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#1AmarilFeb 05, 2004 22:11:34 | I'm just starting off dming for the first time, and I've run into a few spots where drow are referred to in the Greyhawk setting, but I can't seem to find an in depth source for drow that applies strictly to Greyhawk in the 3rd ed. setting. Does anyone have any insight? I'll admit I don't have the Living Greyhawk Gazetteer book, but I do have the D&D Gazetteer. Does the LGG have anything on drow or Underdark? Also, information on Lolth would be helpful as well. |
#2cwslyclghFeb 05, 2004 23:02:57 | info on greyhawks Lolth can be found in Deities and Demigods. as for sources on Greyhawks drow, most of them are 1st edition, very little has been written for GH in 3e... I would suggest the module Vault of the Drow (D3) as a good source... I believe that there was a 3e dragon magazine article about the city detailed with in also (but I have no idea the issue number). |
#3zombiegleemaxFeb 05, 2004 23:10:06 | Dragon #298 |
#4AmarilFeb 06, 2004 5:54:21 | Excellent! Thanks for the response. I'll see if I can get that issue on backorder. |
#5AmarilFeb 06, 2004 6:17:18 | and, of course, the only place I can find it is on ebay, on buy it now for $15 and a second open for bidding. I checked Piazo's site, and I checked RPGShop. Anyone have any other suggestions? |
#6mr._vandermeerFeb 06, 2004 6:31:35 | Sometimes gameshops can order back issues for the regular price (or even lower) from distributors that have left overs. |
#7Brom_BlackforgeFeb 06, 2004 9:06:02 | Originally posted by Amaril The LGG specifically says that it doesn't include information on the Underdark. I don't remember (and don't have the book handy), but I'd bet the section on races includes a little bit about drow, and the section on gods includes a bit about Lolth. I'd agree that Dragon #298 is a good resource, but good luck finding it. There's also an article in one of the Oerth Journals - #14, I think - which you can find on Canonfire. Speaking of which, I also found an article on Canonfire listing six drow vaults in the Flanaess (although, if it matters to you, I don't think it is "canon.") |
#8twicebornFeb 06, 2004 12:20:34 | IIRC, Dragon #300 also includes a focus on NPCs of the Vault. |
#9grodogFeb 06, 2004 13:44:29 | You should also check out Russell Bird's excellent 3e article about Erelhei-Cinlu in OJ14, available on Canonfire! |
#10zombiegleemaxFeb 06, 2004 16:09:48 | From what I hear the FR supplement Underdark is actually pretty setting neutral which could possibly mean that it is usuable as Greyhawk material. This speculation is based on reviews I have read that comment that only one chapter is really FR specific. Again, let me re-iterate that this is speculation. I don't have the book, haven't read the book etc so some serious perusal is undeoubtedly in order before commiting to such a purchase. |
#11Brom_BlackforgeFeb 06, 2004 16:50:14 | I'd be curious whether anyone knows how the FR Underdark supplement compares to the old box set, Night Below, which I understand was released as a generic product but was originally intended to be a Greyhawk product. Anyone? |
#12cwslyclghFeb 06, 2004 18:13:29 | there is not realy any grounds for a comparison... they do seperate things... The Night Below is a mega-adventure that takes characters into the underdark, while The Underark is a sourcebook about the underdark. while it is true that there is lots of good stuff in The Underdark that is usefull in any campaign setting, the truth of the matter is that the "Chapter" that is realms specific actually takes up roughly half of the book. |
#13grodogFeb 07, 2004 1:28:20 | What Wes says is true, but that chapter can still be mined for useful ideas for GH, simply by filing of the FR names/gods/NPCs/etc. The books is still a useful resource to help define the Outlands of the Sunless Sea. |
#14AmarilApr 18, 2004 11:48:05 | Thank you all for your input. I picked up Dragon #298, which was extremely helpful, and I'm waiting on Dragon #300 to be delivered to me, as I type this. I also picked up GDQ 1-7 Queen of the Spiders as a reference (and possibly a conversion to 3e). I'm curently reading through the Oerth Journal #14 article which is strikingly similar to the Dragon #298 article Vault of the Drow. There's some interesting material concerning the shift of power in the noble families. I might stem from that idea a bit, throwing that into the mix of my story. One of the things I'm looking to throw in as well is the Vashar from the Book of Vile Darkness. With their eternal plan of destroying the gods, and the drow devotion and accessibility to Lolth, a war could ensue with both races collecting slaves for infantry, and the drow forging alliances that they would not otherwise make. Other elements from the BoVD will be of great use, too. Torturing, drugs, sacrifice, etc. |
#15zombiegleemaxApr 18, 2004 23:46:03 | I would love to hear about the progress of your campaign since I am currently running my own updated Slavers campaign. Email me anytime or just post how your game is going if you would. I enjoy sharing notes on how other DM's take their players through the same campaigns I have or are doing. My group actually plays in chatrooms via AOL if you ever want to watch. |
#16AmarilApr 19, 2004 7:51:07 | Originally posted by Kingdom Of Sunndi It'll be a while before I take them through it. I'm still developing the concepts and plot. I did find a free 6th-level adventure called Test of the Demonweb in Wizards' Free Adventures archive. It looks like a decent way to bring them into the Underdark. I thought about getting the Scourge of the Slavers campaign and converting it, as it would add to my plans for the drow collecting slaves to prepare for war with the Vashar. I want to take the party at least up to level 6 beforehand. In the meantime I am just go to take them through some free adventures. I plan on dropping clues and NPCs related to the Underdark campaign. For example, The Burning Plague has an Orc cleric of Gruumsh infecting a small mining town with a horrific disease. I'm going to make him a pawn (slave) of the drow who are trying to collect corpses as well to turn them into an undead army. At the end of the adventure there will be an invisible drow, having see the heroes dispose of the Orc. This will spark interest in capturing adventurers as slaves to include in their army. Thus leading up to the Test of the Demonweb adventure, which has a drow cleric testing adventurers in an underground labryinth and watching for their strengths and weaknesses. PS - I'm interested to hear your ideas and suggestions, too. |
#17zombiegleemaxApr 19, 2004 15:29:42 | The Greyhawk versions of the drow are the best, the classics in D&D. |
