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Summary:
The PCs have learned that the drow are in covert control of House Mercur. They summon a number of the Heroes of the Gem to assist them in confronting the real power behind House Mercur.
Assumptions:
The PCs are in the employ of House Riverine.
Location:
Far Coast, Dwillingir
Historical Date:
N.S. 32, Summer or Fall
DM's Introduction:
The events of this scenario follow directly on the heels of the scenario entitled "Mercurian Vengeance". The PCs learned the identity of Abrinda as a succubus in the service of House Mercur. At the urging of Trade Lord Barnabus, the PCs assaulted House Mercur after slaying Abrinda. In their assault, Ragyfir and the remainder of the Splintered Arrows were slain and most of the hierarchy of House Mercur destroyed or taken captive. But at the end of their assault, the PCs learned that the drow had infiltrated house Mercur. Retiring to House Riverine, the PCs now discuss their findings with Barnabus.
DMs are also referred to the "Mercur Papers" document in the DM Only section of the Therra website. That provides essential background data that places information presented in this introduction into greater context. DMs
Given the specific nature of this scenario to other events in the Riverine campaign, a lot of accommodation is made in this scenario for the historical PCs and circumstances. DMs running this scenario with other PCs will have to make adjustments accordingly. In addition, while the motivation for this scenario is specific to Therran events, DMs can still likely find some useful parts of this scenario to run in their own campaigns.
This scenario is also fairly unique in that it assumes that four higher level PCs will be accompanying seven somewhat lower level PCs. As such, DMs must be very careful about running the encounters herein, as they must strive to challenge the higher level PCs while not destroying outright the lower level PCs. Nevertheless, it should be clear to the lower level PCs that they are in up to their eyeballs should they elect to proceed.
Historically, the adventure consisted of seven Riverine PCs (five of level 11 and two of level 10) and four Heroes of the Gem (two of level 18, one of level 15, and one of level 14) for a total Effective Party Level of 17.3. Ideally, if not running the historical campaign, the DM should consider allowing the players to run four high-level PCs (levels 15-18) and have a group of cohorts or NPC followers accompany them.
Note: This scenario is the fifth in the last sequence of events that is intended to finish the Riverine campaign. As such, DMs should be aware that, as befits the end of a campaign, encounters are more dangerous. In addition, important secrets of the Riverine campaign are revealed herein.
Background:
The Soul of Nemis:
The full details of Nemis and his current plight are related in the scenario "Bank Shot". Nemis was a ranking wizard in the Onlor mage guild called "Blood and Thought". Nemis had been given possession of an artifact, the Crystal of the Ebon Flame, by the great silver dragon loremaster Octonneor de Lurgente. The dragon had been a guardian of the artifact, deigning to keep it from mortal hands to avoid the mischief and misery that could be perpetrated by the crystal. But when he went to war to fight the final battles against the Deceiver, though he hid his lair and protected his hoard, he did not feel comfortable leaving the artifact behind unattended. So he gave the artifact over to Nemis, a mage whose guild the dragon had friendly relations. Nemis was charged with warding the crystal until the dragon should return from war.
Octonneor did return, but gravely wounded and suffering from exhaustion. Needing to rest and rejuvenate and fearing he was too weak to protect the artifact, he bade it remain with Nemis.
Somehow the drow matron N'araktheel learned of the location of the crystal. And wanting its power for her own ambitions, she used the services of various fiends to learn of the wards and protections surrounding the Blood and Thought guildhall, Nemis, and the artifact. The drow matron then made an arrangement with a particularly brutal human mercenary named Ragyfir and his band known as the Splintered Arrows. She had the demon F'harikk'il provide Ragyfir with a gem of great power. This gem, shaped like a small star, could be thrust into the spine of Nemis and, in doing so, trap the mage, body, mind, and soul within the gem. Once done, and with the crystal successfully in the hands of N'araktheel, the demon offered to split the prize of Nemis within the gem into three pieces. One piece, Nemis' intellect, would go to Ragyfir, giving him control over the mage's arcane powers. Such ability would turn Ragyfir from a potent fighter to a potent fighter/wizard. A second piece, containing Nemis' body, would be given to N'araktheel, as a trophy and plaything for her amusement. The third piece, Nemis' soul, would be given to F'harikk'il as payment for his services.
The PCs managed to track down Nemis' soul splinter, and with it they were able to deny Ragyfir access to Nemis' magical abilities. They then assaulted House Mercur, slaying most of its leaders and defeating Ragyfir in combat. It was only when they descended a set of stairs deep into the ground that they finally came face to face with the true power behind House Mercur and the real menace to the Far Coast...the drow. After gaining this knowledge, the PCs returned to Riverine.
The Current Situation:
The PCs have just finished their raid of House Mercur. Abrinda is dead, as is Ragyfir. The Nemis intellect splinter has been recovered and the PCs have learned that the drow are present beneath House Mercur. They have returned to House Riverine to consult with Barnabus.
Part One - Summoning Help:
There are several ways for the PCs to have determined that the drow are behind House Mercur. First, of course, they might have entered the Cavern of Gloom (see "Mercurian Vengeance") and encountered the drow there. Second, they might have captured or magically compulsed one of the two Mercur members who know what's going on (i.e. Ragyfir or Arghanisin). Finally, they may have been able to piece together what is happening from items found in House Mercur.
In theory, it is possible none of this happened. The PCs might have assaulted House Mercur, slain both Ragyfir and Arghanisin (and Abrinda), and not recovered the incriminating items within. Perhaps they never found the secret door that leads to the spiral staircase or never bothered to descend even if they did. In this case, the DM will have to get word of the drow to the PCs by other means. For example, perhaps Imperial soldiers, responding to the violence in House Mercur, searched the premises and found the secret door. Having dispelled the greater arcane lock or tunneled around it they came to the staircase and encountered the drow. All were slain but one who managed to flee to the surface.
Or perhaps Barnabus himself orders the PCs back into House Mercur to find what was behind all of House Mercur's nefarious schemes. What's more, House Mercur's treasury should be quite extensive, yet the PCs have not found anything meriting their reputed wealth. Perhaps a secret vault is somewhere on the premises? Or incriminating evidence?
In any event, it is meant that the Riverine PCs go no further than the Cavern of Gloom. Should they proceed beyond, they will encounter adversaries well above their capabilities. This should induce them to retreat to Riverine and consult with Barnabus.
By whatever means, once Barnabus knows that drow are behind House Mercur, he will suggest that this matter has grown beyond the PCs. Furthermore, he will declare that with the connection both drow and the succubus have with the Heroes of the Gem, it seems there may be unfinished business here for the Heroes. He will therefore ask that a PC cast a sending spell to Father Lancre and inform him of the current situation and ask for his help.
Upon doing so, the PC in charge of Lancre can respond as he desires. Presumably, Lancre, Eracuss, Queequeg, and Dax Gren will show up. The PCs and Barnabus can explain the situation and Barnabus will urge the Heroes to enter the underdark through the Cavern of Gloom and put an end to the drow menace. Assuming the Heroes agree, it will then be for the PCs to decide if they will accompany the Heroes. If any choose not to, then the DM can substitute their presence with an NPC follower of the Heroes of the same level as the PC.
The Imperal authorities will be slow to act, even if requested. They generally try to stay out of conflicts between merchant houses, and with the Imperial Governor away to the south, the local authorities are not eager to do anything impulsive, even if they believe tales of drow beneath the town. Nevertheless, the clout of the Heroes of the Gem is such that they probably can demand and receive assistance. However, given the nature of what they face, bringing along common soldiery would be rather suicidal for the soldiers.
Part Two - Into the Breach:
Beyond the adamantine doors in the Cavern of Gloom (refer to "Mercurian Vengeance"), House Vrielsevri has hewn a passageway that connects to their Home Cavern, where N'araktheel has set her new headquarters. As the drow delved this passageway, they encountered a few natural tunnels and ancient caverns. Later, one of the caverns became the lair of a rather hostile denizen and was abandoned by the drow.
The map below shows what is essentially the main portion of the underdark in the Dwillingir region. The purple lines represent the drow passageway delved by House Vrielsevri. The blue lines represent natural tunnels. Of course, the blue lines shown only represent major natural tunnels. A myriad of smaller tunnels emanate off of the passages shown on the map, some linking up with others and others simply dead ending. Likewise, any number of small widenings and caverns will interrupt a given tunnel, including even some larger caverns not shown on the map. This means there will be no specific reason for the PCs to be especially on guard at the caverns that have encounters in them as opposed to at least half a dozen others that have none. The passages ending in arrows signify connections to the underdark as a whole.
The drow delved passageway is an example of hasty drow architecture. The tunnel is relatively straight in most places and the floor, walls, and ceiling are relatively smooth. Treat these tunnels as hewn stone floors (DC 10 Balance check to run or charge) and hewn stone walls (Climb DC 25). Every 200 ft or so a plain butressed archway supports the passageway. Drow passages are typically 20 to 40 ft wide and 20 to 30 ft tall.
The blue passages are naturally formed. They are clogged with mineral formations and often are quite damp. These passages usually measure between 15 ft and 25 ft in diameter. Sinkholes and small crevices are common, and elevation changes are redolent, some requiring occasional Climb checks to traverse. The floors are natural stone floors (it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5, running and charging are impossible) and the walls are unworked stone walls (Climb DC 15). Movement through these tunnels is at 3/4ths speed if a DC 15 Survival check is made by a PC, otherwise, speed is at one-half.
Unmapped passages are often between 5 ft and 15 ft in diameter. Sinkholes and small crevices are common, and elevation changes are redolent, some requiring occasional Climb checks to traverse. The floors are natural stone floors (it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5, running and charging are impossible) and the walls are unworked stone walls (Climb DC 15). Movement through these tunnels is at 3/4ths speed if a DC 15 Survival check is made by a PC, otherwise, speed is at one-half.
Should the PCs attempt to navigate through the unmapped tunnels, the DM can decide where (if anywhere) such a tunnel ends up. Otherwise, it would be reasonable to roll a D8 to determine which hexside the tunnel(s) exit, with a 7 or 8 indicating that they dead end in that hex. The DM can also devise encounters with various denizens of the underdark, should he so desire.
Unless indicated, all areas of the underdark are pitch black. Unless otherwise indicated, all areas are not considered to be within an area of faerzress for purposes of drowcraft items or divination magic. There is, however, enough lingering faerzress in the region to limit teleportation magic as described in The Underdark book, pages 48-49.
An exception to this is the passageway between the gatehouse and the Home Cavern. This entire stretch of passageway is bathed in a soft mauve glow and is considered within an area of faerzress.
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Encounter #1 - The Abandoned Cave (EL 17):
This cavern has been abandoned by the drow because a purple worm has taken up residence therein. Instead, the drow now use the blue passageway proceeding from just east of the Cavern of the Flayers (i.e. Cavern of Mud) to a point about a half of a mile south of the Cavern of Gloom.
