House Min'Doan
During my very limited internet hiatus I had chance to read much, and some was pure entertainment, as any old fantasy gamer/scifi fan would I suppose. One in particular, probably familiar to some at least, was the Dark Elf trilogy - yes Drizzt and his family. It inspired me to start writing a 'story' of another drow city and one noble house on the rise, and the rather unique events surrounding it. Though nothing like the 'beloved' dark elf ranger, the characters are quintessential drow and various other classes & PrCs...
I was thinking of posting some, if not much, of this somewhere. Then it struck me that this might make a good game too, with players choosing one of several siblings in the rather large family. The size of the noble family itself is one focus of the primary theme, and I created some interesting family items. The Matron would send the PCs on missions, (10 levels above the +2 LA to start) eventually leading to a certain raid on the surface.
A bit about the big picture...
Rilandyr sported no less than a dozen noble houses, and scores of common houses, comprising a vast population compared to many drow cities. It was set in several large caverns, all interconnected by mazes of tunnels and low ‘fields’ of giant mushrooms growing between the floor and the low roof in spots. Each house was an individual structure that stood apart from the others, with various features found between.
Most noble houses control their male population of 'princes', that is spawn of the Matron, by sacrificing any born third or after... or such is put forth is the trilogy mentioned. In this city; Rilandyr, the Matron of the first House has many sons, though several are actually "adopted" from houses they previously destroyed.
The Matron of House Min'Doan is the first in history of the city to have the blessing of the spider queen to raise a brood of sons spawned from her fertile loins! Elyndor, Matron Myrtum's seventh child, was her third son. A handmaiden of Lolth visited unbidden upon his birth and pending sacrifice by the first daughter, intervening to prophecy he would be High Wizard of the House and beyond someday.
Thus began an explosive time in the city, with the Matron of each house competing for a bigger brood, with varying results - but that is yet to be told...
This game...
So I had all the details of each sibling worked out for my story, but that's irrelevant here really. Some simple rules and requirements are easily met, hence the levels...
Matron Myrtum ended up with 19 children who survived to birth during her fertile years. The last is set aside for another story, which this group will be involved in from its inception if we play. Any sibling born between Elyndor (7th) and Aelynth (19th) are available. Most are male, a few females, so both are available.
All males MUST be Fighter (&/or rogue) total Level 4 OR Wizard Level 5, with the +2 LA leaves 5 or 6 levels to play with as you want.
All females MUST be Fighter Level 4 OR Cleric Level 5, as above.
There are, of course, boons to being a noble drow, items and such, we'll get to that when appropriate; but I have a few unique items...
Original list of siblings, classes,and the levels they had at the end. Those in italics are unavailable for play. The others can have different names, class(es) etc
House Rules (apply always, everywhere!):
• Hierarchy of siblings will be enforced from above and submitted from below
• Unapproved slaying of siblings is forbidden
• Nobody will leave the compound alone without Matron’s approval
• Restricted areas of compound strictly enforced (private temple, wizard tower, etc)
All nobles get: Family Amulet
+5 SR
+1/4 ECL profane bonus AC & Saves
x2 uses/day SLA
telepathy with High Wizard
Mind Blank except to House members with amulet
All with proficiency get: Fwalirt Whip
+1 (add +1/4 levels of cleric)
Acid (1d4) & Cold (1d4)
Deals lethal or nonlethal damage
All damage heals at only half normal rate and is incurable by magic means except by the wielder or cure spells cast by cleric of higher level
Entangle (+6 trip/disarm/grapple)
High Priestess (Lvl 9+) can use spells through whip or convert to poison DC as spell
All who have spell casting class(es) get 1 or more Spell Globe
A tiny glass bead that can hold any spell up to half level of crafter (rd up) - right now that would be 2nd
Activate by smashing or with command word (std action) by the owner, who is named upon activation by creator.
Others need Arcane Knowledge (DC 20+ spell level stored) and Spellcraft (DC 15+ spell level stored) to activate (full rd action)
Also - what's up with Frixal's classes - there are levels listed in parentheses...
I'm inclined to use either Wul'mit or Lomni, but I may want to make class changes depending on what those unknown classes listed are...
They're PrCs from the Quintessential Drow book.
The numbers in parentheses are effective class levels that I added in from the Flesh Crafter class.
You can make changes to suite your desires for whatever you want to play. I'd prefer that the basics of each character remain, but they need not be as level specific as I listed, or even be required to play.
Also, note that in most cases the classes add up to more than the 10 levels at which we're starting. These were the classes and levels at the end of the story, which we'll be playing out.
