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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Getting There The easiest way to reach the peak is by teleportation. Since nobody in the Conclave has ever seen the inside of the factory, the Player Characters will have to teleport to the outside of the mountain and look for a way in. The only other option is to head overland, which is potentially hazardous. Unless the Player Characters come into Svarth from the direction of Ghael, they will almost certainly encounter hostile forces: drow in Jehannum, barbarians in Visk and roaming dragons in the northern mountains of Svarth. The Dolorous Peak The installation set up to manufacture the Ironclads is a duergar factory situated in their region of Svarth, a small portion to the southeast. It is built under a lone grey mountain called the Dolorous Peak, named for the bleak, miserable look of the place. Rannirak would not entrust the building of his Ironclads to anyone but the duergar smiths; nobody else has the skill and the equipment to produce them in sufficient number. He has chosen the Dolorous Peak factories as the manufacturing points despite their dangerous proximity to dwarf lands because they are ideal for his needs. The factories use experimental machinery that is unlike anything seen elsewhere on Ashfar and Rannirak likes industrial innovation. The Mountain: The peak stands out like a pile of grey mortar that has fallen from a trowel among more picturesque hills. Nothing but a few patches of thorny scrub grow on its barren, rocky slopes. There is no home more fit for the grey, humourless duergar dwarves. The Industrial Machinery: The duergar have been employing their own hybrid of elementary steam technology, magic and conventional smithcraft for years now, drawing on methods that the more wholesome dwarf races shun as unworthy. The source of power for their manufacturing plant is a captive storm spirit of gigantic size called Jien Zun Dum, from whom the duergar draw lightning that they seal in glass receptacles. This bottled lightning is then used to fuel their great machines. This is an ominous development for Ashfar. The era of the elven hegemony, a time where magic, fine arts and the crafts of the woods ruled, is long past. The machines in the Dolorous Peak, the Ironclad spider-craft and the Darkspears are all manifestations of something new and threatening. Driven by their master, the Dark, the drow have chosen to embrace machinery as well as magic in this Equinox; and it is bringing them closer to victory than ever before. The Player Characters should be aware that this new fondness for machinery is symptomatic of the drow’s whole worldview. They want a world of predictable uniformity and abiding darkness, where the annoyance of individual identity is suppressed – in short, a world of soulless machines. Non-Player Character Group: Occupants of the Factory There are four principal classes of people in the factory: the duergar labourers, who operate the machinery to make the Ironclads; the drow guards, who protect them while they do so; the drow master craftsmen who make the fine magical components; and the drow divine spellcasters whose responsibility it is to activate the Ironclads by magic and repair them if they are damaged. Typical members of each group are described below. Descriptions and statistic blocks for unique creatures are provided in the room contents where they appear. A fifth group, much smaller than the rest, is made up of those few specially honoured drow who are being trained to pilot the new Ironclads. These are expected to keep to their chambers at all times except when they are training with the prototype craft. Craftsman-at-Arms, Duergar Ftr10: CR 11; Medium humanoid (dwarf); HD 10d10+30; hp 85; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; Base Atk +10; Grp +13; Atk +15 melee (1d8+5/x3, masterwork warhammer) or +12 ranged (1d8/19–20, light crossbow); Full Atk +15/+10 melee (1d8+5/x3, masterwork warhammer) or +12 ranged (1d8/19–20, light crossbow); SA duergar traits, spell-like abilities; SQ darkvision 60 ft., duergar traits; AL LE; SV Fort +10, Ref +5, Will +3; Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 4. Skills & Feats: Appraise +5, Climb –1, Craft (blacksmithing) +10, Craft (stonemasonry) +9, Listen +4, Move Silently +1, Spot +5; Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Skill Focus (Craft (blacksmithing)), Weapon Focus (warhammer), Weapon Specialisation (warhammer). Equipment & Treasure: Chainmail armour, crossbow bolts (10), light crossbow, masterwork warhammer. Heavy Lifter, Duergar Ftr10: As the Craftsman-at- Arms; however, the duergar heavy lifter is also equipped with a magically powered mechanical suit. Ibon Presno Gonzalez (order #73006) 8 227

