actually I have the entire RA Salvatore Drow series plus the AD&D source books.
YOU ARE MY NEW BEST FRIEND!!!!!!!!!!!!!!!! I have every R.A. Salvatore book...least the ones concerning my dear Do'Urden, lol, ever written...and my mind gone's awry...didn't Vera have a six-headed whip in the first of the Legacies books? Or was that five? lol, I can't remember...and yeah, I actually was planning a drow RP, but I started this thread a long time ago...and I can't remember the plot I'd orginally had in mind...
Actually it was five, the number of heads determined your place in the drow matron Hierarchy. to have over three is rare. Only those preistess's involved in the Drows actual fall from grace have more than that. To have six, you would be Lloth's right hand. To serve her directly in the Abyss.
Erestor, do you maybe even play D&D? You seem equiped enough..
Yes I do have been playing AD&D since day 1. Actually have live roleplayed with Ed Greenwood, who came up with the Original Drow of the Underdark modules. And have met R.A. Salvatore. Unfortunatly I'm in the US and the rest of you guys are in the UK. If I could afford to get there I'd be more than happy to run a game or two. Big Smile Smilie
Wow...impressive.. I run a game for a few friends of mine.. We'r going from my home made onto Faerun. Yeah..pity you cant hop over here.. By the way, im from Croatia.
Kewl. I have been in that part of the world in Serbia with the US military. So what can I do to help get things started?
Man, I feel like a naive little kid when it comes to roleplaying around you two, heh heh. Me and a couple friends of mine are planning to start a campaign in a few weeks, so I'll let you guys know how its going, and for future reference, my knowledge of the drow, consists of pretty much only what I've read in Salvatore's books...and you've met Salvatore!? Yep, I reiterate, NEW BEST FRIEND Orc Grinning Smilie
By the way, I live in the US, actually.
alright, and before i decide to join this completely, i need a list of something i can read so i don't feel completely confuzzled while still trying to participate. what's the best thing for me to read? i have some free time for the first time in ever so i could actually read rather than letting the books collect dust. (from US as well)
Well, I'm not sure about actual history or fact, D&D wise, but I could give you a list of the books I've read, heh heh. Granted, I don't know as much as these other two, or my knowledge is from a slightly different source, but it could help...
Basically, I'd recommend The Dark Elf Trilogy by Salvatore. I know its not like, encyclopedia style fact, its just a fantasy book, but the first of the trilogy, Homeland I believe, tells quite a bit about the drow and Menzoberranzen. So that could help...I'm sure that Etharion or Erestor could assist in that respect.

And as far as what you do to help, wanna co-run this RP, not exactly be a DM, because I love RPing, Orc Grinning Smilie, but help me make a plot for this, heh heh, like I said, I completely forgot the plot I'd had in mind....
certainly, i may not be much help, but i'll try my best. and i'll go get those books today after driver's ed...we only have 3 days of school this week and i'll need something to do to avoid fighting w/ my parents worse than i already do. but yeah, just let me know what you need me to do.
Actually some of the Drow AD&D source books maybe available on line. Ill look for them and post the website address here. If you can find the Drow of the Underdark sourcebook it gives a complete history of the Drow and their houses, including all of their unique weapons, items and spells. All of which are exceptionally nasty.

Ok this is the site to go to for Drow source material http://wizardsofthecoast.com All you need to do is type Drow in the search box they have tons of stuff to download.

A small teaser:

Underdark
Dungeons
The Underdark is a vast place, filled with fiendish challenges both
natural and contrived. The various inhabited and wilderness areas
feature many locations in which adventures can be staged, but several
sites are of particular note. Some of the sites below are merely
adventure hooks that you can develop as you see fit. The Partially
Keyed Dungeons section features two more developed areas that correspond
to the maps included with this web enhancement.
Upper Underdark
The Upperdark is well populated and well explored, but a few sections
are still virtually unknown except to those who live nearby.
The School of the Penitents enclaves are among these.
School of the Penitents
Nine small groups, each consisting of four or five devout worshipers
of Ilmater, have taken it upon themselves to bring their deity’s creed
of enduring suffering to the denizens of the Underdark. They maintain
small enclaves throughout the Upperdark, from which they offer
their deity’s own special kind of benefits to any who come their way.
Lower Underdark
Why would any creature with reasonable intelligence or even a modicum
of common sense choose to live in such a terrible environment?
Some races have lived here for generation upon generation,
and the Lowerdark is simply their home. Other creatures settle here
to take advantage of the Lowerdark’s unique magical properties,
rare ores, or shelter from the hated sun. Still others view a sojourn
in the Lowerdark as a temporary solution to a problem, since the
dead magic areas and hostile territory may be a wanted criminal’s
most expedient means of avoiding capture.
Shield dwarves have been known to establish temporary mining
camps in the Lowerdark to wrest particularly valuable ores from
the bowels of the earth. Those who thirst for knowledge or lust after
archeological treasures often find the Lowerdark tempting as well,
since the remains of the first empires of Netheril and Imaskar lie
here. Still others have personal or philosophical reasons for staying
in this inhospitable area.
Of course, not everyone is in the Lowerdark by choice. Some unfortunates
are here because they neglected to research the destinations of
the portalsthrough which they ventured. Others have been exiled here
from communities in the Middledark, the Upperdark, or even the surface
world. Some drow matrons get rid of potentially problematic subordinates
by sending them on exploratory or expansionistic raiding
A Web Enhancement for the FORGOTTEN REALMS® Underdark Accessory
1
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Editing: Penny Williams
Typesetting: Nancy Walker
Design Manager: Christopher Perkins
Web Production: Julia Martin
Web Development: Mark A. Jindra
Graphic Design: Cynthia Fliege, Dee Barnett
Based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and
Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
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D&D, DUNGEONS & DRAGONS, FORGOTTEN REALMS, and DUNGEON
MASTER are registered trademarks owned by Wizards of the Coast, Inc. The
RPGA and d20 logo are trademarks owned by Wizards of the Coast, Inc. All
Wizards characters, character names, and the distinctive likenesses thereof
are trademarks owned by Wizards of the Coast, Inc. This material is
protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual
people, organizations, places, or events is purely coincidental. This Wizards
of the Coast game product contains no Open Game Content. No portion of
this work may be reproduced in any form without written permission. To
learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20.
©2003 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
Visit our website at www.wizards.com/forgottenrealms
Credits
UnderdarkWeb Enhancement
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parties into the Lowerdark. A triumphant scout returning from a
mission into the depths might find her unexpected survival fatally
inconvenient to the matron who dispatched her.
Several Middledark races make frequent forays into the Lowerdark.
Some do so because of expansionistic desires, others because
they need the resources, and a scant few because they have something
to prove. Grimlocks and orogs often set a coming-of-age trial
for their young warriors to mark the passage between adolescence
and adulthood. In a typical version of such a trial, the youth is sent
into the Lowerdark, sometimes armed only with a dagger, and told
to return with a trophy demonstrating his competence and ability to
contribute to the community.
Various intelligent creatures have formed small settlements in
the Lower Underdark. All these communities are fine places for
adventurers to explore.
Cloakers
What passes for high society among cloakers centers in the enclaves
of Cloakerhaven and Wingsweep. To the cloakers, these two very old
communities are cities, though actually their populations are not
even sufficient to make them villages by surface-world humanoid
standards. Nonetheless, these settlements provide the only community
environments that these creatures have. The architecture is
bizarre and not well understood by noncloakers. Below is a description
of Wingsweep; Cloakerhaven is described in Underdark.
WINGSWEEP
This community of approximately one hundred cloakers is located
in a three-dimensional complex in which dozens of interconnected
caverns radiate out in all directions from a huge, central cavern.
From a cloaker’s perspective, the primary merits of Wingsweep are
its thermal vents.
The floors and ceilings in the main cavern and many of the side
passages and rooms are pierced with small holes ranging in size from
1 inch to 1 foot. Through these holes rises hot air that has been
warmed by a slowly cooling magma lake many miles below. Cool,
fresh air comes in through an ever-open portal (nonliving-only) to
the Elemental Plane of Air.
The combination of hot and cold air creates some amazing air
currents, including thermal updrafts that the cloakers particularly
enjoy riding. The unusual airflow also causes frequent thunderlike
rumblings that can be heard for miles around.
Disconnected Pair
An old adage states “If you think it’s impossible, it happens in the
Lowerdark.” Indeed, strangeness knows few or no bounds in the deep
realms. One of the most peculiar and unexpected oddities is a partnership
between an illithid named Ralayn and a beholder named
Tobulux. Both were cast out of their communities because neither
held to the moral and ethical philosophies of their kindred—that is,
both are neutral good. Together, they’ve honed their survival skills
and made a home in the Lowerdark, where few bother to persecute
them. Ralayn is an illithid body tamer 9, and Tobulux is a ranger
1/cavelord 3.
HOME OF THE OUTCASTS
Even though they have escaped active persecution from their own
kinds, Ralayn and Tobulux still face hostility from every quarter.
Neither the illithid nor the beholder enclaves will have anything to
do with them. Other societies view mind flayers and beholders with
fear or repugnance, so they offer no welcome to the duo either. Outside
the Underdark, their options are even more limited, since either
of them is apt to be killed on sight by surface-worlders.
The two make their way as well as they can in the Lowerdark.
Other races’ migrations force them to move frequently, so they take
care to own no more than they can carry.
Driders
Where there are drow, there are also drow outcasts. Driders, forever
marked as failures by Lolth herself, often lurk on the fringes of
drow cities, longing for their former lives. Once part of the drow
community, they were rejected by family and friends and stripped
of their homes and goods upon changing to their current forms.
Thus, most driders are reduced to wandering homeless through the
Underdark, hunting for food as best they can. A few, however, have
banded together for safety in the Lowerdark.
FORGOTTEN VILLAGE
This drider community is located near the drow city of T’lindhet.
The drow there feel particular shame about their drider outcasts and
never speak of them. This curious attitude stems from the sheer
number of such outcasts that originate from this city. Almost 25%
of the drow in T’lindhet that reach 6th level fail Lolth’s test and are
transformed into loathsome aberrations.
These driders from T’lindhet call themselves “The Forgotten
Ones” after a heroic drider rebel who named himself The Forgotten.
Many of these creatures have settled in the Lowerdark in a sort of
encampment. But because their numbers have grown so rapidly, they
have found it expedient to organize after a fashion, and their settlement
is now the equivalent of a small village.
