Donigarten
A large lake lie at the outskirts of the cave, luminating with a subtle blue-green sheen, that lights up its surroundings. In the center of the lake are two islands: one large with, what looks like fields of fungi and large grassing animals, a compound of small houses and a large tower; the other small and rocky. The two islands are connected by a bridge. A dock lies on the northwestern shoreline of the lake.
Donigarten is the name given a large lake and the surrounding farmland that dominates the eastern part of the carvern. Herds of animals similar to musk-oxes but much larger and with greater horns (rothé), graze on the island at the center of the lake. The islands northern and western shores hold broad stretches of slave-tended fungi fields that feed much of Menzoberranzan.
The Dark, cold waters of the lake have a sinister reputation, dating back to days when notable leaders of the great houses and their honored heroes were cast into the lake, dressed in full regalia and weighed down with stone spars. Many less important drow have been sent by rivals to the bottom of the lake as well, whose depths are suffused with Faerzress that makes them impenetrable to scrying and divination spells.
Although it is sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. The party can avoid random encounters in Donigarten by succeeding on a DC 11 Dexterity (Stealth) group check.
The tower in the northern part of the island is a guard tower, and being within 120 ft of it requires a DC 16 Dexterity (Stealth) group check. If they are discovered and look anything but drow or slaves, the 1d4+1 guards in the tower will attack the party, and call for reinforcements, if attacked. The reinforcements will concist of 2 drow patrols (See table below) that arrive every 1d4 turns.
1d20 | Encounter | Description |
---|---|---|
1 | Noble Visitation | The rulers of Donigarten is the House Hunzrin. While the party is traversing the Isle of Rothe, they stumble upon a noble progression of House Hunzrin, examining the area to make sure everything is at is should. The progression concists of 1 Drow Priestess, and 1d4+2 Drow Elite Warriors. If the party is spotted and looks like anything but drow or slaves, with a disinterested wave the priestess will say "rahss nindel" ("handle that") in undercommon to the warriors. |
2-8 | Drow Patrol | This patrol consists of two drow mounted on giant riding lizards. If one or more party members appear to be anything other than drow or slaves in the company of its drow master, the patrol immediately calls for reinforcements, which arrive in 1d4+2 rounds. The reinforcements consist of 1d4 similar drow patrols. |
9-10 | Escaped Slaves | A group of 1d4 commoners (of any race) have escaped their bondage and taken refuge here. The characters find them hiding in the fields or a nearby building. The slaves used to work at Arach-Tinilith, and can provide detailed descriptions on the plans of the church. The slaves are desperate to escape from the drow and pitifully grateful for any aid offered. |
11-14 | Giant Wolf Spiders | These spiders lurk in burrows under the spongy ground, leaping out to attack the party as it passes by. Party members with a passive Wisdom (Perception) score of 17 or higher aren’t surprised by the spiders. |
15-20 | Orc Slave Farmers | The drow use orc slaves to farm their fungi fields. The orcs pour water into carefully irrigated dung fields, renewing and expanding the fields with wagonloads of excrement brought in from the city proper. The orcs are so disciplined that they can be relied upon to perform their tasks with minimal or no supervision. The characters encounter 3d6 orc commoners. The orcs are chaotic evil and have darkvision out to a range of 60 feet, but they don’t attack drow or anyone accompanied by a drow. There’s a 25 percent chance that 1d4 drow guards are standing within 120 feet of the orcs, quietly resenting the fact that they’ve been assigned to “watch orcs till our waste.” If the orcs come under attack, the drow rush in to protect them. |
The city of Menzoberranzan is from Out of the Abyss a dnd 5e adventure. Most of the descriptions in this article is directly from the adventure, and has only been slightly altered to fit my world.
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