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
Skills & Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness B , Blind-Fight, Combat Reflexes, Improved Initiative B . Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a Fortitude saving throw (DC 14) or be dealt 1d6 points of Constitution drain. The saving throw DC is Charismabased. On each such successful attack, the wraith gains five temporary hit points. Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Note: The above does not include the benefit of the desecrate spell. When within the desecrated chapel, the wraiths attack at +7 melee, deal 1d4+2 points of damage plus 1d6 Constitution drain, and have 42 hit points and the following saving throw bonuses: Fort +3, Ref +6, Will +8. Shikzen’s Divine Focus: This strangely primitivelooking spider carving has been made from a piece of black mineral that glows (if that is the right word!) with darkness. It emits darkness as an ember emits light. It has a strong aura of evil. Any character who has seen tenebrium knows that the divine focus has been made from that substance. In addition, any Starborn present (which should be all of the Player Characters) may make Intelligence checks (DC 15). Those who succeed instinctively recognise the object as a piece of the Abyssal Altar. The obvious conclusion, which the players should be left to figure out for themselves, is that the Abyssal Altar is actually made from tenebrium. If the Conclave really can come up with a device that emits energy specially tuned to shatter tenebrium, perhaps it could be used to destroy the Abyssal Altar itself! 11. Entrance to the Mine Complex The passage here slopes downwards and the walls become increasingly rough. At the end of the passage a gate of metal bars stands open, with a heavy chain and padlock hanging from it. In the room beyond you can see a row of drow soldiers stationed behind a makeshift barrier made from sandbags. The soldiers stand with their backs to you, training heavy crossbows on the area beyond. From far off, the sound of battle reaches you. It echoes up from the caves beyond the gate, so distorted by distance that you cannot tell what direction it is coming from. The ten drow soldiers here are assisted by a warlock (a wizard with fighter levels). They are holding this area against a possible dwarf rush from the mine caves. This is intended to be a fairly tough battle for the Player Characters; the drow will not yield this position easily. They are, however, expecting an attack from the other direction, so the Player Characters have the advantage of surprise, if they are wise enough to work with it. If battle does break out, the warlock’s first action is to cast haste on his comrades. If the battle appears to be going in the drow’s favour, they try to capture the Player Characters for interrogation, inflicting nonlethal damage and then fetching manacles from the storage room (Room 11a). If the drow appear to be losing, they fall back into the mines, trying to meet up with the main force at Area 15. Anvil: Once the Player Characters can see the rest of the room, they notice an anvil at the point marked with an X. This is used to fit chains on the prisoners. If the party members are above 17 th level on average, the Games Master should increase the number of drow soldiers to 14. Soldiers, Drow War10 (10): CR 10; Medium humanoid (elf ); HD 10d8; hp 45; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +10; Grp +11; Atk +12 melee (1d10+1/x3, glaive) or +11 melee (1d6+1/18–20, rapier) or +12 ranged (1d10/19–20, heavy crossbow); Full Atk +12/+7 melee (1d10+1/x3, glaive) or +11/+6 melee (1d6+1/18–20, rapier) or +12 ranged (1d10/19– 20, heavy crossbow); SA poison, spell-like abilities; SQ drow traits, spell resistance 21; AL NE; SV Fort +7, Ref +5, Will +3; Str 13, Dex 14, Con 10, Int 12, Wis 10, Cha 10. Ibon Presno Gonzalez (order #73006) 8 197
198 Skills & Feats: Hide +8, Listen +5, Search +5, Spot +5; Dodge, Power Attack, Rapid Reload, Weapon Focus (glaive). Equipment & Treasure: Crossbow bolts (10), glaive, heavy crossbow, rapier. Note: When attacking with their glaives, the drow soldiers can attack opponents ten feet away, but not adjacent ones. Warlock, Male Drow Wiz10/Ftr3: CR 14; Medium humanoid (elf); HD 10d4+10 plus 3d10+3; hp 54; Init +6; Spd 30 ft.; AC 12, touch 12, fl at-footed 10; Base Atk +8; Grp +8; Atk +9 melee (1d6/19–20 plus poison, masterwork rapier) or +8 ranged (1d4/19–20 plus poison, hand crossbow), Full Atk +9/+4 melee (1d6/19–20 plus poison, masterwork rapier) or +8 ranged (1d4/19–20 plus poison, hand crossbow); SA poison, spells, spell-like abilities; SQ drow traits, spell resistance 24; AL LE; SV Fort +7, Ref +6, Will +9; Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 13. Skills & Feats: Concentration +14, Decipher Script +17, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (the planes) +17, Handle Animal +6, Intimidate +7, Ride +6, Spellcraft +17; Combat Casting, Combat Expertise, Dodge, Greater Spell Focus (Evocation), Improved Counterspell, Improved Initiative, Mobility, Scribe Scroll, Spell Focus (Abjuration), Spell Focus (Evocation). Spells prepared (4/6/5/4/4/2, save DC 14 + spell level): 0 th – message, ray of frost, resistance, touch of fatigue; 1 st – mage armour, magic missile, shield, shocking grasp, true strike (2); 2 nd – bull’s strength, cat’s grace, resist energy, scorching ray (2); 3 rd – blink, displacement, haste, greater magic weapon; 4 th – dimensional anchor, fire shield, resilient sphere, wall of fire; 5 th – cloudkill, cone of cold. Equipment & Treasure: Crossbow bolts (10), drow poison, hand crossbow, masterwork rapier. Ibon Presno Gonzalez (order #73006) 8
- Page 147 and 148: 146 Fellraven: +4 keen scythe; AL N
- Page 149 and 150: 148 The Letter On the wooden writin
- Page 151 and 152: 150 The books in the cases are almo
- Page 153 and 154: 152 The Family Azarak, Zamelak and
- Page 155 and 156: 154 Ibon Presno Gonzalez (order #73
- Page 157 and 158: 156 ‘The dark ones, little dark o
- Page 159 and 160: 158 Skills: Bluff +22, Diplomacy +3
- Page 161 and 162: 160 These dreadful creatures are th
- Page 163 and 164: 162 Special Qualities: All-around v
- Page 165 and 166: 164 Special Qualities: Construct tr
- Page 167 and 168: 166 Misdirection (Sp): To put hunte
- Page 169 and 170: 168 These misanthropic, pensive imm
- Page 171 and 172: 170 Tyrant of Brass This adventure
- Page 173 and 174: 172 Ibon Presno Gonzalez (order #73
- Page 175 and 176: 174 The Destriers of Heaven The Sun
- Page 177 and 178: 176 News from Jehannum The merchant
- Page 179 and 180: 178 Change Shape (Su): A rakshasa c
- Page 181 and 182: 180 Moch and Krunna, Mummy Lords, C
- Page 183 and 184: 182 Paralysing Touch (Su): Any livi
- Page 185 and 186: 184 Atk +18 melee (2d4+7, 2 claws);
- Page 187 and 188: 186 Many of these ghosts are mindle
- Page 189 and 190: 188 Aftermath With the threat to th
- Page 191 and 192: 190 simply gave a name, a location,
- Page 193 and 194: 192 these runes with a Search check
- Page 195 and 196: 194 If the soldiers here have not r
- Page 197: 196 Shikzen Baine, Female Drow Clr1
- Page 201 and 202: 200 The Dwarves: The dwarves are am
- Page 203 and 204: 202 18. The Prisoners Four drow war
- Page 205 and 206: 204 power. There are five large bas
- Page 207 and 208: 206 Poison (Ex): Fortitude saving t
- Page 209 and 210: 208 Following Darkness Like a Dream
- Page 211 and 212: 210 Ibon Presno Gonzalez (order #73
- Page 213 and 214: 212 Flyby Attack, Great Fortitude,
- Page 215 and 216: 214 Song of the Night Hags Stoke th
- Page 217 and 218: 216 Inside, the cathedral is desola
- Page 219 and 220: 218 of the stuff on the whole plane
- Page 221 and 222: 220 against them. A magical attack
- Page 223 and 224: 222 Spell-Like Abilities: At the st
- Page 225 and 226: 224 Skills & Feats: Bluff +33, Conc
- Page 227 and 228: 226 Genesis of the Ironclads Drozen
- Page 229 and 230: 228 The duergar suit resembles an e
- Page 231 and 232: 230 Ibon Presno Gonzalez (order #73
- Page 233 and 234: 232 Factory Floor A: Sheet Rolling
- Page 235 and 236: 234 or lying when he said that only
- Page 237 and 238: 236 Knowledge (the planes) check (D
- Page 239 and 240: 238 The drow twins Hester and Jazme
- Page 241 and 242: 240 The Ironclads An Ironclad is a
- Page 243 and 244: 242 Skills & Feats: Appraise +24, B
- Page 245 and 246: 244 Skills & Feats: Bluff +53, Conc
- Page 247 and 248: 246 If the Stars Should Fall In thi
Skills & Feats: Diplomacy +6, Hide +11, Intimidate<br />
+10, Listen +12, Search +10, Sense Motive +8, Spot<br />
+12, Survival +2 (+4 following tracks); Alertness B ,<br />
Blind-Fight, Combat Reflexes, Improved Initiative B .<br />
Constitution Drain (Su): Living creatures hit by a<br />
wraith’s incorporeal touch attack must succeed on a<br />
Fortitude saving throw (DC 14) or be dealt 1d6 points of<br />
Constitution drain. <strong>The</strong> saving throw DC is Charismabased.<br />
On each such successful attack, the wraith gains<br />
five temporary hit points.<br />
Create Spawn (Su): Any humanoid slain by a wraith<br />
becomes a wraith in 1d4 rounds. Its body remains intact<br />
and inanimate, but its spirit is torn free from its corpse<br />
and transformed. Spawn are under the command of the<br />