#18zombiegleemaxApr 19, 2004 18:30:42 | Originally posted by Amaril There is a villian within the Slavers book that you might be interested in then. 20 miles west of Elredd in the wilds there is a village that used to be a farming community until the orcs burned it down. Now there is a 11th level wizard named Braxem who rode in on a skeletal drider allied with Klim in exchange for permission to use the numerous dead bodies now available in the conquered Wild Coast. In turn, the wizard would provide undead troops and magical assistance for the Slavers. He pays the orcs 1gp per body they dig up or find. His current army is 120 skeletons and 17 zombies which completely circle the village. He also has the use of a new magical item called the Bone Wheel of Nebirkoss that helps him create a bone colossus, which stands guard over his hut. This was all gathered from the Slavers book and I can provide more if you need it. Now I am going to use this fellow later in my game only if the players find theirselves near Elredd and I think they will since the slavers make frequent stops in Elredd to get rid of humanoid travelers. I also have created a blackguard nemesis to compete with Braxem that I worked into the campaign from a previous Dungeon mag adventure that I placed within the Drachensgrab. A story for another post. ;) |
#19AmarilApr 19, 2004 18:43:02 | That's a very interesting character. I could use someone like that. Which Slavers module is that in? Do you recommend getting the Scourge of the Slavelords mega-module? |
#20zombiegleemaxApr 22, 2004 9:01:07 | He is in the Slavers book published during the 2e era. I would most definitely buy the Scourge of the Slavelords just so you could have some history on the Slavelords and also it would be easy to use some of the module with your current campaign like I do. |
#21omoteApr 22, 2004 21:33:27 | Originally posted by Brom Blackforge The FR supplemt UNDERDARK is actually pretty cool (not counting the fact that it is decicated to FR), but besides that it is an excellent sourcebook to use for Underdark campaigns. I purchased it so I could mine it for ideas in my GH campaign. While not ever part of the book is useful, it does cover some very unique underdark concepts. Remember, the sourcebooks is very FR-esque, I've changed numerous things, but the creatures are neat and the magic items are quite nice as well. I reccomend mining it for ideas as well. ...............................Omote |
#22qstorApr 23, 2004 12:32:05 | You might try www.nobleknight.com for the Dragon issue I'd get d1-d3 for canon stuff on the Underdark in Greyhawk. I second the call too for Underdark 3e some of it is FR speicific but overall its a good resource ruleswise. Mike |
#23zombiegleemaxMay 13, 2007 23:13:33 | and three years later... Drow of the Underdark |
#24maldinMay 14, 2007 15:27:27 | Clearly The_Dervish_Swordsage has recently picked up a couple of levels as a Thread Necromancer. :D Denis, aka "Maldin" Maldin's Greyhawk http://melkot.com |
#25zombiegleemaxMay 14, 2007 16:28:17 | Being a dedicated Greyhawker for years (I'm 35), I'll throw in my $.02. Drow in Greyhawk are very rare. Yes, there are thousands in the Night Below, but very few ever adventure to the surface for obvious reasons (not counting brief forays at night). Drow being as evil as they are intelligent consume their time waging war's under-Oerth among themselves, Kuo-toa, Druegar, and other residents of the deep. If dealing with any other race, especially on the surface - they have many layers of other-race slaves, retainers, or henchmen as go-betweens and emissaries for them, as stealth and secrecy are paramount for their grand schemes (not to mention day-to-day survival within the Drow community). Drow in Greyhawk are, IMHO, for high-level/Epic adventures. They're also not a player character usable race. Drow in a Greyhawk setting should be uber boogymen with little to no knowledge of their exsistance among any surface-dweller (not counting rare high-level NPC's who have a business to know (i.e. wizards, sages, etc.). Even among the surface-dwelling elven nations they are believed to be not real (i.e. childrens stories) except by the ruling classes and again high-level elven NPCs. The elves of Oerth who are aware of real exsistance of Drow would never speak of them to non-elven races (or the general elven populace) without a dire and specific need to do so (i.e. prevent war), and then reveal as little as possible. I am aware of the numerous Greyhawk adventures that contain drow (GDQ as prime example), but those are (again IMHO) rather 'uber' adventures that contain Drow specifically as 'the root of evil' in their story-arc's. That all being said, one of the wonderful things about Greyhawk (or any setting a DM wishes to use) is you can do what you want. ;) Like Undead, I always liked their super-bada** status in Greyhawk vs. many other campaign settings that treat them like just another ho-hum sub-race of Elves. Again, all of this just my $.02 |
#26the_ubbergeekMay 15, 2007 18:42:54 | The drow in FR and GH are the same, really. As much as some grognards harp, they are as classicaly dark evil. Just a wee bit more known in FR (frankly, do you think the majority of faerunians have a speck idea of what is a drow, beyond 'it's a goddemn evil thing!'?). |
#27vormaerinMay 15, 2007 19:11:43 | They are "substantially" the same, but they are not identical. The conception of Lolth and the drow religion in the Greyhawk specific material is significantly different from the FR material. There Lolth is only the most commonly worshipped of an assortment of demon lords popular with the GH drow, rather than the leader of an entire pantheon of fallen elf gods. The Vault of the Drow also has male drow clerics in the merchant houses of a Lolth dominated city. For that matter, there are human male clerics of Lolth in GH canon. The initial conception of the drow in the GDQ series was pretty much that they were never found on the surface. Eclavdra's gambit was a pretty brazen and unheard of one. And even then, with the exception of Edralve, you didn't find the drow actually operating on the surface. And no one, not even other elves in the party, actually had any real idea of who or what the drow were. This has, however, been eroded by a trickle of other drow surface operators in later GH products. There's no reason you can't use the FR drow material in GH, but its clearly a variation from the original. |
#28neon_knightMay 15, 2007 20:19:06 | There is an entire chapter of the Drow of the Underdark sourcebook that is just coming (came ?) out dedicated to Erelhei-Cinlu. |
