By Robert Young Sample File Fall of the Godtear by Robert Young

Total Page:16

File Type:pdf, Size:1020Kb

By Robert Young Sample File Fall of the Godtear by Robert Young By Robert Young Sample file Fall of the Godtear By Robert Young This adventure is suggested for players of at-least 8th level. Smaller groups may require additional support NPC's Set in the Forgotten Realms during 'The silence of Lolth' as experienced from your players perspective. Beginning in the Drow city of Sschindylryn the players find themselves in the throes of the city's collapse. In their attempt to escape, they encounter Dashnier Zuvvair, a Dark elf and servant of the demi-power Tethryn Veralde. Under attack against a creature known as a Phaerimm, Dashnier must hold the creature at bay and relinquish the Godstear, a gem containing the soul of Corellon Larethian. It is up to the party to follow the gem's natural pull towards a hidden temple somewhere in the Anauroch deserts. Along the way dreams, visions and allies reveal the gravity of their quest and the ruin that will befall the realm should they fail. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. 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. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 Sample1ET, UK. file Notes for the DM “A dangerous ability the kuo-toa possessed An Aboleth intent on taking advantage of Lolth’s absence sets was the contagious nature of their madness. into motion a long awaited plan to rise to a divine status. This is but Possibly owing to their mental abilities or one part of several generational agendas coming to fruition for he simply their weak wills, the initial break of a and many of these eternally calculating creatures. kuo-toa's mind had a 10% chance of causing While the silence of Lolth is underway, the Spider Queen other gogglers around them to suffer from seeking a Yor'thae (Chosen of Lolth) and Jaezred Chaulssin similar episodes. Even though madness contracted this way was confined to temporary instigating uprisings across the Underdark, the Aboleth moves to breaks in anyone but the first victim, this was poison the Elven Pantheon and fracture their power. still a very dangerous phenomenon. If not culled Using a Sunken Council of Koa-Toa still residing in the City of or detained quickly, the madness could swiftly the Glass Pool, the Aboleth has provoked madness and belief in a infest the entire community, sending it spiraling diety conjured from his own mind which he has called Gar-Googa. into chaos, not to mention potentially freeing It has nurtured and empowered the Koa-Toa, protecting their slaves and killing important leaders.” systems of faith and punishing those who stray from that intent. The result is a creation of a new diety, manifested through this (July 2007). Monster Manual V. (Wizards of the Coast), pp. 94–99 subconscious power to accomplish one task, to poison the soul of a God. It was only after tell of Lolth’s absence did the Aboleth choose Corellon Larethian as his target. Coupled with miss-information fed to Drow across the Underdark, emboldened by the ambitions of lesser Drow deities eager to take advantage of Lolth’s silence, the Aboleth finally revealed Gar-Googa’s ultimate truth to its Koa-Toa flock, that he will flood all lands and give back what surfacers have taken. Once the ritual to raise the sunken temple from the lake bed is performed the Koa-Toa’s faith slipped into fanaticism. Sample file Temple of Seniel More akin to a prison than a place of worship, the temple was built centuries before by a high priest of a long since forgotten God (Though many of their rituals are similar in practice to those of Amunator’s clergy). Seniel was one of several individuals who banded together and sealed away the dreaded Tarrasque, a creature referred by ancients as the walking doom. Located on the rock bed of the Lake of Swords, Seniel’s temple is still presided over by his descendants, Bedine tribes who overwatch the oasis, jealously guarding the Surface Events water keeping outsiders at bay. What has remained constant over the centuries is the With the silence of Lolth the Spider Queen, her passing of a relic called the Rod of the Tyrant, similar to worshippers and most of their cities fall into disarray. a Rod of Lordly Might however built instead to open Other dark elf power's vie for control of the millions of Seniel’s prison, or more purposely to lock it. worshipers while the magic that acted to power and build Once raised from the lake bed the Koa-Toa’s belief their great cities begins to collapse around them. Countless manifests a divine vessel whose existence poisons the die and gray chambers that had been supported by soul of Corellon Larethian just as the Aboleth intended towering Spires fell to ruin dragging hundreds and while in order to spare her dying father, Eilistraee thousands more from the surface into the inky Wells of the preserves his soul in a gem until a cure can be found. Underdark. The vacuum created by Corellon's absence sends further ripples across the pantheon, dismissing Mythals, failing priestly vestments and even hurtling parts of Arborea from their celestial planes. Eilistraee with aid of her brother Tethryn, a demi power and god of blades, the two spirit the Godstear to the material plane. It isn't long however before the Elven pantheon learns of Eilistraee heedlessness and bends all of creation to