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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Poison (Ex): Fortitude saving throw (DC 28), primary<br />
and secondary damage 2d8 Strength.<br />
Smite Good (Su): Once per day, the spider can make a<br />
normal melee attack to deal an additional 32 points of<br />
damage against a good foe.<br />
Tremorsense (Ex): <strong>The</strong> spider can detect and pinpoint<br />
any creature or object within 60 feet in contact with the<br />
ground.<br />
*<strong>The</strong> spider has a +4 racial bonus on Hide and Spot<br />
checks and a +8 racial bonus on Climb checks. It can<br />
always choose to take 10 on Climb checks, even if<br />
rushed or threatened.<br />
**<strong>The</strong> spider has a +10 racial bonus on Jump checks<br />
and a +8 racial bonus on Spot checks.<br />
Twists and Turns<br />
<strong>The</strong> following optional extras can be added into the<br />
adventure to extend it beyond the basic extraction<br />
mission.<br />
Surprise Inspection<br />
While the Player Characters are trying to extract<br />
Drozen Vellish, Archmage Bezenkai decides to spring<br />
a surprise inspection. Vellish has not been performing<br />
satisfactorily of late, and an official inspection might<br />
give him the swift kick he needs.<br />
<strong>The</strong> inspector is a high priestess of the drow, Lady<br />
Azamura. She travels with a retinue of six devoted<br />
drow warriors who are utterly fanatical and would give<br />
their lives to protect her without a second thought (see<br />
Elite Guards on page 193 for their statistics). When<br />
she arrives to find the place in turmoil, she is far from<br />
happy. This is one failure too many. Clearly it is time<br />
to remove Drozen Vellish from active service… and<br />
terminate his worthless life.<br />
Lady Azamura, Female <strong>Drow</strong> Clr18: CR 19; Medium<br />
humanoid (elf); HD 18d8+36; hp 117; Init +6; Spd 20<br />
ft.; AC 25, touch 11, flat-footed 24; Base Atk +13;<br />
Grp +14; Atk +15 melee (1d6+1/18–20, masterwork<br />
rapier) or +15 ranged (1d4/19–20, hand crossbow) or<br />
+15 ranged (entanglement, masterwork net); Full Atk<br />
+15/+10/+5 melee (1d6+1/18–20, masterwork rapier) or<br />
+15 ranged (1d4/19–20, hand crossbow) or +15 ranged<br />
(entanglement, masterwork net); SA poison, rebuke<br />
undead, spells, spell-like abilities; SQ drow traits, spell<br />
resistance 29; AL LE; SV Fort +13, Ref +8, Will +15;<br />
Str 12, Dex 14, Con 14, Int 12, Wis 18 (20), Cha 10.<br />
Skills & Feats: Concentration +19, Diplomacy +3, Heal<br />
+9, Knowledge (arcana) +7, Knowledge (history) +5,<br />
Knowledge (religion) +11, Knowledge (the planes) +3,<br />
Spellcraft +13; Combat Casting, Greater Spell Focus<br />
(Necromancy), Improved Counterspell, Improved<br />
Initiative, Spell Focus (Necromancy), Weapon<br />
Proficiency (net).<br />
Spells prepared (6/7+1/6+1/6+1/6+1/5+1/4+1/3+1/3<br />
+1/2+1, save DC 11 + spell level): 0 th – detect magic,<br />
guidance (2), read magic, resistance, virtue; 1 st – detect<br />
secret doors*, divine favour (2), doom (2), entropic<br />
shield, protection from good, shield of faith; 2 nd – aid,<br />
detect thoughts*, eagle’s splendour, hold person, owl’s<br />
wisdom, shatter, zone of truth; 3 rd – animate dead*,<br />
bestow curse, clairaudience/clairvoyance, dispel<br />
magic, glyph of warding, magic vestment, prayer; 4 th<br />
– death ward*, dimensional anchor, divination, divine<br />
power, lesser planar ally, restoration, spell immunity; 5 th<br />
– disrupt good, greater command, mark of justice, slay<br />
living*, symbol of pain, true seeing; 6 th – blade barrier,<br />
create undead*, find the path, mass bull’s strength,<br />
symbol of persuasion; 7 th – destruction*, greater<br />
scrying, legend lore, symbol of stunning; 8 th – antimagic<br />
field, create greater undead*, discern location, greater<br />
planar ally; 9 th – gate, storm of vengeance, wail of the<br />
banshee*.<br />
Domains: Death (melee death touch attack kills a<br />
creature if a roll of 18d6 exceeds its current hit points;<br />
1/day), Knowledge (add all Knowledge skills to your<br />
class list).<br />
Equipment & Treasure: +4 full plate armour, crossbow<br />
bolts (10), hand crossbow, heavy shield, masterwork<br />
net, masterwork rapier, pearl of wisdom +2, staff of<br />
necromancy.<br />
Plant the Homing Device<br />
If Drozen Vellish has a chance to speak to the Player<br />
Characters before they drag him back to Xoth Sarandi,<br />
he tells them the following:<br />
‘<strong>The</strong> iron. You can’t have failed to notice that we’re<br />
producing stupid quantities of it. I know what it’s for<br />
and I’ll tell you that in good time, once we’re safely<br />
back. That’s the information I’m being paid to give you,<br />
and I’ll deliver. But I don’t know precisely where it’s<br />
going. This is your one and only chance to find out.<br />
‘<strong>The</strong> iron bars we produce at the smelter – we call them<br />
‘pigs’ – are stored in a shed by the smelter, waiting for<br />
the delivery cart. If your mages are any good, they’ll<br />
Ibon Presno Gonzalez (order #73006) 8