27. Slag Heap This is a high pile of black clinker and ash, shovelled out of the furnace. 28. Iron Pig Storage This long, windowless wooden shed is unremarkable. A wheelbarrow stands by the door, which appears to be firmly shut. <strong>The</strong> door is locked; and Open Lock check (DC 20) will open it. <strong>The</strong> shed is full of crates, which in turn are full of iron pigs. 29. Eight-Legged Watchdogs A truly gigantic spider hunches here, an iron chain attached to its leg by a thick band. <strong>The</strong> chain leads to a fixture in the ground. <strong>The</strong> spider is a sickly red in colour; its body is like a vast boil, its legs like distended veins. Its eight beady eyes seem to glow slightly, as if there were something even more unnatural about it than its colossal size. <strong>The</strong> drow have placed several pets on guard here, Colossal fiendish spiders provided by the Ennead. <strong>The</strong>se are kept restrained by long iron chains to prevent them wandering off. <strong>The</strong>y have so far caught and eaten a couple of dwarves who tried to make a break for it. <strong>The</strong> spiders can roam up to two hundred feet from the tether points indicated with an ‘X’ on the map. <strong>The</strong> tether points are metal girders driven into the ground, the remains of an old fence now destroyed. Fiendish Monstrous Spiders (5): CR 13; Colossal vermin; HD 32d8+64; hp 208; Init +2; Spd 30 ft., climb 20 ft.; AC 22, touch 4, flat-footed 20; Base Atk +24; Grp +50; Atk +26 melee (4d6+15 plus poison, bite); Full Atk +26 melee (4d6+15 plus poison, bite); Space/Reach 40 ft./30 ft.; SA poison, smite good, web; SQ damage reduction 10/magic, darkvision 60 ft., resistance to cold 10 and fire 10, spell resistance 25, tremorsense 60 ft., vermin traits; AL NE; SV Fort +20, Ref +12, Will +10; Str 31, Dex 15, Con 14, Int 3, Wis 10, Cha 2. Skills & Feats: Climb +16*, Hide –10*, Jump +20**, Spot +15*. Ibon Presno Gonzalez (order #73006) 8 205
206 Poison (Ex): Fortitude saving throw (DC 28), primary and secondary damage 2d8 Strength. Smite Good (Su): Once per day, the spider can make a normal melee attack to deal an additional 32 points of damage against a good foe. Tremorsense (Ex): <strong>The</strong> spider can detect and pinpoint any creature or object within 60 feet in contact with the ground. *<strong>The</strong> spider has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. **<strong>The</strong> spider has a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Twists and Turns <strong>The</strong> following optional extras can be added into the adventure to extend it beyond the basic extraction mission. Surprise Inspection While the Player Characters are trying to extract Drozen Vellish, Archmage Bezenkai decides to spring a surprise inspection. Vellish has not been performing satisfactorily of late, and an official inspection might give him the swift kick he needs. <strong>The</strong> inspector is a high priestess of the drow, Lady Azamura. She travels with a retinue of six devoted drow warriors who are utterly fanatical and would give their lives to protect her without a second thought (see Elite Guards on page 193 for their statistics). When she arrives to find the place in turmoil, she is far from happy. This is one failure too many. Clearly it is time to remove Drozen Vellish from active service… and terminate his worthless life. Lady Azamura, Female <strong>Drow</strong> Clr18: CR 19; Medium humanoid (elf); HD 18d8+36; hp 117; Init +6; Spd 20 ft.; AC 25, touch 11, flat-footed 24; Base Atk +13; Grp +14; Atk +15 melee (1d6+1/18–20, masterwork rapier) or +15 ranged (1d4/19–20, hand crossbow) or +15 ranged (entanglement, masterwork net); Full Atk +15/+10/+5 melee (1d6+1/18–20, masterwork rapier) or +15 ranged (1d4/19–20, hand crossbow) or +15 ranged (entanglement, masterwork net); SA poison, rebuke undead, spells, spell-like abilities; SQ drow traits, spell resistance 29; AL LE; SV Fort +13, Ref +8, Will +15; Str 12, Dex 14, Con 14, Int 12, Wis 18 (20), Cha 10. Skills & Feats: Concentration +19, Diplomacy +3, Heal +9, Knowledge (arcana) +7, Knowledge (history) +5, Knowledge (religion) +11, Knowledge (the planes) +3, Spellcraft +13; Combat Casting, Greater Spell Focus (Necromancy), Improved Counterspell, Improved Initiative, Spell Focus (Necromancy), Weapon Proficiency (net). Spells prepared (6/7+1/6+1/6+1/6+1/5+1/4+1/3+1/3 +1/2+1, save DC 11 + spell level): 0 th – detect magic, guidance (2), read magic, resistance, virtue; 1 st – detect secret doors*, divine favour (2), doom (2), entropic shield, protection from good, shield of faith; 2 nd – aid, detect thoughts*, eagle’s splendour, hold person, owl’s wisdom, shatter, zone of truth; 3 rd – animate dead*, bestow curse, clairaudience/clairvoyance, dispel magic, glyph of warding, magic vestment, prayer; 4 th – death ward*, dimensional anchor, divination, divine power, lesser planar ally, restoration, spell immunity; 5 th – disrupt good, greater command, mark of justice, slay living*, symbol of pain, true seeing; 6 th – blade barrier, create undead*, find the path, mass bull’s strength, symbol of persuasion; 7 th – destruction*, greater scrying, legend lore, symbol of stunning; 8 th – antimagic field, create greater undead*, discern location, greater planar ally; 9 th – gate, storm of vengeance, wail of the banshee*. Domains: Death (melee death touch attack kills a creature if a roll of 18d6 exceeds its current hit points; 1/day), Knowledge (add all Knowledge skills to your class list). Equipment & Treasure: +4 full plate armour, crossbow bolts (10), hand crossbow, heavy shield, masterwork net, masterwork rapier, pearl of wisdom +2, staff of necromancy. Plant the Homing Device If Drozen Vellish has a chance to speak to the Player Characters before they drag him back to Xoth Sarandi, he tells them the following: ‘<strong>The</strong> iron. You can’t have failed to notice that we’re producing stupid quantities of it. I know what it’s for and I’ll tell you that in good time, once we’re safely back. That’s the information I’m being paid to give you, and I’ll deliver. But I don’t know precisely where it’s going. This is your one and only chance to find out. ‘<strong>The</strong> iron bars we produce at the smelter – we call them ‘pigs’ – are stored in a shed by the smelter, waiting for the delivery cart. If your mages are any good, they’ll 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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52 Environment: Temperate aquatic O
