wart on his forehead. He wears gaudy waistcoats and smokes a pipe constantly. <strong>The</strong> Nixer, Male Human Rgr5/Shd4/Asn1: CR 10; Medium humanoid; HD 5d8 plus 1d6 plus 4d8; hp 44; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +8; Grp +11; Atk +12 melee (1d12+5/x3, +1 greataxe) or +13 ranged (1d8+5/x3, +2 composite longbow (+2 Str bonus)); Full Atk +12/+7 melee (1d12+5/x3, +1 greataxe) or +13/+8 ranged (1d8+5/x3, +2 composite longbow (+2 Str bonus)) or +11/+11/+6 ranged (1d8+5/x3, +2 composite longbow (+2 Str bonus)); SA death attack, favoured enemies, poison use, shadow illusion, sneak attack +1d6, spells, wild empathy; SQ darkvision 60 ft., evasion, hide in plain sight, shadow jump 20 ft., summon shadow, uncanny dodge; AL NE; SV Fort +5, Ref +12, Will +3; Str 16, Dex 14, Con 10, Int 14, Wis 12, Cha 8. Skills & Feats: Bluff +8, Climb +7, Disguise +7, Escape Artist +6, Hide +14, Jump +10, Knowledge (geography) +8, Knowledge (nature) +8, Listen +10, Move Silently +14, Perform (dance) +3, Sleight of Hand +6, Spot +10, Survival +10, Tumble +6; Combat Reflexes, Dodge, Endurance B , Point Blank Shot, Rapid Shot B , Silentspell, Track B , Weapon Focus (longbow). Death Attack: <strong>The</strong> Nixer’s death attack may be countered by a Fortitude saving throw (DC 13). Ibon Presno Gonzalez (order #73006) 8 103
104 Deathblade Poison: Injury DC 20, primary damage 1d6 Con, secondary damage 2d6 Con. One dose has already been applied to the Nixer’s arrows. Assassin spells prepared (2, save DC 12 + spell level): 1 st – shield, true strike. Ranger spells prepared (1, save DC 11 + spell level): 1 st – longstrider. Favoured Enemies: Humanoid (elf) +4, humanoid (human) +2. Possessions: +1 greataxe, +2 composite longbow, arrows (20, poisoned), deathblade poison, potion of fox’s cunning, studded leather armour. <strong>The</strong> Nixer is an enigma. His face is tattooed with blue lines that radiate from the crown of his bald head, as if it were made of glass and something had cracked it. His teeth are filed down to points. <strong>The</strong> other troupe members believe that he was once a hunter for some unknown tribe, though Brexel has not told them anything so definite. For some reason he is totally silent, refusing to speak except to cast spells. His place in the troupe is to set up the equipment before the performances. He is sometimes called in to dance, when he will often throw Belladonna around the stage. Nixer is the son of a family of wild brigands in the forest of Qual, who helplessly watched his people slaughtered by crusading humans and elves. <strong>The</strong> bandit hunters had no idea that a small boy was watching them from safety, too frightened to talk. Since then, Nixer has remained utterly silent, unwilling to speak until he has exacted his bloody revenge. Non-Player Character: Maskin Tythe Every seaport has a ‘connections man’ and Maskin is Xoth Sarandi’s. <strong>The</strong>re are other people working in the fixer business but none enjoy the seniority and respect that Maskin does. He is the man to see when one needs to find out the kind of information, or make the kind of deal, that the establishment would rather one did not. Maskin works from the Brazen Trumpet Inn, a comparatively clean and upmarket inn in the civic sector. His clientele are mostly humans who want to find ways to buck the elves’ strictly imposed restrictions, get into the world of smuggling or just talk to someone who knows ‘what is what’ around here. His main motivation is money, though he does take wry pleasure in being a fly in the elves’ ointment. Maskin has garnered respect by being utterly reliable. So long as one keeps one’s end of a bargain with him, he will keep his. In the morally ambiguous climate of the outer city, reputation is the most important thing a man can trade on. In game terms, talking to Maskin adds a +2 circumstance bonus to Gather Information checks when trying to find out rumours in Xoth Sarandi. <strong>The</strong> Player Characters will also find Maskin useful if they need to track down anything illegal (such as poisons or black market portal keys) or find out who is trying to kill them. He can also make connections for them, such as setting them up with contacts who will buy any contraband goods they may have in their possession. If the Player Characters cross him, he will use his underworld contacts to have them framed for a crime – a favourite method is to plant narcotics in the target’s ship – and then tip off the elven guards. Maskin is an aging man who wears simple clothing and shows no visible signs of wealth. He looks no different from any other citizen in the street. He does not fight if he can possibly avoid it, preferring to use his cape of the mountebank to escape if a situation turns ugly. Maskin Tythe, Male Human Rog16: CR 16; Medium humanoid; HD 16d6-16; hp 40; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 14; Base Atk +12; Grp +13; Atk +15 melee (1d6+2/19–20, +1 sword of subtlety)* or +15 ranged (1d10, masterwork heavy crossbow); Full Atk +15/+10/+5 melee (1d6+2/19–20, +1 sword of subtlety)* or +15 ranged (1d10, masterwork heavy crossbow); SA sneak attack +8d6; SQ defensive roll, improved evasion, trapfinding, trap sense +5, slippery mind, uncanny dodge; AL N; SV Fort +4, Ref +12, Will +5; Str 12, Dex 14, Con 8, Int 14, Wis 11, Cha 18. Skills and Feats: Appraise +11, Balance +4, Bluff +15, Climb +7, Craft (trapmaking) +13, Decipher Script +7, Diplomacy +15, Disable Device +4, Disguise +14, Escape Artist +7, Forgery +13, Gather Information +21, Hide +7, Intimidate +15, Knowledge (local) +19, Listen +6, Move Silently +11, Open Lock +4, Perform (storytelling) +15, Search +11, Sense Motive +11, Sleight of Hand +10, Spot +10, Swim +3, Tumble +11, Use Magic Device +9, Use Rope +3; Combat Expertise, Dodge, Improved Initiative, Mobility, Run, Spring Attack, Weapon Finesse. Possessions: +1 sword of subtlety, cape of the mountebank, crossbow bolts (10), leather armour, masterwork heavy crossbow, potion of neutralise poison, potions of cure serious wounds (2). Ibon Presno Gonzalez (order #73006) 8
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Ibon Presno Gonzalez (order #73006)
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2 Introduction Welcome to The Drow
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4 island of Chillhame, then in the
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6 the past and old ghosts will retu
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8 It is likely that at some point o
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10 that his office is not the same
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12 but it is considered very dishon
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14 for 1d3 hours after drinking. Ho
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16 Equipment & Treasure: Arrows (20
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18 dagger wounds in their chests. T
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20 break free. The control is also