228 The duergar suit resembles an exoskeleton made from bronze rods, armour plates and unsafe-looking pistonpowered joints. It cannot be worn over armour. It confers an equipment bonus of +10 to the Strength ability score of the wearer, who may use the suit’s cumbersome pincers to make slam attacks. It conveys an armour bonus to AC of +6 and has a maximum Dexterity modifier of +0. The suit is designed to assist the duergar with heavy lifting jobs, such as hauling the latest shipment of iron ingots down to the factory. It is not meant for combat. Elite Guardsman, Drow Ftr15: CR 16; Medium humanoid (elf); HD 15d10; hp 82; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; Base Atk +15; Grp +19; Atk +21 melee (2d4+8/15–20 plus poison, masterwork falchion) or +19 ranged (1d4+2/19–20 plus poison, masterwork hand crossbow); Full Atk +21/+16/+11 melee (2d4+8/15–20 plus poison, masterwork falchion) or +19 ranged (1d4+2/19–20 plus poison, masterwork hand crossbow); SA poison, spell-like abilities; SQ darkvision 120 ft., drow traits, spell resistance 26; AL LE; SV Fort +9, Ref +7, Will +5; Str 18, Dex 15, Con 11, Int 12, Wis 10, Cha 14. Skills & Feats: Climb +6, Handle Animal +9, Intimidate +11, Jump –3, Listen +14, Ride +5, Search +7, Spot +14, Swim +4; Alertness, Cleave, Dodge, Improved Critical (falchion), Mobility, Power Attack, Spring Attack, Weapon Focus (falchion), Weapon Focus (hand crossbow), Weapon Specialisation (falchion), Weapon Specialisation (hand crossbow). Equipment & Treasure: Crossbow bolts (10), masterwork breastplate, drow blade venom, 4d6x10 gold pieces, masterwork falchion, masterwork hand crossbow, oil of magic vestment +4, potions of cure serious wounds (2), potion of cat’s grace. War-Mage, Drow Wiz12/Ftr3: CR 16; Medium humanoid (elf); HD 12d4+12 plus 3d10+3; hp 61; Init +6; Spd 30 ft.; AC 12, touch 12, fl at-footed 10; Base Atk +9; Grp +9; Atk +12 melee (1d6/19–20 plus poison, masterwork rapier) or +11 ranged (1d4/19–20 plus poison, hand crossbow), Full Atk +12/+7 melee (1d6/19–20 plus poison, masterwork rapier) or +11 ranged (1d4/19–20 plus poison, hand crossbow); SA poison, spells, spell-like abilities; SQ drow traits, spell resistance 26; AL LE; SV Fort +8, Ref +7, Will +10; Str 11, Dex 14, Con 13, Int 18, Wis 12, Cha 13. Skills & Feats: Concentration +16, Decipher Script +19, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (the planes) +19, Handle Animal +6, Intimidate +7, Ride +6, Spellcraft +21; Combat Casting, Combat Expertise, Dodge, Greater Spell Focus (Evocation), Improved Counterspell, Improved Initiative, Mobility, Scribe Scroll, Spell Focus (Abjuration), Spell Focus (Evocation), Weapon Finesse. Spells prepared (4/5/5/5/4/3/2, 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 nd – bull’s strength, cat’s grace; resist energy, scorching ray (2); 3 rd – blink, displacement, haste, greater magic weapon, lightning bolt; 4 th – dimensional anchor, fire shield, resilient sphere, wall of fire; 5 th – cloudkill, cone of cold, interposing hand; 6 th – chain lightning, repulsion. Equipment & Treasure: Crossbow bolts (10), drow blade venom, hand crossbow, masterwork rapier. Master Craftsman, Drow Wiz8: CR 9; Medium humanoid (elf); HD 8d4+8; hp 28; Init +2; Spd 30 ft.; AC 12, touch 12, fl at-footed 10; Base Atk +4; Grp +4; Atk +5 melee (1d6/19–20 plus poison, masterwork rapier) or +6 ranged (1d4/19–20 plus poison, hand crossbow), Full Atk +5 melee (1d6/19–20 plus poison, masterwork rapier) or +6 ranged (1d4/19–20 plus poison, hand crossbow); SA poison, spells, spell-like abilities; SQ drow traits, spell resistance 19; AL LE; SV Fort +3, Ref +4, Will +7; Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 13. Skills & Feats: Concentration +13, Craft (alchemy) +13, Craft (blacksmithing) +13, Craft (carpentry) +13, Craft (gemcutting) +13, Knowledge (arcana) +13, Spellcraft +15; Brew Potion, Craft Magic Arms and Armour, Craft Wand, Craft Wondrous Item, Scribe Scroll. Spells prepared (4/5/4/4/3, save DC 14 + spell level): 0 th – arcane mark, mage hand, mending, open/close; 1 st – alarm, identify, magic aura, magic weapon, unseen servant; 2 nd – arcane lock, fox’s cunning (2), locate object; 3 rd – arcane sight, greater magic weapon, secret page, shrink item; 4 th – minor creation, mnemonic enhancer, stone shape. Equipment & Treasure: Crossbow bolts (10), drow blade venom, hand crossbow, masterwork artisan’s tools, masterwork rapier. Ironclad Pilot, Drow Ftr15: CR 16; Medium humanoid (elf); HD 15d10; hp 82; Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed 15; Base Atk +15; Grp +17; Atk +22 melee (1d6+6/15–20 plus poison, +2 rapier) or +22 Ibon Presno Gonzalez (order #73006) 8

