The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed The Drow War Book Two. The Dying Of - RoseRed

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A note on tactics: The Shadow Troupe is a fast-in, fast-out group. Its members excel at attacking from the shadows with surprise, but they are not good at sustained combat. They prefer to target one person and overwhelm him rather than move from target to target. As the assassins say, ‘one dead is better than two wounded’. The Troupe is best kept as a recurring threat, not an allor-nothing assault force. If its initial onslaught fails to bring a Player Character down, it flees back into the shadows to regroup and strike again another night. This may frustrate and infuriate the Player Characters but they will get plenty of chances to take revenge. The Troupe members use their summoned shadows to flank targets, enabling them to use sneak attacks against opponents. They down potions of fox’s cunning immediately before assassination attempts, in order to raise the saving throw DCs of their death attacks. Non-Player Character Group: The Shadow Troupe This gang of enigmatic assassins is under the command of Brexel (see above, and see page 110 for Brexel’s statistics). While he conducts his business in the Halls of Concord, the Troupe members room at the Flambeau Tavern on the waterfront, taking care of any jobs that Brexel needs doing. Their last task was to dispose of Karil Sturvin, the former ambassador. They assassinated him, weighed down his body and hid it in the molten moat, then used magical illusions to give one of their own number his appearance. The disguised assassin then made a point of insulting everyone he could on his way to the docks, pretending to be drunk and belligerent, so that lots of people would see him leave and remember it. The Shadow Troupe members make a living as entertainers, putting on shadow puppet shows and displays of circus skills. So far they have kept a low profile in Xoth Sarandi, not wishing to attract too much attention to themselves. Skimble, Male Human Brd5/Shd4/Asn1: CR 10; Medium humanoid; HD 5d6 plus 4d8 plus 1d6; hp 39; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +6; Grp +6; Atk +10 melee (1d6+2/18–20 plus poison, +2 rapier) or +9 ranged (1d10, masterwork heavy crossbow); Full Atk +10/+5 melee (1d6+2/18–20 plus poison, +2 rapier) or +9 ranged (1d10, masterwork heavy crossbow); SA bardic music, countersong, death attack, fascinate, poison use, shadow illusion, sneak attack +1d6, spells, summon shadow; SQ bardic knowledge, darkvision 60 ft., evasion, hide in plain sight, inspire competence, inspire courage +1, shadow jump 20 ft., uncanny dodge; AL NE; SV Fort +2, Ref +12, Will +6; Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 15. Skills & Feats: Balance +4, Bluff +10, Climb +4, Diplomacy +12, Disguise +6, Escape Artist +6, Gather Information +4, Hide +12, Jump +8, Knowledge (local) +5, Listen +3, Move Silently +10, Perform (dance) +11, Perform (guitar) +16, Sense Motive +7, Sleight of Hand +7, Tumble +15; Combat Reflexes, Dodge, Mobility, Skill Focus (Perform (guitar)), Weapon Finesse. Assassin spells prepared (2, save DC 11 + spell level): 1 st – shield, true strike. Bard spells known (3/4/2, save DC 12 + spell level): 0 th – dancing lights, detect magic, ghost sound, lullaby, message, prestidigitation; 1 st – grease, hideous laughter, undetectable alignment, ventriloquism; 2 nd – eagle’s splendour, silence, sound burst. Death Attack: Skimble’s death attack can be countered by a Fortitude saving throw (DC 12). Deathblade Poison: Injury DC 20, primary damage 1d6 Con, secondary damage 2d6 Con. One dose has already been applied to Skimble’s +2 rapier. Possessions: +2 rapier (poisoned), +2 studded leather armour, crossbow bolts (10), deathblade poison, masterwork guitar, masterwork heavy crossbow, potion of fox’s cunning. Skimble is the puffy-shirt-wearing musician of the troupe, who strums tunes for them to dance to and narrates the puppet shows. He is addicted to female attention and frequently has to be dragged back (usually by Belladonna) from chasing after barmaids, female guards and anyone else who comes within range. He has tousled chestnut hair, gleaming grey eyes and stubble that he thinks makes him look dashing. Belladonna, Female Human Mnk5/Shd4/Asn1: CR 10; Medium humanoid; HD 5d8 plus 1d6 plus 4d8; hp 44; Init +2; Spd 40 ft.; AC 18, touch 18, flat-footed 16; Base Atk +6; Grp +7; Atk +7 melee (1d8+1, unarmed strike) or +8 melee (1d6+2, +1 kama) or +11 ranged (1d2+3, +2 shuriken); Full Atk +7/+2 melee (1d8+1, unarmed strike) or +6/+6/+1 melee (1d8+1, unarmed strike) or +8/+3 melee (1d6+1, +1 kama) or +7/+7/+2 melee (1d6+1, +1 kama) or +11/+6 ranged (3d2+3, +2 shuriken) or +10/+10/+5 ranged (1d2+3, +2 shuriken); Ibon Presno Gonzalez (order #73006) 8 101