Recently, the Forgotten Ones have received some guidance and
aid from the Underdark Anarchists’ Fellowship (see Organizations
of the Underdark on the Wizards of the Coast website). A representative
of that organization managed to negotiate a mutual defense
pact between the Forgotten Ones and a group of chitines. This
arrangement has worked so well that the drider-chitine alliance is
now poised to launch an attack on T’lindhet.
Drow
Most drow choose to live in the great drow cities of the Underdark
and fill their days with scheming and ambitious plans. A few, however,
strike out on their own and choose to live as hermits. The Lower Underdark is an ideal launching point for a kaorti
invasion. A badly seeping portal to the Far Realms can provide
them with a stable core for their cyst.
Fiend Folioand
the Lower Underdark
UnderdarkWeb Enhancement
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THE ORACLE
Hijith (CE cleric 7 of Lolth/arachnemancer 1) claims that the
Spider Queen speaks through her as an oracle. She is thought by
other drow who know of her to be quite holy and quite mad.
An interview with Hijith is quite unpleasant, partly because living
alone has dulled her social skills. When asked to tell the future,
Hijith stares at the many spiders that inhabit her dwelling place in
the Lowerdark and prays. She then whispers her question to the spiders
and watches their movements while casting a divination spell.
When she is satisfied that she knows the answer, she orders the
person who petitioned her to swallow a live spider.
Few petitioners are curious or desperate enough to eat the spider.
Those who do not are ordered unceremoniously from the cave, without
the answers for which they came. Those who do obey Hijith gain
the benefit of her divining. Her predictions are invariably cryptic
and often couched in verse, but they are always quite accurate, at
least in hindsight.
Formians
One formian colony has slowly and methodically begun to expand
into the Lowerdark. They’re relatively new to the area, having
recently entered through an intermittently functioning portalthat
lies at the center of their newly established hive. The formians know
little of portalsand do not understand the danger of having one so
close to their queen.
LOWERDARK FORMIAN HIVE
This settlement consists of 1 queen, 6 myrmarches, 5 taskmasters
(dominated creatures: 1 drow, 1 duegar, 2 humans, and 1 grimlock),
32 warriors, and 253 workers. Like other formians, these creatures
work diligently to master their environment and the other creatures
around them.
Gloamings
Gloamings live in small numbers within various other communities
in the Lowerdark, including drow and svirfneblin cities. Some also
form autonomous units that travel for a variety of purposes.
COMPANY OF EIGHT
One group of nine gloamings has, for no reason that anyone else can
understand, chosen to call itself the Company of Eight. The group consists
of two bards, one sorcerer, two illusionists, two rangers, and two
druids. This band travels the Lowerdark extensively, ostensibly to map
the area and survey all the extraplanar portals and gates that lead to
and from this portion of the Underdark. The gloamings sell some of
their maps to the Guild of Underdark Guides, and occasionally they
manage to supplement their income with a bit of treasure. The group’s
bards also bring in some coin by writing songs and poems based on their
adventures and occasional misadventures in the Lowerdark and performing
them in the cities of the Middledark and Upperdark.
Humans
The members of the Silverymoon Arcane Guild set up a portallinking
their guildhouse with a remote part of the Lowerdark. They
sought an isolated area that contained both a zone of dead magic and
an area of wild magic. A team of guild wizards and sorcerers at last
located an area that fit these specifications. As best they could determine,
it was unclaimed and inhabited by nothing larger than Tiny
vermin and animals.
Silverymoon Arcane Guild
Experimental Area
The area that the guild has claimed is about 5,000 square feet, with
about 1,000 square feet of dead magic and 500 square feet of wild
magic. Several wall of stone spells buttress these sections against
intrusion by mundane travelers.
Various structures have been built in this area in an arrangement
resembling that of a college. The dead magic and wild magic sections
are enclosed in large laboratories, and the rest of the area has been converted
into living quarters. The guild guarantees that there’s always a
skilled cleric (between 5th and 7th level) on duty to create food and
water for the researchers and provide any healing that may be necessary
as a result of either failed experiments or mundane mishaps.
Cautious researchers pay premium fees of up to 1,000 gp per week
for the privilege of studying in the safety of this prepared environment.
Illithids
A few among the mind flayers prefer to keep to the old ways. These
illithids worship Ilsensine while mourning the passing of the other
illithid deity, Maanzecorian.
PEN’SERRE
This name of this small illithid settlement translates roughly as
“Place of Contemplative Study.” The illithids here follow the
Awaiter Creed, which focuses on patient fact-gathering followed by
careful planning that accounts for all variables and factors. The
scholars are busy analyzing the ramifications of Maanzecorian’s
death and what that event means to the mind flayers as a race. A
few of the group’s more esoteric thinkers wonder whether it is possible
for Ilsensine to meet a similar end and what the repercussions
of the death of the only other illithid deity might be.
As part their studies, the researchers at Pen’Serre seek to locate,
retrieve, and preserve the remains of Maanzecorian’s extensive
library. What little is known of Maanzecorian indicates that the
deity had a fatal desire to know all. Thus, he collected books on every
topic in every language. Many of the books were in the texture- and
touch-supplemented form of illithid writing known as qualith.
Upon the god’s death, numerous factions raided his library, scattering
his collection across the multiverse. Regaining these books
will prove a difficult challenge for these contemplative illithids.
Kobolds
A group of fifteen exceptional kobolds, most with at least five class
levels, travels nomadically through the Lowerdark. The members of
this band virtually worship a powerful being called Scaled Beauty,
whom they believe to be an avatar of their god.
SCALED BEAUTY’S QUEST
Scaled Beauty is actually a lawful evil half-blue dragon half-nymph
sorcerer 5. She loves the kobolds that accompany her and tries her
best to protect them, viewing them as something akin to devoted
pets. Keeping her companions safe, however, is proving to be more
and more difficult as her personal quest to find her dragon parent
leads her into ever more dangerous territory.
All that Scaled Beauty knows of her father is that he is a blue
dragon named Vr’tark. She recently consulted a cleric who cast a
divination to help her determine his whereabouts. The spell indicated
that he resides in an area called the Boneyard.
In fact, the blue dragon became a dracolich a few years ago
against his will (see The Boneyard in Chapter 8 of Underdark). If
Scaled Beauty learns the truth of the situation, she may seek out
some adventurers to put her father to rest.
Lords of Lowerdark Waters
The aboleths and the kuotoas are rivals for supremacy in the Lowerdark’s
water-steeped areas. Aboleths have dominion over most of
the freshwater pools and rivers in the Underdark, while the kuo-toas
rule over most of the saltwater bodies. The status of the relations
between these two aquatic races varies from muted hostility to allout
war.
THE HALOCLINES
In the few places where fresh water from a subterranean river or
some other source intersects with salty ocean water, the water
becomes turbulent and cloudy. These areas, called haloclines, also
create overlaps between the realms of the two aquatic species. Such
a situation inevitably means war.
The aboleths usually keep a small cadre of kuo-toas under their
control with their enslave ability. Sometimes a dominated kuo-toa is
sent back to its community as a spy or a saboteur.
For their part, the kuo-toas constantly raid aboleth holdings,
wreaking as much destruction as they can. Groups of kuo-toa whips
work in concert to create devastating lightning bolts, and the presence
of a kuo-toa leviathan (see Chapter 6: Monsters in Underdark)
is enough to give even the most self-assured aboleths pause.
Slyth
A few notable slyths travel in the Lowerdark. Most of them are
thought to be quite mad.
THE SEER
Grrl Deepdelver (N druid 4/diviner 3/deep diviner 4) wanders the
lowest depths of the Lowerdark. He happily tells anyone he encounters
that he is “deeply seeking what no one has sought” in order to
“know again what was forgotten.” These fragments of an ancient
prophecy have multiple interpretations. Grrl dismisses the common
belief that these words refer to the return of the Deep Imaskari.
Rather, he thinks the prophecy may have something to do with the
annihilators, of which he has heard only rumors and third-hand
reports. Grrl seeks to see such a creature for himself and perhaps
even to speak with it.
THE VERMIN LOVER
Vfush Sweetwaterlake (NG druid 5/ranger 4/verminphile 3) travels
with a giant cockroach (see Chapter 6: Monsters in Underdark) as
her companion. This independent slyth functions as a self-appointed
protector and warden of Lowerdark vermin. She keeps a sizable
library of books and scrolls about insects and arachnids in a tome of
books (see Chapter 5: Equipment and Magic Items in Underdark),
along with catalogues of Underdark vermin and many journals
detailing her personal observations. To date, she has found 248 distinct
varieties, including many with celestial or fiendish traits. She
also claims to have found a kind of undead cockroach.
Undead
Undead, who need no water, food, or air, find the Lower Underdark
to be almost hospitable. The undead in this portion of the Underdark
are matched in number and variety only by fungi at the deep
levels.
DEATH, DISEASE, AND DESTRUCTION
This trio of undead haunts the caverns of the Lowerdark. Hamezaar
(see the Boneyard in Chapter 8: Geography in Underdark) endeavored
to recruit them into his forces, but they were uninterested.
Death (LE male dread wraith) and Disease (LE female mummy
monk 7) travel with Destruction, otherwise known as Jessek (LE
male beholder). The threesome is currently hunting for an annihilator
(see Chapter 6: Monsters in Underdark). When they find one,
Jessek will try to use his charm monstereye ray to control it.
After securing the annihilator, the trio plans to hunt down
Ralayn and Tobulux (see Disconnected Pair, above) and kill them.
The group has no special grudge against Ralayn, but Jessek maintains
that Tobulux must die because he is an abomination—a good
beholder.
YURECK
One of the most capricious and dangerous of the Lowerdark’s
undead denizens is Yureck, a female nightcrawler. She travels the
unlit, sparsely inhabited passageways of the Lowerdark alone for
purposes entirely her own. When she senses the approach of a creature
with her tremorsense ability, she summons undead—typically
shadows—immediately to help her bring down her prey.
Partially Keyed
Dungeons
The following areas are keyed to the maps provided. As DM, you can
adapt these areas as you see fit for your own campaign. Each description
includes a brief background on the situation and a few
encounter areas keyed to the accompanying maps. You can make use
of the areas that have been detailed and place encounters of your
own design in those that have been left open.
