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Published by Capn_Ragnar, 2023-01-31 12:10:34

AD&D - Menzoberranzan - Box Set (2e)

AD&D - Menzoberranzan - Box Set (2e)

Keywords: Dungeons & Dragons,DnD,AD&D,TSR,TTRPG,Forgotten Realms

BATTLE MAZE #1 Dungeon Masters are encouraged to insert this maze into Menzoberranzan wherever it might be useful. For example, battle mazes are often used to screen the last route of retreat of a powerful noble house, or one may be employed to guard the vault of a wealthy merchant or moneylender. 1. Entry This large room has a ceiling twenty feet above the floor, and three pairs of double doors in the walls. Two of these portals are false—if any attempt to open them or to pick their locks is made, they explode outward as a 6d6 fireball, filling all the room with the effect. Along the ceiling are eight slits, four on each side, allowing drow in rooms numbered 2 to shoot arrows or darts at anyone entering this chamber. The doors that lead to the maze are barred; attempts to bash them open suffer a -20 percent penalty to the open doors roll. 2. Ambush Room These chambers are reached via secret doors and steep stairways. Their sole purpose is to allow bombardment of intruders in room 1. 3. Pit Traps These nasty surprises are located throughout the maze. They resemble the floor perfectly in appearance, though they sound hollow if someone taps the floor. Falling causes 4d6 points of damage from the 20’ fall and the spikes at the bottom. 4. Water Trap Intruders stepping on these areas trigger a flow from the cistern (#6), which fills the hallway from floor to ceiling between this location and the nearest stairways leading up. 5. Acid Trap Anyone trying to open these doors or pick the locks opens a vat of acid, which strikes those directly in front of the doorway for 8d6 points of damage, and soaks the characters and their possessions. Anyone standing more than five feet away takes only 4d6 points of damage, and is not affected above the knees. 6. Cistern This is a spring-fed tank, so regardless of how many of the water traps are sprung, the cistern remains full. 7. Second Ambush Room This chamber allows up to three drow defenders to shoot darts of arrows into the adjacent room. 8. Barrier Walls These are adamantite walls, about 4’ high, with passages only wide enough to accommodate one elf at a time. They provide good cover for defenders who wish to shoot at attackers; any character shooting from behind one of these walls has the equivalent of AC 3. 9. Monster Trap The DM can place a monster of his or her choice here, encased within the three-tiered altar. When the room is entered, the stone shell breaks, sending fragments throughout the room (2d6 points of damage to all present). The monster then attacks. 10. Exit This wide corridor connects with whatever the maze was designed to protect. @1992 TSR, Inc. All Rights Reserved.


BATTLE MAZE #2 Dungeon Masters are encouraged to insert this maze into Menzoberranzan wherever it might be useful. For example, battle mazes are often used to screen the last route of retreat of a powerful noble house, or one may be employed to guard the vault of a wealthy merchant or moneylender. 1. Elevator This shaft supports a small, circular platform that can be raised and lowered by its passengers, or by someone at the top or bottom of the elevator, by cranking a block and tackle mechanism. The total drop is 80’, and requires 4 rounds of cranking. The elevator can carry a maximum of 8 passengers. 2. Stairway to the Vault This wide stairway descends 30’, and leads to a large room with walls on three sides. The fourth side drops 50’ to the floor of area #7. A narrow ladder leads to the bottom of the larger chamber. 3. Pit Traps These nasty surprises are located throughout the maze. They resemble the floor perfectly in appearance, though they sound hollow if someone taps the floor. Falling causes 4d6 points of damage from the 20’ fall and the spikes at the bottom. 4. Mother of All Pit Traps This treacherous plunge takes characters the full 80’ down, dropping them in the middle of area #7, and inflicting 8d6 points of damage from the fall. 5. False Doors This portal will explode outward on any attempt to push or smash open its doors or pick their locks. A lightning bolt blasts from each, down the full length of the corridor facing the doors. Anyone in that corridor is subject to 6d6 points of damage. 6. Back Stairs This stairway, accessible only by secret door, leads down 30’ to a network of chambers (numbers 8,9, and 10) though some of them require still more sucessful detections of secret doors. 7. Ambush Room This large chamber exists solely as a danger to those unknowing intruders who find themselves here. Any attempt to open the double doors visible on the walls results in the same lightning bolt, detailed in #5: twin bolts that strike straight out from the doors, covering the full length of the room. Also, targets in this room can be showered with missile fire from area 8. 8. High Ground This chamber has eight slits along the wall adjoining room 7, allowing characters to shoot into the latter from 40’ up, and retain the equivalent of AC 2 from the protection of the walls. The room is well stocked with arrows, flasks of oil, and even rocks. 6. Secret Shaft This narrow shaft conceals a lader that leads down 50 feet. 10. Monster Room The DM is encouraged to place a large monster in here, keyed to attack any intruders. 11. Exit This stairway is exposed to fire from above for its entire length; but those who make it out have reached the end of the maze! ©1992 TSR, Inc. All Rights Reserved.


