Dark Dominion
The rock surrounding Menzoberranzan is honeycombed with tunnels and passageways forming what is known as the Dark Dominion, a territory claimed by the Drow but not part of the city proper. Home to all manner of Underdark denizens, this maze forms part of Menzoberranzan’s defenses as well as its underworld — a dangerous place for dark dealings and clandestine meetings.
The Dark Dominion is a great place for random encounters. When it suits you, roll a d20 and consult the Dark Dominion Encounters table to determine what the party encounters, or choose an encounter that you like.
1d20 | Encounter | Description |
---|---|---|
1-2 | 2d4 bugbears | The bugbears are branded with the mark of a House Melarn, identifying them as slaves. They try to sneak up on the party and score an easy kill. |
3-4 | Clandestine Meeting | The party happens upon a meeting between a Drow house representative and Khalessa Draga. |
5 | 1d4 driders | These outcasts perch atop high ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. |
6-10 | Drow patrol | The characters encounter a patrol consisting of 2d4 Drow led by a Drow elite warrior. The patrol stops and questions any non-drow who aren’t slaves, as well as Drow they deem suspicious. It might take roleplaying or a successful DC 15 Wisdom (Deception or Persuasion) check to convince the patrol not to attack the party. The Drow can also be bribed with a bribe of at least 50 gp. If they do, the characters gain advantage on checks made to talk their way past the patrol. Any sign of a large, armed, and potentially hostile group causes the patrol to retreat and seek reinforcements. If the characters remain in the area, the patrol returns with two additional patrols 1d10 minutes later. |
11-14 | Escaped slaves | A group of 1d4 commoners (of any race) attempts to hide from the approaching party. If spotted, they beg the characters for mercy, explaining that they have escaped from their Drow masters following “The Uprising at Donigarten” and have been hiding in the tunnels ever since. The slaves are desperate to escape from the Drow and pitifully grateful for any aid offered. |
15-16 | 1d4+1 goblins | The goblins beg for food. If the characters give them food or otherwise treat the goblins well, they show the party a secret door that opens into a forgotten tunnel. Roll a d10 and consult the Goblin Tunnel table to determine where the tunnel leads. |
17-19 | Glyph of warding | Drow priestesses are fond of placing glyphs of warding in the tunnels surrounding Menzoberranzan. Such a glyph allows Drow to pass safely but triggers whenever a non-drow passes by it. A Drow glyph of warding has a spell save DC of 13 and an explosive runes effect |
20 | 1d4 Intellect devourers | Mind flayers like to send intellect devourers into the Dark Dominion in search of hosts, using them as spies to keep an eye on the Drow city. These intellect devourers creep up behind the party and use their Devour Intellect attack against party members in the rear of the marching order. |
The Dark Dominion is from Out of the Abyss a dnd 5e adventure. This article is taken directly from the adventure, and has only been slightly altered to fit my world.
Type
Neighbourhood
Location under
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