wraith that created them and remain enslaved until its<br />
death. <strong>The</strong>y do not possess any of the abilities they had<br />
in life.<br />
Daylight Powerlessness (Ex): Wraiths are utterly<br />
powerless in natural sunlight (not merely a daylight<br />
spell) and flee from it.<br />
Unnatural Aura (Su): Animals, whether wild or<br />
domesticated, can sense the unnatural presence of a<br />
wraith at a distance of 30 feet. <strong>The</strong>y will not willingly<br />
approach nearer than that and panic if forced to do so;<br />
they remain panicked as long as they are within that<br />
range.<br />
Note: <strong>The</strong> above does not include the benefit of the<br />
desecrate spell. When within the desecrated chapel,<br />
the wraiths attack at +7 melee, deal 1d4+2 points of<br />
damage plus 1d6 Constitution drain, and have 42 hit<br />
points and the following saving throw bonuses: Fort +3,<br />
Ref +6, Will +8.<br />
Shikzen’s Divine Focus: This strangely primitivelooking<br />
spider carving has been made from a piece of<br />
black mineral that glows (if that is the right word!) with<br />
darkness. It emits darkness as an ember emits light.<br />
It has a strong aura of evil. Any character who has<br />
seen tenebrium knows that the divine focus has been<br />
made from that substance. In addition, any Starborn<br />
present (which should be all of the Player Characters)<br />
may make Intelligence checks (DC 15). Those who<br />
succeed instinctively recognise the object as a piece of<br />
the Abyssal Altar.<br />
<strong>The</strong> obvious conclusion, which the players should be<br />
left to figure out for themselves, is that the Abyssal Altar<br />
is actually made from tenebrium. If the Conclave really<br />
can come up with a device that emits energy specially<br />
tuned to shatter tenebrium, perhaps it could be used to<br />
destroy the Abyssal Altar itself!<br />
11. Entrance to the Mine Complex<br />
<strong>The</strong> passage here slopes downwards and the walls<br />
become increasingly rough. At the end of the passage a<br />
gate of metal bars stands open, with a heavy chain and<br />
padlock hanging from it. In the room beyond you can<br />
see a row of drow soldiers stationed behind a makeshift<br />
barrier made from sandbags. <strong>The</strong> soldiers stand with<br />
their backs to you, training heavy crossbows on the<br />
area beyond.<br />
From far off, the sound of battle reaches you. It echoes<br />
up from the caves beyond the gate, so distorted by<br />
distance that you cannot tell what direction it is coming<br />
from.<br />
<strong>The</strong> ten drow soldiers here are assisted by a warlock<br />
(a wizard with fighter levels). <strong>The</strong>y are holding this<br />
area against a possible dwarf rush from the mine caves.<br />
This is intended to be a fairly tough battle for the Player<br />
Characters; the drow will not yield this position easily.<br />
<strong>The</strong>y are, however, expecting an attack from the other<br />
direction, so the Player Characters have the advantage<br />
of surprise, if they are wise enough to work with it. If<br />
battle does break out, the warlock’s first action is to cast<br />
haste on his comrades.<br />
If the battle appears to be going in the drow’s favour, they<br />
try to capture the Player Characters for interrogation,<br />
inflicting nonlethal damage and then fetching manacles<br />
from the storage room (Room 11a). If the drow appear<br />
to be losing, they fall back into the mines, trying to meet<br />
up with the main force at Area 15.<br />
Anvil: Once the Player Characters can see the rest of<br />
the room, they notice an anvil at the point marked with<br />
an X. This is used to fit chains on the prisoners.<br />
If the party members are above 17 th level on average,<br />
the Games Master should increase the number of drow<br />
soldiers to 14.<br />
Soldiers, <strong>Drow</strong> <strong>War</strong>10 (10): CR 10; Medium humanoid<br />
(elf ); HD 10d8; hp 45; Init +2; Spd 30 ft.; AC 12, touch<br />
12, flat-footed 10; Base Atk +10; Grp +11; Atk +12<br />
melee (1d10+1/x3, glaive) or +11 melee (1d6+1/18–20,<br />
rapier) or +12 ranged (1d10/19–20, heavy crossbow);<br />
Full Atk +12/+7 melee (1d10+1/x3, glaive) or +11/+6<br />
melee (1d6+1/18–20, rapier) or +12 ranged (1d10/19–<br />
20, heavy crossbow); SA poison, spell-like abilities; SQ<br />
drow traits, spell resistance 21; AL NE; SV Fort +7,<br />
Ref +5, Will +3; Str 13, Dex 14, Con 10, Int 12, Wis<br />
10, Cha 10.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
197