102 SA death attack, ki strike (magic), poison use, sneak attack +1d6, spells; SQ darkvision 60 ft., evasion, hide in plain sight, purity of body, shadow illusion, shadow jump 20 ft., slow fall 20 ft., still mind, summon shadow; AL CE; SV Fort +5, Ref +12, Will +10; Str 13, Dex 14, Con 10, Int 12, Wis 17 (21), Cha 8. Skills & Feats: Balance +4, Bluff +7, Climb +3, Diplomacy +7, Disguise +3, Escape Artist +4, Hide +12, Listen +7, Move Silently +14, Perform (dance) +7, Sense Motive +7, Spot +11, Tumble +15; Combat Reflexes B , Dodge, Mobility, Improved Unarmed Strike B , Quick Draw, Stunning Fist B , Weapon Focus (shuriken). Spells prepared (2, save DC 11 + spell level): 1 st – expeditious retreat, mage armour. Death Attack: Belladonna’s death attack can be countered by a Fortitude saving throw (DC 12). Deathblade Poison: Injury DC 20, primary damage 1d6 Con, secondary damage 2d6 Con. Three doses have already been applied to Belladonna’s +2 shuriken. Note: Every shuriken attack Belladonna makes involves three shuriken (roll separate attack rolls for each), though it still counts as a single attack, so she can only apply her sneak attack damage once. However, each poisoned shuriken that hits and deals damage requires a separate saving throw against the poison. Possessions: +1 kama, +2 shuriken (30, poisoned), deathblade poison, periapt of wisdom +4, potion of fox’s cunning. Belladonna is the youngest member of the troupe, a 17 year-old girl. She was brought up to believe that she was a ‘flame bearer’, one of the reincarnated heroes who would defend her village in Valjinn from evil. From infancy she was trained in the monasteries of Murduk Râm, learning the fighting arts she would need to know. Her nature, however, was too perverse for the quiet balance of the monastery. She began to hurt less skilled opponents in training bouts, purely for the pleasure it gave her and the fear in their eyes. Nothing was better than causing trouble and going undetected. She introduced chaos wherever she could; dead rats appeared in the stew, younger students woke with their sheets soaked through and precious scrolls of the wisdom of former Masters appeared hung on the privy walls. All the time she remained above suspicion, the perfect pupil – or so she believed. The senior monks knew exactly who was responsible and cast her out once divinations had made it clear that she was not a reincarnated hero but merely a brat. Belladonna has a skinny build, with a shaven head and sunken eyes. She dresses in men’s clothing and is easily mistaken for a man at first glance. Crackerjack, Male Human Rog5/Wiz4/Asn1: CR 10; Medium humanoid; HD 5d6+5 plus 4d4+4 plus 1d6+1; hp 41; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 12; Base Atk +5; Grp +5; Atk +9 melee (1d4+2/19– 20 plus poison, +2 assassin’s dagger) or +8 ranged (1d10+1/19–20, +1 heavy crossbow); Full Atk +9 melee (1d4+2/19–20 plus poison, +2 assassin’s dagger) or +8 ranged (1d10+1/19–20, +1 heavy crossbow); SA death attack, poison use, sneak attack +4d6, spells; SQ evasion, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +3, Ref +9, Will +4; Str 10, Dex 14, Con 13, Int 17 (19), Wis 8, Cha 10. Skills & Feats: Bluff +11, Concentration +8, Craft (alchemy) +10, Decipher Script +8, Disable Device +8, Disguise +11, Hide +12, Knowledge (arcana) +8, Knowledge (the planes) +8, Listen +8, Move Silently +10, Perform (dance) +8, Search +10, Sense Motive +11, Sleight of Hand +8, Spellcraft +8, Spot +8, Tumble +12; Brew Potion, Combat Expertise, Dodge, Scribe Scroll, Weapon Finesse. Death Attack: Crackerjack’s death attack may be countered by a Fortitude saving throw (DC 15, 16 if he is using his +2 assassin’s dagger). Deathblade Poison: Injury DC 20, primary damage 1d6 Con, secondary damage 2d6 Con. One dose has already been applied to Crackerjack’s +2 assassin’s dagger. Assassin spells prepared (2, save DC 14 + spell level): 1 st – expeditious retreat, mage armour. Wizard spells prepared (4/4/3, save DC 14 + spell level): 0 th – dancing lights, flare, ghost sound, light; 1 st – colour spray, obscuring mist, silent image, true strike; 2 nd – fog cloud, glitterdust, pyrotechnics. Possessions: +2 assassin’s dagger (poisoned), +1 heavy crossbow, crossbow bolts (10), deathblade poison, headband of intellect +2, potion of darkvision, potion of fox’s cunning. Bangs, flashes and puffs of smoke are what Crackerjack loves. The only member of the troupe who is not a shadowdancer, as his magical studies left no time for it, he makes up for it by casting spells that obscure the scene in mist, fog or smoke. He provides the pyrotechnic accompaniment for the shadowdancers’ performances. He is tall and thin, with straggly hair and an enormous Ibon Presno Gonzalez (order #73006) 8