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54 listeners than watchers, since t
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56 shark’s tooth set in silver (w
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58 Tizla Leaves These leaves are mi
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60 This room is where Revekhal Suns
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62 stronghold of tunnels as if it w
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64 reduction 2/-, illiteracy, trap
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66 faith and treated her with respe
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68 5. Galekki Lairs These dank, lig
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70 It is possible to shut the mangl
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72 Ballast To add additional securi
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74 and activate or deactivate the f
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76 3. Desalinator Coils The air in
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78 +15, Knowledge (nature) +13, Lis
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80 opportunity. If it wins the grap
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82 If they decide to chase the Sea
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84 Special Qualities: Amphibious, c
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86 At Sunspite’s signal the crew
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88 creatures, no two of which can b
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90 The rays are grouped in sets of
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92 Possessed By a Myrrik It is quit
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94 until they have been to Xoth Sar
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96 Crossroads of the World In this
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98 Non-Player Character Group: The
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100 The bearer of such an orb can u
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102 SA death attack, ki strike (mag
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104 Deathblade Poison: Injury DC 20
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106 Note for the Games Master: In g
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108 Ibon Presno Gonzalez (order #73
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110 Brexel commands the Shadow Trou
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112 from Svarth and 10,000 from Cal
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114 Non-Player Character Group: The
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116 Non-Player Character Group: The
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118 Warriors of Winter Following ma
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120 Player Characters will understa
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122 Weremammoths (Frost Giant Lycan
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124 If the Player Characters make a
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126 Foundation Keepers Those who un
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128 perfectly preserved bodies of h
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130 Background: Characters who can
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132 Location: The Glacial Peaks If
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134 Surrounding the citadel are sta
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136 These are the ice devils that s
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138 6. The Tropical Garden As you e
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140 The spiders are able to open an
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142 • Her brother has angered the
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144 ways to create one. A dagger to
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146 Fellraven: +4 keen scythe; AL N
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148 The Letter On the wooden writin
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150 The books in the cases are almo
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152 The Family Azarak, Zamelak and
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- Page 157 and 158: 156 ‘The dark ones, little dark o
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- Page 163 and 164: 162 Special Qualities: All-around v
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- Page 167 and 168: 166 Misdirection (Sp): To put hunte
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- Page 175 and 176: 174 The Destriers of Heaven The Sun
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- Page 183 and 184: 182 Paralysing Touch (Su): Any livi
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- Page 187 and 188: 186 Many of these ghosts are mindle
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- Page 193 and 194: 192 these runes with a Search check
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- Page 199 and 200: 198 Skills & Feats: Hide +8, Listen
- Page 201 and 202: 200 The Dwarves: The dwarves are am
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- Page 213 and 214: 212 Flyby Attack, Great Fortitude,
- Page 215 and 216: 214 Song of the Night Hags Stoke th
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- Page 233 and 234: 232 Factory Floor A: Sheet Rolling
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- Page 239 and 240: 238 The drow twins Hester and Jazme
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SAVING THROWS COMBAT BONUSES CHARAC
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256 Open Game Li cense THIS LICENSE