#29zombiegleemaxMay 16, 2007 3:04:10 | Ahh... those levels in Thread Necromancer have paid off! I am planning on a drow campaign out of Erelhei-Cinlu right now. I will used some elements out of the FR Underdark book also. |
#30CennediMay 20, 2007 15:10:38 | Kinda like to use the paleskin dark haired variant of drow elves from the castles and crusades monster book. Though I do like the idea that drow skin was turned black after they were cursed by the elf gods to wear the blackness of thier souls on thier skin I also like the idea of pale drow. maybe even a mix of the two in the same setting would be neat. |
#31ElendurMay 21, 2007 14:03:34 | As far as I've read, the new Drow of the Underdark is well done, and can be applied to a Greyhawk campaign without any changes. It has a write up of Erelei-Cinlu that's an expanded version of the previously mentioned Dragon article. It also contains material based on the classic D1-3 modules, like the pack lizards, kuo-toa monitors and whips, the Egg of Lolth, and a few other items. It does take the all-Lolth, female dominant stance that developed more strongly in later material, but all in all it's a worthwhile look. |
#32drowbattlemindJun 17, 2007 7:40:59 | Being a dedicated Greyhawker for years (I'm 35), I'll throw in my $.02. Well, there IS precedent for Drow PC's, dating all the way back to 1st Ed AD&D... Unearthed Arcana (Gary Gygax, 1985), where of the 'new' sub-races (Drow, Grey, High, Valley, and Wood Elves), they got the biggest write-up; 8 paragraphs, not counting the stat chart, across two pages... nearly 2/3 of a whole page, if re-edited to be on the same page. And as it IS 1st Ed, that's set in Greyhawk, automatically. That's what steamed me about the whole 'Year Of the Drow' bit, a few years back for 3rd Ed. Drow PC's started in Greyhawk, the drow as a race starred in not one, but an entire series of modules, and yet Erelhei Cinlu only bore mention in 2 articles in Dragon Magazine that year, while every other published mention was in the Misbegotten Realms setting, thanks to a certain Drow ranger. (Who Paul Kidd's Justicar could chop into pointy-eared chopped liver!) Drow of the Underdark is great, but WAY too late, we should've had this book YEARS AGO. In the meantime, both I and my players have picked up Mongoose Publishing's Quintesssential Drow supplement, and I also own thier Tome of Drow Lore and Sheoloth books, as well as the Misbegotten, er, Forgotten Realms setting book for official rules on Drow and half-drow PC's. I can feel Amaril's pain, as sometime this year, someone walked off with my copy of Dragon 298 / 300, and I have as yet to find a replacement locally. (one noble house GONE, another exiled, and another replaced... wow...) |
#33CennediJun 17, 2007 16:51:38 | In my campaign drow are so rare as to be almost completely unknown in common circles even among the elves. The idea of a drow PC is completely out. |
#34sterlingheart_paganpummelJul 08, 2007 23:06:07 | You might be interested in a conversion I did for Descent/Vault, keeps drow a little closer to what they were in 1st ed...ahhh to be back in 1978 again... 3.5 Descent into the Depths of the Earth (Converted by Jeff Wrbelis) A few notes: This is a Greyhawk module, and with sticking to the stats presented in the original adventures, the characteristics scores for Drow encountered are calculated using G. Gygax’s ability score ranges listed under the drow entry at the back of each adventure. In addition, for those who wish to keep the Greyhawk drow much closer to the original, the additional level-based spells from the first edition stats are also included. 3.5 DM’s who want to keep the stats lower powered to the 3.5 monster Manual should simply disregard the bonus class/gender based spells original Greyhawk drow possess (with the exception of the ‘All Drow’ spells, which have remained unchanged). These include the following: All drow, 1/day: Dancing Lights, Darkness, Faerie Fire Any drow with 4 or more class levels, 1/day: Detect Magic, Detect good (Know Alignment was dropped in 3.0), Levitate Female Drow only, 1/day: Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion These spells are cast as a sorcerer of the drow’s total class level, or as a sorcerer at the minimum level required to use the spell in question. Ability Scores: The average ability score for Greyhawk drow females and males are listed below (rounded down). These are before any adjustment for character levels. Female: Str 11, Dex 17, Con 10, Int 15, Wis 13, Cha 14 Male: Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12 Racial Abilities: +2 to Will saves vs spells & spell-like abilities, +2 to Enchantment magic saves, immune to magical Sleep, Darkvision 120’, Spell Resistance: 11+ class levels. +2 racial bonuses to listen, search and spot checks. Coming within 5’ of a secret door entitles the drow to a free spot check. Greyhawk drow are very stealthy (according to their original write up), gaining a +4 racial bonus to hide and move silently checks. Drow struck with bright light (such as sunlight, or a Daylight spell) are blinded for 1 round, and remained dazzled as long as they stay within the area of the illumination. Although there is no official rule for it, female drow might gain a +5 racial bonus to their intimidate checks vs. male drow, at your discretion (this would go a ways to countering the high intimidation score male fighters have, without neutering them against other males). Greyhawk drow weapons, Cloak and boots: Greyhawk drow weapons receive their magic-like pluses from the weird radiations of the drow homeland, as well as their mixture of adamantine alloy. As noted in the module, these items irreversibly rot when exposed to sunlight (Faerzress weapons from the Realms have borrowed upon this). Though fine weapons, Greyhawk drow arms are not always necessarily masterwork quality, nor do their magic-like abilities require them to be. Drow cloaks grant a +5 competence bonus to hide checks. Drow boots grant a +5 competence bonus to move silently checks. The bonuses for cloak and boots, as well as armor check penalty, have already been added to drow skill totals. All drow, unless otherwise noted, are assumed to be wearing the boots and cloak their race is noted for (for some hefty Hide/move silent mods for these elves). Greyhawk drow wear a fine mesh of black elven chain mail armor, similar to that found in the 3.5 DMG (does not impeded the drow’s normal 30’ movement speed, has an arcane spell failure of 20%, Max Dex bonus +4, armor check pent: -2, light armor, weighs 20 lbs). The armor check penalty for this chain mail has been added to the skill rank totals. All Greyhawk drow receive proficiency in the shortsword, hand crossbow (exotic weapon) and either dart or