UnderdarkWeb Enhancement
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UnderdarkWeb Enhancement
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The Lost Mines of Mardaruk
Old legends tell of the splendid adamantine ores that the ancient shield
dwarf community of Mardaruk coaxed from the earth in the Lowerdark.
But few people realize that this area was once part of the extensive
holdings of the kingdom of Xonathanur. A successful bardic
knowledge check (DC 20) or Knowledge (local—Underdark) check (DC
25) reveals the following information. The kingdom of Xonathanur
fell in the perpetual goblin wars many ages ago. The few shield dwarves
who survived became Wanderers, forever traveling and homeless.
Most of them left the Underdark for the surface world and never
looked back. But the mines remain, unworked and virtually unknown.
Over the last few decades, a shield dwarf enclave in the Western
Heartlands exhausted most of its surface-world mithral and silver
mines. The leaders of the enclave realized that they were facing a serious
problem. Without the community’s major industry—the mines—
the residents would move away, and their people would once more be
scattered. No one in the close-knit settlement wanted that kind of result.
A dwarven bard suggested the lost mines of Mardaruk as a solution,
and desperation led to daring. The dwarves endeavored to trace
the legendary mines and reclaim their birthright. Through much
research and exploration, they managed to locate the Lost Mines of
Mardaruk. Most of the ancient tunnels had collapsed, but one section
was still suitable for mining. The dwarves were elated—an
untapped source of precious metal was within their grasp!
The dwarves immediately set up a limited-use portal linking the
Western Heartlands with the desired section of the Mardaruk Mines
and established a work schedule, which they still maintain. The
two-way portalopens once per tenday. The miners work the mine in
rotating tenday-long shifts, with each shift returning home via the
portal as soon as its relief arrives. A small contingent of guards on
the same rotating schedule ensures the safety of the miners while
they work.
The workers are acutely conscious of the dangers their environment
poses as well as the importance of the mine to their community.
They have already learned the hard way that evil can
masquerade as innocence. Two different encounters with seemingly
friendly, good-aligned Underdark travelers turned deadly when disguised
and deceptive creatures took advantage of the shield dwarves’
good nature. Now, while in the Lowerdark, the shield dwarves are
extraordinarily xenophobic, and they are even wary of strangers
who appear to be shield dwarves. Thus, any intruder in the area of
the mine is attacked without hesitation.
The walls in this area are all stone tunnels shaped by miners. New
wooden posts provide support in less stable areas.
1. GUARDON WATCH
Here, at the only connection point between the mining area and the
rest of the Underdark, a shield dwarf guard (female fighter 5, see
Chapter 4: Nonplayer Characters in the Dungeon Master’s Guidefor
statistics) vigilantly stands watch. If she hears any unusual sound,
sees the glow of light, or catches sight of any interlopers, she calls
to her fellows in the miner’s camp (area 2).
2. BASE CAMP
Two more guards (shield dwarf fighter 5) rest and relax here in their
off hours. They are usually either sitting near the cookfire in the
center of the room or sleeping. Four two-level bunkbeds line the
walls at the eastern end. Buckets of ore, lumber supports, and other
mining aids are stacked neatly around the other walls. The most
noteworthy features of the room are two pillars made of stacked
stones on the north wall. A well-worn path leads up to the stone wall
between these columns. This portion of wall is the portal through
which miners, guards, and ore travel each tenday.
During the period that would be night on the surface world, the
eight miners (expert 5) fraternize or sleep in this chamber.
3. EXHAUSTED MINE SHAFTS
These tunnels once followed veins of adamantine ore. They end at the
points where the decreasing metal content made the ore worthless.
4. ACTIVE MINING AREA
Six dwarf miners (expert 5) work here during the periods that correspond
to daytime on the surface. They have recently hit a particularly
rich deposit of adamantine and are in the process of
mining it.
Freed Slave Encampment
Two days ago, the Underdark Anarchists’ Fellowship organized a
slave revolt in the Middledark city of Undrek’Thoz, enabling fifteen
svirfneblin slaves to escape. They hurried to a cavern east of the
slave city, where a prime Underdark guide hired by the fellowship
was supposed to meet them and guide them to the surface. But no
guide was there.
The freed slaves are now debating what to do. An underground
river provides the cavern with plenty of fresh water, but the
svirfneblin have no food and only a few improvised weapons.
Some of the former slaves despair of ever getting away. They
favor giving themselves up and hoping for more clemency from
their overlords than they would receive if they were recaptured.
Others want to strike off through an upward-sloping passage to the
northeast, hoping that it leads to the surface. Another faction feels
that taking the downward-sloping passage to the southeast might be
the best way to avoid pursuit. One svirfneblin even voiced the possibility
that they could leave via the river where it plunges through
the south wall of the cavern, trusting to its current and their own
meager swimming skills to get them to a place of safety.
WESTERN TUNNEL
Unbeknownst to the slaves, the guide they expected to meet here was
ambushed and killed by a dread wraith as she approached via the
UnderdarkWeb Enhancement
6
UnderdarkWeb Enhancement
7
tunnel directly west of their position. Two dread wraiths now occupy
the west tunnel, awaiting more prey. A map showing a safe route to
the surface via the southeastern tunnel is still on the guide’s body.
NORTHEASTERN TUNNEL
The northeastern tunnel does slope up, but it goes directly toward
the grimlock community of Reeshov. The inhabitants of that settlement
would definitely not welcome strangers.
SOUTHEASTERN TUNNEL
The southeastern tunnel leads downward and features many forks
and branches. Careful selection at each point of decision yields a reasonably
safe route to the surface.
UNDERGROUND RIVER
The river flows for miles through a very deep canyon. Eventually it
spills into the Lake of Steam near a community of beholders.
About the Author
Gwendolyn F. M. Kestrel is an editor for Wizards of the Coast’s
Roleplaying Games R&D department. Her recent work includes
editing and additional development for the revised Dungeon
Master’s Guide and Monster Manual. Her editing credits include
Fiend Folio, Faiths and Pantheons, Oriental Adventures,and Magic
of Faerûn, and her design credits include the Book of Challengesand
numerous DRAGON® Magazine articles. She’s a frequent contributor
to the Wizards of the Coast website. Also, check out the website she
created for her husband, Andy Collins, at .

PS: I'd be glad to help if only as a technical advisor. Big Smile Smilie
WOW!!! All I can say is that all that info makes me REALLY REALLY want to play D&D, and I've never even played, ever!!!! heh heh...and your help would be much appreciated, friend Big Smile Smilie
There is also another set of books coming out called the War of the Spiderqueen by RA Salvatore. According to the Wizards of the Coast Website. It should be out sometime this month.

Here some more stuff including the actual stats on the Whip or Scourge of Fangs.

City of the Spider Queen is an epic FORGOTTEN
REALMS® adventure designed to occupy a party of
adventurers as they advance from 10th level
all the way up to around 18th level. Enormous in scope and
world-shaking in consequences, the adventure could provide the
foundation for an entire campaign. The purpose of this web
enhancement is to offer additional material to just that end: to
enrich campaigns set in the Underdark, focusing on the events of
the City of the Spider Queen adventure and the War of the Spider
Queen novel series.
To use this web enhancement, you should already have City of the
Spider Queen by James Wyatt. This bonus material is
brought to you by the official FORGOTTEN REALMS website:
.
Additional
Encounters in the
Deep Wastes
Part II of City of the Spider Queen involves a long trek through the
Underdark. Some adventuring parties will breeze right through this
section (perhaps almost literally, using wind walk), while others will
savor every moment of the long and danger-fraught journey. Even
wind walking characters tend to stop for encounters, however. Use
these additional encounters instead of or in addition to some of the
ones presented in the adventure.
Werebat (EL 14)
The characters come upon three dire bats—actually a drow werebat
druid with her two animal companions. Thelossa, the werebat, is
originally from Maerimydra but left the city 20 years ago after she
contracted lycanthropy. Use the Yrthak Caverns map in the map
booklet for this encounter, but at a reduced scale (1 small square =
5 feet, rather than 50 feet).
2
This layout intentionally begins on page 2. There is no page 1.
Additional Design: Rich Baker
Editing and Typesetting: Sue Weinlein Cook
Editorial Assistance: Penny Williams
Web Production: Julia Martin
Web Development: Mark Jindra
Graphic Design: Robert Campbell, Robert Raper
Based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and
Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, and Peter Adkison.
Visit our website at www.wizards.com/forgottenrealms
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DUNGEON MASTER, d20 System, and FORGOTTEN REALMS are registered trademarks
owned by Wizards of the Coast, Inc.
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similarity to actual people, organizations, places, or events is purely coincidental.
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of Wizards of the Coast, Inc.
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.
©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
Additional Credits
A CITY OF THE SPIDER QUEEN WEB ENHANCEMENT
BY JAMES WYATT
Underdark
Campaigns
Encounter Distance: 110 feet
D Thelossa: hp 93
D Dire Bats (2): hp 26, 30; see MONSTER MANUAL®
Tactics: Thelossa begins the encounter in her bat form and
attacks immediately, after casting a silent stilled greater magic fang
on herself. She uses her natural weapons in bat form, supplemented
by the silent stilled spells she has at her disposal (leading off with
flame strike) until she decides that she would have a better chance
against the characters in her humanoid form. At that point, she
attempts a Control Shape check (DC 20) to change form. If she succeeds,
she uses spells from a distance where possible (starting with
barkskin on herself, then another flame strike, an ice storm, and
flaming sphere) while her animal companions attack. When forced
into melee in drow form, she casts flame blade and attacks with
that, as well as using touch spells like heat metal and poison. If she
sees herself losing the fight, she casts obscuring mist then uses wild
shape to become a Tiny bat (with statistics as a raven’s) and fly away.
D Thelossa: Female drow werebat Drd 11 (drow form); CR 13;
Medium-size shapechanger; HD 11d8+11; hp 60; Init +2; Spd 30 ft.;
AC 13, touch 13, flat-footed 11; Atk +10/+5 melee (1d8+5/18–20,
flame blade); SA Spell-like abilities; SQ Alternate form, animal
companions (dire bats), bat empathy, blindsight 120 ft., drow traits,
nature sense, resist nature’s lure, SR 22, trackless step, venom immunity,
wild shape (Tiny, Small, Medium-size, or Large animal 4/day),
woodland stride; AL NE; SV Fort +11, Ref +6, Will +12;
Str 14, Dex 14, Con 12, Int 12, Wis 16, Cha 10.