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| The passageway ends at a plain stone archway that gives entrance into a cavern that opens into the darkness. |
| The cavern seems to rise to a height of about 40 feet, and the ceiling is blessed with a generous share of stalactites. The floor, similarly, is littered with stalagmites, though these are for the most part small. Boulders, detritus, and other bits of natural rubble are scattered between the structures, and in several places large natural stone columns span from floor to ceiling. The walls are jagged and uneven and show various colours of crystals and other striations, some of these crossed by trickles of water. |
The drow delved passageway continues on to the southeast of the cavern, while a natural tunnel opens off to the west. Several large stone columns dot the cavern as indicated on the map.
Beneath the shaded area in the center of the cavern can be seen the bones of bats and the carapaces of beetles, including a few larger fire beetles. These will only be seen when the PCs are at the edge of the shaded area, as otherwise these are blocked from view by the obstacles on the floor.
Hazards: The shaded area on the map shows where a large patch of wisp lichen grows on the ceiling. This lichen is white coloured, and has nearly invisible strands that dangle some 15 ft below the top of the ceiling.
| Wisp Lichen (CR4): This white lichen clings to the ceilings of high caverns and poses a threat primarily to flying creatures. Its sticky strands can paralyze a creature that touches them (Fort DC 15) and hold smaller creatures (up to 100 lbs) that it has already paralyzed for eventual, slow consumption (1 point of Con drain per hour). Larger paralyzed creatures fall if they had been flying by natural means. Because of this phenomenon, earth-bround predators usually lurk near patches of wisp lichen, waiting for the crash or thud that indicates a tasty morsel of paralyzed prey has fallen to the earth. |
Creatures: A old and somewhat successful purple worm has recently made its lair here in the cave. It has done so primarily because of the wisp lichen, which drops large flying creatures (including dire bats and larger beetles) paralyzed right onto the floor of the cavern. The worm, sensing the thud of the dropped creature, then emerges and consumes the prey.
Enjoying these easy to catch meals, the worm has not bothered to leave. The drow know of its presence after it attacked several of them and swallowed one of their number, and would have made a concerted effort to drive off the beast if not for the discovery of a side passage that allows thew drow to go to and from the Cavern of Gloom while bypassing the cave. As such, the drow are content to leave the creature as long as it is not menacing their patrols and hope that one day it will tire of its lair and move elsewhere.
The worm generally lairs under the floor of the cavern near the center of the shaded area. It lairs 5 ft below the floor, coiled and waiting to detect the approach of prey. It will generally wait until prey is directly overhead, then bursting out of the floor in a spray of rubble.
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ADVANCED PURPLE WORM CR 17 Poison (Ex) Injury, Fort DC 34, initial damage 1D6 Str, secondary damage 2D6 Str. Swallow Whole (Ex) A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2D8+13 points of crushing damage plus 8 points of acid damage per round from the worms gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worms interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. |
Treasure: A search of the area beneath the floor (requiring a bit of digging) will reveal +1 drowcraft shortsword. Additionally, in the gullet of the purple worm is a drow house insignia - blur (1/day) for House Vrielsevri.
Encounter #2 - The Flayers (EL 18):
A group of mind flayers led by an ulitharid has been sent by the elder brain to spy on the doings of House Vrielsevri. Given the brewing hostilities between the drow and the illithids as well as the flayers' desire to explore and eventually conquer the surface world, it is not surprising that a group has been sent to observe how the drow infiltrate the surface world, to learn from drow mistakes and to observe their techniques.
The encounter will begin with a single intellect devourer that is watching the passageway, hidden under the effect of compression (augmented to decrease its size to Tiny). As it sees the PCs approach, it will run off to warn its masters (using its psionic focus to move at a speed of 50 ft). The masters will then set up an ambush as shown below.
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This large cavern glows with a green and mauve phosphorescence emitted by a variety of fungi and lichen that hang upon the walls and ceiling, casting the whole in eerie shadows. The cavern appears to be entirely natural, with a very rough and uneven floor, jagged walls, and a ceilings dripping with stalactites. The air is moist and a bit warm. A variety of stone columns range from the floor to the ceiling, which stands some 30 to 40 ft overhead. The largest of these is some 20 ft around and dominates the center of the cave. A set of stone steps has been carved into the side of a large column just to the northwest of the entry passage, which itself enters the cavern from the northeast. These steps curve around the south face of the column, and rise some 20 ft before reaching a 5 ft wide metal rope bridge that seems to lead along to the central column. Far to the southwest, another wide passage exits the cave. |
Because of the mud pool (see Traps below), the drow have constructed a pair of metal rope bridges to cross the cavern. The bridges are 20 ft above the floor of the cavern, and each stretches from the central stone column to another stone column near each of the two passages emerging from the cavern. These two columns at the passages each have a set of stone steps cavred into them along their south face that climb 20 ft (treat as steep steps) to the rope bridge. Similarly, the central column has a 5 ft wide and 5 ft tall ledges carved into its north face that allows access from one bridge to the other.
The metal bridges are secured by cables made of metal cords woven around each other to lend them strength. These are forged around a large metal eyelet that has been pounded deeply into the supporting stone columns. As such, there is no way to simply untie the ropes. The cables have a hardness of 10 and 60 hp. If one cable is cut, everyone on the bridge must succeed on a DC 15 Reflex save to avoid falling off, and thereafter must make DC 15 Climb checks to move along the remnants of the bridge.
Creatures: The ulitharid and its minions will be positioned as shown. The G's signify where the 8 grimlock barbarians are hiding, while the E's show where the 2 embracs are crouching. The M's represent the 4 mind flayer warriors, who are using psionic levitate to hide amidst the stalactites hanging from the ceiling. The U shows where the ulitharid will be standing with the 4 intellect devourers adjacent. All of these are hiding (the DM can assume every creature took 10 on its Hide check).
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ADVANCED INTELLECT DEVOURERS
(4) CR 9 When an intellect devourer completes its merging, it psionically consumes the brain of the victim (which kills it if it is not already dead). The devourer can exit the body at any time as a standard action, bursting the victim's skull and resuming its normal form. After consuming its victim's brain, an intellect devourer can instead choose to animate the body for up to seven days as if it were the victim's original brain. The devourer retains its hit points, saving throws, and mental ability scores, as well as its psi-like abilities. It assumes the physical qualities and ability scores of the victim, as if it had used polymorph to assume the victim's form. As long as the intellect devorer occupies the body, it knows the languages spoken by the victim and very basic information about the victim's identity and personality, but none of the victim's specific memories or knowledge. Vulnerability to Protection from Evil (Ex) An intellect devourer is treated as a summone creature for the purpose of determining how it is affected by a protection from evil spell. |
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ADVANCED EMBRACS (2) CR 9
(reflects psionic sinew) Improved Grab (Ex) To use this ability, an embrac must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can deal constrict damage. Poison (Ex) Injury, Fort DC 17, initial and seconday damage 1D6 Str. |
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PSIONIC SINEW (2) CR n/a (reflected
in host's CR) Claws of the Bear (Sp) At will (and usually at the host creature's command), a psionic sinew can use the claws of the bear psionic power on the host. The host's forearms lengthen and its hands (or equivalent appendages) broaden into wide paws with sicklelike bear claws. This power gives the host natural weapons that deal 1D12 points of slashing damage (plus the host's strength modifier) on a successful attack. The claws remain for 3 hours. Each time the psionic sinew uses this ability, it deals 1 point of Dex damage to the host. A psionic sinew without a host cannot use this ability. Enhance Strength (Su) A psionic sinew grants its host a +4 enhancement bonus to its Str score. This bonus remains in effect as long as the psionic sinew is attached. Inertial Armour (Su) A psionic sinew is surrounded by a tangible field of psychokinetic force that grants it a +4 armour bonus to AC. When attached to a host, the psionic sinew extends this field of force to cover the host creature as well. Inertial armour entails no armour check penalty, speed reduction, or arcane spell failure chance. Because it is composed of force, incorporeal creatures can't bypass it the way they do normal armour. Vigour (Sp) Once per hour, a psionic sinew can give itself or its host 3 temporary hp that last for 1 minute. Each time the psionic sinew uses this ability, it deals 1 point of Dex damage to the host. A psionic sinew without a host cannot use this ability. |
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GRIMLOCK BARBARIANS (8) CR
7 Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlocks sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded. |
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MIND FLAYER WARRIORS (4) CR
11 Improved Grab (Ex) To use this ability, a mind flayer must hit a Small, Medium, or Large creature wiith iits tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape wiith a single graple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. Mind Blast (Sp) This psionic attack is a cone 60 ft long. Anyone caught in this cone must succeed on a DC 18 Will save of be stunned for 3D4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. This ability is the equivalent of a 4th level spell. |
In preparation for combat, the mind flayers will have manifest the following, with the indicated times left on each effect:
Psionic Levitate - (3 PP), 88 minutes left
Vigour - (9 PP), +45 hp, 68 rounds left
Inertial Armour - (1 PP), +4 AC, 8 hours 58 minutes left
Force Screen - (1 PP), +4 AC, 69 rounds left
Biofeedback - (1 PP), DR 2/-, 10 rounds left
Defensive Precognition - (7 PP), +3 AC and saves, 67 rounds left
Body Equilibrium - (3 PP), 88 minutes left
These powers change the flayers' statistics as follows:
106 hp, AC 26 (touch 15, flat-footed 21), DR 2/-, Fort +11, Ref +10, Will +15, Psion PP 68, Psychic Warrior PP 4
The flayers wll tend to use their mind blast ability thereafter, reserving their immediate action defensive powers (such as mental barrier) as needed. They will use their psionic seals as soon as it is apparent they face mages (and they are smart enough to recognize magic sigils, wands, and other such items but they are not knowledgeable enough to simply presume that the unarmoured foes are mages).
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QUIZEXXERL CR 14 Improved Grab (Ex) To use this ability, an ulitharid must hit a Small, Medium, or Large creature wiith its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. An ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If an ulitharid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape wiith a single grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. Mind Blast (Sp) An ulitharid can discharge a devastating psionic attack in the form of a cone 60 ft long. Anyone caught in this cone must succeed on a DC 22 Will save of be stunned for 3D4 rounds. This ability is the equivalent of a 4th level spell. |
The ulitharid will prepare for combat as follows:
Defensive Precognition - (13 PP), +5 AC and saves, 107 rounds left
Vigour - (13 PP), +65 hp, 108 rounds left
Body Equilibrium - (3 PP), 128 minutes left
These powers change the flayers' statistics as follows:
168 hp, AC 27 (touch 13, flat-footed 20), Fort +12, Ref +14, Will +18, Psion PP 150
Tactics: The mind flayers will begin the attack upon the telepathic command of the ulitharid. He will generally wait until the optimal moment to begin the assault, usually when the PCs are on the rope bridge or stuck in the mud.
The mind flayers are quite interested in expanding on their knowledge of the surface world by eating more surface worlder brains. As such, when the attack begins, they will telepathically emanate thoughts along the lines of "let us eat more of the brains of Khenni" and the like.
The ulitharid is unconcerned about the welfare of the grimlocks, embracs, and intellect devourers, seeing them merely as tools. He will not even consider fleeing until most of his servants are defeated or until at least two PC brains have been devoured or two PCs have been captured. Should the ulitharid be defeated, then the mind flayers will likely attempt to flee unless it appears that the battle is likely to result in victory for them. Both the ulitharid and the mind flayers will flee using psionic dimension door or psionic plane shift. The grimlocks and intellect devourers will not flee until all of the flayers are gone or defeated. Even then, raging grimlocks will remain to fight to the bitter end, as will the embracs.