javelin as bonus weapon proficiencies. Drow hand crossbows are of the Small variety. Greyhawk Drow knockout poison requires a primary and secondary DC 15 Fort save or unconscious for 2d4 hours. Drow carry 1d4-1 doses each, and each dose is sufficient to cover 1 shortsword or 1 dagger, or 10 hand crossbow bolts. No special prestige classes have been added to any of the higher level creatures the pc’s may encounter (feel free to add them), though a few have modified ability scores above the norm. Multi-class creatures have been given their flat levels in the appropriate *classes, with no xp calculation from the conversion book. (I.e. a 5th ftr/7th level wiz 1st edition drow is exactly that in this module, not a recalculated 9th level character). [*In fact, I am thinking of offering “Hardcore” and “Balanced” versions of some of these encounters. “Hardcore” would be the literal interpretations of Monsters with character classes ( a first Edition Cleric6/Assassin6 Kuo Toa would be a monster with 12 Character levels), and the “Balanced” version of the creature would be a 3rd level fighter with another 3 levels of Rogue (making it much closer to the 7th level character power level in the original.] Where bonus spells appear (or 1st edition spells had their levels altered) I substituted or added spells that would be useful for the drow’s assigned duties. Encounter levels have been estimated, using the guide on page 49 of the 3.5 DMG. However, when the table was obviously wrong, an estimate of true EL has been provided. Fore example, Encounter Area 4 (Gargoyle Lair) features 15 of the flying beasts. According to the EL table, that’s a level 19 encounter (a bit over-rated, IMHO). I felt it wanted an EL 11 encounter. Full melee attacks are listed, accounting for Str, magic, two weapon fighting, weapon finesse, weapon focus, and modifiers to Finesse while using shield in off hand. Weapon Specialization and off hand damage mods are already factored in as well. Masterwork bucklers (in the absence of rules clarification) still provide the -1 to hit weight penalty listed in the buckler description, but their quality prevents the additional -1 penalty (since they are masterwork) that a normal bucker’s armor check penalty forces on a person using weapon finesse. Kuo-Toan: There are a few differences between 1st ed. and 3.5 Kuo-Toan. Lightning generated by Kuo-Toan whips has been halved in power from 1st edition, but the requirements to generate the bolt have been lessened, as well as their frequency increased, so the module sticks with 3.5 for this effect. However, some other abilities of the 1st edition Kuo-Toan were also completely deleted. Fish Empathy, 75 % improbability water elemental creatures will attack them if a whip is near, Magic Missiles inflict but 1 hp/missile, Immunity to Illusion, Blindsight within 10’ (due to air vibrations). Spells which generally affect only humanoid-type creatures (charm person, hold person, sleep) have no effect on these creatures. While most of these dropped abilities are minor, a few together warrant an additional +1 CR above what is listed in the 3.5 monster manual. All encounters in this conversion assume each Greyhawk Kuo-Toa has these missing abilities and the CR will reflect this in the monster write-ups and CR levels. Kuo-Toa typically use light boiled leather shields. Svirfneblin Weapons: Gas Darts: When one of these darts strikes it is constructed so as to compact and break a small glass bead containing a gas. Any creature struck on its front parts must save Fort DC 18, or this puff of gas has reached the creature’s system; it will be stunned on the next round and slowed for the 4 rounds following that. (The effect duration was converted to 3.5 to keep in spirit with melee durations…otherwise, these darts would stun you for TEN 3.5 edition rounds) Acid Darts: A hit splashes acid which eats a small hole in armor in 1 round (Ref DC 18, or permanently lose 1 AC from the armor’s armor value…make a separate save for EACH dart, effects are cumulative), plus 2-8 acid damage to creature. A successful save negates the armor damage, but the acid still inflicts 2-8 hit points of damage. Greyhawk Deep-Gnome Racial Notes: Greyhawk Svirfnebli communicate with each other by a form of racial empathy when outside their own domains (i.e. they have no need to speak, thus endangering their location). All of these small creatures can converse with speaking creatures from the Earth Elemental Plane, and it is 90% unlikely that any such creature will harm a Svirfneblin, although the Deep Gnome might have to pay a heavy bribe in precious metal and gems to so escape. Note that a Greyhawk Svirfneblin of 6th level is likely to be able to summon an earth elemental with a Will DC 12 check. The type of earth elemental which can be summoned is found on this table (d20): 19-20 Summoning fails 16-18 Xorn, Average (7 HD) 11-15 Large earth elemental (8 HD) 7-10 Huge earth elemental (12 HD) 2-6 Xorn, Elder (15 HD) 1 Huge Elder Earth Elemental (24 HD) Elemental summoning can be attempted once per day. Summoned elementals must be paid in fine gems by the summoner, a commodity the deep gnomes are loath to give up. Note that unlike XP for defeating monsters from Summon Monster spells or the like, full XP should be given for any of these elementals, as the ability to summon such creatures is not a part of the deep-gnome CR. Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. |
#35mr_orgueJul 08, 2007 23:19:08 | Sterlingheart - hey, just a note to say I'd already found your excellent conversion of the descent adventures, and plan on using that as the basis of my own GDQ run. Wonderful stuff, thanks so much! |
#36mr_orgueJul 08, 2007 23:20:35 | For reference of others, that excellent full conversion is here. |
#37samwiseJul 11, 2007 2:08:09 | Any drow with 4 or more class levels, 1/day: Detect Magic, Detect good (Know Alignment was dropped in 3.0), Levitate The first appears as the feat Highborn Drow in Underdark and Races of Faerun. The second appears as the Lolth's Blessing feat in Races of Faerun. Of course, that means they require feats to use. |
#38drowbattlemindJul 11, 2007 19:22:01 | The first appears as the feat Highborn Drow in Underdark and Races of Faerun. I've got no problem with that. My gaming group uses the 3.5 rules anyway, and the FR books we don't have in hardcopy we have in PDF format. Plus, I picked up the Drow of the Underdark book the other day (Greyhawk compliant, yes!), and its TASTY... between the GDQ supermodule, Planescape's Dead Gods module, Dragon #298 (found a copy!), and DotU, I now have Erelhei-Cinlu in all of the era's it's appeared in AD&D/D&D, complete with all the social upheavals and internicine warfare that make it a definitely Chaotic Evil society. |