228<br />

<strong>The</strong> duergar suit resembles an exoskeleton made from<br />

bronze rods, armour plates and unsafe-looking pistonpowered<br />

joints. It cannot be worn over armour. It<br />

confers an equipment bonus of +10 to the Strength<br />

ability score of the wearer, who may use the suit’s<br />

cumbersome pincers to make slam attacks. It conveys<br />

an armour bonus to AC of +6 and has a maximum<br />

Dexterity modifier of +0.<br />

<strong>The</strong> suit is designed to assist the duergar with heavy<br />

lifting jobs, such as hauling the latest shipment of iron<br />

ingots down to the factory. It is not meant for combat.<br />

Elite Guardsman, <strong>Drow</strong> Ftr15: CR 16; Medium<br />

humanoid (elf); HD 15d10; hp 82; Init +2; Spd 20 ft.;<br />

AC 17, touch 12, flat-footed 15; Base Atk +15; Grp +19;<br />

Atk +21 melee (2d4+8/15–20 plus poison, masterwork<br />

falchion) or +19 ranged (1d4+2/19–20 plus poison,<br />

masterwork hand crossbow); Full Atk +21/+16/+11<br />

melee (2d4+8/15–20 plus poison, masterwork falchion)<br />

or +19 ranged (1d4+2/19–20 plus poison, masterwork<br />

hand crossbow); SA poison, spell-like abilities; SQ<br />

darkvision 120 ft., drow traits, spell resistance 26; AL<br />

LE; SV Fort +9, Ref +7, Will +5; Str 18, Dex 15, Con<br />

11, Int 12, Wis 10, Cha 14.<br />

Skills & Feats: Climb +6, Handle Animal +9,<br />

Intimidate +11, Jump –3, Listen +14, Ride +5, Search<br />

+7, Spot +14, Swim +4; Alertness, Cleave, Dodge,<br />

Improved Critical (falchion), Mobility, Power Attack,<br />

Spring Attack, Weapon Focus (falchion), Weapon<br />

Focus (hand crossbow), Weapon Specialisation<br />

(falchion), Weapon Specialisation (hand crossbow).<br />

Equipment & Treasure: Crossbow bolts (10), masterwork<br />

breastplate, drow blade venom, 4d6x10 gold pieces,<br />

masterwork falchion, masterwork hand crossbow, oil of<br />

magic vestment +4, potions of cure serious wounds (2),<br />

potion of cat’s grace.<br />

<strong>War</strong>-Mage, <strong>Drow</strong> Wiz12/Ftr3: CR 16; Medium<br />

humanoid (elf); HD 12d4+12 plus 3d10+3; hp 61;<br />

Init +6; Spd 30 ft.; AC 12, touch 12, fl at-footed 10;<br />

Base Atk +9; Grp +9; Atk +12 melee (1d6/19–20 plus<br />

poison, masterwork rapier) or +11 ranged (1d4/19–20<br />

plus poison, hand crossbow), Full Atk +12/+7 melee<br />

(1d6/19–20 plus poison, masterwork rapier) or +11<br />

ranged (1d4/19–20 plus poison, hand crossbow); SA<br />

poison, spells, spell-like abilities; SQ drow traits, spell<br />

resistance 26; AL LE; SV Fort +8, Ref +7, Will +10;<br />

Str 11, Dex 14, Con 13, Int 18, Wis 12, Cha 13.<br />

Skills & Feats: Concentration +16, Decipher Script<br />

+19, Knowledge (arcana) +19, Knowledge (history)<br />