Skills and Feats: Concentration +15, Control Shape +16, Intuit
Direction +16, Knowledge (nature) +14, Listen +12, Search +7, Spot
+12, Wilderness Lore +18; Alertness, Silent Spell, Still Spell,
Survivor.
Spell-Like Abilities: 1/day—dancing lights, darkness, faerie fire.
Caster level 11th; save DC 12.
Alternate Form (Su): With a successful Control Shape check,
Thelossa can assume the form of a dire bat as a full-round action.
Upon assuming her dire bat form, she regains hit points as if she had
rested for a day. If slain, she reverts to her drow form, though she
remains dead. However, any part of her body that is separated from
the whole retains its animal form.
Animal Companions: Thelossa has two dire bat animal companions.
She has befriended these creatures with the spell animal
friendship.
Bat Empathy (Ex): Thelossa gains a +4 racial bonus to checks
when influencing a bat’s attitude. She can communicate simple concepts
and (if the bat is friendly) commands.
Drow Traits: Thelossa is immune to magic sleep spells and effects.
She has a +2 racial bonus on saves against enchantment spells or
effects. Thelossa has darkvision (120-foot radius), and she is entitled
to a Search check when within 5 feet of a secret or concealed door
as though actively looking for it. She has a +2 racial bonus on Will
saves against spells or spell-like abilities; Thelossa has light blindness
(blinded for 1 round by abrupt exposure to bright light, –1 circumstance
penalty on all attack rolls, saves, and checks while operating
in bright light). She also has a +2 racial bonus on Listen, Spot, and
Search checks (already figured into the statistics given above).
Nature Sense: Thelossa can identify plants and animals (their
species and special traits) with perfect accuracy. She can determine
whether water is safe to drink or dangerous.
Resist Nature’s Lure: Thelossa gains a +4 bonus to saving throws
against the spell-like abilities of fey (such as dryads, nymphs, and
sprites).
Trackless Step: Thelossa leaves no trail in natural surroundings
and cannot be tracked.
Venom Immunity: Thelossa gains immunity to all organic poisons,
including monster poisons but not mineral poisons or poison gas.
Wild Shape (Sp): Thelossa can change into a Tiny, Small,
Medium-size, or Large animal and back again four times per day.
Unlike the polymorph self spell, this ability allows her to adopt only
one form per use. Upon changing into an animal form, she regains
hit points as if she has rested for a day, and she risks no penalty for
being disoriented while in her wild shape. She gains all the creature’s
special abilities when she does so.
Woodland Stride: Thelossa may move through natural thorns,
briars, overgrown areas, and similar terrain at her normal speed and
without suffering damage or other impairment. However, thorns,
briars, and overgrown areas that are enchanted or magically manipulated
to impede motion still affect her.
Spells Prepared (6/6/5/5/3/2/1; save DC 13 + spell level): 0—
detect magic, flare, guidance, purify food and drink, read magic,
resistance; 1st—cure light wounds, entangle, faerie fire, magic fang,
obscuring mist, pass without trace; 2nd—barkskin, flame blade,
flaming sphere, heat metal, resist elements; 3rd—meld into stone,
poison, protection from elements, silent stilled magic fang, spike
growth; 4th—cure serious wounds, flame strike, silent stilled flaming
sphere; 5th—ice storm, silent stilled greater magic fang; 6th—
silent stilled flame strike.
Possessions: Pearl of power (3rd-level spell), pearl of power (2ndlevel
spell), dusty rose ioun stone, necklace of fireballs (type III).
D Thelossa: Female drow werebat (dire bat form) Drd 11; CR 13;
Large shapechanger; HD 11d8+44; hp 93; Init +8; Spd 20 ft., fly 40
ft. (good); AC 21, touch 14, flat-footed 17; Atk +12 melee (1d8+7,
bite); Face/Reach 10 ft. by 5 ft./5 ft.; SA Curse of lycanthropy, spelllike
abilities; SQ Alternate form, animal companion (dire bats), bat
Underdark Campaigns
3
Drow Names
Only drow leaders of significance are named in the pages of City of the Spider Queen, but characters might capture or charm low-ranking
drow in many spots. In case you need a drow name quickly, consult the following lists:
Female: Alauniira, Belarbreena, Charinida, Drisinil, Faeryl, Haelra, Ilivarra, Laele, Nathrae, Pellanistra, Quarra, Rilrae, Sabrae, Talice,
Vlondril, Xullrae, Yasraena, Zarra.
Male: Alak, Belgos, Chaszmyr, Durdyn, Elkantar, Guldor, Istorvir, Kelnozz, Malaggar, Mourn, Nym, Orgoloth, Ranaghar, Rizzen, Seldszar,
Szordrin, Tebryn, Yazston.
Surnames: Abaeir, Blundyth, Coborel, Dhuunyl, Gellaer, Hune, Jhalavar, Luen, Mlezzir, Pharn, Rrostarr, Telenna, Vrinn, Xarann,
Zolond.
—Rich Baker
Underdark Campaigns
4
empathy, blindsight 120 ft., DR 15/silver, drow traits, nature sense,
resist nature’s lure, SR 22, trackless step, venom immunity, wild
shape (Tiny, Small, Medium-size, or Large animal 4/day), woodland
stride; AL NE; SV Fort +14, Ref +8, Will +12; Str 20, Dex 18, Con
18, Int 12, Wis 17, Cha 10.
Skills and Feats: Concentration +18, Control Shape+16, Hide +0,
Intuit Direction +16, Knowledge (nature) +14, Listen +20*, Move
Silently +9, Search +11, Spot +20*, Wilderness Lore +18; Alertness,
Flyby Attack, Improved Initiative, Silent Spell, Still Spell, Survivor.
Curse of Lycanthropy (Su): Any humanoid hit by Thelossa’s bite
attack must succeed at a Fortitude save (DC 14) or contract lycanthropy.
Spell-Like Abilities: 1/day—dancing lights, darkness, faerie fire.
Caster level 11th; save DC 12.
Alternate Form (Su): With a successful Control Shape check,
Thelossa can assume the form of a dire bat as a full-round action.
Upon assuming her dire bat form, she regains hit points as if she had
rested for a day. If slain, she reverts to her drow form, though she
remains dead. However, any part of her body that is separated from
the whole retains its animal form.
Animal Companion: Thelossa has two dire bat animal companions.
She has befriended these creatures with the spell animal
friendship.
Bat Empathy (Ex): Thelossa gains a +4 racial bonus to checks
when influencing a bat’s attitude. She can communicate simple concepts
and (if the bat is friendly) commands.
Blindsight (Ex): Thelossa maneuvers and fights as well in the dark
as a creature with normal vision does in the light. She uses echolocation
that allows her to “see” objects and creatures within 120 feet.
A silence spell negates this ability and forces her to rely on her weak
vision, which has a maximum range of 10 feet. *Her blindsight gives
her a +4 racial bonus on Spot and Listen checks. These bonuses are
lost if her blindsight is negated.
Drow Traits: Thelossa is immune to magic sleep spells and effects.
She has a +2 racial bonus on saves against enchantment spells or
effects. Thelossa has darkvision (120-foot radius), and she is entitled
to a Search check when within 5 feet of a secret or concealed door
as though actively looking for it. She has a +2 racial bonus on Will
saves against spells or spell-like abilities; Thelossa has light blindness
(blinded for 1 round by abrupt exposure to bright light, –1 circumstance
penalty on all attack rolls, saves, and checks while operating
in bright light). She also has a +2 racial bonus on Listen, Spot, and
Search checks (already figured into the statistics given above).
Nature Sense: Thelossa can identify plants and animals (their
species and special traits) with perfect accuracy. She can determine
whether water is safe to drink or dangerous.
Resist Nature’s Lure: Thelossa gains a +4 bonus to saving throws
against the spell-like abilities of fey (such as dryads, nymphs, and
sprites).
Trackless Step: Thelossa leaves no trail in natural surroundings
and cannot be tracked.
Venom Immunity: Thelossa gains immunity to all organic poisons,
including monster poisons but not mineral poisons or poison gas.
Wild Shape (Sp): Thelossa can change into a Tiny, Small,
Medium-size, or Large animal and back again four times per day.
Unlike the polymorph self spell, this ability allows her to adopt only
one form per use. Upon changing into an animal form, she regains
hit points as if she has rested for a day, and she risks no penalty for
being disoriented while in her wild shape. She gains all the creature’s
special abilities when she does so.
Woodland Stride: Thelossa may move through natural thorns,
briars, overgrown areas, and similar terrain at her normal speed and
without suffering damage or other impairment. However, thorns,
briars, and overgrown areas that are enchanted or magically manipulated
to impede motion still affect her.
Possessions: dusty rose ioun stone.
Note: The werebat template is described in Monsters of Faerûn.
Thelossa’s statistics represent a corrected version of that template
(see sidebar on the next page).
Dracolisk (EL 12)
The characters are hunted by a fiendish half-dragon/half-basilisk.
Some ancient texts speak of the “dracolisk” as if it were a distinct
species of monster, suggesting that these crossbreeds were once more
common than they are now. This one, spawned on the lower planes,
is both unusually powerful and unusually bad tempered. It has
crawled these Underdark tunnels for decades, eating whatever it can
catch—from stray rothé to unwary drow.
Encounter Distance: 60 feet
D Fiendish Dracolisk: hp 150
Tactics: Sharing none of the intellect of its dragon parent, the
fiendish dracolisk is nevertheless a stealthy hunter accustomed to
stalking prey in these Underdark passages. If it hears the characters
approaching, it crouches in a small alcove and waits for them to
reach its hiding place. It uses its breath weapon to target the characters
in the middle of the party, then leaps out to attack with its
gaze and natural weapons.
D Male Fiendish Half-Black Dragon/Half-Advanced Basilisk: CR 11;
Large dragon; HD 12d12+60; hp 138; Init –2; Spd 20 ft., fly 20 ft.
(average); AC 20, touch 7, flat-footed 20; Atk +21 melee (2d6+10,
bite) and +16 melee (1d6+5, 2 claws); Face/Reach 5 ft. by 10 ft./5 ft.;
SA Breath weapon (60-ft. line of acid), petrifying gaze, smite good;
SQ Cold resistance 20, darkvision 60 ft., DR 10/+3, fire resistance
20, immunities, low-light vision, SR 24; AL N; SV Fort +15, Ref +6,
Will +5; Str 31, Dex 6, Con 21, Int 4, Wis 12, Cha 12.
