The Tome Of Drow Lore.pdf - RoseRed

The Tome Of Drow Lore.pdf - RoseRed The Tome Of Drow Lore.pdf - RoseRed

15.01.2013 Views

210 Boneforged weapons have the same properties as boneforged armour when compared to steel; it is very nearly as strong, but at only two-thirds the weight. As like the armour, boneforged weapons are only available as salvage. It is exceptionally rare to find any boneforged weapon aside from the following: falchion, rapier, scimitar, shortspear and short bow. Ceramic items The drow of House Pelshothe are famous amongst the cultures of the dark elves for their complete refusal to use any manner of metal armour, weapons or tools. During the long years after the Sundering, House Pelshothe dwelt in an area of the Underdeep where there was little or no metal to be had, and thus were forced to develop their signature ceramic devices to compensate. They now view the use of metal (beyond simple adornments) as a betrayal of their past, and despite the ease with which they could acquire any metal they desired, they eschew it all in favour of continued use of their ceramics. The ceramic items created by House Pelshothe are uncommonly strong, durable and light. Armour made from these ceramics protects as well as armour forged of steel, but the arcane spell failure chance and weight are approximately 75 to 80 percent of that of steel armour. Weapons made of ceramic are also as effective as their steel counterparts but have the same reduction percentage in weight as does ceramic armour. However, ceramic does not have the same durability and flexibility as steel. The hardness and hit points of ceramic items are only 75 percent of that of the same item when made of steel. Further, ceramic items that have been damaged cannot be conventionally repaired, as steel can. To repair a damaged ceramic item, one must use either make whole or mending. Armour made of ceramic offers fewer options than steel. The drow of House Pelshothe have been practicing the Drow Adventuring Gear, Special Substances & Items creation of these ceramics for thousands of years, but have never managed to produce an effective ceramic version of chain mail. This makes such armours as chain shirt, chain mail and half-plate unavailable in a ceramic version. Obviously, ceramics cannot be used to create soft and pliable armours (the ceramic studded leather listed above is for hard leather covered with ceramic studs). It is possible for House Pelshothe to produce a ceramic version of almost any weapon, unless the weapon’s function demands a great deal of flexibility (as in a rapier) or the weapon is jointed (as in a spiked chain). Ceramic items are widely available throughout the Underdeep. House Pelshothe keeps the secrets of their manufacture closely guarded, but the drow of that House are extremely active in trading with other drow and even other races, and have found that their ceramic items are in consistent demand, lending to their easy availability and slightly lower price. House Pelshothe will create items to order, at roughly double the listed price for the nonceramic version of the item. Ceramic items come in a riot of colours, and a special order item will be whatever colour the buyer desires. Adventuring Gear Assassin kit This small kit is designed to help the assassin in his task. It contains room for five poisons and their antidotes, as well as various small pouches for additional ingredients, should the owner need to fabricate more poison. It also includes various means of delivering poison, such as a brush to apply poison to a blade, a needle and a long, slender thread of silk. The purchase price does not include poison. Item Cost Weight Adventuring Gear Assassin kit 10 gp 1 ½ lb. Darkglass visor 70 gp 3 lb. Storage garment * ** Special Substances and Items Burnshield oil 600 gp ½ lb. Darkvision lamp 1,000 gp 2 lb. Wetgarb 200 gp 10 lb. * Base cost of the item of clothing, plus 50 percent ** This adds no weight to the clothing, though obviously any items stored in it might

Darkglass visor This item is considered indispensable to drow venturing into the sunlit lands, or to any drow intending to use or be near bright light of any kind. It is a somewhat bulky set of goggles of darkened glass set into a leather or na’orsuin headset. Any race that suffers sensitivity to bright light (such as the drow) can wear the darkglass visor without fear of suffering any penalties if exposed to such light. However, the glass does limit the range of vision, restricting drow to a 90 feet. darkvision limit. Storage garment A storage garment may be created as any of a number of different styles of clothing, but all have one thing in common -- the sleeves of a storage garment are long and wide. Inside these sleeves are various pouches and loops for holding small items, from spell components to a small blade. A character who packs the storage garment himself and practices withdrawing items from it can remove an item from one of the sleeves as a free action. Special Substances and Items Burnshield oil This oil is as dangerous as it is useful. When spread over the skin and possessions, it creates a thick, greasy coat, providing protection from acid by granting the wearer resistance to acid equal to 20 points per round. This protection lasts for one hour, at which time the oil denatures into a contact poison (initial damage 1d6 Con, secondary damage 1d6 Dex), which will require the wearer of the oil to make a Fortitude save (DC 12). Darkvision lamp This alchemical lamp glows with a soft light that is only visible to darkvision. It does nothing to extend the range of darkvision, but is visible to a creature with darkvision out to twice the range of the creature’s darkvision. It is often used by drow to coordinate attacks on creatures to which the light of the lamp is invisible. Wetgarb Wetgarb is a bulky set of clothing made by the aquatic drow. Using the fibres of underwater plants in its construction, wetgarb is able to retain more water than any normal cloth. By wearing wetgarb, an aquatic drow can remain out of the water for as much as three days before suffering any ill effects. The wetgarb does make a slight squishing noise when the wearer walks, however, imposing a –2 penalty on any Move Silently skill checks. Slaves The drow have been keeping slaves since their descent into the Underdeep. After all, as the drow consider themselves superior to all other races on or below the surface of the world, it is only right these other races be made to serve them. Slaves perform a multitude of functions in drow society, from fighting in gladiatorial matches to cleaning the streets, labour, war and pleasure. Over the years, the drow have learned which races are most adept at any given function. For example, ogres are excellent for heavy labour while kobolds, properly motivated, do an admirable job of keeping the streets of drow cities clean. Those slaves which are simply intended for heavy, tedious work until death takes them are rarely trained any more than is required, and the drow slavers can count on the lash and hunger to keep them in line. However, for slaves destined for a more complex role or one which involves serving their drow master more closely, such as slaves needed for pleasure, as servants or as bodyguards, slave training may be in order. There are several drow Noble Houses that specialise in training slaves to be sincerely obedient servants. As every race has different motivations and weaknesses, drow slave trainers usually concentrate in only one or two different species, though those Noble Houses with a large interest in slave training will have easy access to multiple trainers for almost any race. Below is a list of the races drow most commonly keep as slaves, and the uses to which those slaves are most commonly put. The drow will rarely, if at all, attempt to enslave a member of one of the ‘dangerous’ races, nor will they enslave a creature that cannot survive in the environment of the Underdeep. For example, the drow would never try to keep a shangu bound in servitude, as those abominations are simply too dangerous. Likewise, they would never keep an aboleth in bondage, for not only is the creature innately dangerous, it could not survive in the environment of a drow city without special care. Bugbear Moderately intelligent and quite strong, bugbears have a variety of uses as slaves for the drow. Those who have been well-trained may be used as foremen or overseers for a group of slaves from a weaker species, such as goblins or halflings or even humans. Many bugbears are also used in gladiatorial contests, often pitted against a smaller number 211