©1992 TSR, Inc. All Rights Reserved.


House Nurbonnis NPCs House Females Carri’pol Nurbonnis Drow Priestess of Lloth, Level 6 AC 2; Move 12; hit points 31; #AT 1; Dmg 1d8 + 2; THAC0 17; MR 62% Weapon: adamantite mace +2 Inherent Spell-Like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect lie, suggestion, dispel magic Spells Known: First Level: detect magic, detect snares and pits, sanctuary Second Level: charm person or mammal, slow poison, spiritual hammer Third Level: dispel magic, cause blindness or deafness Rynn’qynnil Nurbonnis Drow High Priestess of Lloth, Level 8 AC 0; Move 12; hit points 40; #AT 3; Dmg 2d4 ( x 3); THAC0 16; MR 66% Weapon: whip of fangs Inherent Spell-Like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect lie, suggestion, dispel magic Spells Known: First Level: detect good, detect magic, cause fear Second Level: augury, chant, silence 15’ radius Third Level: dispel magic, feign death, meld into stone Fourth Level: cause serious wounds, neutralize poison Lynn’qynnos Nurbonnis Drow High Priestess of Lloth, Level 7 AC 3; Move 12; hit points 30; #AT 2; Dmg 2d4 (x 2); THAC0 17; MR 64% Weapon: whip of fangs Inherent Spell-Like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect lie, suggestion, dispel magic Spells Known: First Level: curse, detect magic, shillelagh Second Level: chant, find traps, spiritual hammer Third Level: dispel magic, cause blindness or deafness Fourth Level: spell immunity ©1992 TSR, Inc. All Rights Reserved.


House Nurbonnis NPCs House Males Karelist Nurbonnis Drow Mage, Level 8 AC 0; Move 12; #AT 1; Dmg 1d4 + 5; THAC0 12; MR 66% Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day) Spells Known: First Level: detect magic, jump, light, read magic Second Level: detect invisibility, ESP, web Third Level: fly, hold person, slow Fourth Level: fumble, minor globe of invulnerability Daevion’lyr Nurbonnis, Secondboy Drow Guard Captain (Fighter/Mage), Level 6/5 AC -1; Move 12; HD 6; hit points 28; #AT 1; Dmg 1d8 + 5; THAC0 11; MR 62% Weapon: long sword +5, or handcrossbow with poison darts Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day). Spells Known: First Level: sleep, magic missile, light, charm person Second Level: invisibility, web Third Level: fireball Pernictal Nurbonnis, Elderboy Drow House Wizard (Mage), Level 9 AC 0; Move 12; hit points 24; #AT 1; Dmg 1d4 + 5; THAC0 12; MR 68% Weapon: dagger +4 Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic (all once/day). Spells Known: First Level: alarm, magic missile, light, charm person Second Level: invisibility, web, improved phantasmal force Third Level: slow, fireball, fly Fourth Level: ice storm; minor globe of invulnerability Fifth Level: Bigby’s interposing hand Adlictin Lot’ttl Drow Warrior, Level 5 (on lizard mount) AC 2; Move 15; hit points 31 (each, warrior and mount); #AT 1; Dmg 1d8 + 3; THAC0 12; MR 58% Weapons: lance, long sword +3 Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate Caraf’nir Pron’nonnis Drow Warrior, Level 6 AC -1; Move 12; hit points 38; #AT 1; Dmg 1d8 + 5; THAC0 12; MR 62% Weapon: long sword +4 Inherent Spell-like Abilities: dancing lights, faerie fire, darkness, levitate


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