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
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
- 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 and 198: 196 Shikzen Baine, Female Drow Clr1
- Page 199 and 200: 198 Skills & Feats: Hide +8, Listen
- 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: 226 Genesis of the Ironclads Drozen
- 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
- Page 249 and 250: 248 Explosion Damage: As the Concla
- Page 251 and 252: 250 Major Hero: Kandang Sorcerer Se
- Page 253 and 254: 252 and fire, immunity to poison, r
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