Skills and Feats: Hide +6, Listen +9, Move Silently +4, Spot +9;
Alertness, Flyby Attack, Great Fortitude, Wingover .
Breath Weapon (Su): Once per day, the fiendish dracolisk can
breathe a 60-foot line of acid. Anyone within its range takes 6d4
points of damage (Reflex DC 17 half).
Petrifying Gaze (Su): A fiendish dracolisk can turn a target within
30 feet that meets its gaze to stone permanently. A successful Fortitude
save (DC 17) negates the effect. Each opponent within range
of its gaze attack must attempt a saving throw each round at the
beginning of that opponent’s turn in initiative order. The dracolisk
can also actively gaze as an attack action by choosing a target within
range, who must then attempt a saving throw.
Smite Good (Su): Once per day, a fiendish dracolisk can make a
normal attack to deal an additional +12 points of damage against a
good foe.
Immunities: A fiendish dracolisk is immune to acid, paralysis, and
sleep effects.
Skills: *A dracolisk gets a +4 racial bonus on Hide checks in natural
settings.
Arachnemancer (EL 17)
The characters encounter a wandering devotee of Lolth who has
not been stripped of her spells: a wizard with an affinity for all
kinds of arachnids. Rhuallith is an arachnemancer, a member of a
prestige class that venerates spiders to an extreme degree, adopting
them as a totem and mimicking their ways through magic. A
regular traveler in the Underdark, Rhuallith seems extremely cautious
and suspicious of strangers, and generally attacks without
pausing to communicate. If the party is made up of drow (or is disguised
to appear so), she may parley before attacking, but still
treats them with suspicion until she is convinced they share her
devotion to Lolth.
Encounter Distance: 60 feet
D Rhuallith: hp 58
D Jade Spider: hp 132; see City of the Spider Queen, Appendix I
The arachnemancer prestige class (written by Monte Cook) is fully
described in DUNGEON® Magazine #84. Rhuallith’s statistics contain
all the information you need to run this encounter with her.
D Rhuallith: Female drow Wiz 7/arachnemancer 8; CR 15;
Medium-size humanoid (elf); HD 7d4+7, 8d6+8; hp 58; Init +6; Spd
30 ft.; AC 19, touch 14, flat-footed 17; Atk +9/+4 melee
(1d4/19–20, dagger of venom); SA Command spiders, poison touch,
spell-like abilities; SQ Drow traits, poison save bonus +8, speak with
spiders, spider magic, spiderform, SR 26, webwalking; AL CE;
SV Fort +5, Ref +10, Will +8; Str 8, Dex 15, Con 12, Int 22, Wis 12,
Cha 8.
Skills and Feats: Climb +17, Concentration +19, Hide +32, Jump
+17, Knowledge (arcana) +12, Knowledge (nature) +13, Listen +3,
Move Silently +22, Search +8, Spellcraft +24, Spot +3; Combat Casting,
Greater Spell Focus (Evocation), Improved Initiative, Scribe Scroll,
Silent Spell, Spell Focus (Evocation), Spell Penetration, Stealthy.
Underdark Campaigns
5
Updated Template: lycanthrope, werebat
Lycanthropes are humanoids who can transform themselves into animals or hybrid monsters.
Evil lycanthropes often hide among normal folk, emerging in animal form at night (especially under the full moon) to spread terror
and bloodshed.
CREATING A LYCANTHROPE
“Lycanthrope” is a template that can be added to any humanoid creature (referred to hereafter as the “character”). The creature’s type
changes to “shapechanger.” The lycanthrope takes on the characteristics of some type of carnivorous animal (referred to hereafter as the
“animal”). A werebat is a humanoid who can transform into the form of a dire bat.
A lycanthrope uses either the character’s or the animal’s statistics and special abilities in addition to those set out below.
Hit Dice: Same as the character or animal, whichever produces the higher hit point total. If the lycanthrope’s number of Hit Dice is
important, as with a sleep spell, use the character’s or animal’s number of Hit Dice, whichever is greater.
Speed: Same as the character or animal, depending on which form the lycanthrope is using.
AC: The character’s or animal’s natural armor increases by +2, depending on which form the lycanthrope is using.
Attacks: Same as the character or animal, depending on which form the lycanthrope is using.
Damage: Same as the character or animal, depending on which form the lycanthrope is using.
Special Attacks: A lycanthrope retains all the special attacks of the character or animal, depending on which form it is using, and also
gains those listed below.
Lycanthropic Empathy (Ex): Lycanthropes can communicate and empathize with normal or dire animals of their animal form. This
gives them a +4 racial bonus to checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the
animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15)
or contract lycanthropy. Bludgeoning or nonpenetrating attacks do not transmit the condition.
Special Qualities: A lycanthrope retains all the special qualities of the character or animal and also gains those listed below.
Alternate Form (Su): All lycanthropes can shift into animal form as though using the polymorph self spell (though their gear does not
change). Changing to or from animal form is a standard action. Upon assuming animal form, the lycanthrope regains hit points as if having
rested for a day. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form,
however. This shapeshifting ability can be difficult to control.
Damage Reduction (Ex): A lycanthrope in animal form gains damage reduction 15/silver.
Saves: The base saves are as for the character or animal, whichever is better. In addition, lycanthropes receive a +2 racial bonus to Fortitude
and Will saves.
Abilities: For a lycanthrope in humanoid form, ability scores are unchanged. In animal form, a werebat’s ability scores improve as follows:
Str +6, Dex +4, Con +6.
Skills: Lycanthropes receive a +4 racial bonus to Search, Spot, and Listen checks when in humanoid form. In animal form, these bonuses
increase to +8. A lycanthrope in animal form gains the same skills as a normal animal of its form in addition to the character’s skills.
If a lycanthrope has a skill in both its humanoid and animal forms, use the better score. Afflicted lycanthropes also can learn the Control
Shape skill as a class skill.
A werebat gains a +4 racial bonus on Spot and Listen checks in animal form. These bonuses are lost if its blindsight is negated.
Feats: Same as the character. When in animal form, the lycanthrope gains any feats a normal animal of its form has. Lycanthropes also
have the Improved Control Shape feat. Werebats in animal form also have Flyby Attack and Improved Initiative.
Climate/Terrain: Same as either the character or animal
Organization: Solitary or pair, sometimes family (2–4), pack (6–10), or troupe (family plus related animals)
Challenge Rating: Same as the animal +2
Treasure: Standard
Alignment: Any; werebats are always neutral evil.
Advancement: By character class
Command Spiders (Ex): Rhuallith can compel any spiderkind
creature to obey her verbal commands. An unwilling, intelligent
target is entitled to a Will saving throw (DC 17). A failed saving
throw indicates that the target obeys one command, per a suggestion
spell. A successful saving throw allows the creature to resist the command,
but Rhuallith can attempt to command it again next round.
The act of commanding an unwilling target is a standard action.
Otherwise, issuing commands is a free action.
Poison Touch (Ex): Rhuallith delivers poison (Fortitude save DC
19) with a successful touch attack. The initial and secondary damage
is the same (1d3 points of Strength damage). She can elect not to
secrete poison. Secreted poison cannot be harvested or saved for any
purpose.
Spell-Like Abilities: 1/day—dancing lights, darkness, faerie fire.
Caster level 15th; save DC 9 + spell level.
Drow Traits: Rhuallith is immune to magic sleep spells and
effects. She has a +2 racial bonus on saves against enchantment
spells or effects. Rhuallith also has darkvision (120-foot range), and
she is entitled to a Search check when within 5 feet of a secret or
concealed door as though actively looking for it. She has a +2 racial
bonus on Will saves against spells or spell-like abilities. As a drow,
Rhuallith has light blindness (blinded for 1 round by abrupt exposure
to bright light, –1 circumstance penalty on all attack rolls,
saves, and checks while operating in bright light). She also has a +2
racial bonus on Listen, Spot, and Search checks (already figured into
the statistics given above).
Poison Save Bonus: Rhuallith gains a +8 bonus on all saving
throws against poison.
Speak with Spiders (Su): Rhuallith can freely communicate with
any spiderkind creature (see “Spiderkind” in City of the Spider
Queen).
Spider Magic (Su): Rhuallith uses her total character level when
determining level-based factors (range, duration, and so forth) of
her arachnemancer spells.
Spiderform (Su): Rhuallith can change her form to that of a monstrous
spider of any size, from Diminutive to Gargantuan. This
supernatural ability works like the spell polymorph self. The change
can last no more than 80 minutes, but during that time, she can
shift back and forth between the spider form and her real form as
desired (the shift requires a standard action).
Webwalking (Su): Rhuallith can ignore web spells and spiderkind
webbing as if affected by a freedom of movement spell.
She can walk along webs as if on solid ground (no Balance skill
check required).
Arachnemancer Spells Prepared (5/5/3/3; save DC 16 + spell
level, or 20 + spell level for Evocation spells; 10% chance of spell
failure): 1st—cause fear (2), spider climb (2), summon monstrous
spider I†; 2nd—spiderskin†, summon spider swarm† (2), web (2);
3rd—giant vermin, poison, summon monstrous spider III†; spider
plague† (2), wall of webs.
Wizard Spells Prepared (4/6/5/3/2; save DC 16 + spell level, or 20
+ spell level for Evocation spells; 10% chance of spell failure): 0—
detect magic (2), flare*, mage hand; 1st—magic missile*, obscuring
mist, ray of enfeeblement, shield, spider climb, true strike; 2nd—
Aganazzar’s scorcher*, daylight*, levitate, mirror image, resist elements;
3rd—blink, lightning bolt*, vampiric touch; 4th—enervation,
Otiluke’s resilient sphere.
Wizard’s Spellbook: 0—arcane mark, dancing lights, daze, detect
magic, detect poison, disrupt undead, flare, ghost sound, light, mage
hand, mending, open/close, prestidigitation, ray of frost, read magic,
resistance; 1st—alarm, color spray, endure elements, magic missile,
magic weapon, Nystul’s undetectable aura, obscuring mist, ray of
enfeeblement, shield, spider climb, summon monster I, true strike;
2nd—Aganazzar’s scorcher, daylight, levitate, mirror image,
obscure object, protection from arrows, resist elements, summon monster
II, summon swarm, web; 3rd—blink, clairaudience/clairvoyance,
dispel magic, lightning bolt, summon monster III, vampiric
touch; 4th—dimension door, enervation, Otiluke’s resilient sphere,
summon monster IV.