return their realms and themselves to their proper stations. Unable to travel in secret, Eilistraee and Tethryn uses his first servant on the prime realm, a Drow known as Dashnier, who takes up the demi powers mantle as an Avatar form. In possession of the Godstear Dashnier takes the fastest routes through the Underdark hoping to bypass surface attacks and the blinding rays of the sun. His travel is cut short however when he encounters an archaic evil known Sampleas a Phaerimm. file City of Sschindylryn - “Sschindylryn.” Forgotten Realms Wiki Introducing your players to Sschindylryn is determined by the DM and what fits best with your party. In previous sessions the players began within the city as Drow elves who sought to escape the ruin of their house. Others found themselves held as slaves after previously being captured, now in the chaos set free and seeking a way out. “Sschindylryn is a unique port-of-passage as there are few entrances into the Drow city, all of which are magical portals and heavily guarded. Provided here is a brief description and map. In the back of this adventure are story-hook suggestions and further maps of interior buildings if needed. How long you intend to allow the players to reside in Sschindylryn is up to you. Note that once 'The silence of Lolth' event occurs the magic supporting the cities structural integrity will begin to fail. Alongside this, agents of Jaezred Chaulssin taking advantage of the city's internal chaos plan to collapse the ziggot starting with the temple of Lolth which they hope will begin a domino effect. The adventure begins once the players start their escape. In test play the PC's were used by Jaezred to collapse the Temple of Lolth and the subsequent escape was fleeing the scene. The city's spellcasters specialized in magic of divination and such that allowed easier travel. using their portals to raid other underdark settlements At some point in its history, Sschindylryn lost a war against Menzoberranzan. The defeat caused an almost complete demilitarization of the city. What followed was a time of rebuilding the city as a mercantile power Sschindylryn enjoyed, for a Lolth-ruled city, rare political and social stability that resulted from the ruling priestesses' inaction in regards of following Lolth's philosophy of strife, as well as economic stability and power which the male-dominated merchant class has built through surprisingly peaceful means. But Lolth was a goddess who enforced and enjoyed internal strife. Prior to the Silence of Lolth, the ruling priestesses started to fear that their city's stability would cost them the Spider Queen’s favor. Their solution to avert her disfavor was to start killing each other. The priestesses' inability to gather people outside of their church to fight for them resulted in a series of murders which were more or less enacted personally, thus preventing the casualties to spill outside of the priesthood. Due to the priesthood is near-self-destruction, the male dominated merchants took matters in their hands, resulting in a city that was mostly controlled by male drow. After losing, if not nominally at least in the practical sense, their power over the city, some priestesses accelerated the conflict by converting to Kiaransalee and reviving dead priestesses in the hopes of realizing vengeance on other priestesses. The ruling males did not love Kiaransalee's clergy but unlike the time when Lolth's clergy ruled Sschindylryn, they tolerated the new faith, though it wasn't clear whether the tolerance came out of genuine Samplereligious tolerance, hopes that the priesthood killedfile itself into extinction or simple disinterest.” City of Sschindylryn - “Sschindylryn.” Forgotten Realms Wiki Sschindylryn is contained in a pyramid shaped cavern having three sides each two miles long with the tip two miles high.
Recommended publications
  • The Highbank Forest
    The Highbank Forest A last important factor in the effort to build this community A Settlement of Elves in the Vast centered around a dangerous adventure the Coronal and some By Kenn Boyle and Rick Brill trusted Elves of the area undertook. Delving into the depths of Converted by Aaron Martin and Joe Harney the Underdark, this group was beset upon by a force of Drow and minions of overwhelming power. Forced to flee, the group of Located just two days north and east of the city of Ravens Bluff, Tel’Quessir used powerful magic to flee to the one place no the Highbank Forest has become the center of Elven culture in servant of Lolth would follow, the Elven Realm of Arvandor. This the Vast. Under the patronage of the Tulani Lord Glantherius of trip changed the lives and focus of most all the Elves there, Arvandor, the leadership of Coronal Semmitsaul Silverspear, redefining their views of and roles in the world. Most importantly, and the guidance of the Highbank Council, the Forest has the new settlement in the Highbank Forest gained the blessing of flourished. They strive to make the Forest a better place for the a powerful Eladrin Clan from Arvandor. Their leader, a legendary Elven people and the sylvan races. Eladrin Tulani Lord known as Glantherius offered the Highbank Elves a place in Clan Calarrii, and promised to be a voice of The Highbank Forest is a community established by Elves and assistance and wisdom for their task ahead. He praised their for Elves, to sustain the Elven way of life.