Traps: This cave is known to the inhabitants of the region as the Cave of Mud. The reason for this is that the entire brown area is a large pool of heated mud, a combination of magma boiling up from the depths below and mixing with water trickling in as it rises. On rare occasions (perhaps once every 2-3 years), the entire thing blasts up in an immense geyser of superheated mud. But otherwise, the mud bubbles and boils under a thin crust of earth where the mud has cooled off. The result is a massive patch of what looks to be cave floor that is really a thin veneer over hot mud. This veneer matches fairly well with the very uneven floor of the cavern, and even has close to the same colour and texture given a year or so of small detritus and dust covering it.
Allow a PC that is about to step on the area or who observes it carefully a DC 20 Survival check to recognize the danger.
As such, any weight placed on the crust that is more than 10 lbs will crack the crust. Such a crack will basically be the same size as the space of the object or creature causing the crack. The crust is a mere half an inch thick, and only 6 inches below it is the pool of bubbling mud. The pool itself is 10 ft deep, with various cracks and holes in the bottom from which the mud seeps in.
This mud is hot, not superheated by any means but certainly enough to scald unprotected skin. Treat the mud in all ways like the effects of a transmute rock to mud spell (i.e. -2 to attack rolls and AC, speed of 5 ft, etc.). In addition, the mud causes 1D6 points of fire damage per round, increasing to 2D6 per round if the victim is fully immersed.
Encounter #3 - The Drow Patrol (EL 17):
This encounter involves a large patrol in force from House Vrielsevri that patrols the tunnels around the Home Cavern. There is usually only one such patrol out at any given time, as House Vrielsevri does not have the manpower to send out multiple patrols. The group ranges about 1-2 miles out from the Vrielsevri Home Cavern, and their patrols usually last a day or two.
The patrol proceeds with their scouts, two of which range ahead of the patrol and one of which brings up the rear. The lead scout proceeds 120 ft ahead of the patrol, with the second scout 60 ft behind him. The rear scout follows 30-40 ft behind the group.
The patrol, unlike the arcane guards in the Cavern of Gloom (refer to "Mercurian Vengeance"), is tasked with alerting their home of any troubles encountered. They do this by means of the drow house insignia (transmitting).
Once a report has been made, then the patrol's duty is to delay intruders, slay or capture them if possible, and otherwise force them to use as much of their magic and resources as possible. A patrol is allowed to flee if facing an overwhelming threat, especially to carry important information regarding the intruders to the drow gatehouse or Home Cavern.
In the context of this adventure, it is likely that the first contact with the patrol will be a scout detecting the approach of the PCs. As the patrol traverses not only the main passages, but also side passages, they might come upon the PCs from the front or even from the rear. In any case, the scout will immediately go back and sign to the nearest drow what he has seen or heard and then go back to investigate. Meanwhile, the drow patrol will ready themselves, though they will not begin to cast spells or use magic until they are sure a fight is brewing.
The lead scout will then actually attempt to spy on the PCs for a few rounds, determining what he can of their number, equipment, likely training, and motives. He will certainly note that they are intruders, since no humans or other PC races are ever allowed in the tunnels without a drow escort. Further, they recognize Ragyfir by sight and by voice. While the scout spies on the PCs, the rest of the patrol will move to take up a position of ambush between the PCs and the home cave (assuming that the PCs are indeed heading in that direction). This ambush will likely be in a section of tunnel with one or more intersections so that the ambush can proceeds from multiple directions. A sample section of tunnel is given below. The two side passages are unmapped passages (as detailed above).
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The scout, after spying on the PCs, will then hurry to meet a second scout left in an intermediate position. This second scout will lead the first scout to the ambush site and report his observations. At this time, it is very likely, the patrol leader will use her drow house insignia (transmitting) to alert N'araktheel.
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DROW PATROL LEADER CR 12 *This spell is always cast and is reflected in the above statistics |
| MOUNTED DROW
PATROL (4) CR 9 Female drow Fighter 8 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +6, Spot +6 Languages Elven, Drow Sign Language, Undercommon AC 21 (25 in faerzress), touch 13 (17 in faerzress), flat-footed 18 (22 in faerzress) hp 64 (8 HD) Immune sleep spells and effects Vulnerable light blindness SR 19 Fort +8, Ref +5, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft longsword +12/+7 (+14/+9 in faerzress) (1D8+5 [1D8+7 in faerzress]) Melee +1 drowcraft shock lance +11/+6 (+13/+7 in faerzress) (1D8+4+1D6 electricity [1D8+6+1D6 electricity in faerzress]) Ranged mwk hand crossbow +15/+10 (1D4) Space 5 ft; Reach 5 ft (10 ft with lance) Base Atk +8; Grp +10 Atk Options Combat Expertise Combat Gear +1 drowcraft longsword, +1 drowcraft shock lance, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (blur 1/day, CL 5), potion of cure moderate wounds (CL 3), potion of protection from good (CL 1), potion of bear's endurance (CL 3) Spell-Like Abilities (CL 8): 1/day - dancing lights, darkness, detect good, detect magic, faerie fire, levitate Abilities Str 14, Dex 16, Con 15, Int 13, Wis 12, Cha 14 Feats Combat Expertise, Combat Reflexes, Hand Crossbow Focus, Highborn Drow, Improved Disarm, Mounted Combat, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Climb +5, Handle Animal +13, Hide +8, Intimidate +7, Listen +6, Ride +16, Search +3, Spot +6, Survival +2 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 drowcraft heavy steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
| QUICKSILVER
LIZARDS (4) CR 2 Drow of the Underdark page 133 N Large animal Init +2; Senses blindsense 60 ft, low-light vision, scent; Listen +3, Spot +3 AC 18, touch 11, flat-footed 16 hp 30 (4 HD) Fort +7, Ref +6, Will +2 Spd 40 ft (8 squares), climb 40 ft (8 squares); Run, sprint Melee bite +6 (1D8+4) and 2 claws +1 (1D6+2) Space 10 ft; Reach 5 ft Base Atk +3; Grp +11 Abilities Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Feats Alertness, Run Skills Climb +17, Hide +0, Jump +12, Listen +3, Spot +3 Possessions chain shirt barding, military saddle, bit and bridle Tricks combat training (as warhorse) Sprint (Ex) Once per hour, a quicksilver lizard can move five times its normal speed (200 ft) when it makes a charge. |
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DROW SCOUTS (3) CR 7 This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Skirmish (Ex) A scout relies on mobility to deal extra damage and improve defense. He deals an extra 2D6 ponts of damage on all attacks he makes during any round in which he moves at least 10 ft. The extra damage applies only to attacks taken during the scout's turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and muct be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 ft. A scout also gains a +1 competence bonus to AC during any round in whch he moves at least 10 ft. The bonus applies as soon as the scout has moved 10 ft, and lasts until the start of his next turn. |
| DROW WARRIORS
(6) CR 7 Male drow Fighter 5/Rogue 1 NE Medium humanoid (elf) Init +4; Senses darkvision 120 ft, Search check when within 5 ft of secret door, trapfinding; Listen +6, Spot +6 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 21 (25 in faerzress), touch 14 (18 in faerzress), flat-footed 17 (21 in faerzress) hp 48 (6 HD) Immune sleep spells and effects Vulnerable light blindness SR 17 Fort +6, Ref +7, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +11 (+13 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +11 (1D4+2) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise, sneak attack +1D6 Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 6): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 18, Con 14, Int 13, Wis 14, Cha 12 Feats Combat Expertise, Crossbow Sniper, Hand Crossbow Focus, Weapon Finesse, , Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +9, Intimidate +6, Jump +8, Listen +6, Search +3, Spot +6, Tumble +15 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
| DRIDER CR 12 Female drider Ranger 4/Rogue 1 CE Large aberration Init +3; Senses darkvision 60 ft, Track, trapfinding; Listen +13, Spot +13 Languages Elven, Common, Drow Sign Language, Undercommon AC 23 (25 in faerzress), touch 12 (14 in faerzress), flat-footed 20 (22 in faerzress); Two-Weapon Defense hp 82 (11 HD) SR 17 Fort +9, Ref +11, Will +9 Spd 30 ft (6 squares), climb 15 ft (3 squares) Melee +1 drowcraft shortsword +8/+3 (+10/+5 in faerzress) (1D8+3 [1D8+5 in faerzress]) and +1 drowcraft shortsword +8 (+10 in faerzress) (1D8+3 [1D8+5 in faerzress]) and bite +5 (1D4+1 plus poison) Melee +1 drowcraft shortsword +10/+5 (+12/+7 in faerzress) (1D8+3 [1D8+5 in faerzress]) and bite +5 (1D4+1 plus poison) Melee bite +10 (1D4+1 plus poison) Ranged mwk composite shortbow +11/+6 (1D8+2) Ranged mwk composite shortbow +9/+9/+4 (1D8+2) Space 10 ft; Reach 5 ft Base Atk +8; Grp +14 Atk Options favoured enemy (humanoid [elf] +2), sneak attack +1D6 Combat Gear +1 drowcraft shortswords (2), masterwork composite shortbow (+2 Str bonus), arrows (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4) Spell-Like Abilities (CL 6): 1/day - dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16) Cleric Spells Prepared (CL 6 [CL 7 evil spells], melee touch +9, ranged touch +10) 3rd - cure serious wounds, dispel magic, magic circle against good(d), prayer 2nd - cure moderate wounds (3), elation, invisibility(d) 1st - bless, cure light wounds (3), protection from good(d) 0 - create water, cure minor wounds, guidance, no light, resistance Domains Evil (+1 CL with evil spells), Trickery (add Bluff, Disguise, and Hide to class skills) Ranger Spells Prepared (CL 1): 1st - resist energy Abilities Str 15, Dex 16, Con 16, Int 15, Wis 16, Cha 16 SQ wild empathy (+7) Feats Combat Casting, Endurance, Rapid Shot, Track, Two-weapon Defense, Two-Weapon Fighting, Weapon Focus (bite) Skills Climb +14, Concentration +9, Heal +8, Hide +11, Knowledge (dungeoneering) +7, Listen +13, Move Silently +13, Search +12, Spot +13, Survival +17 (+19 underground, +2 bonus to find or follow tracks) Possessions combat gear, +1 drowcraft chain shirt, spell component pouch, iron unholy symbol to Deceiver Poison (Ex) Injury, Fort DC 18, initial and secondary damage 1D6 Str. |
Tactics: The patrol is likely, at first, to underestimate the PCs. They have a very low opinion of the worth of surface dwellers and consider this ambush an opportunity for victory, spoils, slaves, and some sport. Once the PCs begin to prove their mettle, then the patrol will consider retreat, especially if things begin to look grim. While it is rare for drow to retreat, as they would expect severe punishment on their return home, House Vrielsevri is short on resources and cannot afford to throw away its warriors. As such, they have a standing order to retreat if in trouble. The patrol leader will use her dimension door ability to escape if necessary, taking the drider with her, as well as any other drow nearby. The remaining drow will flee as best they can, using side tunnels and the like and organizing delaying tactics. Retreating drow patrol members will head to the gatehouse (see below) and will make their stand there with the other drow.