* Evocation spell
† Arachnemancer spell
Spider plague is as insect plague, except conjured insects are
spiders instead (and do not fly). Spiderskin is as barkskin.
Summon monstrous spider is as summon monster, except a monstrous
spider is conjured and the duration is doubled (2
rounds/level): I—Small, III—Large. Summon spider swarm is as
summon swarm, except conjured insects are spiders instead (and
do not fly). Wall of webs: As wall of iron, including hardness and
hit points, except the wall is twice as thick and made of concentrated
webbing (but not flammable).
Possessions: Cloak of Charisma +4, +3 shadow leather armor,
dagger of venom, ring of protection +2, Boccob’s blessed book.
Additional Magic
Items
These drow-themed magic items do not appear in City of the Spider
Queen simply because none of the drow nonplayer characters
(NPCs) in the adventure used them. Both make useful gear for drow;
the scourge of fangs in particular is common equipment for clerics
of Lolth.
Spider Mask: This drow-made item is a black velvet face mask
with four spiderlike, jointed wire “legs” protruding from each side of
it. It entirely conceals the face when worn, and bestows two distinct
powers to its wearer. First, the wearer remains entirely unaffected
by spider webs, web spells, tanglefoot bags, and similar weblike
effects, as if the character had a freedom of movement spell in effect.
Second, the wearer gains a +5 resistance bonus to saving throws
against the poison attacks of vermin.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, freedom
of movement, resistance; Market Price: 7,750 gp; Weight: —.
Scourge of Fangs: This scourge has a handle of adamantine and
five serpentine constructs as lashes. The snakes are extensions of the
will of the scourge’s wielder, hissing and writhing in response to the
thoughts and emotions of the character carrying it. At the wielder’s
mental command, the serpents attack as separate and independent
creatures, using the statistics below. With an attack action, the whip
wielder can cause one of the snake heads to attack; as a full attack
action all the heads can attack. If a good-aligned character tries to
wield the scourge, the snakes attack the wielder instead of the
intended target.
The snake heads have the following characteristics: Tiny Construct;
HD 2d10; hp 11; Init +3; Spd 0 ft.; AC 17 (touch 14, flatfooted
14); Atk +5 melee (1d2–2 and pain, bite); SA Pain;
SQ Construct; AL NE; SV Fort +0, Ref +3, Will +0; Str 6,
Dex 17, Con —, Int —, Wis 11, Cha 1. Feat: Weapon Finesse
(bite).
Pain (Su): The venom of the serpent’s bite causes wracking pains,
imposing a –4 penalty on the victim’s attack rolls, skill checks, and
ability checks for 2d4 rounds. A successful Fortitude save (DC 19)
reduces the penalty to –2.
If a snake head is destroyed, it falls off the whip. The remaining
heads continue to function normally until all are destroyed.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, animate
objects, bestow curse; Market Price: 30,000 gp; Weight: 5 lb.
Underdark Campaigns
6
New Monsters
These Underdark denizens all have a Challenge Rating too low to
warrant their inclusion in City of the Spider Queen. If you are running
an Underdark campaign with characters at lower level, however,
they may prove interesting opponents. At high levels, they can
still add to the realism of an adventure simply by appearing in the
background—the foulwing as a mount for a higher-level NPC, for
example, or giant arachnids as companions for an arachnemancer
like Rhuallith.
Foulwing
Huge Aberration
Hit Dice: 6d8+30 (57 hp)
Initiative: +1
Speed: 20 ft., fly 30 ft. (poor)
AC: 17 (–2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Attacks: 3 bites +10 melee and 2 claws +5 melee
Damage: Bite 1d8+8, claw 2d4+4
Face/Reach: 15 ft. by 15 ft./10 ft.
Special Attacks: Blood drain, breath weapon, crush 2d8+12
Special Qualities: Darkvision 60 ft.
Saves: Fort +7, Ref +3, Will +5
Abilities: Str 27, Dex 12, Con 20, Int 7, Wis 10, Cha 5
Skills: Climb +25, Spot +9
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or flock (3–5)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 7–16 HD (Huge); 17–18 HD (Gargantuan)
A foulwing is a grotesquely misshapen predator with no greater love
than tearing flesh from bone with its three toothy mouths.
A foulwing’s squat posture and bloated body suggests the shape of
an enormous toad, about 20 feet long and 8 feet at the shoulder. It
weighs around 8,000 lb. Its skin is black and covered with wriggling
growths shaped like small horns. Its legs end in rubbery fingers
useful for clinging to uneven surfaces but ineffectual in combat.
Black, leathery wings tipped by sharp claws sprout from its shoulders.
Its head is long and narrow, ending in a snout with a single nostril
surrounded by three needle-toothed jaws. Its red eyes, faceted like
gemstones, glow with a pale red light.
Foulwings communicate with each other in harsh croakings only
slightly more sophisticated than animal calls, conveying identities
and basic emotions, urges, and warnings.
COMBAT
Foulwings hunt from the air, hurling themselves onto potential
prey with their massive bodies and tearing with their jaws while
battering foes with the claws on their wings. Drow and other evil
humanoids frequently tame and ride these creatures as war
steeds.
Blood Drain (Ex): A foulwing can use its three long, tubelike
tongues to drain blood from an opponent it has pinned with its crush
attack. With a successful grapple check (grapple bonus +20), it drains
blood, dealing 1d4 points of Constitution damage.
Breath Weapon (Su): A foulwing’s breath weapon is a 30-foot
cone of acidic gas. Creatures within the cone must make a successful
Reflex save (DC 18) or be blinded and stunned for 1 round as the
gas burns the eyes and exposed skin.
Crush (Ex): A flying foulwing can land on opponents three or
more sizes smaller than itself as a standard action, using its whole
body to crush them. A crush attack affects as many creatures as can
fit under the foulwing’s body. Each creature in the affected area
must succeed at a Reflex save (DC 18) or be pinned, automatically
taking 2d8+12 points of bludgeoning damage. Thereafter, if the
foulwing chooses to maintain the pin, treat it as a normal grapple
attack (grapple bonus +20). While pinned, the opponent takes crush
damage each round.
Skills: A foulwing receives a +8 racial bonus on Climb checks.
Lurker Above
Huge Aberration
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 10 ft., climb 10 ft., fly 30 ft. (good)
AC: 15 (–2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Attacks: Slam +13 melee
Damage: Slam 1d8+12
Face/Reach: 10 ft. x 20 ft./5 ft.
Special Attacks: Constrict 1d8+12, improved grab, smother
Special Qualities: Darkvision 60 ft., immunities, levitate, low-light
vision, scent, tremorsense
Saves: Fort +8, Ref +4, Will +11
Abilities: Str 27, Dex 12, Con 21, Int 5, Wis 18, Cha 4
Skills: Climb +16, Hide -2*, Listen +11, Move Silently +12, Spot +11
Feats: Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary, pair, or flock (3–5)
Challenge Rating: 8
Treasure: Half
Alignment: Always neutral
Advancement: 11–16 HD (Huge); 17–30 HD (Gargantuan)
The lurker above is an unusual creature found only in large subterranean
areas. It is a flat creature generally 20 feet wide and 10 feet
long, with two large eyes located near the center of its front edge.
No more than a foot thick, it resembles a manta ray. Its skin is
smooth, black, and rubbery on the top, but its underside has the coloration
and texture of stone. Over the course of a few days, the
underside of a lurker above can shift in texture and color to appear
to be almost any kind of rock.
Hundreds of tiny claws that emerge from its smooth top enable
the lurker above to crawl along surfaces, but only very slowly. It
generally prefers to fly, using its natural buoyancy and undulating
its whole body as a wing to move with speed and grace in a motion
very similar to swimming. A lurker above resorts to its tiny claws
only when constricting prey; it can float while using them but
cannot move horizontally.
A lurker above can enter a state similar to hibernation, enabling
it to feed only once every few months. When food is plentiful,
however, it is capable of eating many times its body volume in a
single sitting. Its rough-textured underside conceals hundreds of
tiny suckers used to consume food. The suckers, too small to bite
prey, suck up victims that have been crushed into paste by the
creature’s entire body.
Most caverns are large enough to support only a single lurker
above, but particularly enormous or well traveled caverns can support
as many as five. A lurker above does not attack, eat, or act
against others of its kind; if food becomes too scarce, it moves on to
new hunting grounds. A lurker above that has fed well and often
enough to grow to Gargantuan size eventually enters a long stage of
inactivity, during which time it divides into 2-4 Medium-size young.
Underdark Campaigns
7
The young reach maturity in 20 to 30 feedings, which can take as
little as a few weeks or as long as a few years.
A lurker above does not itself have any use for coins or magic
items, and finds most metals inedible. As a result many caves inhabited
by the creatures develop a small pile of treasure left from victims.
In some cases, the treasure pile acts as a lure for unwary
subterranean humanoids, who themselves become victims of the
lurker above.
COMBAT
A lurker above attacks only to feed, but is almost always hungry.
When at rest, it attaches itself to the ceiling of a large cave or
cavern. Upon sensing prey (generally with its tremorsense), the
lurker above becomes awake and alert. It positions itself over a
target, then drops down to attack. A lurker above always attempts
to grapple and constrict the largest target in a group, then levitate
out of counterattack reach. If targets can attack the lurker above at
range, it attempts to move its grappled target to one side of its body
and make slam attacks against other targets.
Constrict (Ex): A lurker above deals 1d8+12 points of damage
with a successful grapple check.
Improved Grab (Ex): If a lurker above hits an opponent that
is at least one size category smaller than itself with a slam
attack, it deals normal damage and attempts to start a grapple as
a free action without provoking an attack of opportunity (grapple
bonus +23). If it gets a hold, it constricts on the same round.
Thereafter, the lurker above has the option to conduct the grapple
normally, or simply use its body to hold the opponent (-20
penalty on grapple check, but the lurker above is not considered
grappled). In either case, each successful grapple check it makes
during successive rounds automatically deals slam and constriction
damage. A lurker above may not have more than one target
grappled at a time.
Smother (Ex): In addition to constricting its victim, a lurker
above that has made a successful grapple check against a target cuts
off all the prey’s air. Targets being smothered use the same rule as
for drowning: They can hold their breath for a number of rounds
equal to twice their Constitution. After this time, the target must
make a Constitution check (DC 10) in order to continue holding its
breath. Each round, the DC increases by 1.
