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ссылка на сообщение  Отправлено: 04.10.09 08:49. Заголовок: Дом Ксорларрин (ENG, по сост. до 1358 DR)


Много о Доме Ксорларрин все из той же книги "Мензоберранзан". Все на английском языке, к тому же для ADnD 2ed. редакции правил. Некоторые сведения могут быть устаревшими.

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ссылка на сообщение  Отправлено: 04.10.09 08:55. Заголовок: Fifth House of Menzo..


Fifth House of Menzoberranzan

SIMBOL:

Matron Mother: Zeerith Q.Xorlarrin, level 15 priestess
Nobles: 36
Priestesses: 14
High priestesses: 5
House Males: 22
Mages: 21
Fighters: 1
Drow Soldiers: 250 total
Formations: 60 Elite Foot (female)
100 Archers
80 Foot
20 Lizriders
Slave Force:
Formations:
500 total
200 goblin foot
100 goblin archers
100 orc spearthrowers
100 bugbears

Chief Alliances: Has been known to aid the activities of House Baenre (#1); has longstanding truce with House Faen Tlabbar (#4)

Chief Rivals: The Xorlarrins worry most about attack from Houses Agrach Dyrr (#6) and Mizzrym (#7).

House Xorlarrin wields power far beyond that indicated by mere numbers of nobles or warriors. The true strength of this house emerges from two characteristics: one, the Matron Mother (and, hence, all the females) allows the males to live on a more or less equal basis; and two, every male child is rigorously (and ruthlessly) screened, to ensure that his life is employed to the most efficient purposes of the house. Xorlarrin is a house that, even among the fanatically secretive drow, must be considered paranoically reclusive. All of the nobles of House Xorlarrin, whether wizard or priestess, conceal their identities when they venture into public. A veil or mask covers the face, and loose, flowing clothing is favored, to disguise the overall size, physique.and even the sex!.of the noble. The family badge, inscribed with the Xorlarrin symbol, is still displayed prominently on such a costume, however. Matron Mother Zeerith Q.Xorlarrin is the matriarch of this clan, but she exercises a more democratic rule than any other powerful matron in Menzoberranzan.
Lively arguments are tolerated, wherein the males.at least the elderboy, patron and weapon master speak up as loudly as any high priestess. Indeed, so unusual among her peers is Matron Zeerith that many of her ex-patrons still live, serving the house in some fashion or another.
The current patron is the ancient, bald, and decrepit-looking drow wizard known as Horroodissimoth Xorlarrin. He is also the leader of the council of wizards who oversee Sorcere the second most influential position for a Menzoberranzan wizard, after the archmage Gromph, who ignites the daily fire of Narbondel. Though he is physically repulsive, Matron Zeerith shows him most un-drowlike respect, and even affection. The wizard has fathered none of the matron’s children (though three have been born during his tenure as patron). He and Zeerith have a relationship based purely upon ambition, and have found each other to be most useful tools.

Weapon master Jearth Xorlarrin is the only fighter of note among the clan’s nobles, though he is not a formal member of the family. He has, however, sired several of the matron’s children during the last century and a half. He is an extremely accomplished warrior, but is used more as an assassin and bodyguard than as a teacher of the Xorlarrin male offspring. Of these, the elderboy is the most powerful. He is Brack’thal Xorlarrin, a wizard of level 14. He is jealous of the other two influential males, and has often considered plots for the removal of one or the other of them. These plots have always been discarded as too risky, but he would be a willing conspirator in any such endeavor that seemed practical and relatively secure. The high priestesses are all daughters or granddaughters of Matron Zeerith, and have been very loyal to their mother. None of them is truly powerful (the most experienced, Kiriy, being a mere 10th level) enough to challenge their mother’s station and also, they recognize the prosperity that the current matron has brought to them all. If there is a point of contention with the daughters, it is that their mother shows the males of the clan too much respect and tolerance. Kiriy is the eldest daughter, and most vocal on this point but never when the matron mother is around.

The family center is the Spelltower Xorlarrin, an elegant spire located in the center of the raised platform known as Qu’ellarz’orl. Given the elevation of the tower and its strategic position on the flank of House Baenre, the family occupies one of the most commanding locations in Menzoberranzan. The structure itself is deceptively small. Though it rises like a spire from the rocky floor of the cavern, the tower is relatively narrow in girth, and this lends the lie to the illusion of towering height. Nevertheless, the place is one of the most defensible houses in all the great drow city.