+19, Knowledge (the planes) +19, Handle Animal<br />

+6, Intimidate +7, Ride +6, Spellcraft +21; Combat<br />

Casting, Combat Expertise, Dodge, Greater Spell Focus<br />

(Evocation), Improved Counterspell, Improved Initiative,<br />

Mobility, Scribe Scroll, Spell Focus (Abjuration), Spell<br />

Focus (Evocation), Weapon Finesse.<br />

Spells prepared (4/5/5/5/4/3/2, save DC 14 + spell<br />

level): 0 th – message, ray of frost, resistance, touch<br />

of fatigue; 1 st – mage armour, magic missile, shield,<br />

shocking grasp, true strike; 2 nd – bull’s strength, cat’s<br />

grace; resist energy, scorching ray (2); 3 rd – blink,<br />

displacement, haste, greater magic weapon, lightning<br />

bolt; 4 th – dimensional anchor, fire shield, resilient<br />

sphere, wall of fire; 5 th – cloudkill, cone of cold,<br />

interposing hand; 6 th – chain lightning, repulsion.<br />

Equipment & Treasure: Crossbow bolts (10), drow<br />

blade venom, hand crossbow, masterwork rapier.<br />

Master Craftsman, <strong>Drow</strong> Wiz8: CR 9; Medium<br />

humanoid (elf); HD 8d4+8; hp 28; Init +2; Spd 30 ft.;<br />

AC 12, touch 12, fl at-footed 10; Base Atk +4; Grp +4;<br />

Atk +5 melee (1d6/19–20 plus poison, masterwork<br />

rapier) or +6 ranged (1d4/19–20 plus poison, hand<br />

crossbow), Full Atk +5 melee (1d6/19–20 plus poison,<br />

masterwork rapier) or +6 ranged (1d4/19–20 plus<br />

poison, hand crossbow); SA poison, spells, spell-like<br />

abilities; SQ drow traits, spell resistance 19; AL LE;<br />

SV Fort +3, Ref +4, Will +7; Str 10, Dex 14, Con 12,<br />

Int 18, Wis 12, Cha 13.<br />

Skills & Feats: Concentration +13, Craft (alchemy) +13,<br />

Craft (blacksmithing) +13, Craft (carpentry) +13, Craft<br />

(gemcutting) +13, Knowledge (arcana) +13, Spellcraft<br />

+15; Brew Potion, Craft Magic Arms and Armour, Craft<br />

Wand, Craft Wondrous Item, Scribe Scroll.<br />

Spells prepared (4/5/4/4/3, save DC 14 + spell level):<br />

0 th – arcane mark, mage hand, mending, open/close; 1 st<br />

– alarm, identify, magic aura, magic weapon, unseen<br />

servant; 2 nd – arcane lock, fox’s cunning (2), locate<br />

object; 3 rd – arcane sight, greater magic weapon, secret<br />

page, shrink item; 4 th – minor creation, mnemonic<br />

enhancer, stone shape.<br />

Equipment & Treasure: Crossbow bolts (10), drow<br />

blade venom, hand crossbow, masterwork artisan’s<br />

tools, masterwork rapier.<br />

Ironclad Pilot, <strong>Drow</strong> Ftr15: CR 16; Medium humanoid<br />

(elf); HD 15d10; hp 82; Init +4; Spd 30 ft.; AC 19, touch<br />

14, flat-footed 15; Base Atk +15; Grp +17; Atk +22<br />

melee (1d6+6/15–20 plus poison, +2 rapier) or +22<br />

Ibon Presno Gonzalez (order #73006) 8

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