When the target fails its Constitution check, it begins to suffocate.
In the first round, it falls unconscious (0 hp). On the following
round, it drops to –1 and is dying. In the third round, it succumbs
and dies.
Immunities (Ex): Because of its rubbery hide and ability to stretch
easily, a lurker above takes only half damage from bludgeoning
attacks.
Levitate (Ex): The body of a lurker above is naturally buoyant,
allowing it to gain and lose altitude. Thus a lurker above may produce
an effect like that of the levitate spell, as a free action, moving
at a base speed of 20 feet.
Scent (Ex): The creature can detect approaching enemies, sniff
out hidden foes, and track by sense of smell.
Tremorsense (Ex): When attached to a rocky surface, a lurker
above can automatically sense the location of anything within 180
feet that is in contact with the same rock. This capability enables a
lurker above on the ceiling of a cavern to sense the approach of creatures
walking across the bottom of the cavern.
Skills: A lurker above gains a +4 racial bonus on Listen and Move
Silently checks. *When attached to the ceiling in rocky areas with
little vegetation, a lurker above gains a +12 racial bonus on Hide
checks.
Underdark Campaigns
8
Vermin, Giant Arachnids
Giant Whip Spider Giant Whip Scorpion Giant Sun Spider
Medium-Size Vermin Large Vermin Large Vermin
Hit Dice: 2d8+4 (13 hp) 4d8+8 (26 hp) 6d8+12 (39hp)
Initiative: +2 +1 +2
Speed: 40 ft. 50 ft. 40 ft.
AC: 16 (+2 Dex, +4 natural), 18 (–1 size, +1 Dex, +8 natural), 16 (–1 size, +2 Dex, +5 natural),
touch 12, flat-footed 14 touch 10, flat-footed 17 touch 11, flat-footed 14
Attacks: 2 claws +2 melee and bite –3 2 claws +4 melee and bite –1 Bite +6 melee and 2 claws +1
melee melee melee
Damage: Claw 1d4+1, bite 1d6 Claw 1d6+2, bite 1d8+1 Bite 2d6+3, claw 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab, squeeze Improved grab, squeeze, Improved grab, squeeze
poison spray
Special Qualities: Poison immunity, vermin traits Poison immunity, vermin traits Vermin traits
Saves: Fort +5, Ref +2, Will +0 Fort +6, Ref +2, Will +1 Fort +7, Ref +4, Will +2
Abilities: Str 13, Dex 14, Con 14, Str 15, Dex 12, Con 14, Str 17, Dex 15, Con 14,
Int —, Wis 10, Cha 2 Int —, Wis 10, Cha 2 Int —, Wis 10, Cha 2
Skills: Climb +8, Hide +10, Spot +7 Climb +9, Hide +8, Spot +7 Climb +10, Hide +10, Spot +7
Climate/Terrain: Any land and underground Any land and underground Warm land and underground
Organization: Solitary, pair, or pack (3–5) Solitary or pair Solitary, pair, or pack (3–5)
Challenge Rating:1 2 2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 3–6 HD (Medium-size) 5–12 HD (Large) 7–9 HD (Large); 10–18
HD (Huge)
Giant arachnids are relatives of the monstrous spiders and scorpions
described in the MONSTER MANUAL. They are not as widespread
nor as prone to species and size variation as their more common
cousins. Characters frequently encounter them in and near drow settlements
in the Underdark, where they are occasionally tamed and
used as beasts of burden and war. Though scorpions are not considered
spiderkind, giant whip spiders, giant whip scorpions, and giant
sun spiders do fall into that category, making them particularly susceptible
to many forms of drow magic.
COMBAT
All three giant arachnid varieties fight by grabbing opponents, then
squeezing and biting them to death.
Improved Grab (Ex): If a giant arachnid hits an opponent that is
at least one size category smaller than itself with a claw attack, it
deals normal damage and attempts to start a grapple as a free action
without provoking an attack of opportunity. If it gets a hold, it can
also squeezes in the same round.
Squeeze (Ex): A giant arachnid that gets a hold on an opponent
of its own size category or smaller automatically deals damage with
both claws. It can then use its bite as a primary attack at its full
attack value.
Vermin Traits: A giant arachnid is immune to all mind-affecting
effects (charms, compulsions, phantasms, patterns and morale
effects). It also has darkvision (60-foot range).
Skills: Giant arachnids receive a +4 racial bonus on Climb, Hide,
and Spot checks.
GIANT WHIP SPIDER
A giant whip spider is an arachnid about the size of a human with a
long, flat body and six spindly legs. Two more legs are held close to
the creature’s mouth and end in spiny pincers. Two long, whiplike
appendages emerge from the creature’s body just behind its pincerlegs,
but despite their impressive appearance these are simple feelers
it uses to probe into fissures and other areas it can’t see. It ranges in
length from 6 to 8 feet and weighs about 200 lb.
Sages sometimes refer to giant whip spiders as monstrous
amblypygids, but this term is not in common use.
COMBAT
A giant whip spider tries to grab prey in its pincers and hold the
victim near its mouth.
Improved Grab (Ex): The giant whip spider has a grapple bonus
of +2.
GIANT WHIP SCORPION
Giant whip scorpions look very similar to giant whip spiders. Their
front, pincer-tipped legs are larger and stronger, and a third long
feeler extends from the rear of their abdomens. They are also larger,
averaging 8 to 12 feet long and about 500 lb.
Giant whip scorpions are sometimes known as monstrous uropygids
or occasionally as giant vinegaroons, for their acidic spray.
COMBAT
Like other giant arachnids, giant whip scorpions attack with their
pincers, squeezing and biting opponents they can grab. They use
their poison spray to escape danger.
Improved Grab (Ex): The giant whip scorpion has a grapple bonus
of +9.
Poison Spray (Ex): Three times a day, a giant whip scorpion can
discharge a cloud of noxious vapor that extends in a 20-foot radius
spread around itself. The cloud is an inhaled poison (Fortitude save,
DC 18). The initial and secondary damage is the same (1d4 points of
Dexterity damage).
GIANT SUN SPIDER
Giant sun spiders are difficult to distinguish from Large monstrous
spiders without practice. Their segmented, hairy bodies sprout 10
legs, the front pair thicker than the rest and ending in small but
strong pincers. Dominating their heads are two gigantic mandibles
and two small, bulging, black eyes. Their coloration is typically
lighter than that of monstrous spiders, ranging from brown to
yellow. They are about 10 feet in diameter and weigh 250 lb.
Sages call giant sun spiders monstrous solifugids or monstrous
solpugids. They are also, more commonly, called giant camel spiders
or giant false spiders.
COMBAT
Lacking the developed pincers of the other giant arachnids, giant
sun spiders have weaker claw attacks but still use their grasping
claws in the same manner. A giant sun spider’s fearsome bite makes
up for its underdeveloped pincers.
Improved Grab (Ex): The giant whip spider has a grapple bonus
of +11.
The Silence of Lolth
The starting point for both City of the Spider Queen and the War
of the Spider Queen novel series is the same: Lolth has fallen silent
and is no longer granting spells to her clerics. In drow society, where
Lolth’s will is the single most important guiding principle and her
clerics hold the reins of power, this silence has catastrophic effects.
Dissolution, the first novel in the series, explores the effects of this
catastrophe in Menzoberranzan, while the second novel, Insurrection,
will expand the story to the nearby drow city of Ched Nasad.
City of the Spider Queen shows the results of Lolth’s silence in
Maerimydra.
If you are running an extended campaign based on City of the
Spider Queen, you may want to explore other drow cities beyond
these three and examine the repercussions of Lolth’s apparent abandonment
of her people there. In addition, Kiaransalee’s cult is not
working in Maerimydra only, so this section includes notes on the
activity of her cult beyond that fallen city.
Cormanthor
The “spider-kisser” drow of Cormanthor are a relatively weak faction
among the surface-dwelling dark elves who loot the ruins of the
ancient elven realm. Lolth’s silence, naturally, has made them even
weaker. Many of the “spider-kissers” are natives of Maerimydra;
some are considering a return to that city to oust the upstart
invaders. There are no followers of Kiaransalee among the drow of
Cormanthor.
Eryndlyn
The status quo of this drow city beneath the High Moor depends on
an uneasy truce among three religious factions: the followers of
Ghaunadaur, Vhaeraun, and Lolth. When one side showed its weakness,
the other two were quick to take advantage of that weakness,
and the Lolth faction is all but exterminated. Her priestesses lie slain,
their followers either killed or enslaved. The western plateau of the
Underdark Campaigns
9
city, once controlled by the Lolth faction, lies in ruins still contested
by the other two factions. Much like Maerimydra, it is a war zone,
and battle erupts whenever gangs or better-organized strike teams
from the remaining factions should happen to meet. The strife
extends into the outer edges of the two other domains as well.
With both Ghaunadaur and Vhaeraun taking an active interest in
events in Eryndlyn, Kiaransalee’s cult has been unable to find a
foothold in this city. Her cult has never numbered more than a tiny
handful of outlaw drow in Eryndlyn, despite what is actually an
unusual amount of religious freedom in the city: With three powerful
factions vying for control, few drow are willing to back a fourth
party like Kiaransalee’s weak cult.
Guallidurth
The drow of this city beneath the Calim desert have always tried to
follow the Will of Lolth—so much so, that the city has been in a
constant state of civil war, carved up among sects that vehemently
dispute exactly what the Spider Queen’s will is. The neverending
struggle among noble houses common to every drow city is paralleled
by an identical struggle among cultic factions, each led by the
Matron Mother of a noble house. Ironically, the situation has
changed very little since Lolth fell silent. A common crisis, which
some would take as an incentive to working together, is simply
another point of contention in the heated doctrinal debates in the
city. Every faction agrees that Lolth is angry with the drow of Guallidurth,
and almost every faction considers the Spider Queen’s anger
a result of their having failed to exterminate the heterodox groups
that oppose them. The eternal infighting continues unabated, even
amplified.
Guallidurth has always been a fertile ground for non-Lolthite
cults, with the cult of Vhaeraun most prominent among these.
About the only thing the Matron Mothers of the city can agree on
is that worshiping another deity is even worse than worshiping
Lolth the wrong way, so they sometimes manage to join forces to
hunt down the heretical cults that spring up like weeds in the city.