    [Show full text]
  • Characters Comprise the Vast Majority of the Adventurers Found in Faerun
    Running the REALMS Additional PC Races Humans, dwarves, elves, halflings, and the other races described in Chapter 1: Characters comprise the vast majority of the adventurers found in Faerun. However, there are many intelligent races on Toril, and most of those give rise to the occasional individual of exceptional ability or drive who is willing to take up the career of the adventurer. The most common of these monstrous races include the drow, duergar, svirfneblin, and planetouched—all described in some detail in Chapter 1. Some of the other races that could reasonably become adventurers are summed up on Table 8-1: Common Monstrous Adventurers. t its heart, the FORGOTTEN REALMS is neither an imaginary world of shining heroes and terrible Table 8-1: COMMOn MONSTROUS ADVENTURERS monsters nor a real world whose mystic echoes are Race Level Adjustment Source Alost in our past. It's a setting for your DUNGEONS & DRAGONS cam- Aarakocra +2 Monster Compendium paign. This book provides an entire world (well, a continent, anyway) Alaghi +11* Monster Compendium in which you can create all kinds of adventures for your players and Bugbear +4* Monster Manual link them together in the ongoing story of Faerun. Centaur +7* Monster Manual This chapter is aimed at the Dungeon Master, providing tips Fey'ri +2 Monster Compendium and rules for creating your own FORGOTTEN REALMS campaign Gnoll +2* Monster Manual and running DUNGEONS & DRAGONS adventures in the world of Goblin +0 Monster Manual Toril. The subjects covered here appear in the same order in which Hobgoblin +1 Monster Manual they're covered in the DUNGEON MASTER's Guide.
    [Show full text]
  • Drow of the Underdark
    ™ 95726720_Ch00.indd 1 2/22/07 3:03:16 PM Shadowborn Warrior . .52 Clothing . .98 Spider Companion . .52 Tools . .101 Contents Spiderfriend Magic . .52 Artifacts . .103 Introduction . 4 Staggering Critical . .52 Surprising Riposte . .52 Chapter 5: Chapter 1: Umbral Spell . .52 Monsters of the Underdark . 105 All About the Drow . 7 Vermin Trainer . .53 Adamantine Spider . 106 A Day in the Life . .7 Verminfriend . .53 Chwidencha . 108 Society and Culture . .9 Versatile Combatant . .53 Draegloth . .110 Law, Tradition, and Government . .10 Ambush Feats . .53 Dragon, Deep . .114 Drow Psychology . .13 Gloom Strike . .54 Elf, Albino Drow (Szarkai) . .118 Religion . .15 Sickening Strike . .54 Goblinoid . 120 Rites and Rituals of Lolth . .15 Terrifying Strike . .54 Husk Vermin . 126 CONTENTS TABLE OF Servants of Lolth . .17 Venomous Strike . .54 Kuo-Toa . 129 Lolth . .19 Divine Feats . .54 Lizard, Giant . .133 Houses of the Drow . .20 Divine Intercession . .54 Quaggoth . 136 Structure and Composition . .20 Lolth’s Boon . .54 Shunned . .140 House Authority . .21 Lolth’s Caress . .54 Spider, Monstrous . .141 House Interaction . .21 Profane Agony . .54 Troll . .145 Duties and Benefi ts . .22 Vile Feats . .55 Venom Ooze . .148 Family Units . .24 Unspeakable Vow . .55 Drow Life . .26 Vow of Decadence . .55 Chapter 6: Leisure . .27 Vow of the Spider Queen . .55 Campaigns and Adventures . 150 Arts and Crafts . .27 Vow of Vengeance . .56 Drow Campaigns . 150 Technology and Magic. .28 Weapon Style Feats . .56 Drow Cities and Environs . 153 Love . 29 Despana School . .56 Sample Drow . 160 War . 30 Eilservs School . .56 Anybys Velifane . 160 Death . .31 Inlindl School . .56 Keveras Lorakythe .