Should the PCs bypass the gatehouse, the patrol drow will head to the Home Cavern to report to N'araktheel (perhaps coming upon the PCs from behind as they assault the cavern). Should the PCs not show up to the gatehouse in a reasonable amount of time, the drow will send a scout to locate the PCs, and should it be determined that the PCs are gone, then the patrol will return to the Home Cavern to report.
Any drow unable to retreat will fight to the very end, committing suicide if necessary to avoid the humiliation of capture.
Encounter #4 - The Gatehouse (EL 19):
The gatehouse is the prime fortification guarding the approach to the Vrielsevri Home Cavern from the surface. The gatehouse was designed, in fact, to protect the Home Cavern from an invasion by the surface armies should the drow plan be found out. The gatehouse was not designed to withstand a concerted assault, but rather to delay long enough for the Home Cavern to either prepare its defenses or flee. That said, it should be noted that the gatehouse in now way was designed to thwart accomplished mages or clerics, many of whom can simply teleport past the structure or burrow around it. Nevertheless, the simple fact that such spells must be prepared and used to bypass the structure has some benefit, in and of itself.
The drow here will not retreat, as they know that they guard the threshhold of their own Home Cavern and there is really no place else left to go.
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Unless otherwise indicated, the entire area is considered within the full influence of faerzress (see Underdark pages 48-49). All halls and rooms are 15 ft high.
1. Main Cavern
| The passageway opens into a cavern that is awash in a steady mauve glow. Within is a wide cave with a smooth floor mirrored by a smooth ceiling some 30 ft overhead. The walls, floor, and ceiling are all crossed with crooked veins of glowing purple. Cutting across the entirety of the western end of the cave is a wall of black, lustrous metal that spans floor to ceiling. The wall is pierced at ground level by two large metal doors, each 8 ft wide and 10 ft tall and engraved with the figure of a lidless eye. Slits in the wall flank the doors, 10 ft to each side, and another row of slits pierce the wall 15 ft above the top of the doors. These upper slits are set 5 ft apart and cross the entire wall. |
Note that there are extremely well hidden arrow slits where the passageways from area 10 meet this cavern. Refer to area 10 for further details.
Creatures: Two shriekers have been planted at the entrance to the cave, in the spaces indicated by "x". They are used by the drow as early warning against intruders.
| SHRIEKERS (2)
CR 1 N Medium plant Init -5; Senses low-light vision; Listen -4, Spot -4 AC 8, touch 5, flat-footed 8 hp 11 (2 HD) Fort +4, Ref -, Will -4 Spd 0 ft Space 5 ft; Reach 0 ft Base Atk +1; Grp -4 Special Actions shriek Abilities Str -, Dex -, Con 13, Int -, Wis 2, Cha 1 SQ plant traits Shriek (Ex) Movement or a light source within 10 ft of a shrieker causes the fungus to emit a piercing sound that lasts for 1D3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus noise means there is food nearby. |
Traps: Four large pits have been dug around the floor of the cave. These pits are each 10 ft square and 40 ft deep and covered by strips of cured and dried fungus that have been pasted to the edge of each pit and covered with a thin crusting of stones, dirt, and small rocks. Each pit will suddenly collapse under any weight greater than 10 lbs.
At the bottom of each pit is a set of steel spikes. In addition, a swarm of spiders scurries around the bottom of the pit, eager to swarm over victims.
The Climb DC for the pit is 25, but the top 20 ft of the walls of each pit is greased with rothe fat, increasing the DC for that portion to a DC of 35.
| Spiked Pit Traps (4) CR 5; mechanical; location trigger; manual reset; DC 25 Reflex save avoids; 40 ft deep (4D6, fall); multiple targets (first target in each of four adjacent 5 ft squares); pit spikes (Atk +10 melee, 1D4 spikes per target for 1D4+4 each); Search DC 23; Disable Device DC 20. |
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SPIDER SWARMS (4) CR 1 Poison (Ex) Injury, Fort DC 11, initial and secondary damage 1D3 Str. |
2. Hidden Alcoves (EL 17)
These alcoves are 20 ft high and are hidden from the main passageway by a thin crust of rock and painted plaster made to appear as if it were part of the passageway walls. A DC 30 Spot check is required to casually notice a difference in the walls of that area. If a close examination is made, then a DC 15 Search check can spot the difference in the walls.
Creatures: Two iron golems stand inside of each alcove. They will respond against anyone who breaks or disturbs the cover of their alcoves or otherwise molests them in any way. Additionally, they will respond to the command of the drow commander in the gatehouse, or should she not be present, then to the drow mage.
The golems know of the it traps in area 1 and will avoid them.
These golems are shaped like female drow warriors wielding two shortswords.
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ADVANCED IRON GOLEMS (2) CR
15 Immunity to Magic (Ex) An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects. An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. |
Tactics: The golems can burst through the coverings of their alcoves as part of their movement at no cost. They will pursue their foes until ordered to return or until their pursuers move more than 1/10th of a mile from the gatehouse.
3. Main Gateway (EL 11)
The doors to the gatehouse are
fashioned of magically treated iron 3 inches thick and cunningly
set on hinges so that they can be swung easily and soundlessly
(hardness 20, 180 hp, Climb DC 25, break DC 50). These doors flank
either end of the hallway and are locked and barred by 3 metal
rods that are moved into place from areas 4 and 6 respectively.
Because three bars block each door, it takes 2 knock spells
to open each set of doors.
| The hallway within has a floor of polished black marble crossed with mauve veins accented by what looks to be slithering lines of faerie fire magic. In addition to the double doors that cap each end of the passageway, two smaller iron doors are set along the north wall and the south wall. Murder holes dot the ceiling, with one set every 5 ft down the center, and every portion of the walls not containing a door is pierced by an arrow slit. Four braziers of silver stand as a pair flanking each set of double doors, and glowing coals provide heat, a ruddy glow, and a soft and pleasant smell. |
Creatures: Two quaggoths stand by each door, serving as a door guard. These are magic-followers, with fur died purple and black. Slaves of the drow, they dwell with their kin in areas 4 and 6.
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QUAGGOTH BARBARIANS (4) CR
7 * In areas of shadow, a quaggoth has a +4 circumstance bonus on Hide checks. |
4. Guard Room (EL 11)
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This chamber contains six rough fur pallets set around a ring of rocks and coals and a cooking spit. Bones and bits of fur lie on the floor nearby, and a barrel made out of a mushroom stalk holds what looks to be water. An arrow slit in the center of the east wall looks out over a cavern. Just south of the arrow slit are three metal cranks. |
The cranks operate the metal rods that bar the double doors in the east of area 3. It takes 1 round to fully lock into place or withdraw a single rod.
Creatures: Four quaggoths lair here, awaiting their turn at guard duty in area 3 or to serve at the whim of the drow. One of their number is always watching out the arrow slit. They will obey the drow and attack intruders.
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QUAGGOTH BARBARIANS (4) CR
7 * In areas of shadow, a quaggoth has a +4 circumstance bonus on Hide checks. |
5. Drow Station (EL 10)
| This room contains a metal table and 4 chairs. Set on the table are several small tomes and a gaming board with onyx and amethyst pieces. In the northwest corner of the chamber an iron ladder ascends through the ceiling. |
The gameboard is of an obscure drow game called "Ruling the Underdark". The tomes are simply mundane novels written by drow that contain a lot of violence and sexual content.
Creatures: Four male drow soldiers are on duty here, supervising the quaggoth. They are generally bored, but like all drow are preternaturally alert.
| DROW GUARDS
(4) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
6. Guard Room (EL 11)
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This chamber contains six rough fur pallets set around a ring of rocks and coals and a cooking spit. Bones and bits of fur lie on the floor nearby, and a barrel made out of a mushroom stalk holds what looks to be water. An arrow slit in the center of the west wall looks out over a cavern. A passage in the northeast leads out of the room. Just south of the arrow slit are three metal cranks. |
The cranks operate the metal rods that bar the double doors in the east of area 3. It takes 1 round to fully lock into place or withdraw a single rod.
The passageway to the northeast leads to a hallway that holds various carcasses, spare battle axes, and pots of purple dye for the quaggoth's fur. However, the real purpose of the hall is to allow access to the secret door leading to area 10. The secret door is well concealed, requiring a DC 30 Search check to locate.
Creatures: Four quaggoths lair here, awaiting their turn at guard duty in area 3 or to serve at the whim of the drow. One of their number is always watching out the arrow slit. They will obey the drow and attack intruders.
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QUAGGOTH BARBARIANS (4) CR
7 * In areas of shadow, a quaggoth has a +4 circumstance bonus on Hide checks. |
7. Arrow Lair (EL 9)
| This room contains several large metal bins set against the south wall. To the southwest, an iron ladder leads up into the ceiling. Along the east wall, an arrow slit pierces the center of the wall, looking out into a cavern. The flayed bodies of two Small humanoids are hung on the west wall, pierced by a dozen arrows each. |
The humanoids were goblins, though it would take a thorough examination to determine this, given their present condition.
Creatures: Two arrow demons are here, guardians bound to the drow mage Everik'stri by way of the bind guardian VII spell. Everik'stri has assigned these demons to serve Lissin'it, the commander of the gatehouse. They serve as missile support for the gatehouse, and relish their role. The demons take turns watching area 1 out of the arrow slit.
Note that no XP should be earned by the PCs for defeating these demons, as they were called by Eerik'stri and are included in the XP for defeating him.
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ARROW DEMONS (2) CR 7 Oversized Weapons (Ex) Arrow demons can use bows of any kind that are up to one size larger than their size would allow without penalty. Summon Tanar'ri (Sp) Once per day, an arrow demon can either automatically summon 1D6 dretches or attempt to summon another arrow demon with a 35% chance of success. This ability is the equivalent of a 4th level spell. Symmetrical Archery (Ex) The arrow demon has an amazing ability to wield two bows at once in unison. Any time the arrow demon could make a single attack with a bow, it can attack with both of its bows, at -2 to all its attack rolls that round. The statistics above already include these penalties. The arrow demon takes no additional penalties for using multiple weapons as long as it is using only bows. |
8. Lissin'it's Quarters (EL 11)
The doors to this room are arcane
locked (CL 10).
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This room contains a large silver brazier set in its center. Glowing coals sit within and tongues of flame leap above the lip, while cloying incense wafts up to the ceiling. Several cushioned metal chairs and a lush metal divan compliment the mauve silk tapestries that hang from iron rods on the walls. In the southeast corner sits a bed with black silk sheets. At its foot is an iron chest. Shelves set along the walls hold a variety of books, tomes, scrolls, candles, crystals, and various other trinkets. |
Along the south wall of the chamber, behind a tapestry, is a secret door that leads to area 10. This secret door has an arcane lock spell on it (CL 10) and requires a DC 30 Search check to locate.
Creatures: Lissin'it can usually be found here or in area 9. His familiar, a small fire elemental, dwells in the brazier and appears to simply be part of the flames of the brazier.
