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The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

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anged (1d8+6/19–20/x3 plus poison, +2 composite<br />

longbow (+2 Str bonus)); Full Atk +22/+17/+12 melee<br />

(1d6+6/15–20 plus poison, +2 rapier) or +22/+17/+12<br />

ranged (1d8+6/19–20/x3 plus poison, +2 composite<br />

longbow); SA poison, spell-like abilities; SQ darkvision<br />

120 ft., drow traits, spell resistance 26; AL LE; SV Fort<br />

+9, Ref +9, Will +5; Str 15, Dex 18, Con 11, Int 12, Wis<br />

10, Cha 14.<br />

Skills & Feats: Climb +11, Craft (bowmaking) +10,<br />

Handle Animal +11, Intimidate +11, Jump +11,<br />

Listen +2, Pilot (Ironclad) +7, Ride +7, Search<br />

+3, Spot +2; Blind-Fight, Dodge, Exotic Weapon<br />

Proficiency (Ironclad weapons), Improved Critical<br />

(longbow), Improved Critical (rapier), Mobility, Point<br />

Blank Shot, Shot on the Run, Spring Attack, Weapon<br />

Finesse, Weapon Focus (longbow), Weapon Focus<br />

(rapier), Weapon Specialisation (longbow), Weapon<br />

Specialisation (rapier).<br />

Equipment & Treasure: +2 composite longbow, +3<br />

leather armour, +2 rapier, arrows (20), drow blade<br />

venom (3 doses).<br />

Senior Priestess, Female <strong>Drow</strong> Clr16: CR 17; Medium<br />

humanoid (elf); HD 16d8+32; hp 104; Init +2; Spd 20<br />

ft.; AC 21, touch 11, flat-footed 20; Base Atk +12;<br />

Grp +13; Atk +14 melee (1d6+1/18–20, masterwork<br />

rapier) or +14 ranged (1d4/19–20, hand crossbow) or<br />

+15 ranged (entanglement, masterwork net); Full Atk<br />

+14/+9/+4 melee (1d6+1/18–20, masterwork rapier) or<br />

+14 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 27; AL LE; SV Fort +12, Ref +7, Will +14;<br />

Str 12, Dex 14, Con 14, Int 12, Wis 18, Cha 10.<br />

Skills & Feats: Concentration +19, Diplomacy +3, Heal<br />

+9, Knowledge (arcana) +7, Knowledge (religion) +11,<br />

Spellcraft +16; Craft Construct, Craft Magic Arms<br />

and Armour, Craft Staff, Craft Wondrous Item, Scribe<br />

Scroll, Weapon Finesse, Weapon Proficiency (net).<br />

Domains: Evil (cast evil spells at +1 caster level), Magic<br />

(can use spell trigger or spell activation items as an 8 th<br />

level wizard).<br />

Spells prepared (6/6+1/6+1/6+1/5+1/4+1/3+1/3+<br />

1/2+1): 0 th – detect magic, guidance, mending, read<br />

magic, resistance (2); 1 st – bane, bless, cause fear,<br />

detect chaos, detect good, protection from good*, shield<br />

of faith; 2 nd – bull’s strength, desecrate*, make whole,<br />

resist energy, shatter (2), zone of truth; 3 rd – animate<br />

dead, dispel magic, magic circle against good*, magic<br />

vestment, prayer, protection from energy, stone shape;<br />

4 th – divination, divine power, giant vermin, greater<br />

magic weapon, sending, unholy blight*; 5 th – commune,<br />

dispel good*, flame strike, righteous might, unhallow;<br />

6 th – animate objects, create undead*, planar ally, word<br />

of recall; 7 th – blasphemy*, destruction, repulsion, spell<br />

turning; 8 th – antimagic field, fire storm, unholy aura*.<br />

*Domain spell.<br />

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

blade venom, full plate armour, hand crossbow, heavy<br />

shield, masterwork net, masterwork rapier.<br />

Structure of the Factory<br />

<strong>The</strong> factory is divided into an industrial level and a<br />

residential level, with a small observation deck above.<br />

From outside, there is no clue as to the vastness of the<br />

complex within. <strong>The</strong> Dolorous Peak has no open shafts<br />

or windows. <strong>The</strong> only point of access from the surface<br />

is the loading bay, where the iron ingots from Mencarth<br />

and the other mines are delivered.<br />

Sounding the Alarm<br />

It is important for the Player Characters to be stealthy on<br />

this adventure, at least until they reach their objective.<br />

<strong>The</strong> Games Master should build tension where possible<br />

with near misses (guards seeming to have heard<br />

something, enemies who nearly reach the alarm) but<br />

err on the side of generosity – if the whole factory is<br />

roused against them, the Player Characters will face an<br />

impossible fight.<br />

However, if the inhabitants do detect the Player<br />

Characters and recognise the threat they pose, they<br />

sound the alarm. This factory is vital to the war effort<br />

and has to be defended. <strong>The</strong> alarm system is a set of<br />

hand-cranked klaxons mounted on the wall. When<br />

one of these is sounded (requiring a standard action),<br />

the whole base can be assumed to have heard it, even<br />

workers with ear protection. <strong>The</strong>ir response is to seal<br />

off the area of the threat, call all remaining guards to<br />

prepare to attack when the doors are opened, have the<br />

priestesses and spellcasters use divination magic to find<br />

out what is going on and then (and only then) assault<br />

the Player Characters en masse.<br />

Industrial Level<br />

Cave Mouth<br />

This opening into the mountain looks like an ugly<br />

ragged tear in grey fabric. <strong>The</strong>re is no sign that it is<br />

inhabited. <strong>The</strong> area is quite silent. Even the wildlife<br />

seem to shun it.<br />

Ibon Presno Gonzalez (order #73006) 8<br />

229

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