Menzoberranzan windows xp
Wandering into a pack of them is a recipe for rsi of the right forefinger. Beginning with two characters, you generate yourself. The first thing to do is wander abroad in search of someone else to take with you. Added to the game are ranger and thief abilities, such as Hear Noise. Hide in Shadows and Backstab. Unfortunately, you don't have any real choice about how to go about things. The game has to follow the plot that's laid down, and in this respect it can become a bit mindless.
Do this dungeon, do that one collect the whatsit, head back there, and so on. In the end though, there's only one way of doing things. For instance, to enter the Underdark you need enchanted gems or you'll die of radiation poisoning. The gems lie in a cave near the village and you have to defeat the inhabitants.
This sounds fine, but sadly the game won't allow you into the lower realms until you have the gems. So much for freedom of action, eh?
Other things annoyed me too - the village is still burning if you return to it several days later and you even get the same conversation with the inhabitants. Apparently you're supposed to help put the fire out but that's about as much fun as cutting someone else's toenails.
To add insult to injury, as far as the keen RPG-er is concerned, each area of the map has finite boundaries. Wander out of the village and into the wilderness and whichever way you turn you'll come up against the cliff that surrounds the whole area.
This doesn't matter quite as much in the dungeons but the maze-like way these levels are designed, without any rhyme or reason to them, makes them border on being plain boring. Interaction with non-player characters is. That's if you call three-line conversations "interaction".
I don't. The first bloke you meet is Drizzt, a born-again drow. The West Wall was covered in the fortresses of more minor noble houses and the proudest of the non-noble drow families.
Elstearn's Escorts provided attractive drow of either sex to escort those who desired them or to act as tour guides to visitors. This plateau was located in the southwestern corner of the city and was screened from the rest of the city by a forest of giant mushrooms.
It was the highest point in the city and was protected by two giant spider statues that could be animated to protect the academy. The area around Lake Donigarten in the eastern side of the cavern was nearly uninhabited but was the source of all of Menzoberranzan's food. A rocky outcropping shaped like a claw on the end of a long arm situated between the Bazaar and Eastmyr. The ancient tunnels and walkways dug into the rock were used by House Oblodra to house their hundreds of kobold slaves, but was later infested by undead.
A permanent market located in Duthcloim. Nearly anything could be bought here, for a price. It was also the location of many unlicensed and illicit activities. The council chambers were located in a small cavern off of the main city cavern and were where the Ruling Council met to discuss important matters. In the council chambers was the Hall of Petition. Outside that was a waiting room.
Only those commanded to come were able to come. The floor was made of black marble and on the walls were friezes of Menzoberranzan's founding. This freshwater lake in the eastern side of the cavern was the source of much food in the city. A few twisted passages and side caverns accessible from the main cavern could be found in the Mantle, [36] actually part of the Dark Dominion but close enough to the city proper for residents to build homes.
All of the tunnels within an 8km 5 mile radius of the city were known as the Dark Dominion; the nearest ones leading to the city were known as the Bauthwaf meaning "around cloak" [78] Drow patrols were a constant presence of the region. A few guard outposts could also be found in these tunnels.
At least ten of the tunnels that started here led to the surface. One that led straight past Blingdenstone and into Mithral Hall and one that led to the High Forest were the two most commonly used. About six days' travel on foot from Menzoberranzan was a large Faerzress -free cavern. Most people who wanted to teleport to the city aimed for this cave and a few keyed two-way portals could be found here, [81] along with a waterfall that provided free fresh water.
Several noble houses had permanent scrying sensors here though they made pains to seem like they didn't care about the place. A cave with magical crystals only accessible via a river. Home to the deep dragon Zz'Pzora until her death in DR. It was a Faerzress location. War of the Spider Queen :. Neverwinter Saga :. Forgotten Realms Wiki Explore. Deities by alignment Deities by race Deities by domain.
Sourcebooks 1st edition 2nd edition 3rd edition Version 3. What is canon? Discussion Forum Recent blog posts. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk Do you like this video? Play Sound. This article is about the city. For other uses, see Menzoberranzan disambiguation. A glimpse of Menzoberranzan and the tunnels that surround it. The map of Menzoberranzan from the Legacy of the Drow omnibus.
Location of Menzoberranzan relative to the Surface. Wizards of the Coast , pp. ISBN Forgotten Realms Campaign Setting 3rd edition. Wizards of the Coast , p. Boyd November Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick. TSR, Inc. Tyrants of the Underdark Rulebook. Salvatore December Wizards of the Coast. A Reader's Guide to R. Salvatore's the Legend of Drizzt. Daughter of the Drow Mass Market Paperback. Reid December Out of the Abyss. Welcome to the realm called Underdark and the malevolent city of Menzoberranzan.
New monsters abound. New tactics make combat more intense. The ability to levitate and fly add even more excitement to battles! The spectacular sights and sounds of the Menzoberranzan game are exhilarating.
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