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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Investigation reveals that the burning smell is coming from a very large, very dead rat that has been charred to a crisp. It is still warm. This area is where the pilots test out the newly animated Ironclads, ensuring that all systems are functioning properly and taking shots at the wildlife. They also use the caverns to practice their piloting skills. The Ironclad: Currently, a pilot is testing out an Ironclad at the point marked X on the map. Soon he returns and parks the Ironclad in the hangar, possibly meeting the Player Characters on the way. These caverns are the only parts of the complex where a fight can take place without anyone hearing. Even if someone does hear, they expect the Ironclads to be firing their weapons, so the Player Characters can clash with the Ironclad without risk of detection (in which case, see Ironclad statistics on page 239). If the Player Characters successfully defeat the pilot in the Ironclad, treat his CR as +3 to allow for the Ironclad’s deadliness. Observation Level This region is simply a set of walkways and balconies, designed to give the base’s supervisor a good overview of the most important areas. Residential Level This region is where the duergar and drow have their residences. As many of these are essentially similar, they are not detailed. Duergar Room: The grey dwarves’ rooms are spartan in style, with no ornamentation and only basic utensils. The beds are stone plinths with straw bedrolls on them. The duergar are devoted to work, so they only come back here to sleep when they are worn out. Drow Room: The drow quarters are more luxurious. They are temporary residents, so they try to make their rooms as comfortable as they can, hanging up velvet drapes to keep out the draughts and piling cushions into the corners of the rooms. The priestesses’ rooms are the largest and include a small corner shrine, with a platinum image of the goddess She (750 gp value). Archmage Bezenkai’s Quarters A four-poster bed hung with purple silk dominates this room. On the wall is a life-sized portrait of Bezenkai looking thoughtful, wearing a medal in the shape of a bejewelled skull. Bookcases on the walls hold volumes on arcane theory, the art of Evocation and similar subjects. Ibon Presno Gonzalez (order #73006) 8 237

238 The drow twins Hester and Jazmel wait here for the return of their lord. They serve him as concubines, which flatters his ego. They are, in fact, loyal agents of Rannirak and are here to make sure that he does not deviate from the program. After Vellish’s disappearance, Rannirak is paranoid about more of his officers defecting, so if Rannirak shows any sign of disloyalty, the twins are to deal with him. The twins have identical statistics. They were trained as killers from girlhood. If they encounter the Player Characters, they put on the façade of being simpering slave girls too stupid to want to be rescued, until they can strike and kill them. They assume – or pretend to assume – that the Player Characters are guests of their lord, who they should ‘entertain’ until he returns. Their daggers are concealed among their clothing; the Games Master should make Hide checks for them if the Player Characters try to search them. Hester and Jazmel, Female Drow Rog8/Asn10 (2): CR 19; Medium humanoid (elf); CR 19; HD 8d6 plus 10d6; hp 63; Init +4; Spd 30 ft.; AC 14, touch 14, flat- footed 10; Base Atk +13; Grp +12; Atk +21 melee (1d4+3/19–20 plus poison, +4 dagger of elf bane) or +23 melee (1d4+5 plus 2d6/19–20, +4 dagger of elf bane) against elves; Full Atk +21/+16+11 melee (1d4+2/19–20 plus poison, +4 dagger of elf bane) or +23/+18/+13 melee (1d4+5 plus 2d6/19–20, +4 dagger of elf bane) against elves; SA death attack, poison, sneak attack +9d6, spells, spell-like abilities; SQ drow traits, evasion, hide in plain sight, improved uncanny dodge, spell resistance 29, trap sense +2; AL LE; SV Fort +5, Ref +17, Will +8; Str 8, Dex 18, Con 10, Int 14, Wis 12, Cha 18. Skills & Feats: Appraise +6, Balance +10, Bluff +20, Climb +5, Decipher Script +9, Diplomacy +10, Disable Device +8, Disguise +10 (+12 acting), Escape Artist +10, Forgery +5, Gather Information +15, Hide +20, Intimidate +6, Jump +0, Listen +10, Move Silently +20, Open Lock +11, Perform (dance) +10, Search +6, Sense Motive +10, Sleight of Hand +10, Spot +8, Tumble +19, Use Magic Device +8, Use Rope +2; Combat Expertise, Dodge, Improved Feint, Iron Will, Mobility, Run, Weapon Finesse. Ibon Presno Gonzalez (order #73006) 8

238<br />

<strong>The</strong> drow twins Hester and Jazmel wait here for the<br />

return of their lord. <strong>The</strong>y serve him as concubines,<br />

which flatters his ego. <strong>The</strong>y are, in fact, loyal<br />

agents of Rannirak and are here to make sure that he<br />

does not deviate from the program. After Vellish’s<br />

disappearance, Rannirak is paranoid about more of his<br />

officers defecting, so if Rannirak shows any sign of<br />

disloyalty, the twins are to deal with him.<br />

<strong>The</strong> twins have identical statistics. <strong>The</strong>y were trained<br />

as killers from girlhood. If they encounter the Player<br />

Characters, they put on the façade of being simpering<br />

slave girls too stupid to want to be rescued, until they<br />

can strike and kill them. <strong>The</strong>y assume – or pretend to<br />

assume – that the Player Characters are guests of their<br />

lord, who they should ‘entertain’ until he returns. <strong>The</strong>ir<br />

daggers are concealed among their clothing; the Games<br />

Master should make Hide checks for them if the Player<br />

Characters try to search them.<br />

Hester and Jazmel, Female <strong>Drow</strong> Rog8/Asn10 (2):<br />

CR 19; Medium humanoid (elf); CR 19; HD 8d6 plus<br />

10d6; hp 63; Init +4; Spd 30 ft.; AC 14, touch 14, flat-<br />

footed 10; Base Atk +13; Grp +12; Atk +21 melee<br />

(1d4+3/19–20 plus poison, +4 dagger of elf bane)<br />

or +23 melee (1d4+5 plus 2d6/19–20, +4 dagger of<br />

elf bane) against elves; Full Atk +21/+16+11 melee<br />

(1d4+2/19–20 plus poison, +4 dagger of elf bane) or<br />

+23/+18/+13 melee (1d4+5 plus 2d6/19–20, +4 dagger<br />

of elf bane) against elves; SA death attack, poison,<br />

sneak attack +9d6, spells, spell-like abilities; SQ drow<br />

traits, evasion, hide in plain sight, improved uncanny<br />

dodge, spell resistance 29, trap sense +2; AL LE; SV<br />

Fort +5, Ref +17, Will +8; Str 8, Dex 18, Con 10, Int<br />

14, Wis 12, Cha 18.<br />

Skills & Feats: Appraise +6, Balance +10, Bluff +20,<br />

Climb +5, Decipher Script +9, Diplomacy +10, Disable<br />

Device +8, Disguise +10 (+12 acting), Escape Artist<br />

+10, Forgery +5, Gather Information +15, Hide +20,<br />

Intimidate +6, Jump +0, Listen +10, Move Silently +20,<br />

Open Lock +11, Perform (dance) +10, Search +6, Sense<br />

Motive +10, Sleight of Hand +10, Spot +8, Tumble<br />

+19, Use Magic Device +8, Use Rope +2; Combat<br />

Expertise, Dodge, Improved Feint, Iron Will, Mobility,<br />

Run, Weapon Finesse.<br />

Ibon Presno Gonzalez (order #73006) 8

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