The key to the house’s relative invulnerability is found in the potent magic wielded by the Xorlarrin wizards all of them male, and numbering among the group the most accomplished sorcerers in all Menzoberranzan. Fully seven of them are counted among the masters of the mage-school Sorcere, and these include the leader of that august council, Horroodissimoth Xorlarrin. Matron Mother Zeerith and her daughters have consistently given birth to male offspring of high magical ability. The purpose of the aforementioned screening of youths is to determine, at a very young age, the exact level of aptitude exhibited by the boy toward the arcane arts. Only those youths who demonstrate a significant level of potential are retained by the family, to
begin immediate schooling as a mage’s apprentice.
All other male children are disposed of. Some are sacrificed in family ceremonies. Others are sold to Bregan D.aerthe to serve as warriors in that mercenary legion. Those who display some physical proficiencies are sometimes spared the deadly kiss of Lloth, instead being sold into slavery. This procedure ensures that even useless sons contribute to the house in the form of the riches or the favors of Lloth gained from the youth’s sacrifice.

Of the 22 mages currently listed on the family record, a full 12 of them are wizards, with the most powerful of these (Horroodissomoth Xorlarrin) a physically decrepit but deceptively mighty level 18. He is discussed in detail among the NPCs of House Xorlarrin.
The other 10 mages cover the range of apprentice and journeyman (through about levels 1-7); all of these have shown promising aptitude in the arcane arts. At least seven wizards of the house are listed among the masters of Sorcere, and several of these are extremely powerful (though not quite as mighty as Horroodissomoth).

The wizards of House Xorlarrin have raised the art of magical wand creation to its highest level in drow history. All sorts of wands have been designed by these drow sorcerers, many of which have been bestowed upon important personages of other houses as gifts, bribes, or other payments. In fact, the possession of a Xorlarrion wand is considered a mark of high status in Menzoberranzan. Many of their wands are unique, and a couple of them are described here. Even the more standard types of wands, such as wands of lightning bolts and fireballs, or a wand of cold, are superior when crafted by the Xorlarrin wizards. As a general rule, if a Xorlarrin wand is a damage-inflicting device, it will inflict +1 hit point per die of damage. (Example: if the normal damage of a wand-cast spell is 6d6, a Xorlarrin wand will deliver 6d6 + 6 of damage.) Also, victims
suffer -2 penalties to their saving throws when they are saving against the effects of a Xorlarrin wand.

The following are two wands unique to House Xorlarrin. Several of each have been made, but they are rare, and each example is a highly treasured item in Menzoberranzan.

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ссылка на сообщение  Отправлено: 04.10.09 08:56. Заголовок: Wand of Lloth: This ..


Wand of Lloth: This is a tiny device, no more than eight inches long. It can be employed for several different purposes:
- Web. The wand can launch the equivalent of 1 web spell per round, creating the effect up to 120’ away from the wielder;
- Rope. The wand will launch a thin, but very strong, rope. The rope will travel up to 240’, to a secure location indicated by the user (or, alternately, it can hang straight down without being attached to anything).
Once fastened, it remains affixed until the wielder commands it to release. The rope cannot be affected by fire or normal weapons; if attacked by magical weapons, it is assumed to have an AC of -4, and 12 hit
points. However, it can be cut by the wielder of the wand with any knife or blade, by the use of a command word. The wand, when new, contains a full 240’ of rope. If the rope is saved after each use (drawn back into the wand) the full length is available the next time. If any is lost, however, it is lost permanently.
- Sting. The wand extends into a scorpion-like scimitar that functions in all respects as a poisoned longsword, +4. The user needs no proficiency in sword use; but must know a command word to activate the
stingsword. Damage is inflicted normally (1d8 +4 against man- sized foes), but anyone struck with the weapon must also make a saving throw versus poison. If the save fails, the character is paralyzed for 3-18 turns.

Wand of the Underdark: This wand can be used once per turn, to perform one of the following effects:
- Darkness, 30’ radius. This expanded sphere of darkness will remain for a time period (up to permanent) specified by the caster at the time of the casting. It can be cast up to 120’ away.
- Silence, 30’ radius. This effect works within the same parameters as darkness, above.
- Detect Magic. The wand can be used to indicate an object or area (up to a medium-sized room or 60’ section of corridor). It will indicate whether the item is under any sort of enchantment, though it will not provide any further definition.

House Xorlarrin has long fostered a good relationship with House Baenre. Indeed, the matron mothers of the latter have often employed Xorlarrin wizards when they need extra magical capability for some task. The root of House Xorlarrin’s financial wealth comes not from trade or even craftsmanship (though, occasionally, a Xorlarrin wand is sold by bid). Instead, the house exploits the diplomatic ability of its matron mother to serve as agent and arbiter for the business transactions of many other houses. For a small fee, the priestess and wizards of House Xorlarrin will adjudicate the squabbles of two or more other houses.

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ссылка на сообщение  Отправлено: 04.10.09 08:56. Заголовок: The Dwelling of Hous..