    [Show full text]
  • Royalty Domain Nlike Those Who Serve on the Ruling Councils of Certain Pantheons, Deities of the Royalty Commanded Obedience Domain Are Sovereign Gods
    Royalty Domain nlike those who serve on the ruling councils of certain pantheons, deities of the Royalty Commanded Obedience domain are sovereign gods. They are At 17th level, when you speak others will listen. As an monarchs of their own pantheons and action on your turn, you can present your holy symbol and powerful celestial beings whose very command the subservience of those around you. Creatures presence demands respect and obedience. of your choice within 30ft must make a Wisdom saving UExamples of these deities include Moradin, throw against your Spellcasting DC. On a failed save, the Corellon Larethian, Lolth, Yondalla, Io, Garl Glittergold, target falls to one knee, prone. They can re-roll the saving and Tiamat. Clerics of this domain learn to channel their throw at the end of each turn. On a success, the creature deity’s divine power and authority. They are true may use half of its remaining movement to end the prone commanders who usually find themselves leading their condition. temples and organizations. If the target failed the initial save by 5 or more, that creature has disadvantage on attacks against you for next Royalty Domain Spells 24 hours, regardless of whether it remains prone. Cleric Level Spell Name 1st Command, Heroism 3rd Branding Smite, Crown of Madness Legal Stuff 5th Crusader's Mantle, Tiny Servant DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 9th Aura of Purity, Compulsion Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA Bonus Proficiencies and other Countries.
    [Show full text]
  • Dungeon and Dragons Dungeon Master Guide Pdf
    Dungeon And Dragons Dungeon Master Guide Pdf Unattached Xymenes twangles some blast-off after prescient Jean-Lou lollygagged phonologically. Accumulative or stereospecific, Lemmy never flavour any pinkies! Mechanic and spriggier Gabriele advertised: which Marius is unsearched enough? Free Pdf Dungeons And. When i i buy and dragons adventures, dungeons and advice on rpgbot uses different rate of colors allows you should let me at it is an. In high adventure, players get separated from their caravan because of sandstorm and women refuge in ancient ruins. Time and dragons game masters construct fortresses on giving your anaconda definitely love. Thinking about dungeons dragons dungeon masters guide, it then this browser. Form fillable and printer friendly versions are included. Kids on dungeon masters guide dungeons dragons starter set have lost. Just the dungeon masters are that resides in addition! This guide dungeons master bog the dungeon masters guide to. Handbook or save versus become permanently cure forms of theros, and are that a subscription box is to. New and dragons dice of dungeons and. Smugglers guide their ships to hidden coves, willing to triple the throat of anyone fool hardy to dispel their path. Each casting of. Return abilities to erase by nor can a creature time players with equipment, a base attack? Helps you accomplish play dungeons and your side, but a failed save them are often as point left, equipment item behaves like redblade to the. Rather, perhaps have gathered goods whose combined value than place the victorious ployer characters con easily gather the surface, you maximize one house would naturally their raiding.
    [Show full text]
  • Dungeons & Dragons 3.5 Edition Index – Deities
    Dungeons & Dragons 3.5 Edition Index – Deities http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) and the members of the Crystal Keep Forum Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php February 28, 2007 Table of Contents Page Index...........................................................................................................................................................................................................................2 Core Deities................................................................................................................................................................................................................4 Campaign Settings......................................................................................................................................................................................................5 Grayhawk................................................................................................................................................................................................................................................5 Forgotten Realms....................................................................................................................................................................................................................................8 Mulhorandi ...................................................................................................................................................................................................................................