#39grodogJul 14, 2007 20:57:22 | Plus, I picked up the Drow of the Underdark book the other day (Greyhawk compliant, yes!), and its TASTY... Don't forget to check out Russell Bird's version E-C in OJ#14 @ http://www.oerthjournal.com/oj14.html : it's nicely compatible with Fred Weining's article, and provides a more-granular level of detail on the city itself. |
#40drowbattlemindJul 17, 2007 10:38:38 | Don't forget to check out Russell Bird's version E-C in OJ#14 @ http://www.oerthjournal.com/oj14.html : it's nicely compatible with Fred Weining's article, and provides a more-granular level of detail on the city itself. Already got it, but thanks for including the link, as others might not! |
#41sterlingheart_paganpummelJul 26, 2007 1:14:04 | finished up Shrine, then added more: 30. Guard Post Eight female Kuo-Toa 2nd level Warriors CR 4; HD 4d8+4; hp 25; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16 (or 15), T: 10, FF: 16 (or 15); Full Atk dagger +6 Melee (1d4+2) and Bite +1 Melee (1d4+1); short bow +4 Ranged (1d6)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +6, Ref +3, Will +5; SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Great Fortitude, Improved Initiative Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14 Possessions: dagger, short bow, quiver + 20 arrows. Two female 3rd level Warriors CR 5; HD 5d8+5; hp 31; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17, T: 10, FF: 17; Full Atk Short Spear +7 Melee (1d6+2) or Dagger +7 Melee (1d4+2) and Bite +2 Melee (1d4+1); Harpoon /Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +5, Ref +4, Will +4; SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Great Fortitude, Improved Initiative Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +1,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14 Possessions: Light Shield, Dagger and Short Spear 31. Guard Post 8 Kuo-Toa, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 & 16, T: 10, FF: 18 & 16; Full Atk Spear +4 Melee (1d4+1) and Bite -2 melee (1d4); Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +2, Ref +3, Will +5; SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Great Fortitude Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9 Possessions: 4 have Spear, Dagger and Shield, 4 have Dagger, Net and Spear 2 Kuo-Toa 1st Level warrior leaders, CR 3 ea.; HD 3d8+3; hp 20; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -1 melee (1d4); Harpoon +4 Ranged (1d10+1)/Grapple: +4; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +5, Ref +3, Will +5; SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Great Fortitude Skills: Climb +4, Craft (any 1) +4, Escape Artist +8, Intimidate +2 Listen +7, Move Silently +3, Search +8, Spot +11, Swim +12 Possessions: Harpoon and Dagger 32. Guard Post 8 Kuo-Toa, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 & 16, T: 10, FF: 18 & 16; Full Atk Spear +4 Melee (1d4+1) and Bite -2 melee (1d4); Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +2, Ref +3, Will +5; SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Great Fortitude Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9 Possessions: 4 have Spear, Dagger and Large Shield, 4 have Dagger, Net and Spear Two Kuo-Toa 1st Level warrior leaders, CR 3 ea.; HD 3d8+3; hp 20; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -1 melee (1d4); Harpoon +4 Ranged (1d10+1)/Grapple: +4; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +5, Ref +3, Will +5; SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Great Fortitude Skills: Climb +4, Craft (any 1) +4, Escape Artist +8, Intimidate +2 Listen +7, Move Silently +3, Search +8, Spot +11, Swim +12 Possessions: Harpoon and Dagger Two female Archer Kuo-Toa 2nd level Warriors CR 4; HD 4d8+4; hp 25; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16 (or 15), T: 10, FF: 16 (or 15); Full Atk dagger +6 Melee (1d4+2) and Bite +1 Melee (1d4+1); short bow +4 Ranged (1d6)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +6, Ref +3, Will +5; SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Great Fortitude, Improved Initiative Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14 Possessions: dagger, short bow, quiver + 20 arrows. 33. QUARTERS OF THE “WHIPS” (+ the 3 ‘W’’s nearby) Six Kuo-Toan 3rd Fighter/2nd Rogue/1st Assassins CR 9; HD 2d8+3d10+3d6+16; hp 56 ea.; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18, T: 10, FF: 18; Full Atk Longsword +7 melee (1d8+2) and Bite +2 Melee (1d4+1);Grapple: +8; Str 13, Dex 10, Con 14, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +5, Ref +9, Will +6; SA/SQ: Class: +1 saves vs. poison (irrelevant), Death Attack (DC 13), Evasion, Poison Use, Sneak Attack (+2d6), Trap finding, Uncanny Dodge Race: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Initiative, Exotic Weapon (Net), Weapon Focus (Longsword) Skills: Climb +9, Craft (any one) +4, Disguise +3, Escape Artist +8, Hide +8, Intimidate +7, Jump +11, Listen +7, Move Silently +11, Search +8, Spot +11, Swim +9, Tumble +8 Possessions: Garrote, Longsword, Net & Large Shield Spells: Assassin 2/ 1 per day; save DC = 12 1: Disguise Self or True Strike (‘W’) Three Kuo-Toan 4th Fighter/2nd Rogue/2nd Assassins CR 11; HD 2d8+4d10+4d6+20; hp 67 ea.; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18, T: 10, FF: 18; Full Atk Sneak Attack (+2d6), Longsword +10/+5 melee (1d8+3) and Bite +5 Melee (1d4+1);Grapple: +10; Str 14, Dex 10, Con 14, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +6, Ref +10, Will +6; SA/SQ: Class: +1 saves vs. poison (irrelevant), Death Attack (DC 14), Evasion, Poison Use, Sneak Attack (+2d6), Trap finding, Uncanny Dodge Race: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Initiative, Exotic Weapon (Net), Power Attack (to -8/+8), Weapon Focus (Longsword) Skills: Climb +10, Craft (any one) +4, Disguise +3, Escape Artist +8, Hide +12, Intimidate +10, Jump +11, Listen +7, Move Silently +13, Search +8, Spot +11, Swim +9, Tumble +8 Possessions: Garrote, Longsword, Net & Large Shield Spells: Assassin 3/ 2 per day; save DC = 12 1: Disguise Self , Obscuring Mist, True Strike 34. Chamber of the Chief Whip Quolp-Ool, Kuo-Toan 4th Fighter/2nd Rogue/8th Assassin CR 17; HD 2d8+4d10+10d6+32; hp 102.; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18, T: 10, FF: 18; Full Atk Sneak Attack (+5d6), +2 Short sword +16/+11/+6 melee (1d8+6/Crit. 17-20) and Bite +8 Melee (1d4+1); +15 Ranged +2 Dagger (1d4+4);Grapple: +15; Str 14, Dex 11, Con 14, Int 13, Wis 14, Cha 8; AL NE; Saves: Fort +8, Ref +13, Will +8; SA/SQ: Class: +4 saves vs. poison (irrelevant), Death Attack (DC 19), Evasion, Hide in Plain Sight, Improved Uncanny Dodge (12th level rogue or