Starting at class level 10
Ability Point Buy 32
Don't forget the racial adjustments (+2 Dex, -2 Con, +2 Int, +2 Cha) and boost at level 4 and 8.
There will be certain magic items that all nobles have, and I'll look into how much would be left from typical starting gold to spend as you want.
Xinth is all done, except for equipment.
Edit: btw, are we using wealth for a 10th level character, going only on levels, or a 12th level character, going on ECL?
Edit Edit: assuming 12th, because otherwise we are gonna get curb-stomped by high-level slaves.
__________________
My wifi is down. It should be back up by the 22nd. Sorry, snowy, morcy, drack, hat, etc.
Last edited by white rider : 06-08-2012 at 06:45 AM.
You can make changes to suite your desires for whatever you want to play. I'd prefer that the basics of each character remain, but they need not be as level specific as I listed, or even be required to play.
Also, note that in most cases the classes add up to more than the 10 levels at which we're starting. These were the classes and levels at the end of the story, which we'll be playing out.
Starting at class level 10
So if I were to choose Kirzt, I could add 3 levels of whatever I wanted?
All get racial bonus feat: Two Weapon Fighting OR Blind Fighting
All nobles get: Family Amulet (described in 1st post here) Falwirt Whip (if proficient) Spell Globe (you get 2 if you can cast spells from any class, store up to 2nd level spell right now) Drow Robe (or Cloak) of Arachnicane (+4 Nat Armor, +10 Hide, Immune to Poison, Major Displacement) Drow Boots of Spidershift (+10 MS, Freedom of Movement, Teleport as swift action 1/day up to 30')
...then you get 30,000 gp to spend - failry generous considering all those items and what they do. While most things would be available, this is a drow society, so not all things would be allowed or successfully created at normal price. However, House Min'Doan sports the High Wizard Elyndor, a Master Crafter, who can create just about anything found in most books - and then some!
As you can see from the PrCs in that drow book, some would be best to remain home while others would tend toward being assigned to outside tasks by the Matron.
Other concerns, questions, curiosities, or just plain ol bitchin? Don't make me break out Dorza on you!
I think I'll go with Lomni. The Wizard/Rogue/Assassin levels put him at 10. I may have him go 3 or 4 levels of Duskblade before getting into Blinded.
He need not take the Blinded PrC. As such he was one of those responsible for a portion of the compound security; namely the pens and dungeons. Thus, he was not allowed to leave the compound, but I'm revamping all that anyway. If you want to take the Blinded PrC you still can and we'll work out reasons for him adventuring.
Matron Myrtum of House Min’Doan had no love for her children beyond that of a greedy and insatiably power hungry Mistress of the Drow nobles. She viewed each of her spawn as a useful tool to control for her purposes, to be wielded as skillfully and cared for as she would any other valuable tool. Brutal and relentless in her domination of each and every one, and absolute in obedience to the hierarchy of her brood, she had her ways with them all.
The wise Matron knew them well and often seemed almost predictable and strictly ordered about how she went about assigning them tasks. Certain pairs or larger combinations served many dangerous functions outside the compound perfectly, the strengths of each more than making up for the weaknesses of others with whom they were matched. With such a large brood at her absolute command, she had relegated certain spawn to particular functions and responsibilities within the compound.
So originally...
The eldest was her first daughter, the favored Hazyth, a High Priestess of Lolth and an irresistible Consort. She was in overall charge of the House Compound and the second in command of the main Temple itself. She was held responsible for leading all but the most scared ceremonies the House observed, second only to the Matron. She was also the only one allowed in certain areas that the Matron held for herself, and would mot likely one day replace her mother as Matron of House Min’Doan... but not just yet! She was rarely found outside the compound, except on those occasions to accompany her Matron on some social function or her part in the complex Game of Bones.
The next eldest was her first son Ca’al, an accomplished Wizard, adept Rogue and feared Assassin. He was, like his mother, unfailingly fertile, a very rare and coveted quality among drow. Being male, he would defer to younger sisters on many points, but as elderboy he had quite a bit of freedom. However, he also held responsibility for ALL his brothers and he took this duty VERY seriously! He was in charge of overall security of the House, beyond the Temple areas of course, and personally responsible for security of the Arcane buildings. He occasionally left the compound to perform commands of the Matron, sometimes alone.