    [Show full text]
  • Called to Serve
    Called to Serve A Defenders of the Faith Web Enhancement by James Wyatt Defenders of the Faith: A Guidebook to Clerics and Pal- Ehlonna, Goddess of the adins offers suggestions for holy (and unholy) quests Woodlands and missions that churches might request or demand Protect the woodlands—slay a rampaging Additional Credits clerics undertake on behalf of their deities. Divine evil monster; persuade loggers to avoid a quests can serve as great adventure-starters, not just Editing: Carrie Bebris sacred grove; rescue a sylvan creature that Web Production: Sue Cook for clerics but for any character or party with alle- has been captured; help defend a fey com- Web Development: giance to a patron deity. munity from attack. Negotiate peace Mark Jindra Of course, each god has his or her own agenda in the between squabbling centaurs and elves or Graphic Design: SeanGlenn, world, so the nature of such quests can vary drastically humans, or persuade them to unite against a Cynthia Fliege from deity to deity. Also, as Defenders of the Faith points common evil foe. Seek out an ancient nature Based on the original DUNGEONS & out, even churches devoted to the same god might spirit—perhaps a thousand-year-old dryad, DRAGONS® game by E. Gary Gygax emphasize different aspects of that god or parts of the treant, or nymph—or a sacred shrine built and Dave Arneson and on the new god’s portfolio, and thus might hand down very dis- edition of the DUNGEONS & DRAGONS high in the branches of a sky-embracing game designed by Jonathan Tweet, similar quests.
    [Show full text]
  • Gods of the Forgotten Realms
    THE PANTHEON OF THE REALMS GREATER POWERS Akadi Elemental Air, Air Elementalists, Movement, Speed, Flying creatures Chauntea Agriculture, Plants cultivated by Humans, Farmers, Gardeners, Summer Cyric Murder, Strife, Lies, Intrigue, Deception, Illusion Grumbar Elemental Earth, Earth Elementalists, Solidity, Changelessness, Oaths Istishia Elemental Water, Water Elementalists, Purification through Cleansing,Wetness Kelemvor Death, The Dead Kossuth Elemental Fire, Fire Elementalists, Purification through Fire Lathander Spring, Dawn, Birth, Renewal, Creativity, youth, Vitality, Self-Perfection, Athletics Mystra Magic, Spells, The Weave Oghma Knowledge, Invention, Inspiration, Bards Shar Dark, Night, Loss, Forgetfulness, Unrevealed Secrets, Caverns, Dungeons, The Underdark Silvanus Wild Nature, Druids Sune Beauty, Love , Passion Talos Storms, Destruction, rebellion, Conflagrations, Earth-Shakings, Vortices Tempus War, Battle, Warriors Tyr Justice INTERMEDIATE POWERS Beshaba Random mischief, Misfortune, Bad Luck, Accidents Gond Artifice, Craft, Construction, Smithwork Helm Guardians, Protectors, Protection Ilmater Endurance, Suffering, Martyrdom, Perseverance Mielikki Forest, Forest Creatures, Rangers, Dryads, Autumn Selune Moon, Stars, Navigation, Navigators, Wanderers, Seekers, Good Neutral Lycanthropes Tymora Good Fortune, Skill, Victory, Adventurers, Adventuring Umberlee Oceans, Currents, Waves, Sea Winds LESSER POWERS Auril Cold, Winter Azuth Wizards, Mages, Spellcasters in general. Deneir Glyphs, Images, Literature, Literacy, Scribes,
    [Show full text]
  • Dragon Magazine #236
    The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found.
    [Show full text]
  • Monster Manual
    CREDITS MONSTER MANUAL DESIGN MONSTER MANUAL REVISION Skip Williams Rich Baker, Skip Williams MONSTER MANUAL D&D REVISION TEAM D&D DESIGN TEAM Rich Baker, Andy Collins, David Noonan, Monte Cook, Jonathan Tweet, Rich Redman, Skip Williams Skip Williams ADDITIONAL DEVELOPMENT ADDITIONAL DESIGN David Eckelberry, Jennifer Clarke Peter Adkison, Richard Baker, Jason Carl, Wilkes, Gwendolyn F.M. Kestrel, William W. Connors, Sean K Reynolds Bill Slavicsek EDITORS PROOFREADER Jennifer Clarke Wilkes, Jon Pickens Penny Williams EDITORIAL ASSITANCE Julia Martin, Jeff Quick, Rob Heinsoo, MANAGING EDITOR David Noonan, Penny Williams Kim Mohan MANAGING EDITOR D&D CREATIVE DIRECTOR Kim Mohan Ed Stark CORE D&D CREATIVE DIRECTOR DIRECTOR OF RPG R&D Ed Stark Bill Slavicsek DIRECTOR OF RPG R&D ART