A note on tactics: <strong>The</strong> Shadow Troupe is a fast-in,<br />

fast-out group. Its members excel at attacking from<br />

the shadows with surprise, but they are not good at<br />

sustained combat. <strong>The</strong>y prefer to target one person<br />

and overwhelm him rather than move from target to<br />

target. As the assassins say, ‘one dead is better than<br />

two wounded’.<br />

<strong>The</strong> Troupe is best kept as a recurring threat, not an allor-nothing<br />

assault force. If its initial onslaught fails to<br />

bring a Player Character down, it flees back into the<br />

shadows to regroup and strike again another night. This<br />

may frustrate and infuriate the Player Characters but<br />

they will get plenty of chances to take revenge.<br />

<strong>The</strong> Troupe members use their summoned shadows<br />

to flank targets, enabling them to use sneak attacks<br />

against opponents. <strong>The</strong>y down potions of fox’s cunning<br />

immediately before assassination attempts, in order to<br />

raise the saving throw DCs of their death attacks.<br />

Non-Player Character Group: <strong>The</strong><br />

Shadow Troupe<br />

This gang of enigmatic assassins is under the command<br />

of Brexel (see above, and see page 110 for Brexel’s<br />

statistics). While he conducts his business in the<br />

Halls of Concord, the Troupe members room at the<br />

Flambeau Tavern on the waterfront, taking care of any<br />

jobs that Brexel needs doing. <strong>The</strong>ir last task was to<br />

dispose of Karil Sturvin, the former ambassador. <strong>The</strong>y<br />

assassinated him, weighed down his body and hid it in<br />

the molten moat, then used magical illusions to give<br />

one of their own number his appearance. <strong>The</strong> disguised<br />

assassin then made a point of insulting everyone he<br />

could on his way to the docks, pretending to be drunk<br />

and belligerent, so that lots of people would see him<br />

leave and remember it.<br />

<strong>The</strong> Shadow Troupe members make a living as<br />

entertainers, putting on shadow puppet shows and<br />

displays of circus skills. So far they have kept a low<br />

profile in Xoth Sarandi, not wishing to attract too much<br />

attention to themselves.<br />

Skimble, Male Human Brd5/Shd4/Asn1: CR 10;<br />

Medium humanoid; HD 5d6 plus 4d8 plus 1d6; hp 39;<br />

Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15;<br />

Base Atk +6; Grp +6; Atk +10 melee (1d6+2/18–20<br />

plus poison, +2 rapier) or +9 ranged (1d10, masterwork<br />

heavy crossbow); Full Atk +10/+5 melee (1d6+2/18–20<br />

plus poison, +2 rapier) or +9 ranged (1d10, masterwork<br />

heavy crossbow); SA bardic music, countersong,<br />

