anged (1d8+6/19–20/x3 plus poison, +2 composite longbow (+2 Str bonus)); Full Atk +22/+17/+12 melee (1d6+6/15–20 plus poison, +2 rapier) or +22/+17/+12 ranged (1d8+6/19–20/x3 plus poison, +2 composite longbow); SA poison, spell-like abilities; SQ darkvision 120 ft., drow traits, spell resistance 26; AL LE; SV Fort +9, Ref +9, Will +5; Str 15, Dex 18, Con 11, Int 12, Wis 10, Cha 14. Skills & Feats: Climb +11, Craft (bowmaking) +10, Handle Animal +11, Intimidate +11, Jump +11, Listen +2, Pilot (Ironclad) +7, Ride +7, Search +3, Spot +2; Blind-Fight, Dodge, Exotic Weapon Proficiency (Ironclad weapons), Improved Critical (longbow), Improved Critical (rapier), Mobility, Point Blank Shot, Shot on the Run, Spring Attack, Weapon Finesse, Weapon Focus (longbow), Weapon Focus (rapier), Weapon Specialisation (longbow), Weapon Specialisation (rapier). Equipment & Treasure: +2 composite longbow, +3 leather armour, +2 rapier, arrows (20), drow blade venom (3 doses). Senior Priestess, Female <strong>Drow</strong> Clr16: CR 17; Medium humanoid (elf); HD 16d8+32; hp 104; Init +2; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +12; Grp +13; Atk +14 melee (1d6+1/18–20, masterwork rapier) or +14 ranged (1d4/19–20, hand crossbow) or +15 ranged (entanglement, masterwork net); Full Atk +14/+9/+4 melee (1d6+1/18–20, masterwork rapier) or +14 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 27; AL LE; SV Fort +12, Ref +7, Will +14; Str 12, Dex 14, Con 14, Int 12, Wis 18, Cha 10. Skills & Feats: Concentration +19, Diplomacy +3, Heal +9, Knowledge (arcana) +7, Knowledge (religion) +11, Spellcraft +16; Craft Construct, Craft Magic Arms and Armour, Craft Staff, Craft Wondrous Item, Scribe Scroll, Weapon Finesse, Weapon Proficiency (net). Domains: Evil (cast evil spells at +1 caster level), Magic (can use spell trigger or spell activation items as an 8 th level wizard). Spells prepared (6/6+1/6+1/6+1/5+1/4+1/3+1/3+ 1/2+1): 0 th – detect magic, guidance, mending, read magic, resistance (2); 1 st – bane, bless, cause fear, detect chaos, detect good, protection from good*, shield of faith; 2 nd – bull’s strength, desecrate*, make whole, resist energy, shatter (2), zone of truth; 3 rd – animate dead, dispel magic, magic circle against good*, magic vestment, prayer, protection from energy, stone shape; 4 th – divination, divine power, giant vermin, greater magic weapon, sending, unholy blight*; 5 th – commune, dispel good*, flame strike, righteous might, unhallow; 6 th – animate objects, create undead*, planar ally, word of recall; 7 th – blasphemy*, destruction, repulsion, spell turning; 8 th – antimagic field, fire storm, unholy aura*. *Domain spell. Equipment & Treasure: Crossbow bolts (10), drow blade venom, full plate armour, hand crossbow, heavy shield, masterwork net, masterwork rapier. Structure of the Factory <strong>The</strong> factory is divided into an industrial level and a residential level, with a small observation deck above. From outside, there is no clue as to the vastness of the complex within. <strong>The</strong> Dolorous Peak has no open shafts or windows. <strong>The</strong> only point of access from the surface is the loading bay, where the iron ingots from Mencarth and the other mines are delivered. Sounding the Alarm It is important for the Player Characters to be stealthy on this adventure, at least until they reach their objective. <strong>The</strong> Games Master should build tension where possible with near misses (guards seeming to have heard something, enemies who nearly reach the alarm) but err on the side of generosity – if the whole factory is roused against them, the Player Characters will face an impossible fight. However, if the inhabitants do detect the Player Characters and recognise the threat they pose, they sound the alarm. This factory is vital to the war effort and has to be defended. <strong>The</strong> alarm system is a set of hand-cranked klaxons mounted on the wall. When one of these is sounded (requiring a standard action), the whole base can be assumed to have heard it, even workers with ear protection. <strong>The</strong>ir response is to seal off the area of the threat, call all remaining guards to prepare to attack when the doors are opened, have the priestesses and spellcasters use divination magic to find out what is going on and then (and only then) assault the Player Characters en masse. Industrial Level Cave Mouth This opening into the mountain looks like an ugly ragged tear in grey fabric. <strong>The</strong>re is no sign that it is inhabited. <strong>The</strong> area is quite silent. Even the wildlife seem to shun it. Ibon Presno Gonzalez (order #73006) 8 229
230 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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154 Ibon Presno Gonzalez (order #73
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156 ‘The dark ones, little dark o
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158 Skills: Bluff +22, Diplomacy +3
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160 These dreadful creatures are th
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162 Special Qualities: All-around v
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164 Special Qualities: Construct tr
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166 Misdirection (Sp): To put hunte
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168 These misanthropic, pensive imm
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170 Tyrant of Brass This adventure
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172 Ibon Presno Gonzalez (order #73
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174 The Destriers of Heaven The Sun
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176 News from Jehannum The merchant
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- Page 187 and 188: 186 Many of these ghosts are mindle
- Page 189 and 190: 188 Aftermath With the threat to th
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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 215 and 216: 214 Song of the Night Hags Stoke th
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- Page 223 and 224: 222 Spell-Like Abilities: At the st
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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