DIRECTOR Bill Slavicsek Dawn Murin VISUAL CREATIVE DIRECTOR COVER ART Jon Schindehette Henry Higginbotham ART DIRECTOR INTERIOR ARTISTS Dawn Murin Glen Angus, Carlo Arellano, Daren D&D CONCEPTUAL ARTISTS Bader, Tom Baxa, Carl Critchlow, Brian Todd Lockwood, Sam Wood Despain, Tony Diterlizzi, Scott Fischer, Rebecca Guay-Mitchell, Jeremy Jarvis, D&D LOGO DESIGN Paul Jaquays, Michael Kaluta, Dana Matt Adelsperger, Sherry Floyd Knutson, Todd Lockwood, David COVER ART Martin, Raven Mimura, Matthew Henry Higginbotham Mitchell, Monte Moore, Adam Rex, Wayne Reynolds, Richard Sardinha, INTERIOR ARTISTS Brian Snoddy, Mark Tedin, Anthony Glen Angus, Carlo Arellano, Daren Waters, Sam Wood Bader, Tom Baxa, Carl Critchlow, Brian Despain, Tony Diterlizzi, Larry Elmore, GRAPHIC
    [Show full text]
  • Light Drow Medium Humanoid (Elf), Chaotic Good (D20TALK – YOUTUBE)
    Light Drow Medium Humanoid (elf), Chaotic Good (D20TALK – YOUTUBE) Everyone knows the story of how the Drow left the surface world after choosing to follow Lolth instead of a non-evil God. The elves of old and the other races wouldn’t tolerate what they had become, and the Drow were driven to the Underdark. There they have built an evil empire loyal to Lolth and cruelty is what rules in their world. What many people don’t know is that the Drow goddess Eilistraee left with her kin, not because of an evil nature, but to hopefully one day convince the Drow to leave Lolth and rejoin the other elves and above ground races. A small percent of the Drow have chosen to leave Lolth and follow Eilistraee back in the world above. There Eilistraee teaches them everything they need to know to survive. These lessons include hunting, fighting, spell casting, forging weapons and much more. These drow have come to be known as the Light Drow, since they have left the subterranean world below and returned to the world above and they now live in the light. The Light Drow still appear very much like the dark drow with a few exceptions. They no longer possess the very pale eyes which are seen with most drow. Life in the light has returned some of the pigment to the iris. Living in the light has demanded a change in vision and they have adapted. The sunlight doesn’t seem overly bright for them like it does for the Dark Drow and in this adaptation, they have lost some of their darkvision range.
    [Show full text]
  • Dragon Magazine #246
    Henchmen Features Issue #246 Volume XXII, No. 9 The Wizard's Companion ......... 24 April 1998 Lloyd Brown III Better than a familiar, the homonculous can be a wizard’s Departments best friend. The Omega Variant .......... 34 Wyrms of the North ........ 56 Bill Slavicsek Ed Greenwood Take the role of Concord marine Jonar Kage in this exciting Manipulative sapphire dragon Malaeragoth is solo adventure, and learn the ALTERNITY™ rules as you play. “The Dragon Unseen.” A Few Good Henchmen ............. 44 Rouges Gallery ............ 70 Christopher Perkins Dale Donovan Next time your PCs need a henchman quickly, pick From the pages of the ADVANCED DUNGEONS & one of these 101 NPCs. DRAGONS® comic come “The Heroes of Selune’s Fiction: "The Great Hunt" ... 62 Smile.” Elaine Cunningham Ecology of the Flumph ..... 76 Arilyn Moonblade and Elaith Craunobler teach Johnathan M. Richards the hunters what it is to be hunted. Beware the awesome might of the flumph! The Wizards Three ...... 86 No, really. We’re serious! Ed Greenwood Bazaar of the Bizarre ...... 82 Elminster, Rautheene, and Mordenkainen meet B.A. Landires once more to trade spells and ... steal sandwiches? Spice up your campaign with “Cauldrons and Cookery.” Dragon's Bestiary ......... 94 Gregory W. Detwiler Fight the battle for Krynn against “Creatures of Chaos”! Columns About the Cover The Wyrm’s Turn™ . .4 In just a few years, Michael Sutfin has developed his craft to D-Mail™. .6 breathtaking levels. On this month’s cover, he shows us a Forum rather sinister knight and his loyal henchman. .............................. ..10 Sage Advice .......................... .16 Out of Character ...................... .22 Gamer's Guide .......................
    [Show full text]