210<br />

Boneforged weapons have the same properties as boneforged<br />

armour when compared to steel; it is very nearly as strong,<br />

but at only two-thirds the weight. As like the armour,<br />

boneforged weapons are only available as salvage. It is<br />

exceptionally rare to find any boneforged weapon aside<br />

from the following: falchion, rapier, scimitar, shortspear<br />

and short bow.<br />

Ceramic items<br />

<strong>The</strong> drow of House Pelshothe are famous amongst the<br />

cultures of the dark elves for their complete refusal to use<br />

any manner of metal armour, weapons or tools. During the<br />

long years after the Sundering, House Pelshothe dwelt in<br />

an area of the Underdeep where there was little or no metal<br />

to be had, and thus were forced to develop their signature<br />

ceramic devices to compensate. <strong>The</strong>y now view the use of<br />

metal (beyond simple adornments) as a betrayal of their<br />

past, and despite the ease with which they could acquire<br />

any metal they desired, they eschew it all in favour of<br />

continued use of their ceramics.<br />

<strong>The</strong> ceramic items created by House Pelshothe are<br />

uncommonly strong, durable and light. Armour made from<br />

these ceramics protects as well as armour forged of steel, but<br />

the arcane spell failure chance and weight are approximately<br />

75 to 80 percent of that of steel armour. Weapons made<br />

of ceramic are also as effective as their steel counterparts<br />

but have the same reduction percentage in weight as does<br />

ceramic armour. However, ceramic does not have the same<br />

durability and flexibility as steel. <strong>The</strong> hardness and hit<br />

points of ceramic items are only 75 percent of that of the<br />

same item when made of steel. Further, ceramic items that<br />

have been damaged cannot be conventionally repaired, as<br />

steel can. To repair a damaged ceramic item, one must use<br />

either make whole or mending.<br />

Armour made of ceramic offers fewer options than steel.<br />

<strong>The</strong> drow of House Pelshothe have been practicing the<br />

<strong>Drow</strong> Adventuring Gear, Special Substances & Items<br />

creation of these ceramics for thousands of years, but have<br />

never managed to produce an effective ceramic version<br />

of chain mail. This makes such armours as chain shirt,<br />

chain mail and half-plate unavailable in a ceramic version.<br />

Obviously, ceramics cannot be used to create soft and<br />

pliable armours (the ceramic studded leather listed above<br />

is for hard leather covered with ceramic studs).<br />

It is possible for House Pelshothe to produce a ceramic<br />

version of almost any weapon, unless the weapon’s function<br />

demands a great deal of flexibility (as in a rapier) or the<br />

weapon is jointed (as in a spiked chain).<br />

Ceramic items are widely available throughout the<br />

Underdeep. House Pelshothe keeps the secrets of their<br />

manufacture closely guarded, but the drow of that House<br />

are extremely active in trading with other drow and even<br />

other races, and have found that their ceramic items are in<br />

consistent demand, lending to their easy availability and<br />

slightly lower price. House Pelshothe will create items<br />

to order, at roughly double the listed price for the nonceramic<br />

version of the item. Ceramic items come in a riot<br />

of colours, and a special order item will be whatever colour<br />

the buyer desires.<br />

Adventuring Gear<br />

Assassin kit<br />

This small kit is designed to help the assassin in his task. It<br />

contains room for five poisons and their antidotes, as well<br />

as various small pouches for additional ingredients, should<br />

the owner need to fabricate more poison. It also includes<br />

various means of delivering poison, such as a brush to<br />

apply poison to a blade, a needle and a long, slender thread<br />

of silk. <strong>The</strong> purchase price does not include poison.<br />

Item Cost Weight<br />

Adventuring Gear<br />

Assassin kit 10 gp 1 ½ lb.<br />

Darkglass visor 70 gp 3 lb.<br />

Storage garment * **<br />

Special Substances and Items<br />

Burnshield oil 600 gp ½ lb.<br />

Darkvision lamp 1,000 gp 2 lb.<br />

Wetgarb 200 gp 10 lb.<br />

* Base cost of the item of clothing, plus 50 percent<br />

** This adds no weight to the clothing, though obviously any items stored in it might

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