The blessings of the Underworld and Nether Planes came upon the Matron with her next child. Dorza the Demonseed was now a High Priestess and Fighter, feared among all her siblings to some degree. She was charged with security of the lesser temples and ensuring that the creatures summoned always submitted or sent back in utter violence. She too rarely left the compound, except on those occasions to accompany her Matron and elder sister on some social function or her part in the Game of Bones.
The third daughter Kirzen was also a High Priestess and the family Tithe Taker. She was the Slave Mistress, in charge of all slaves, which included ALL male siblings of course. She was the most brutal and active disciplinarian among her sisters, and enjoyed little more than breaking belligerent slaves or disciplining one of her siblings. She had many occasions to leave the compound on slaver business, her role in the Game of Bones, but never was she alone. She was one of the few who made excursions to the upper world.
The Spider Queen blessed Myrtum with something so rare none could recall such a legend in all the history of Rilandyr; twins! First a daughter then a son, both destined to become Blessed Mistress and Master! Biltra was a Priestess and Fighter and had attained the highest possible rank as a Blessed Mistress. Bolkur was a Fighter and Wizard having neared his sister’s accomplishments as Blessed Master. Neither ever left the compound without the other, and then only on rare occasions to accompany their Matron.
Elyndor represented something astounding, and the thing that set Myrtum apart from other Matrons, she had a third son who was NOT sacrificed to Lolth as tradition had always held! As Hazyth raised the sacrificial dagger to complete the foul deed, the Matron received a vision from a Handmaiden of Lolth instructing her to all her third son to live to serve the whimsical pleasures of the Spider Queen. None would disobey such a thing, though Hazyth nearly finished the deed before her mother stopped the sacrifice with malicious magic. This set off many rumblings in Rilandyr, eventually settled by Lolth herself by demanding ALL houses sacrifice their third son, but would be allowed to have others after.
Elyndor became the High Wizard of the House, a famed Fatespinner and the Master Crafter of magic items. His only true passion was magic and he studied spells from any source to perpetually increase his collection of known arcane powers. He was also extremely Fertile, as sadistic as he masochistic and absolutely narcissistic. Rarely found outside the compound, he was also the first and only male to have his own tower.
Another son, her fourth, was born during this period of social strife over sons, Zythron would become a Master Abjurer and be given responsibility of teaching all arcane users, particularly defense against the dark arts. He rarely left the complex of arcane buildings and never left the compound.
The fifth daughter was reviled by her siblings, yet served a useful purpose that the Matron insisted on exploring on the commoners. Frixal was a High Priestess by virtue of her other abilities as a Wizard (Necromancer, but her true calling was Flesh Crafter. She was often in charge of war expeditions and often accompanied the Tithe Taker on missions of slavery, but never left the underworld.
The fifth son Wul’mit became a Fighter and Rogue en route to obtaining the highest regard as a Crypt Warden. He was, of course, in charge of security for the temples and other sacred sites in the compound. He never left the compound.
The sixth son Lomni was a Wizard, Rogue and Assassin, becoming one of the Blinded to secure the nether regions of the dark dungeons under the compound. He only left those chilling confines to serve commands of the sisters in the compound and to attend sacred ceremonies.
The seventh son was a special blessing, bringing dark music to all in House Min’Doan. Xinth was a Fighter and Bard, turning his combined skills to the rare calling of a Dirge Singer. He would join the assassins on his current journey, and often went on missions outside the compound, including to the upper world.
Plynfet was as nearly like her mother as any daughter could be, now training in the duties and powers of High Priestess. She never left the Temple and aided all too readily and fervently with discipline.
Planar influences again showed in the birth of the eighth son Brin’tor, a Warlock and Wizard who followed the path of Eldritch Theurge. He was in charge of the perimeter of the compound; the walls and gate and of course the tunnels underneath. He never left the compound, and was almost always in the company of the other warlock, his younger brother Niffel.
The ninth son was as near a renegade as an obedient slave of Matron Myrtum dared, and many drow feared this one. Zif’coip was a Master Illusionist and Rogue and a dread Nightmare Spinner. He was often away on missions, frequenting the surface world more often than others. It was he and Elyndor who had devised a means to travel between the realms quickly despite the magic that prevented teleports and other such portals. If they proved as successful as the experiments so far, this would indeed bring much power and wealth to House Min”doan from the upper world.
The tenth son was an even more vicious version of assassin. Mirtuk was a Fighter and Rogue with a nasty disposition and berserk need to kill. He had begun to learn the ways of the upper world with his brothers, often leaving for weeks at a time
The eleventh male child was Niffel, a young Fighter and Warlock on the path to greatness few even guessed at yet. He had yet to leave the compound, though he thought one day he would.