above), Poison Use, Sneak Attack (+5d6), Trap finding, Uncanny Dodge Race: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness Feats: Alertness, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Critical (Short Sword), Improved Initiative, Exotic Weapon (Net), Power Attack (to -13/+13), Weapon Focus (Short sword), Weapon Specialization (Short sword) Skills: Climb +11, Craft (any one) +4, Disguise +15, Escape Artist +8, Hide +17, Intimidate +11, Jump +12, Listen +7, Move Silently +17, Search +8, Spot +11, Swim +9, Tumble +19 Possessions: Garrote, +2 Drow Short Sword, +2 Dagger, Large Wooden Shield, Ring of Invisibility, Spells: Assassin 4 per day DC = 12/1st: Disguise Self, Feather Fall, Obscuring Mist, True Strike 3 per day DC = 13/2nd: Cat’s Grace, Darkness, Pass without Trace, Spider Climb 3 per day DC = 14/4th : Deep Slumber, Misdirection, Non-detection 35. Locked Room Drow Female Fighter: 9th level fighter CR ; HD 9d10+18; hp 72; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23, T: 18, FF: 19; Full Atk +12/+7 (+13/+8 Melee, 1d6+2, Crit. 17-20 if she gets a normal short sword); Ranged +13/Grapple: +12; Str 16, Dex 18, Con 15, Int 16, Wis 13, Cha 17; AL CE ; Saves: Fort +8, Ref +9, Will +6 (+7 vs. spells, +9 vs. enchantment magic); SA/SQ: SR 20, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness Feats: Improved initiative, Mounted Combat, Ride-by Attack Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword) Skills: Climb +15, Handle Animal +15, Hide +8, Intimidate +15, Jump +15, Listen +3, Move Silently +8, Ride +18, Spot +3 Possessions: Spell-like abilities: (as 9th level sorcerer, DC: 13 + spell level): Clairaudience/Clairvoyance, Darkness, Dancing Lights, Detect Good, Detect magic, Discern Lies, Dispel magic, Faerie Fire, Levitate, Suggestion Vault of the Drow ENCOUNTER AREA Q249 Twenty-Two 2nd level male drow fighters, CR 3 ea.; HD 2d10; hp 15; Init +6; Spd 30ft.; Face/Reach: 5’/5’ ; AC 20, T: 14, FF: 18; Full Atk 1 at +4 melee or 2 at +3/+3 +1 Shortsword (1d6) or +1 Shortsword (1d6) & +1 Dagger (offhand 1d4); +5 ranged (hand crossbow) (1d3). Four of the wall-guards have 10’ reach military forks that inflict +4 melee 2d4-1/20(x3) as a Ranseur/Grapple: +1; Str 8, Dex 15, Con 10, Int 14, Wis 10, Cha 12; AL CE ; Saves: Fort +3, Ref +3, Will +0 (+2 vs. spells, +4 vs. enchantment magic); SA/SQ: SR 13, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness Feats: Improved initiative, Two-weapon fighting, Weapon Finesse Skills: Climb +1, Handle Animal +3, Hide +10, Intimidate +7, Jump +3, Listen +3, Move Silently +10, Ride +1, Spot +3 Possessions: +1 Buckler, +1 Shortsword, +1 Dagger, +1 Elven Chain mail, Hand Crossbow, 10 bolts Spell-like abilities: (as 2nd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, Suggestion Three Drow Male Commanders: 5th level fighters CR 6.; HD 5d10; hp 32; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23, T: 16, FF: 20; Full Atk 1 at +12 melee or 2 at +10/+10 +2 Shortsword (1d6+2) or +2 Shortsword (1d6+2) & +2 Dagger (offhand 1d4+2); +8 ranged (Atlatl (1d6 + poison);/Grapple: +5; Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 12; AL CE ; Saves: Fort +4, Ref +5, Will +1 (+3 vs. spells, +5 vs. enchantment magic); SA/SQ: SR 16, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword) Skills: Climb +5, Handle Animal +5, Hide +11, Intimidate +8, Jump +0, Listen +2, Move Silently +11, Ride +5, Spot +2 Possessions: +2 Shortsword, +1 Dagger, +2 Elven Chain mail, +2 buckler, Atlatl + three poison javelins Spell-like abilities: (as 5th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate Drow Male Leader: 6th level fighter/7th level Wizard CR 14 ; HD 6d10 + 7d4; hp 55; Init +8; Spd 30ft./60’ Fly (good); Face/Reach: 5’/5’ ; AC 24, T: 18, FF: 20; Full Atk two at +15/+10 melee Shortsword (1d6+3) or three at +13/+8/+12 melee +2 Shortsword (x2) (1d6+4) and +2 Dagger (offhand 1d4+2); hand crossbow +12 ranged (1d3 + poison)/Grapple: +7; Str 10, Dex 17, Con 10, Int 16, Wis 10, Cha 12; AL CE ; Saves: Fort +7, Ref +7, Will +7 (+9 vs. spells, +12 vs. enchantment magic); SA/SQ: SR 24, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness Feats: Combat Casting, Combat Expertise, Improved Critical (shortsword), Improved initiative, Spell Focus (Evocation), Two-weapon defense, Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword) Skills: Climb +7, Concentration +12, Hide +11, Intimidate +9, Jump +5, Knowledge (arcane) +9, Listen +3, Move Silently +11, Ride +8, Spellcraft +11, Spot +3 Possessions: +2 Shortsword, +3 Dagger, +3 Elven Chain mail, +2 buckler, **Staff of Viscid Globs (48 charges.), Wings of Flying(Bat-wigned) Spell-like abilities: (as 13th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate Spells Prepared: (4/5/4/3/1); save DC = 13 + spell level (*14 + for evocation): 0 – Detect Magic, Detect Poison, Message (x2) 1st – *Burning Hands, Charm Person, Comprehend Languages, *Magic Missile, Ray of Enfeeblement 2nd – Blindness/Deafness, Mirror Image (1d4+2), Protection from Arrows, Web 3rd – Dispel Magic, *Fireball, Hold Person 4th – *Wall of Fire **Staff of Viscid Globs: When you attack with a viscid glob, you make a ranged touch attack (100’+10’level) against the target. If you miss, the glob might strike a nearby square or creature (see Missing with a Thrown Weapon, PH 158). Once you have established the direction of the miss, roll 1d4 to determine the number of squares away from the target square that the glob lands. A Medium or smaller creature struck by the glob must make a successful Reflex (DC 15+ caster stat) save or be instantly stuck in place for one hour/level of staff wielder. A stuck creature can speak but is otherwise limited to purely mental actions (such as casting spells with no somatic or material components) and attempts to free itself by means of a Strength check or Escape Artist check (DC 15+ caster stat)) made as a full-round action. A Large or larger creature stuck in the goo can’t move from the spot where it is glued, but it can otherwise act normally. The glob dissipates when the spell duration expires. Until then, it remains sticky, and any creature touching it (for example, a creature attempting to pull out an ally) must make a successful Reflex save or become stuck itself. A creature stuck by such secondary contact is not trapped as thoroughly as a creature targeted by the glob, however, so the DC of the Strength check or Escape Artist check required to get free is DC 12. NOTE: This was originally a Wand, however 3.5 limits spell levels for wands to 4th level. Viscid Glob is a 5th level spell from the Spell Compendium. The Vault of the Drow module wand was far more powerful: “Range is 60’. Each blob covers an area of 4 square