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LISSIN'IT CR 11 * mage armour is always cast and is reflected in the above statistics |
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LISSIN'IT'S FAMILIAR CR n/a Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elementals attack, and also catch on fire unless they succeed on a DC 11 Ref save. |
Tactics: At the first sign of serious trouble, Lissin'it will use a scroll of sending to alert N'araktheel. In combat, Lissin'it will tend to snipe at intruders from afar, generally with a lesser globe of invulnverability active. He will try to find a good spot from which to rain spells down on the battlefield without undo danger to his person. If the chance permits, he will cast mass resist energy on his troops, usually resisting fire. He will then tend to slam enemy spellcasters with Fell Drain magic missiles, using a Fell Drain piercing bolt first to knock down any shield spells. He also favours lesser walls of force to divide and isolate the enemy, especially in conjunction with the pits in area 1 and the golems from area 2.
Treasure: The iron chest is locked (key on Lissin'it, Open Locks DC 30) and contains, amongst various outfits and personal items proper to a drow male of statue, 3 arcane scrolls of sending (CL 9), the skull of a powerful drow priestess Lissin'it slew with its iron spider unholy symbol melted into the cranium, a bag of 7 rubies worth 1000 gp each, and a bag of 62 pp and 400 gp of drow mint.
9. Storeroom (EL 7)
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This chamber is pierced by an arrow slit in the middle of the west wall, which looks out into a cavern. The room itself is clustered with barrels of water, and bags and bundles of what look to be various foodstuffs and mundane items. In the center of the room is a fur pallet and a half eaten chunk of some sort of large lizard. |
The door to area 8 is arcane locked (CL 10).
Creatures: Lissin'it's personal slave and bodyguard is quartered here. The bugbear is a female, and is sometimes Lissin'it's lover. She will serve her master to the death, though if Lissin'it's cause looks hopeless she can be convinced to surrender or turn on her master if offered freedom or sufficiently threatened.
| LISSIN'IT'S
SLAVE CR 7 Female bugbear Rogue 5 CE Medium humanoid (goblinoid) Init +3; Senses darkvision 60 ft, scent, trapfinding; Listen +10, Spot +10 Languages Goblin, Undercommon AC 19, touch 13, flat-footed 19; Dodge, trap sense +1, uncanny dodge hp 47 (8 HD) Fort +4, Ref +10, Will +3; evasion, trap sense +1 Spd 30 ft (6 squares) Melee morningstar +9 (1D8+3) Ranged composite shortbow +8 (1D6+3) Space 5 ft; Reach 5 ft Base Atk +5; Grp +8 Atk Option sneak attack +3D6 Combat Gear morningstar, composite shortbow (+3 Str bonus), arrows (24), wand of ray of enfeeblement (CL 1, 24 charges) Abilities Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 9 Feats Alertness, Dodge, Weapon Focus (morningstar) Skills Climb +4, Hide +10, Listen +10, Move Silently +12, Spot +10, Tumble +14, Use Magic Device +10 Possessions combat gear, leather armour, light wooden shield |
Tactics: The slave will tend to stick with her master, to protect him from physical attack. She will generally open with her wand if possible, then shooting arrows into combat until such time as melee attacks are warranted.
10. Secret Passways
These passages are 10 ft tall and 5 ft wide and were constructed by the drow to allow archers and/or spellcasters to attack into areas 1 or 14 in order to catch intruders in a crossfire. In addition, the passages also form escape routes by way of the secret doors leading to area 14.
Wherever the passageway ends adjacent to areas 1 or 14 there is a hidden arrow slit in each such 5 ft space. These slits are hidden by way of stone covers that exactly mimic the contours and even the density of the surrounding cave walls. As such, it requires a DC 35 Search check to locate these slits when the covers are in place.
In addition to the covered slits, the passages that end adjacent to area 14 are also secret doors. These doors are well crafted and require a DC 35 Search check to locate. The stone doors are barred from the inside (the area 10 side) by a stout metal bar (hardness 8, hp 60, break DC 28).
11. North Barracks (EL 11)
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This chamber contains eight metal beds hanging from chains attached to the walls, arranged in pairs one atop the other. A shelf next to each bed contains a small metal chest and various personal items. In the center of the chamber is a large metal table and six chairs. The table holds several bits of food and drink, as well as a few books and some game boards and ivory plaques. Several metal weapon racks and armour stands are scattered around the room, along with four iron braziers with glowing coals. To the north is a worktable that contains various tools for repairing weapons and armour, along with a partially curtained area with a privy. A hole in the floor leads to an iron ladder that descends to the level below. |
The books are mundane drow works, fiction and nonfiction, and the game boards are various drow pasttimes. The ivory plaques are a drow version of three-dragon ante.
Creatures: Five drow guards are stationed here, rotating two of their number with two of the drow in area 5 and one of their number taking a watch in area 13. At any time, two of the drow will be sleeping, and the rest alert and awake. All of the drow sleep in their armour and have weapons and items within easy reach.
| DROW GUARDS
(5) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
Tactics: The drow guards will respond to trouble as best they are able. Generally, this means that they will man the arrow slits in area 13 to rain crossbow bolts down on intruders. However, at least a couple will head into the northern tunnels of area 10 to gain flanking fire on intruders.
12. South Barracks (EL 13)
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This chamber contains eight metal beds hanging from chains attached to the walls, arranged in pairs one atop the other. A shelf next to each bed contains a small metal chest and various personal items. In the center of the chamber is a large metal table and six chairs. The table holds several bits of food and drink, as well as a few books and some game boards and ivory plaques. Several metal weapon racks and armour stands are scattered around the room, along with four iron braziers with glowing coals. To the northwest is a partially curtained area with a privy. Another curtained area is set off to the southwest. A hole in the floor leads to an iron ladder that descends to the level below. |
The books are mundane drow works, fiction and nonfiction, and the game boards are various drow pasttimes. The ivory plaques are a drow version of three-dragon ante.
The curtained area to the southwest is where the commander sleeps. Her 10 ft by 5 ft area contains a bed, a small wardrobe (which holds various clothing items), and a few shelves with personnal items on them.
Creatures: Five drow guards are stationed here, rotating two of their number with two of the drow in area 5 and one of their number taking a watch in area 13. At any time, two of the drow will be sleeping, and the rest alert and awake. All of the drow sleep in their armour and have weapons and items within easy reach.
| DROW GUARDS
(5) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
The commander of the gatehouse is also here. While she technically outranks Lissin'it (area 8), her quarters are more spartan due to the fact that she rotates out of ths assignment every month or so while Lissin'it serves here permanently.
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DROW COMMANDER CR 11 Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
Tactics: The drow guards will respond to trouble as best they are able. Generally, this means that they will man the arrow slits in area 13 to rain crossbow bolts down on intruders. However, at least a couple will head into the southern tunnels of area 10 to gain flanking fire on intruders, assuming they can convince Lissin'it to open his door for them.
The drow commander is a capable and thoughtful commander, and she will direct the defense of the gatehouse capably. She is not above feigning weakness to drow intruders into the killing zone in area 1.
Treasure: Under the commander's bed is a locked iron chest (key on the commander, Open Locks DC 30). The chest holds 1400 gp, 130 pp, and a velvet pouch containing an assortment of gems (approximately 25 gems worth 4000 gp).
13. Upper Halls (EL 8)
The east and west walls of this hall have an arrow slit every 5 ft looking out over the caves of areas 1 and 14. In addition, the central hallway has a murder hole in the floor that looks down on the hallway of area 3. The holes are such that any square in area 3 can be sighted from above.
Creatures: Two drow guards are on duty here at all times. One watches out of the arrow slits to the west, over area 14, and the other over the slits to the east, over area 1.
| DROW GUARDS
(2) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
14. Rear Cavern
| This cavern is awash in a steady mauve glow. Within is a wide cave with a smooth floor mirrored by a smooth ceiling some 30 ft overhead. The walls, floor, and ceiling are all crossed with crooked veins of glowing purple. Cutting across the entirety of the eastern end of the cave is a wall of black, lustrous metal that spans floor to ceiling. The wall is pierced at ground level by two large metal doors, each 8 ft wide and 10 ft tall and engraved with the figure of a lidless eye. Slits in the wall flank the doors, 10 ft to each side, and another row of slits pierce the wall 15 ft above the top of the doors. These upper slits are set 5 ft apart and cross the entire wall. |
Part Three - The Power Below:
This portion of the scenario details the Vrielsevri Home Cavern. The entire house is not detailed room by room, but rather each room's general function is noted and those rooms that require further detailed are so detailed. The location and reaction of many of the inhabitants here depend upon the circumstances of the PCs' arrival and whether the inhabitants have had warning of their coming. As such, it is up to the DM to have the drow react in a logical manner (at least, logical for drow). That said, some guidelines are given in the text.
The Vrielsevri Home Cavern is the last bastion of power for House Vrielsevri. While perhaps impressive to surface worlders, the current Vrielsevri home is nothing compared to their former glory in Yyered Nulthil. The current House Vrielsevri is quite small, comprised of survivors of the failed drow coup as well as drow picked up over the three decades since their exile, usually drow exiled from other houses, as well as remnants of Vrielsevri allies who managed to flee the coup aftermath. As such, while small, Vrielsevri is comprised of a relatively high proportion of very capable indivudals. The ordinary troops and citizens of the house perished in the coup, used by the higher-ups as fodder to cover their retreat.
The Home Cavern:
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The cavern ahead is massive, bathed in a strange purple glow that emanates from striations in the walls and ceiling. The glow allows the entire cavern to be seen, and the place is at least 500 ft in diameter, with the ceiling reaching over 100 ft at the center of the place. Stalactites and other mineral formation hang from the ceiling, while the floor of the cavern is rather smooth and clear of rubble. The most striking feature of the cavern is a large lake that covers the center of the cave. Sprouting from the middle of the lake is a massive stalagmite that rises 30 ft in the air before ending in a flat top. Set on the top of the stalagmite is a structure made of dark metal that appears to be 30 ft tall and pierced here and there by many windows. Above this structure, a massive stalactite descends from the ceiling to within 20 ft of the top of the building. On the whole, it appears that a single colossal stone column once supported the center of the cavern, but the middle of it was cut away to make room for the structure set upon it. A natural bridge of stone rises up from the cave floor to the northeast and curves over the lake to meet with the top of the central stalagmite. In the north of the cave, some 60 ft up, a crack in the wall emits a stream of water that flows over a protruding ledge that and splashes into the lake. Three passages enter the cavern, including a large one entering from the northeast, and two smaller passages entering from the northwest and southwest respectively. At the end of each of these pssages is a thin iron tower some 15 ft tall. To the south, several natural stone shelves rise to a plateau 30 ft high upon which grows a small copse of mushrooms and fungi of various sizes and colours. An iron fence surrounds this plateau, and the slowy moving forms of some sort of furry animal can be seen amongst the growths. A thin iron tower stands watch near this area. |
Dotted lines show elevation markings for natural stone shelves or steps. Each is a full 5 ft rise (or drop) and such drops are usually vertical or nearly so. However, a DC 15 Spot check will show several worn paths or less steep areas that allow normal movement up or down these steps. Such a path will generally be within 2D4x10 ft away from the PCs. Once the PCs locate a path, allow them to automatically use it every time.