The twelfth son Kirzt had proven a worthy young Fighter and his fate lay unknown to most yet. He was commanded to learn the ways of the upper world and the routes between, accompanying his brothers on missions.
The thirteenth son, to be named Aelynth, was about to be born on this fateful day of assassination, murder, political intrigue, and war. This person represented a unique occurrence in drow society, and not even his wise Mother had an inkling of the devious web being spun around this child of dark destiny...
Never leave
Zythron
Wul’mit
Lomni
Plynfet
Brin’tor
Niffel
Oh, each has 6 doses of drow poison:
An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. Drow typically coat arrows and crossbow bolts with this poison (5 per dose), but it can also be applied to a melee weapon (2 small or 1 medium). Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Xinth is done. I still haven't decided what spells should go in the spell orbs, though.
DM only
Spoiler
Xinth is going to specialize in... questionable activities, predominantly seduction. I don't know how you want to RP that... what say you?
Edit: another quick question- We will be 10th level, correct? Than why is it that our siblings around us are mostly over 15th level? It seems a bit unfair, that we will constantly be outmatched by our underlings.
__________________
My wifi is down. It should be back up by the 22nd. Sorry, snowy, morcy, drack, hat, etc.
Last edited by white rider : 06-10-2012 at 09:38 AM.
Xinth is done. I still haven't decided what spells should go in the spell orbs, though.
DM only
Spoiler
Xinth is going to specialize in... questionable activities, predominantly seduction. I don't know how you want to RP that... what say you?
There's a whole section in the book detailing how to handle that. I think its a matter of
Spoiler
diplomacy
bluff and other rolls iirc, essentially, and we'll 'fade to black' when appropriate. Unless you try to seduce one of your sisters, who would likely get much sadistic entertainment from it, the only other females initially are soldiers and slaves. Down the road, we'll see what comes up, as it were, and deal with it.
Quote:
Originally Posted by white rider
Edit: another quick question- We will be 10th level, correct? Than why is it that our siblings around us are mostly over 15th level? It seems a bit unfair, that we will constantly be outmatched by our underlings.
yes level 10. Note the line before the list of siblings, these are the levels they ended up with at the end of the story I was writing. So at the point we're playing not everyone has all the levels, or even classes, listed in the first post.
yes level 10. Note the line before the list of siblings, these are the levels they ended up with at the end of the story I was writing. So at the point we're playing not everyone has all the levels, or even classes, listed in the first post.
Ah, good. By the way, when do you think the game will start?
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My wifi is down. It should be back up by the 22nd. Sorry, snowy, morcy, drack, hat, etc.
Ah, good. By the way, when do you think the game will start?
So far you're the only one to go so far as create a character sheet. I believe Grodech is working on his, if not done, and others may be as well. However, I'm working on a post for the game thread that will introduce whatever PCs emerge, and I'll be posting that shortly to get started.
Unfortunately I haven't had much time to get that done. It looks like I'm going to be in home repair/remodeling mode for a couple weeks. I'll do what I can in the late evening, but it's gonna be slow. I have his stat block up, that's about it. http://www.myth-weavers.com/sheetvie...sheetid=410614 (only Gryndel has access right now).
Ok, the wizard levels were giving me a headache. I wanted to do a domain wizard, but I didn't want the familiar and couldn't find a decent variant that replaces the familiar and didn't require you to be a specialist (which you can't do as a domain wizard).
Any objections to changing wizard levels to duskblade?
What resource are we using for drow racial stats/abilities. I know you've listed most of them here - I just want to make sure I'm not missing any (darkness, SR, etc).
Ok, the wizard levels were giving me a headache. I wanted to do a domain wizard, but I didn't want the familiar and couldn't find a decent variant that replaces the familiar and didn't require you to be a specialist (which you can't do as a domain wizard)
Its only 3 levels, c'mon man!
hehe seriously, you could even drop those and take more assassin levels for spells.
Quote:
Originally Posted by Grodech
Any objections to changing wizard levels to duskblade?
Not really.
Quote:
Originally Posted by Grodech
What resource are we using for drow racial stats/abilities. I know you've listed most of them here - I just want to make sure I'm not missing any (darkness, SR, etc).
I was using the srd for base character, and added in my special SLA from the old days for nobles.
as stated previously I'm using the quintessential drow book also, as well as "complete" series.
Also allowing the feat Daylight adaptation (from player guide to faerun I think, if not elsewhere)
I should do a summary post to include all my additions for characters and items, in a comprehensive singularity... pending!