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22 The people of Jehannum are not i
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24 Skills & Feats: Balance +11, Cli
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26 they announce that one of the ca
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28 them off trying that route. Some
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30 paws, adding cowardice and the p
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32 Across Unkown Oceans This chapte
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34 and electricity 10, spider climb
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36 light slashing or piercing weapo
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38 Effects of the Vortex If they ar
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40 4. Hidden Entrance The main entr
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42 The One has a +8 racial bonus on
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44 Sahuagin Lacerators The lacerato
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46 other ships are sent out. Whole
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48 If a Harrier should die and his
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50 a hull, lacking any masts or sai
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- Page 59 and 60: 58 Tizla Leaves These leaves are mi
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- Page 67 and 68: 66 faith and treated her with respe
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- Page 83 and 84: 82 If they decide to chase the Sea
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- Page 99 and 100: 98 Non-Player Character Group: The
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- Page 115 and 116: 114 Non-Player Character Group: The
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- Page 119 and 120: 118 Warriors of Winter Following ma
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- Page 123 and 124: 122 Weremammoths (Frost Giant Lycan
- Page 125 and 126: 124 If the Player Characters make a
- Page 127 and 128: 126 Foundation Keepers Those who un
- Page 129 and 130: 128 perfectly preserved bodies of h
- Page 131 and 132: 130 Background: Characters who can
- Page 133 and 134: 132 Location: The Glacial Peaks If
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- Page 147 and 148: 146 Fellraven: +4 keen scythe; AL N
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- Page 153 and 154: 152 The Family Azarak, Zamelak and
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154 Ibon Presno Gonzalez (order #73
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156 ‘The dark ones, little dark o
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158 Skills: Bluff +22, Diplomacy +3
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160 These dreadful creatures are th
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162 Special Qualities: All-around v
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164 Special Qualities: Construct tr
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166 Misdirection (Sp): To put hunte
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168 These misanthropic, pensive imm
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170 Tyrant of Brass This adventure
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172 Ibon Presno Gonzalez (order #73
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174 The Destriers of Heaven The Sun
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176 News from Jehannum The merchant
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178 Change Shape (Su): A rakshasa c
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180 Moch and Krunna, Mummy Lords, C
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182 Paralysing Touch (Su): Any livi
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184 Atk +18 melee (2d4+7, 2 claws);
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186 Many of these ghosts are mindle
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188 Aftermath With the threat to th
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190 simply gave a name, a location,
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192 these runes with a Search check
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194 If the soldiers here have not r
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196 Shikzen Baine, Female Drow Clr1
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198 Skills & Feats: Hide +8, Listen
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200 The Dwarves: The dwarves are am
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202 18. The Prisoners Four drow war
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204 power. There are five large bas
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206 Poison (Ex): Fortitude saving t
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208 Following Darkness Like a Dream
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210 Ibon Presno Gonzalez (order #73
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212 Flyby Attack, Great Fortitude,
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214 Song of the Night Hags Stoke th
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216 Inside, the cathedral is desola
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218 of the stuff on the whole plane
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220 against them. A magical attack
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222 Spell-Like Abilities: At the st
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224 Skills & Feats: Bluff +33, Conc
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226 Genesis of the Ironclads Drozen
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228 The duergar suit resembles an e
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230 Ibon Presno Gonzalez (order #73
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232 Factory Floor A: Sheet Rolling
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234 or lying when he said that only
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236 Knowledge (the planes) check (D
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238 The drow twins Hester and Jazme
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240 The Ironclads An Ironclad is a
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242 Skills & Feats: Appraise +24, B
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244 Skills & Feats: Bluff +53, Conc
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246 If the Stars Should Fall In thi
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248 Explosion Damage: As the Concla
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250 Major Hero: Kandang Sorcerer Se
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252 and fire, immunity to poison, r
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SAVING THROWS COMBAT BONUSES CHARAC
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256 Open Game Li cense THIS LICENSE