DMs should note that the large cave entrance at area D is not visible from any of the entrances to the Home Cavern. Indeed, assuming the PCs enter from the northeast, at no time during their approach to the plateau or crossing of the stone bridge will they see the cave opening, as the entire plateau and keep block line of sight to the cave. This fact is important as it may result in the PCs being quite surprised to see a Huge dragon suddenly appearing from the western end of the cavern.
Refer to the Home Cavern map below:
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The Lake
The lake is comprised of ice-cold water, potable but heavy with minerals. The water is murky and the lake is quite deep, its sides sloping steeply to a depth of 70 ft before flattening at the bottom. There is no current to speak of, though the water at the bottom does drain through several cracks into the deeper underdark.
The shore of the lake currently stands about 5 ft above the level of the water. Anyone in the water would need to make a DC 15 Climb check to clamber out of the water and onto the cave floor.
The lake bears life, in the form of blind, pale cave fish that the drow occasionally harvest for meals. Waterorb fungus can also be found clinging to the sides and bottom of the lake.
Creatures: The lake bears unlife as well. This cave used to be an outpost of a tribe of kuo-toans in ages past. The tribe died out or moved on millenia ago, but the drow found the calcified bones of a kuo-toa leviathan at the bottom of the lake when they explored it. The sorceress Qanzi'kli animated the bones (after her undead in the scenario entitled "Bank Shot" were dispatched) and now the creature roams the lake, looking to attack any beings in the water except for drow elves wearing the Vrielsevri drow house insignia.
| SKELETAL KUO-TOA
LEVIATHAN CR Underdark page 92 NE Huge undead (aquatic) Init +6; Senses darkvision 60 ft; Listen +0, Spot +0 AC 13, touch 10, flat-footed 11 hp 98 (15 HD); DR 5/slashing Immune cold Fort +5, Ref +7, Will +9 Spd 20 ft (4 squares), swim 50 ft (10 squares) Melee 2 claws +15 (1D8+8) Space 15 ft; Reach 10 ft Base Atk +7; Grp +23 Abilities Str 26, Dex 15, Con -, Int -, Wis 10, Cha 1 Feats Improved Initiative |
A. Entryways (EL 9)
| At the end of the passageway sits a thin iron tower some 10 ft square rising 15 ft out of the stone floor. The top of the tower is battlemented. |
1. A signal telling that known, friendly drow are approaching,
2. A signal telling that a dumb beast or beasts are approaching, and
3. A signal telling that intelligent enemies are approaching.
Each signal is also customized to tell listeners from which tower it has been blown.
A horn blast will alert the entire cavern.
Creatures: Each tower is manned by three drow guards.
| DROW GUARDS
(2) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
B. Stone Bridge (EL 16)
| A natural-seeming bridge of stone curves up to meet the top of the central column. The bridge is thicker at its bases, but thins to a mere 10 ft at its center. While the bottom of the bridge is somewhat rounded, the top is relatively flat, though there are no rails. There are, however, eight statues carved at intervals along the sides of the bridge. These statues appear as life-sized drow females wiith bat-like wings in seductive poses. The statues are covered in runes that glow with an intense purple fire. |
Creatures: The eight statues are actually faerzress-infused half-fiend gargoyle allies of the drow. They will attack all intruders unescorted by the drow, and especially enjoy pushing or dropping foes into the lake. When unfrozen, they have eyes with glowing red flames and blood-red spikes that sprout from their skin.
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GARGOYLES (8) CR 10 Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive. Infused Power (Su) In a region of faerzress or within the boundaries of an earth node, the faerzress-induced ceature gains a +2 deflection bonus to AC and a +2 luck bonus on attack and damage rolls. If the creature leaves the area of faerzress, it loses these bonuses but regains them when it returns. * +8 to Hide checks when a gargoyle is concealed against a background of stone |
C. Fungal Plateau (EL 6)
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Steep stone shelves lead up 30 ft to a plateau that is warded by an iron fence 10 ft tall and topped wth sharp spikes. Along the cavern wall, the rise is less steep, and stone steps have been carved into the floor here, allowing relatively easy access up the slope to the top. A single 15 ft high, 10 ft square tower of dark metal stands where the steps meet the top of the plateau. The tower is battlemented at the top. Behind the fence looms a veritable forest of gigantic, large, and small fungi of all types. Smallish ox-like animals shamble amongst the growths. Occasionally, a strange glow like that of a torch will suddenly appear within or over the enclosure, winking out as suddenly as it appeared. |
The iron fence is 10 ft tall and comprised of 1 inch thick iron bars with 4 inch gaps in between and topped by sharp spikes. A 5 ft wide gate sits next to the wall of the cavern, near the iron tower. The gate is easily opened from either side by lifting a latch.
The tower is a watchtower just like those described in area A, except there is only a single guard here.
Within the enclosure is a mound of guano and other fertilizer upon which grows a bewildering variety of fungi. These include barrelstalks, bluecaps, cave moss, ripplebark, and zurkhwoods. A few luurden trees are also present. Treat the area as heavy undergrowth (costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance [instead of the usual 20%]; it increases the DC of Tumble and Move Silently checks by 5; heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide check; running and charging are impossible), to reflect the many fungi growing here as well as the piles of guano underfoot.
Creatures: The watch tower is manned by a single drow guard. Due to the reek of the guano nearby, this duty is considered a minor punishment.
| DROW GUARD CR
6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
There is a herd of about 20 rothe that roam the enclosure.
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DEEP ROTHE (20) CR 2 Stampede (Ex) Panicked rothe first attempt to break free of creatures who are harrying or herding them by outrunning them as a herd. If this is impossible, the rothe turn to face their opponents and charge in a solid wedge of packed flesh. They run over anything of their own size or smaller, dealing 2D4 damage to all in their path. |
D. Cave of the Deep (EL 18)
This cave is the home to a deep dragon, a longtime ally of House Vrielsevri who sided with it during the coup and was forced to flee, leaving most of its treasure behind. The creature is still loyal to the House however, filled with promises of greater treasure to come from the surface. Even now, in the last three decades, it has rebuilt its hoard somewhat, from attacks on the dwarven mines at Nirzumbil and raids on the orcs of the same region, and from tithes given to it by N'araktheel.
The cave mouth is 20 ft in diameter, and leads into a lair as shown on the map below.
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Unless stated, all floors are natural stone floors (it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5, running and charging are impossible) and walls are unworked stone (DC 15 Climb check).
The caves are all dark, and the ceilings are as high as the passage is wide for those areas not described below. Steps shown on the map are natural drops of 5 ft each.
Grey shaded areas indicate areas
of stone debris and large boulders. These areas are treated as
dense rubble (it costs 2 squares of movement to enter a square
with dense rubble, dense rubble adds 5 to the DC of Balance and
Tumble checks, and it adds 2 to the DC of Move Silently checks).
Penalties are cumulative with the penalties of natural stone floors.
Cave A. Main Cave
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This large cave vaults some 60 ft overhead, where the ceiling bears a few smallish stalactites and a variety of rippled mineral structures. A couple of stone columns support the ceiling, the largest in the center of the place. To the west is an area stone rubble and boulders, as if some sort of collapse had happened sometime in the past. |
Cave B. Council Chamber
| Natural stone steps lead down into a fair-sized cave which ceiling is flat 25 ft overhead. A large stone table and half a dozen stone chairs are here, sized for Medium creatures. Stone shelves along the north wall hold tomes and scrolls or various sorts, as well as a variety of dishes, plates, goblets, and other utensils fashioned from various precious or semi-prcious metals and gems. Along the west wall is an iron weapon rack, currently sporting several shortswords, a spiked chain, and a couple of hand crossbows. Next to this is an armour stand bearing a suit of mithril chainmail. |
Treasure: The utensils are builky, weighing a total of 150 lbs, but could fetch as much as 3500 gp on the market, due to their exotic craftsmanship. The scrolls and tomes are, for the most part, mundane tracts in Elven dealing with drow literature and information regarding drow politics and wars with the duergar. There are three magical scrolls here. One is an arcane scroll of clairvoyance/clairaudience (CL 5), one is a divine scroll of neutralize poison (CL 7), and the last is an arcane scroll of servant horde (CL 5).
Cave C. Larder
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This cave's ceiling is relatively flat and only 15 ft overhead. A large pile of rouble, including stones, bones, and even dried fungus sits in the south of the place. Several carcasses lie on the floor of this chamber. They seem to be rothe for the most part, though one is of a large beetle like creature with two arms ending in hooks, and another seems to be an ogre or small giant of some sort. Some of these carcasses have large bites taken out of them. Others look as if they've been precisely butchered with a fine knife. Three barrelstalks are here, covered with rothe hide. |
Cave D. Hoard Chamber (EL 17)
| This cave is 25 ft tall and the ceiling contains many small stalactites. Some of the longer ones have been broken off at the tip. Behind two stone columns to the northwest is a pile of coins. |
Creatures: The deep dragon Ker'yvimerosk is usually here sleeping on her treasure pile. While she is not a servant of House Vrielsevri, she is clearly subordinate to N'araktheel.
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KER'YVIMEROSK CR 17 Change Shape (Su) As a standard action, a deep dragon can assume various forms other than its normal draconic form. The dragon can remain in an alternate form until it chooses to assuume a new one or return to its natural form. It can assume a serpentine (leglesss) form 4/day. This form is the same size as the dragon, but it is able to move through narrow tunnels because it has no legs (treat the creature as one siz ecategory smaller for squeezing purposes). It moves at 30 ft, flies at 10 ft (poor), ad swims at 30 ft. It loses all claw attacks in this form but gains a constrict attack against grappled opponents, dealing 3D6 damage. A deep dragon can also assume a humanoid form of Medium size or smaller 4/day. Frightful Presence (Ex) A deep dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a 210 ft radius are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to that dragons frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4D6 rounds and those with 5 or more HD become shaken for 4D6 rounds. Dragons ignore the frightful presence of other dragons. Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. True Seeing (Su) Deep dragons benefit from a continuous true seeing effect (as the spell) at caster level 20. |
Tactics: Ker'yvimerosk will respond to any general fracas or alarm in the Home Cavern. She always wears her gemstone of light fortification embedded in the scales of her upper chest. if possible, she will fully prepare before emerging into a fight.
Round 1 - casts mage armour
Round 2 - casts shield
Round 3 - casts razorfangs on her bite attack
Round 4 - casts scintillating scales
Round 5 - casts haste and then uses a move action to head
towards combat
With all of these spells active, her AC is 42
Satisfied that she is well protected, she will emerge from her lair, flying high in the cavern to stay out of reach of melee and even Close range spells. She will breath on her foes, using a Flyby Attack and Wingover to remain out of range. She will then be content to make Adroit Flyby Attacks with her razorfanged bite attack until her breath is ready for another blast. She will only use her protection from good spell if harrassed by summoned creatures of good alignment. If she sees a good opportunity, she will make an Adroit Flyby Attack to snatch a heavily armoured foe and drop him in the lake, trusting drowning and the skeletal kuo-toa leviathan to finish the unfortunate victim.