feet with a gummy substance which adheres various things together hands to items they hold, arms to shields, and members to bodies. That is, whatever is struck and globed will permanently stick to any other such object, but the substance is dissolved by alcohol such as that in wine. The blob bond is generally far stronger than the substances it holds together, so that an exceptionally strong creature might actually tear itself apart trying to get free if it exerts sufficient effort—a saving throw applies for any creature with intelligence between 2 and 6, those with 7 or better need not do so, for they are intelligent enough to stop self-destructive action.” ENCOUNTER AREA R247 Silussa the Succubus, CR 7; HD 6d8+6; hp 40; Init +1; Spd 30 ft., Fly 50 ft. (Avg.); Face/Reach: 5’/5’; AC 20, T: 11, FF: 19; Full Atk two claws +7 melee (1d6+1) Grapple: +7; Str 13, Dex 10, Con 13, Int 16, Wis 14, Cha 26; AL CE; Saves: Fort +6, Ref +6, Will +7; SA/SQ: Damage Reduction 10/cold iron or good, darkvision 60’, Energy Draining kiss (1 negative level, acts as Suggestion Will save DC 21 or another kiss), immunity to electricity and poison, resistance 10 to Acid/Cold/Fire, SR 18, telepathy 100’, tongues. Feats: Dodge, Mobility, Persuasive Skills: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17 (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (Underdark) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 tracking), Use Rope +1 (+3 with bindings) Possessions: Nil. Spell Like Abilities (Caster level 12th): At will: Charm Monster (DC 22), Detect Good, Detect Thoughts (DC 20), ethereal jaunt (self + 50 lbs. of objects), polymorph (humanoid form only, unlimited time), suggestion (DC 21), greater teleport (self + 50 lbs. of objects). Succubuses have permanent Tongues ability. 1/day: Summon 1 Vrock (30% chance). Silussa will not use this ability, per the text. Belgos, vampiric drow 10th level fighter. CR 13; HD 10d12; hp 70; Init +9; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23*, T: 17*, FF: 17; Full Atk Slam +15/+10 melee (1d8+5+ Energy Drain and 1d8+5)/Grapple: +15; Str 20, Dex 20, Con -, Int 16, Wis 14, Cha 17; AL CE ; Saves: Fort +7, Ref +10, Will +7 (+9 vs. spells, +11 vs. enchantment magic); SA/SQ: SR 21, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness Vampire abilities: Alter Form (normal/dire bat/wolf), Blood Drain, Children of the Night, Create Spawn, Damage Reduction 10/Silver and Magic, Dominate (Will DC 18), Energy Drain (2 levels), Fast Healing 5, Gaseous Form, Resist Cold/Electricity 10, Spider Climb, Turn Resistance +4, Undead Traits Feats: Alertness, Combat Expertise, *Dodge, Improved initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword) Skills: Bluff + 11, Climb +18, Handle Animal +15, Hide +17, Intimidate +12, Jump +18, Listen +11, Move Silently +17, Ride +19, Search +11, Spot +11 Possessions: Ring of Protection +1. Belgos carries no weapons or armor. Spell-like abilities: (as 10th level sorcerer, DC: 13 + spell level): Darkness, Detect Good, Detect magic, Faerie Fire, Levitate If Silussa is attacked, Belgos becomes enraged (as the barbarian rage ability), gaining a +2 to hit and damage (+17/+12 slam, 1d8 +7 per blow). He has no Con and cannot gain extra hp from rage. While in his rage, Belgos cannot be turned, and is 75% likely to strike aside any holy symbol as noted in the text. Rat Swarm Bat Swarms Deep Gnome 3rd Level Fighter CR 4; HD 3d10+6; hp 27 (10 currently); Init +5; Spd 20 ft.; Face/Reach: 5’/5’; AC 21* (12 currently), T: 16, FF: 15; Full Atk +6 Melee (1d6/x4); Dart +5 Ranged (1d3+Special)/Grapple: -1; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4; AL N; Saves: Fort +6, Ref +4, Will +3; SA/SQ: Darkvision 120’, +1 racial bonus on attack rolls against kobolds and goblinoids, Stonecunning, SR: 14, Nondetection (A svirfneblin has continuous nondetection ability as the spell (caster level equal to class levels). Feats: *Dodge, Improved Initiative, Stealthy, Toughness, Weapon Focus: Heavy Pick Skills: Climb +6, Hide +9 (improves to +11 when underground), Jump +2, Listen +2, Move Silent +3 Possessions: 7 Stun Gas darts, Masterwork Heavy Pick, Masterwork Dagger, Leather jacket with Mithril rings (Mithril Chain Shirt), 1 mineral curative tablet (heal 4 hp per tablet) Spell-like abilities (as Sorcerer of total class levels), 1/day: Blindness/Deafness (DC 13), Blur, Disguise Self |
#42mr_orgueJul 26, 2007 3:19:33 | Cool, Sterlingheart! By the by, I recently dug through old Dungeon issues and was surprised to find Belgos and Silussa appearing in the "ten years later" adventure "Wrath of the Abyss" in issue 119 - the backstory says Belgos had been staked, and he was revived and then went to restore Silussa to life. Belgos is statted up as a drow vamp fighter 10 wielding a +1 keen longsword (CR 12), and Silussa as a succubus sorceror 8 (CR 12). Just thought you might be interested - the Belgos build isn't very different at all. :-) |
#43sterlingheart_paganpummelAug 07, 2007 21:50:54 | ENCOUNTER AREA U248 Seven Large Monstrous Spiders CR 2; HD 4d8+4; hp 22; Init +3; Spd 30 ft./Climb 20 ft.; Face/Reach: 10’/5’ ; AC 14, T: 12, FF: 11; Full Atk Bite +4 melee (1d8+3+poison)/Gpl: +9; STR 15, DEX 17, CON 12, INT -, WIS 10, CHA 2; AL TN; Saves: Fort +5, Ref +4, Will +1; SA/SQ: Darkvision 60’, Poison Fort DC 12 (1d4 STR primary/secondary), Web-casting (Large or smaller targets, 8/day, acts as net attack with range 50’ (10’ increments, Escape Artist DC 12 or STR check DC 16 to break), lay web sheets (DC 20 to spot or target stumbles into sheet), Tremorsense 60’ (or more if on web sheet), Vermin traits (immune to mind affecting) Feats: - Skills: Climb +11, Hide +3 (+11 in webs), Jump +2, Move Silent +3 (+11 in webs), Spot +4 One Huge Monstrous Spider CR 5; HD 8d8+16; hp 52; Init +3; Spd 30 ft./Climb 20 ft.; Face/Reach: 15’/10’ ; AC 16, T: 11, FF: 13; Full Atk Bite +9 melee (2d6+6+poison)/Gpl: +18; STR 19, DEX 17, CON 14, INT -, WIS 10, CHA 2; AL TN; Saves: Fort +8, Ref +5, Will +2; SA/SQ: Darkvision 60’, Poison Fort DC 16 (1d8 STR primary/secondary), Web-casting (Large or smaller targets, 8/day, acts as net attack with range 50’ (10’ increments, Escape Artist DC 16 or STR check DC 20 to break), lay web sheets (DC 20 to spot or target stumbles into sheet), Tremorsense 60’ (or more if on web sheet), Vermin traits (immune to mind affecting) Feats: - Skills: Climb +12, Hide -1 (+7 in webs), Jump +4, Move Silent -1 (+7 in webs), Spot +4 NOTE: DM’s may wish to use the Widowmaker spider from Drow of the Underdark as the nest queen, included here, as it more closely matches a black widow as described in the module: One Widowmaker, Large Monstrous Spider CR 11*; HD 13d8+78; hp 136; Init +7; Spd 