These hunts are rarely very effective, rapidly dissolving into infighting,
which only strengthens the growing disaffection with the rule
of Lolth in the city. In this environment, the cult of Kiaransalee is
growing measurably stronger, though it still holds little hope of
claiming any real power locally.
Sschindylryn
Miles below the King’s Forest of Cormyr, this drow city is a significant
trading power in the Underdark, but a minor military one, at
best. A sound defeat at the hands of Menzoberranzan’s armies
reduced Sschindylryn’s military power to practically zero, and the
city has focused on trade while rebuilding its strength, mastering
divination and travel magic to enhance its mercantile activities.
Even the drow tradition of constant internecine conflict has faded
in recent years as the city focuses its attention peacefully outward.
With Lolth’s silence, the Matron Mothers of Sschindylryn’s noble
houses fear they have angered their goddess by becoming too soft
and too comfortable. They have begun a steady campaign of intrigue
and assassination, but have failed to muster the full strength of their
houses behind them. The resulting rash of murders and one-on-one
combats has thinned the numbers of Lolth’s weakened clerics while
leaving room for males—particularly merchants and wizards, but
also the fighters who hold secondary positions in the houses—to
claim the true leadership of the city.
Kiaransalee’s cult thrives in this new environment, though it
remains small and largely invisible. Each noble house, a festering
sore of anger and vengefulness in the wake of the battles among the
Matron Mothers, now harbors at least one secretive worshiper of
Kiaransalee. Increasingly, fallen priestesses of Lolth are rising as
revenants and escalating the conflict. The males who run the city in
all but name still frown on the worship of the Revenancer, but do
not take anything near the steps that would have been taken before
Lolth’s silence to hunt them down and exterminate them.
Sshamath
Located under the Far Hills, Sshamath is a teeming drow metropolis
ruled not by the clerics of Lolth, but by male wizards who spearhead
the city’s extensive trade in magic items. Traditionally, the
clerics of Lolth have held secondary positions of power locally, but
with their abrupt loss of magical power they found themselves cast
down from their positions and replaced by other wizards and by clerics
who retain their spellcasting ability—including several clerics of
Kiaransalee. The Revenancer’s interest in magic (particularly necromantic
magic) has earned her clerics the respect of Sshamath’s
ruling wizards, and they now stand alongside clerics of Vhaeraun
and Ghaunadaur as minor city officials.
Even with a small temple now standing openly in the mist of the
city, however, the Revenancer could not hope to accomplish as much
in Sshamath as she has in the ruins of Maerimydra. The Weave disruption
created by Irae T’sarran’s work in Maerimydra would never
go unnoticed in a city of wizards, and even evil wizards have an
interest in seeing that the Weave remains uncorrupted. As a result,
her plans in Sshamath exist on a smaller scale. Her high priestess,
Chaulga Feth, is quietly amassing a small undead army in preparation
for Irae T’sarran’s eventual march from the Dalelands westward,
when the Great Revenance is complete.
Kiaransalee
City of the Spider Queen includes a brief description of Kiaransalee
and her cult. Here, her complete divine statistics are detailed, following
the format used in Deities and Demigods and Faiths and
Pantheons. Because of the recent surge in her worship as detailed in
City of the Spider Queen, Kiaransalee is now a lesser deity instead of
a demigod. As a mortal, Kiaransalee was a lich, and she retains those
abilities as a deity.
Kiaransalee
Necromancer 20/Cleric 20
Medium-size Undead
Divine Rank: 6
Hit Dice: 20d12 (Nec) plus 20d12 (Clr) (480 hp)
Initiative: +9
Speed: 60 ft.
AC: 51 (+9 Dex, +6 divine, +19 natural, +7 deflection), touch 32,
flat-footed 42
Attacks: +5 dagger of venom +38/+33 melee, or paralyzing touch +33
melee touch, or spell +33 melee touch, or spell +35 ranged touch
Damage: +5 dagger of venom 1d4+12/19–20, fear aura (Will DC 37),
paralyzing touch 1d8+5 (Will DC 37 half) plus paralysis, by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, paralyzing touch (Fort DC 37),
rebuke undead 18/day, salient divine abilities, spell-like abilities
Special Qualities: Drow traits, DR 41/+4, familiar (spiders), fire
resistance 26, godly realm (1 mile outer plane, 600 ft. Material
Plane), divine aura (600 ft., DC 23), divine immunities, plane
shift at will, remote communication 6 miles, spontaneous casting
of divine spells , SR 51, teleport without error at will, turn resistance
+4, undead traits, understand, speak, and read all languages
and speak directly to all beings within 6 miles
Underdark Campaigns
10
Underdark Campaigns
11
Saves: Fort +22, Ref +33, Will +37
Abilities: Str 24, Dex 28, Con —, Int 41, Wis 28, Cha 25
Skills: Alchemy +33, Bluff +29, Concentration +49, Craft (jewelrymaking)
+41, Diplomacy +15, Hide +28, Innuendo +33, Intimidate
+23, Knowledge (arcana) +64, Knowledge (history) +32, Knowledge
(planes) +32, Knowledge (religion) +41, Knowledge (undead) +61,
Listen +27, Move Silently +23, Scry +64, Search +35, Sense Motive
+23, Spellcraft +64, Spot +27
Feats: Combat Casting, Empower Spell, Enlarge Spell, Extend Spell,
Extra Turning (x2), Forge Ring, Greater Spell Focus (Necromancy),
Greater Spell Penetration, Heighten Spell, Lightning Reflexes,
Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell
Focus (Evocation), Spell Focus (Illusion), Spell Focus (Necromancy),
Spell Mastery (animate dead, circle of death, control
undead, enervation, fear, finger of death, horrid wilting, power
word kill, soul bind, wail of the banshee), Spell Penetration, Still
Spell
Drow Traits: Kiaransalee gains a +2 racial bonus on Will saves
against enchantment spells or effects. She has darkvision (120-foot
range), and she is entitled to a Search check when within 5 feet of a
secret or concealed door as though actively looking for it. She gains
a +2 bonus on Will saves against spells or spell-like abilities. As a
drow, Kiaransalee has light blindness (blinded for 1 round by abrupt
exposure to bright light, –1 penalty on all attack rolls, saves, and
checks while operating in bright light).
Divine Immunities: Kiaransalee is immune to ability damage, ability
drain, acid, banishment, cold, death effects, disease, disintegration,
electricity, energy drain, fire, imprisonment, mind-influencing
effects, paralysis, poison, sleep, stunning, and transmutation. As an
undead, she is also immune to necromantic effects and any effect
requiring a Fortitude save unless it also works on objects.
Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery,
Control Creatures (undead, 6 creatures at once and per day, Will DC
23), Divine Spellcasting, Extra Domain (Drow), Extra Domain (Retribution),
Hand of Death (Fort save DC 33).
Domain Powers: Cast chaos spells at +1 caster level; Extra Turning
and Lightning Reflexes as bonus feats; cast evil spells at +1 caster
level; 1/day may strike for maximum damage against an opponent
that harmed her in combat.
Spell-Like Abilities: Kiaransalee uses these abilities as a 16thlevel
caster, except for chaos spells and evil spells, which she uses
as a 17th-level caster. The save DCs are 23 + spell level. Animate
dead, animate objects, banishment, blasphemy, chaos hammer,
circle of doom, clairaudience/clairvoyance, cloak of chaos, cloak of
dark power, control undead, create greater undead, create undead,
death ward, desecrate, detect undead, discern lies, discern location,
dispel good, dispel law, endurance, energy drain, fire shield, gate,
greater dispelling, greater planar ally, magic circle against good,
magic circle against law, mark of justice, protection from good, protection
from law, shatter, shield of faith, speak with dead, spell
turning, spiderform, storm of vengeance, suggestion, summon monster
IX (as chaos or evil spell only), unholy aura, unholy blight,
word of chaos.
As a drow, Kiaransalee also has the ability to use dancing lights,
darkness, and faerie fire each 1/day, caster level 40th.
Fear Aura (Su): Kiaransalee is shrouded in a dreadful aura of death
and evil. Any creature of less than 5 HD in a 60-foot radius that
looks at her must succeed at a Will save or be affected as though by
a fear spell (caster level 40th; save DC 37).
Undead Traits: Kiaransalee is not subject to critical hits or subdual
damage, and she is not at risk of death from massive damage. Negative
energy heals her.
Cleric Spells/Day (Levels 0–9th): 6/9/8/8/8/8/6/6/6/6; base DC =
21 + spell level.
Wizard Spells/Day (Levels 0–15th):
5/9/9/9/8/8/8/8/7/7/2/2/1/1/1/1; base DC = 27 + spell level, or 29 +
spell level for Evocation and Illusion spells, or 31+ spell level for
Necromancy spells. Prohibited school: Enchantment.
OTHER DIVINE POWERS
As a lesser deity, Kiaransalee may take 10 on any check She
treats a 1 on an attack roll or saving throw normally and not
as an automatic failure. She is immortal.
Senses: Kiaransalee can see, hear, touch, and smell at a distance of
6 miles. As a standard action, she can perceive anything within 6
miles of her worshipers, holy sites, objects, or any location where one
of her titles or name was spoken in the last hour. She can extend her
senses to up to 5 locations at once. She can block the sensing power
of deities of her rank or lower at up to two remote locations at once
for up to 6 hours.
Portfolio Sense: Kiaransalee is aware of any use of animate dead,
create undead, create greater undead, or similar spell used to create
undead when any target is a drow corpse, as long as the event affects
at least five hundred people. She is similarly aware whenever a drow
swears an oath of vengeance if the event is of similar scope.
Automatic Actions: Kiaransalee can use Spellcraft or any of her
Knowledge skills as a free action if the DC for the task is 20 or lower.
She can perform up to 5 such free actions each round.
Create Magic Items: Kiaransalee can create any kind of magic
item that uses negative energy or affects undead, as long as the item’s
market price does not exceed 30,000 gp.
About the Author
James Wyatt is the designer of Oriental Adventures, City of the
Spider Queen, and The Speaker in Dreams, the co-designer of Deities
and Demigods, Defenders of the Faith, and Monsters of Faerûn, and
a meddler who gets his fingers into every pie possible (most recently,
writing some 20 pages of the Epic Level Handbook). He liked it when
an editor described him as “a really twisted monkey."

gods alive, that's a ton of info. I'm working on reading it all, but wow! you know a ton, Erestor. I really should get cracking on reading all of this stuff. I didn't know there was that much stuff about such a simple thing.