If things go badly, the dragon is not above fleeing. While she knows that this will cause her to lose her hoard, it is not a particularly large hoard and unlike the drow, she can likely make a new living for herself in the underdark.
Treasure: Ker'yvimerosk's hoard consists of the following:
13000 cp
10000 sp
4000 gp
500 pp
Assorted gems (70) and jewelry (25) worth a total of 15000 gp
+1 shocking warhammer
Gauntlets of ogre power
+2 light steel shield with the insignia of Nirzumbil
E. Plateau
The plateau, formed by the drow by shearing off a section of a massive stone column in the center of the cavern, stands 30 ft above the level of the lake and is relatively flat. As such, it should be treated as a hewn stone floor (DC 10 Balance check is required to run or charge across such a floor, failure means the character can still act, but cant run or charge in this round).
The drow keep that dominates most of the plateau is described below (see The Home Keep). However, the entire plateau is protected by a massive drow glyph (see Traps below).
Creatures: A rather fearsome maur dwells here, part of a tribe of maur that lived in the cavern before the drow arrived. The maur were quickly decimated, with Ozzingruk being spared as a child then because N'araktheel took a liking to his braveness in battle and his defiance even against certain death. Ozzingruk is now completely loyal to N'araktheel, and regards her as his proxy mother. The giant dwells in a cave cut into the top of the plateau (precisely where the "E." is marked on the map). This cave consists of a 10 ft diameter hole that descends 45 degrees down to the north via Large sized steps for 30 ft before ending in a cave 30 ft in diameter and 20 ft tall. Ozzingruk spends much of his time in this cave, sleeping, eating, or making strange music by banging various crystals and rocks together (a hobby of his). The cave is rather austere, containing a pallet made of rothe furs, a large flat stone usable as a table, and a bunch of rocks and crystals set on the flat stone.
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OZZINGRUK CR 16 Unfurled Might (Su) When in a space at least 20 ft high that offers sufficient roomm for a creature with a 15 ft space, a maur can unfurl from its stooped, hunched position as a standard action. Unfurling is an agonizing, joint-popping experience for the maur, though it relishes the change. The statistics for the maur being unfurled are presented below. A maur can spend 10 rounds unfurled each day before it is forced back ito its prior hunched conformation. Tunnel Scream (Su) Once per day, a maur can scream within any enclosure of stone or natural earth (such as in an earthen tunnel or a stone building). Its scream fills a 60 ft cone with sonic energy. Any creature within this area is stunned for 1 round, deafened for 4D6 rounds, and takes 10D6 points of sonic damage. A DC 23 Fort save negates the stunning and deafness effects and reduces the damage by half. |
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OZZINGRUK UNFURLED CR 16 Tunnel Scream (Su) Once per day, a maur can scream within any enclosure of stone or natural earth (such as in an earthen tunnel or a stone building). Its scream fills a 60 ft cone with sonic energy. Any creature within this area is stunned for 1 round, deafened for 4D6 rounds, and takes 10D6 points of sonic damage. A DC 26 Fort save negates the stunning and deafness effects and reduces the damage by half. |
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Spider Swarm Stone These are specially prepared boulders often used by drow in sieges. The boulders are hollowed out and filled with a swarm of spiders immersed in a liquid that keeps the spiders inert but alive. When flung, the stone does only 1D4 damage (plus strength bonus) and breaks apart, releasing a spider swarm that immediately spreads out into a 10 ft space and causes swarm damage. These stones are treated as Large weapons, with a range increment of 20 ft when thrown by a size Large or larger creature, a range increment of 10 ft when thrown by a Medium creature, and they cannot be effectively wielded by a Small or smaller creature. If a spider swarm stone misses, then the DM should use the thrown splash weapon rules to adjudicate where the stone lands and the spider swarm appears. Of course, these stones can be thrown to target the intersection of squares rather than a creature. |
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SPIDER SWARM CR 1 Poison (Ex) Injury, Fort DC 11, initial and secondary damage 1D3 Str. |
Tactics: When Ozzingruk hears that intruders are in the cavern (likely from the signal horn at a watchtower), he will take a round to gather up his shoulder sack and warhammer. He will then place himself at the top end of the stone bridge to the plateau. From there, he will ready his pile of spider swarm stones. When intruders come up the stone bridge, he will use his tunnel scream ability at the first good opportunity where he can affect multiple targets and not endanger his allies (such as the gargoyles). In the meantime, he will harrass foes on the bridge with thrown spider swarm stones, until those are used up. Only in the round before it looks as if he will be in melee will he unfurl himself and heft his warhammer. In melee combat, he will eagerly seek to bull rush opponents off of the bridge or side of the plateau into the lake, or use his Awesome Blow feat to accomplish the same. The maur will fight to the death, unless ordered to stop by N'araktheel.
Treasure: Ozzingruk spends some time wandering the tunnels leading deeper into the underdark. As a creature of earth he is comfortable in encolsed spaces. From these wanderings, he has gathered a nice collection of uncut gems. These are hidden under his rothe fur pallet and consist of perhaps 100 uncut gemstones worth a total of 2500 gp. Of course, should the gems be cut and well-crafted they would be worth considerably more.
F. Fall
Sixty feet above this point, there is a large crack in the wall that leads to a 10 ft long and 10 ft wide stone ledge that thrusts out over the dry pathway between the lake and the cavern wall. This ledge also slants down somewhat. A torrent of water emerges form the crack, flattens out as it flows down the stone ledge, and then launches itself in an arcing sheet of water over the pathway and plunges into the lake.
The pathway within 20 ft of the fall is quite wet and a bit slippery. Anyone making a Tumble check or running or charging in this area must make a DC 10 Balance check ot slip and fall to the ground.
The plunging water also blocks line of sight to the south of the pathway and the noise imposes a -4 penalty to Listen checks for those under the cascade and a -2 penalty for those within 20 ft.
Patrol:
At all times, a roving patrol is in the Home Cavern, moving from place to place to check things out. The patrol is entirely mounted, and moves along the ceilings and walls as well as the floor. The patrol's pattern is random, and the DM can decide at any given time where it is. Of course, the patrol will rush to respond to any area of trouble.
Each drow patrol member carries an iron horn, to be blown at the first sign of activity in the passageway. There are three different signals to be blown:
1. A signal telling that known, friendly drow are approaching,
2. A signal telling that a dumb beast or beasts are approaching, and
3. A signal telling that intelligent enemies are approaching.
The patrol's signal is customized to tell listeners that the patrol is blowing the signal and there are four such customized signals that indicate which quadrant of the cavern the patrol occupies.
A horn blast will alert the entire cavern.
| MOUNTED DROW
PATROL (4) CR 9 Female drow Fighter 8 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +6, Spot +6 Languages Elven, Drow Sign Language, Undercommon AC 21 (25 in faerzress), touch 13 (17 in faerzress), flat-footed 18 (22 in faerzress) hp 64 (8 HD) Immune sleep spells and effects Vulnerable light blindness SR 19 Fort +8, Ref +5, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft longsword +12/+7 (+14/+9 in faerzress) (1D8+5 [1D8+7 in faerzress]) Melee +1 drowcraft shock lance +11/+6 (+13/+7 in faerzress) (1D8+4+1D6 electricity [1D8+6+1D6 electricity in faerzress]) Ranged mwk hand crossbow +15/+10 (1D4) Space 5 ft; Reach 5 ft (10 ft with lance) Base Atk +8; Grp +10 Atk Options Combat Expertise Combat Gear +1 drowcraft longsword, +1 drowcraft shock lance, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (blur 1/day, CL 5), potion of cure moderate wounds (CL 3), potion of protection from good (CL 1), potion of bear's endurance (CL 3) Spell-Like Abilities (CL 8): 1/day - dancing lights, darkness, detect good, detect magic, faerie fire, levitate Abilities Str 14, Dex 16, Con 15, Int 13, Wis 12, Cha 14 Feats Combat Expertise, Combat Reflexes, Hand Crossbow Focus, Highborn Drow, Improved Disarm, Mounted Combat, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Climb +5, Handle Animal +13, Hide +8, Intimidate +7, Listen +6, Ride +16, Search +3, Spot +6, Survival +2 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 drowcraft heavy steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, signal horn Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
| QUICKSILVER
LIZARDS (4) CR 2 Drow of the Underdark page 133 N Large animal Init +2; Senses blindsense 60 ft, low-light vision, scent; Listen +3, Spot +3 AC 18, touch 11, flat-footed 16 hp 30 (4 HD) Fort +7, Ref +6, Will +2 Spd 40 ft (8 squares), climb 40 ft (8 squares); Run, sprint Melee bite +6 (1D8+4) and 2 claws +1 (1D6+2) Space 10 ft; Reach 5 ft Base Atk +3; Grp +11 Abilities Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Feats Alertness, Run Skills Climb +17, Hide +0, Jump +12, Listen +3, Spot +3 Possessions chain shirt barding, military saddle, bit and bridle Tricks combat training (as warhorse) Sprint (Ex) Once per hour, a quicksilver lizard can move five times its normal speed (200 ft) when it makes a charge. |
The Home Keep:
The home keep is a single structure some 30 ft tall made of magically treated iron (per 3 inches: hardness 20, 180 hp, Climb DC 25, break DC 50, save bonus +11). The slits (noted as double lines crossing the walls) are treated as arrow slits (archers behind arrow slits have improved cover that gives them a +8 bonus to AC, a +4 bonus on Reflex saves, and the benefits of the improved evasion class feature) and are all shutterable by iron shutters that can be latched from the inside (hardness 20, 60 hp, break DC 40, save bonus +11). The slits are each 6 inches wide by 2 ft tall. Exterior walls are 6 inches deep, while interior walls are 3 inches deep. Unless otherwise stated, all doors are 2 inches thick and are made of magically treated iron (hardness 20, 120 hp, Climb DC 25, break DC 48).
Unless otherwise indicated, the entire area is considered within the full influence of faerzress (see Underdark pages 48-49). All halls and rooms are 15 ft high. All rooms and corridors are unlit unless otherwise indicated.
Level One:
This level of the keep includes a small barracks, entrance to the lizard stables below, N'araktheel's audience chamber, dining hall, slave quarters, and drider quarters.
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1. Plateau Entrance (EL 8)
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The plateau is dominated by the structure of dark metal that covers most of its surface. The light of the emanations from the cavern walls plays across the surface of the structure, casting it with weird mauve veins and splotches. The structure is 30 ft tall and pierced by many arrow slits, both at ground level and on another level above. A set of iron double doors pierces the east, facing the stone bridge that leads to the plateau. These doors are enrgraved with a symbol of a lidless eye. So the south, a set of stone steps leads down a 10 ft diameter hole in the ground. |
Creatures: Two drow guards are here at all times, flanking the doorway. They will assume all non-drow not escorted by drow are hostile. These guards each have a door token to bypass the greater arcane lock spell on the door. They also each have a signal whistle that they can blow to alert the keep to trouble.
| DROW GUARDS
(2) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), door token, signal whistle, potion belt, 1D20 pp, 1D20 gp Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
Traps: Should the doors be opened by means of a knock spell or any means other than by one attuned to the greater arcane lock spell, then a trap inscribed on the edge of the double doors (where they meet) will be activated. The trap springs in three parts, each of which happens in a single action, though also in sequence. First, a transmute rock to mud effect is cast on the 40 ft by 40 ft area in front of the door. This will encompass the entire area of the plateau bounded by area 2 and area 4 of the keep. Those creatures unable to levitate, or fly sink until hip or chest deep (50 % chance of either).