30 ft./Climb 20 ft.; Face/Reach: 10’/5’ ; AC 14, T: 12, FF: 11; Full Atk Bite +14 melee (1d8+7+poison)/Gpl: +18; STR 20, DEX 17, CON 22, INT -, WIS 14, CHA 7; AL TN; Saves: Fort +14, Ref +7, Will +6; SA/SQ: Darkvision 60’, Poison Fort DC 22 (1d6 STR + 1d6 DEX primary/2d6 DEX secondary), Web-casting (Large or smaller targets, 8/day, acts as net attack with range 50’ (10’ increments, Escape Artist DC 16 or STR check DC 20 to break), lay web sheets (DC 20 to spot or target stumbles into sheet), Tremorsense 60’ (or more if on web sheet), Vermin traits (immune to mind affecting), Blood Drain (if a Widowmaker Grappels and successfully pins an opponent, the opponent takes 1d4 CON each round the pin is maintained), Improved Grab Feats: Improved Initiative, Weapon Focus: Bite Skills: Climb +13, Hide -1 (+11 in webs), Jump +15, Listen +2, Move Silent +11, Spot +10 (*This monster also has the web abilities of a normal Large Monstrous Spider, so it’s CR is 1 higher than the normal Widowmaker). VAULT KEY: B. (Series of Bugbear Caves): I. Chieftain Bugbear (4th level warrior) CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Large Masterwork bardiche +12/+7 Melee (2d8+6/x3)/Grapple: +10; Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE; Saves: Fort +7, Ref +5, Will +5; SA/SQ: Darkvision 60’, Scent Feats: Alertness, Weapon Focus (bardiche), Improved Initiative, Iron Will Skills: Climb +1, Hide +1, Intimidate +8, Jump +4, Listen +4, Move Silently +3, Spot +4, Swim +3 Possessions: Chain Shirt, Large Masterwork bardiche Two Subchiefs (3rd level warriors) CR 5; HD 7d8+7; hp 42; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 20, T: 11, FF: 19; Full Atk Masterwork morningstar +11/+6 Melee (1d8+4)/Grapple: +9; Str 17, Dex 12, Con 13, Int 10, Wis 12, Cha 12; AL CE; Saves: Fort +6, Ref +5, Will +5; SA/SQ: Darkvision 60’, Scent Feats: Alertness, Weapon Focus (Morningstar), Improved Initiative, Iron Will Skills: Climb +0, Hide +1, Intimidate +8, Jump +3, Listen +4, Move Silently +3, Spot +4, Swim +2 Possessions: Chain Shirt, Heavy steel shield, masterwork morningstar. Forty-One Male Bugbears CR 2 ea.; HD 3d8+3; hp 16; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Masterwork Morningstar +6 Melee (1d8+2)/Grapple: +4; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE; Saves: Fort +2, Ref +4, Will +1; SA/SQ: Darkvision 60’, Scent Feats: Alertness, Weapon Focus (Morningstar) Skills: Climb +2, Hide +3, Listen +4, Move Silently +5, Spot +4 Possessions: Ring mail jacket (acts as studded leather), light wood shield, masterwork Morningstar, two spears. Thirty-two Female Bugbears (based loosely on hobgoblins) CR 1/2; HD 1+1; hp 5; Init +; Spd ft.; Face/Reach: / ; AC 14, T: 11, FF: 13; Full Atk Bite +1 melee (1d4+1)/Grapple: +2; Str 13, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE; Saves: Fort +1, Ref +2, Will +0; SA/SQ: Darkvision 60’ Feats: Alertness Skills: Climb +1, Hide +1, Listen +2, Move Silently +5, Spot +2 Possessions: No armor or weapons & See text. Thirty-seven young Bugbears (based loosely on goblin stats) CR 1/4; HD 1; hp 4; Init +1; Spd 30 ft.; Face/Reach: 5’/ 5’; AC 14, T: 11, FF: 13; Full Atk Bite +0 melee (1d3)/Grapple: 0+; Str 10, Dex 13, Con 10, Int 10, Wis 9, Cha 9; AL CE; Saves: Fort +0, Ref +2, Will +-1; SA/SQ: Darkvision Feats: Alertness Skills: Climb +0, Hide +1, Listen +1, Move Silently +5, Spot +1 Possessions: None & See Text. II. Chieftain Bugbear (4th level warrior) CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Large Masterwork Heavy Flail +12/+7 Melee (1d12+6/Crit 19-20/x3)/Grapple: +10; Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE; Saves: Fort +7, Ref +5, Will +5; SA/SQ: Darkvision 60’, Scent Feats: Alertness, Weapon Focus (Heavy Flail), Improved Initiative, Iron Will Skills: Climb +1, Hide +1, Intimidate +8, Jump +4, Listen +4, Move Silently +3, Spot +4, Swim +3 Possessions: Chain Shirt, Large Masterwork bardiche Two ‘assistants (Subchiefs) (as above I.) Thirty-nine Males (as above I.) Fourty-two females (as above I.) Thirty-one young (as above in I.) III. Bugbear Hetman (6th level warrior) CR 7; HD 9d8+18; hp 62; Init +5; Spd 20 ft.; Face/Reach: 5’/5’; AC 20, T: 10, FF: 20; Full Atk Large +2 Heavy Mace +16/+11 Melee (2d6+9/x2)/Grapple: +13; Str 20, Dex 12, Con 14, Int 10, Wis 12, Cha 15; AL CE; Saves: Fort +8, Ref +6, Will +4; SA/SQ: Darkvision 60’, Leadership, Scent Feats: Alertness, Weapon Focus (Large Heavy Mace), Improved Initiative, Leadership Skills: Hide -5; Intimidate +9, Jump +4, Listen +3, Move Silently +2, Spot +2 Possessions: Gauntlets of Ogre Power, Half-Plate, +2 Heavy Mace Twelve ‘hand-picked’ Bugbear Guards Warrior 1st CR 2 ea.; HD 4d8+8; hp 29 ea.; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Masterwork Morningstar +7 Melee (1d8+2) or +7 ranged Heavy Crossbow with +3 bolts (1d10+3/19-20/x2)/Grapple: +5; Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 9; AL CE; Saves: Fort +5, Ref +4, Will +1; SA/SQ: Darkvision 60’, Scent Feats: Alertness, Weapon Focus (Morningstar) Skills: Climb +2, Hide +3, Intimidate +1, Listen +4, Move Silently +5, Spot +4 Possessions: Ring mail jacket (acts as studded leather), light wood shield, masterwork Morningstar, Heavy Crossbow, six +3 Bolts. Six Males (as above in I.) Twenty females (as above in I.) Sixteen young (as above in I.) lV.: Chieftain Bugbear (4th level warrior) CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Large Masterwork Warhammer +12/+7 Melee (2d6+6/20/x3) or +8 Ranged Large Masterwork Warhammer (-4 pen., full round, 10’ inc.x2 crit)/Grapple: +10; Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE; Saves: Fort +7, Ref +5, Will +5; SA/SQ: Darkvision 60’, Scent Feats: Alertness, Weapon Focus (Warhammer), Improved Initiative, Iron Will Skills: Climb -1, Hide +1, Intimidate +8, Jump +2, Listen +4, Move Silently +1, Spot +4, Swim +1 Possessions: Masterwork Breast Plate, two Large Masterwork warhammers Two Subchiefs (as above I.) Forty-seven Males (as above I.) Thirty-eight females (as above I.) Thirty young (as above in I.) V. Chieftain Bugbear (4th level warrior) CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Large Masterwork Two-handed Sword +12/+7 Melee (3d6+6/19-20/x2)/Grapple: +10; Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE; Saves: Fort +7, Ref +5, Will +5; SA/SQ: Darkvision 60’, Scent Feats: Alertness, Weapon Focus (Two-handed Sword), Improved Initiative, Iron Will Skills: Climb -1, Hide +1, Intimidate +8, Jump +2, Listen +4, Move Silently +1, Spot +4, Swim +1 Possessions: Masterwork Breast Plate, Large Masterwork Two-handed Sword Two ‘Assistants’ (Subchiefs) (as above I.) Forty-four Males (as above I.) Thirty-six females (as above I.) Twenty-seven young (as above in I.) |