death attack, fascinate, poison use, shadow illusion,<br />

sneak attack +1d6, spells, summon shadow; SQ bardic<br />

knowledge, darkvision 60 ft., evasion, hide in plain<br />

sight, inspire competence, inspire courage +1, shadow<br />

jump 20 ft., uncanny dodge; AL NE; SV Fort +2, Ref<br />

+12, Will +6; Str 10, Dex 14, Con 10, Int 13, Wis 12,<br />

Cha 15.<br />

Skills & Feats: Balance +4, Bluff +10, Climb +4,<br />

Diplomacy +12, Disguise +6, Escape Artist +6, Gather<br />

Information +4, Hide +12, Jump +8, Knowledge (local)<br />

+5, Listen +3, Move Silently +10, Perform (dance) +11,<br />

Perform (guitar) +16, Sense Motive +7, Sleight of Hand<br />

+7, Tumble +15; Combat Reflexes, Dodge, Mobility,<br />

Skill Focus (Perform (guitar)), Weapon Finesse.<br />

Assassin spells prepared (2, save DC 11 + spell level):<br />

1 st – shield, true strike.<br />

Bard spells known (3/4/2, save DC 12 + spell level):<br />

0 th – dancing lights, detect magic, ghost sound, lullaby,<br />

message, prestidigitation; 1 st – grease, hideous laughter,<br />

undetectable alignment, ventriloquism; 2 nd – eagle’s<br />

splendour, silence, sound burst.<br />

Death Attack: Skimble’s death attack can be countered<br />

by a Fortitude saving throw (DC 12).<br />

Deathblade Poison: Injury DC 20, primary damage 1d6<br />

Con, secondary damage 2d6 Con. One dose has already<br />

been applied to Skimble’s +2 rapier.<br />

Possessions: +2 rapier (poisoned), +2 studded leather<br />

armour, crossbow bolts (10), deathblade poison,<br />

masterwork guitar, masterwork heavy crossbow, potion<br />

of fox’s cunning.<br />

Skimble is the puffy-shirt-wearing musician of the<br />

troupe, who strums tunes for them to dance to and<br />

narrates the puppet shows. He is addicted to female<br />

attention and frequently has to be dragged back (usually<br />

by Belladonna) from chasing after barmaids, female<br />

guards and anyone else who comes within range. He<br />

has tousled chestnut hair, gleaming grey eyes and<br />

stubble that he thinks makes him look dashing.<br />

Belladonna, Female Human Mnk5/Shd4/Asn1: CR<br />

10; Medium humanoid; HD 5d8 plus 1d6 plus 4d8; hp<br />

44; Init +2; Spd 40 ft.; AC 18, touch 18, flat-footed 16;<br />

Base Atk +6; Grp +7; Atk +7 melee (1d8+1, unarmed<br />

strike) or +8 melee (1d6+2, +1 kama) or +11 ranged<br />

(1d2+3, +2 shuriken); Full Atk +7/+2 melee (1d8+1,<br />

unarmed strike) or +6/+6/+1 melee (1d8+1, unarmed<br />

strike) or +8/+3 melee (1d6+1, +1 kama) or +7/+7/+2<br />

melee (1d6+1, +1 kama) or +11/+6 ranged (3d2+3, +2<br />

shuriken) or +10/+10/+5 ranged (1d2+3, +2 shuriken);<br />

Ibon Presno Gonzalez (order #73006) 8<br />

101

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