The Dwelling of House Xorlarrin: The Spelltower

This elegant spire is, as mentioned, a prominent feature of the Qu’ellarz’orl. Located on a raised portion of the cave floor, the tower is far removed from any hanging stalactites or other natural means of approach. It is outlined in a steady circle of diagonal stripes, etched in faerie fire, that rotate around the pillar, giving it the
appearance of constant motion. The walls of the tower are iron, reinforced with adamantite. A single, arched gateway allows access into the base of the tower. There are arrow (and magic) slits located around the periphery of the tower, beginning at 20’ above ground level, but these are too narrow for a normal-sized
drow to fit through. They are designed to give the defenders, in the tower, a wide field of view; yet at the same time to restrict the line of sight granted to an enemy outside. The approaches to the tower are steep,
but deceptively smooth. Although, from a distance, the sloping terrain looks rough, pocked with multiple hand- and footholds, it has in fact been smoothed to an almost metallic finish by the magic of Xorlarrin
wizards. Any character attempting to cross the slopes here (unless climbing the smooth steps leading to the gate) should be subjected to multiple Dexterity checks, with failure forcing a fall and potential backsliding of 0-50’.
There are many spouts located around the base of the tower. In the event of a full scale attack, these spew a steady drain of oil, which quickly spreads across the already slippery slopes around the tower. The oil makes the surface impassable except to those who can employ exceptional means (levitation, thief climbing ability, spikes or crampons, etc.) to retain their balance. Even then, the obstacles are not entirely negated the house wizards are willing to ignite the entire oil-spill in an attempt to incinerate overly tenacious attackers. The walls of the tower have been designed to withstand this heat, and the slits in the walls can be closed against smoke and heat. A pair of platforms provides commanding defensive positions from the outside of the tower. The first of these is a wide parapet, about halfway (75’) up the tower. From here, ranks of archers can shower arrows and darts onto attackers massed below.
Near the very top of the tower is a smaller rampart. This one is designed for wand-wielding mages, and serves as a base from which a half-dozen or so of the house mages (usually apprentices or journeymen) keep a watch against attack from above. Should any enemy attempt to descend against the top of the tower, a combination of frost-cones, fireballs, and lightning bolts will try to blast them from the air.
The ground floor of the tower is always garrisoned by an elite company of 24 drow guards and six captains.

Guard Captains (fighter/mage level 6/5): AC -1; Move 12; HD 6; hit points 28; #AT 1; Dmg 1d8 +5; THAC0 11; MR 62%; AL LE
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: detect magic, magic missile, light, taunt.
Second Level: invisibility, protection from paralysis.
Third Level: spirit armor.

Drow Guards (3rd level fighters): AC 1; Move 12; HD3; hit points 18 (average); #AT 1; Dmg 1d8 + 3; THAC0 12; MR 56%; AL LE
Weapons: long swords +3; handbows
Inherent Spell-like Abilities: dancing lights, faerie fire, darkness (all once/day)

The ground floor of the great tower is the audience chamber of the matron mother, and a general council and gathering place for the clan. Several great thrones are placed on a raised platform in the center of the room (a huge chair for the matron mother; six lesser ones for the three highest ranking priestess and three most
highly-regarded house males). The rest of the group stands, or sits on the hard floor, during large gatherings.
The three floors immediately above the throne room are given over to the family quarters. Unlike most drow households, these are not segregated, with males and females in different parts of the dwelling. Here, the apartments of a priestess may just as likely neighbor those of a wizard as another priestess.
The highest levels of the tower are the laboratories of the mages. Here are kept the ingredients and the libraries which have made Xorlarrin such an influential power in the realm of arcane accomplishments in
Menzoberranzan. A host of magical traps protect the spiral stairway leading up to this sanctum, and the approach is constantly (and jealously) guarded by an invisible drow wizard of at least 9th level.

Wizard Guard (mage level 9): AC 0; Move 12; hit points 24; #AT 1; Dmg 1d4 + 5; THAC0 12; MR 68%; AL LE
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, fist of stone.
Second Level: invisibility, ride the wind, improved phantasmal force.
Third Level: slow, invisibility 10. radius, fly.
Fourth Level: acid bolt, minor globe of invulnerability.
Fifth Level: passweb.

The clerical heart of the house lies underground, in a secret chamber whose very existence is not even suspected beyond the walls of the house. Indeed, the excavations were constructed magically, with the greatest secrecy, and now these chambers represent the last refuge of the clanhold in the event of a nearly successful attack.
The caverns are designed in two levels. The upper, entrance chamber, is designed as a battle maze, wherein an attacker gets confused and disoriented, all the while subjected to deadly attackers by the Xorlarrin defenders. Several battle mazes are presented on the cards included in the box set any one of these can be employed to represent the Xorlarrin network. The final bastion, and most sacred altar, of the house is found in the deep chamber. This huge, cavelike expanse, has been dedicated to the greatness of Lloth. Indeed, a giant statue of the spider queen is the dominant feature of the room.

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ссылка на сообщение  Отправлено: 04.10.09 08:58. Заголовок: http://adventure.3dn..




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