Immediately thereafter, the trap casts a transmute mud to rock effect on the same area, thereby trapping those creatures sunk in the mud unless a Reflex save to escape before the area is hardened to stone. Such rock is treated as hewn stone if a PC is hip deep (hardness 8, 540 hp, break DC 50) and unworked stone if a PC is chest deep (hardness 8, 900 hp, break DC 65). Trapped creatures suffer a -2 penalty on attack rolls, Ref saves, and AC if hip deep and double that if chest deep. They also lose the benefit of evasion and improved evasion class features.
Finally, on the heels of the second effect, another transmute rock to mud effect is cast on the cavern ceiling above the area. The mud falls to the floor and spreads out in a pool at a depth of 5 ft. The falling mud and the ensuing cave-in deal 8D6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Ref saves. Those already trapped in stone are now in danger of suffocating in the 5 ft deep mud unless they can escape the stone or can somehow clear away enough mud to breathe.
| Transmute Rock to Mud Trap CR 6; magic device; touch trigger; automatic reset (after 1 minute); spell effect (transmute rock to mud, 10th level sorcerer, 40 ft by 40 ft square); Search DC 30; Disable Device DC 30. |
| Transmute Mud to Rock Trap CR 6; magic device; touch trigger; automatic reset (after 1 minute); spell effect (transmute mud to rock, 10th level sorcerer, 40 ft by 40 ft square, DC 18 Ref negates); Search DC 30; Disable Device DC 30. |
| Transmute Rock to Mud Trap CR 6; magic device; touch trigger; automatic reset (after 1 minute); spell effect (transmute rock to mud, 10th level sorcerer, 40 ft by 40 ft square, 8D6 damage, DC 18 Ref half); Search DC 30; Disable Device DC 30. |
2. Antechamber
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This large room contains large mauve carpets in the northwest and southeast corners, which frame a pathway that winds from the double doors to the east to a pair of metal double doors to the west and another pair to the north. The double doors to the north bear engravings of drow in battle with dwarves whose war machines and contraptions are shown being blown to smithereens. The double doors to the west bear a lidless eye relief. The ceiling is decorated with strange but beautiful purple lines scrawled into the ceiling in intricate patterns. At all times a purple glow runs along various points in the patterns, tracing their forms and creating a haunting display of faerie fire. Set upon the carpets to the southeast is a large iron statue of a horrid half spider and half drow beast. The creature has a raised scourge in its right hand and a bow in its left hand. It appears to be glaring across the room to the northwest corner. Set upon the carpets to the northwest is a metal sculpture of a half dozen female drow dressed in long flowing robes that bear spider motifs. Spiderlike tiaras rest on their brows and these figures all cower and cringe while staring in terror toward the southeast corner of the room. On a stone pedestal to the north is an intricate water clock. Water pours down from a metal basin in the shape of the stalactite and drops into a glass receptacle in the shape of a stalagmite. The water level in the receptacle glows at its surface with a purple light similar to a faerie fire spell. Glowing silver marks on the receptacle have Elven runes accompanying them. Several plush divans are set along the walls at intervals. |
The structure along the north wall is a water clock. The Elven runes are common ones denoting times of the day.
There is a secret door set to the northwest, behind the statuary of the cringing Lolth priestesses (Search DC 30). The door is locked from the other side and there is no opening mehcanism from this side, meaning that the lock cannot be picked from here without the aid of magic (such as a knock spell). Set into the door are two small spyholes as well. A separate DC 30 Search check will turn up the holes. These allow spies to peer into the chamber. The only area blocked from view is one just to the east of the priestess statuary. The drow do not mind this blind spot, as it allows them a small measure of privacy when they are in the chamber, and they are careful to maneuver guests away from that blindspot when observing them.
When in use, a DC 40 Spot check is required to notice the spyholes.
3. Martial Hallway
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This hallway is decorated with trophies of the enemies of House Vrielsevri. While an ancient drow house might have many powerful and impressive enemies, the remnants of House Vrielsevri have had to make do with their new enemies in their new homeland. What is here are a variety of preserved heads, skulls, dented shields, rent armour, and broken blades. There are over two score such trophies lining the hallway, and each has a small bronze plaque with a description of the enemy written in flowing Elven script and in Undercommon. Two sets of double doors are to the east and southeast of the hallway, and a set of steps climbs up to the west. |
Below a male dwarf head with horrid scars criss-crossing it:
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Below a strange skull with large eye cavities and many holes above the mouth (DC 25 Knowledge [dungeoneering] to identify as a mind flayer skull):
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Below a bald, grey-skinned dwarf head with a white beard:
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Below a glaring orc head with upthrust tusks:
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Below the head of a middle-aged human male:
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Below the eyeless and tongueless head of a female drow:
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4. Guard Post (EL 11)
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This chamber contains two sets of double doors, one to the southwest and another to east. The eastern double doors are barred from this side by a stout iron bar. The walls are pierced by shuttered arrow slits that cover all of the area outside of the keep. Within the chamber is a 10 ft square iron trap door in the floor. A chain attached to the door leads up to the ceiling and then to a crank set just to the north of the western double doors. The remainder of the chamber is taken up with several small metal tables with ivory cards, a few coins, several mugs, and other personal items upon them as well as half a dozen chairs, a large metal bin and a weapon rack. Near the eastern double doors is a metal tube hanging from a metal frame with a hammer nearby. Several metal braziers are positioned around the chamber, with red coals providing warmth and a slight red glow to the place. In the northeastern corner sits a metal privy. |
The mugs contain water, and the coins are a few silvers of drow mint. The weapon rack contains 3 spare hand crossbows, 6 cases with 20 crossbow bolts each, a box with 6 vials of drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours), a pouch with 6 thunderstones, and 5 tanglefoot bags.
The metal bin holds eight sets of chain shirt barding for quicksilver lizards, 8 military saddles for same, and 8 sets of bits and bridles for same.
The tube near the eastern doors is a large chime that can be rung in times of danger to alert the keep. As with the signal horns in the cavern, there are three different signals to be blown:
1. A signal telling that known, friendly drow are approaching,
2. A signal telling that a dumb beast or beasts are approaching, and
3. A signal telling that intelligent enemies are approaching.
If these guards hear a signal horn from the cavern, they will also relay that signal using the chime.
Creatures: Six drow guards are stationed here at all times, with one looking out of the arrow slits flanking the eastern doors, one looking out to the north, and another watching the approach to the main doors in area 1. The other three sit at the tables playing cards and otherwise staying on duty in case of trouble.
| DROW GUARDS
(6) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp, door token (see area 1 Level One) Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
Tactics: These guards will alert the keep to trouble. They will then seek to harry foes not only with their weapons, but also with the thunderstones and tanglefoot bags on the weapon rack.
Lizard Pens (EL 8)
| This cave is some 40 ft in diameter, with an ascending shaft set above the north wall. Lichen grows along the walls and ceiling. Small bones and piles of dung litter the cave floor. |
Creatures: 8 quicksilver lizards dwell here, mostly sleeping or otherwise lounging around. They will generally not attack anyone entering their cave, though they are not comfortable being ridden by anyone other than a drow.
| QUICKSILVER
LIZARDS (8) CR 2 Drow of the Underdark page 133 N Large animal Init +2; Senses blindsense 60 ft, low-light vision, scent; Listen +3, Spot +3 AC 18, touch 11, flat-footed 16 hp 30 (4 HD) Fort +7, Ref +6, Will +2 Spd 40 ft (8 squares), climb 40 ft (8 squares); Run, sprint Melee bite +6 (1D8+4) and 2 claws +1 (1D6+2) Space 10 ft; Reach 5 ft Base Atk +3; Grp +11 Abilities Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Feats Alertness, Run Skills Climb +17, Hide +0, Jump +12, Listen +3, Spot +3 Possessions chain shirt barding, military saddle, bit and bridle Tricks combat training (as warhorse) Sprint (Ex) Once per hour, a quicksilver lizard can move five times its normal speed (200 ft) when it makes a charge. |
5. Defense Passages (EL 8)
This passage runs most of the length of the outer wall of the keep, and allows defenders access to the many arrow slits that pierce the outer wall of this passage. The arrow slits are generally kept closed.
The secret door leading from area 18 is difficult to detect (Search DC 35) and is locked from the other side by a key lock. There is no lock on this side, so the lock cannot be picked from this side.
Creatures: Two drow guards walk this passageway, looking for any signs of inflitration or trouble. They walk the passageway separately, and each, when it reaches area 4, communicates a password in Drow Sign Language to the guards there to let them know all is well. These two guards are under orders to immediately report anything strange to the guards in area 4, and they will not easily be duped into neglecting that duty.
| DROW GUARDS
(2) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp, door token (see area 1 Level One) Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
6. Main Hall (EL 9)
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This hallway is pierced by many metal doors. Four single doors pierce the northern wall, while three sets of double doors pierce the south wall. In addition, double doors are set into both ends of the hallway. Most of the doors are unadorned. However, the double doors at the western end are inlaid with gold leaf and coloured stones to form a mosaic depicting nude drow bathing in pools of gold fed by waterfalls of gold leaf. The double doors just south of these are adorned with an engraving of a spider as seen from the bottom, with a whip coiled around it. |
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QUAGGOTH BARBARIANS (2) CR
7 * In areas of shadow, a quaggoth has a +4 circumstance bonus on Hide checks. |
Traps: The drider clerics have placed a glyph of warding on the double doors leading to area 12. If the doorway is passed by a non-drider, the glyph will activate.
| Glyph of Warding Trap (blast) CR 5; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 16th level cleric, 5D8 sonic, DC 17 Ref save half damage); multiple targets (all targets withgin 5 ft); Search DC 28; Disable Device DC 28. |
7. Quaggoth Quarters (EL 11)
| This room contains half a dozen fur pallets thrown on the floor. In the center of the place is a plain metal table with no chairs. Set on the table is an unidentifiable hunk of meat with a cleaver stuck into it. The walls are decorated in dried blood with crude pictures suggesting large humanoid creatures rending, hacking, and copulating with various other smaller humanoids and horned quadripeds. A plain metal privy sits in one corner of the room. |
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QUAGGOTH BARBARIANS (4) CR
7 * In areas of shadow, a quaggoth has a +4 circumstance bonus on Hide checks. |
8. Slave Quarters (EL varies)
| This small room contains two fur pallets and three metal bunk beds with plain coverings. A plain metal privy sits in a corner. |
Creatures: At any time, fully half of the slaves listed here are either in the kitchen (area 9) or around the keep performing some task (cleaning, running messages, etc). All of these slaves bear brands on the back of their neck in the shape of a lidless eye. Each also bears a forged metal collar around its neck. Each collar bears an engraving of a lidless eye upon it, but each engraving is different enough that a locate object spell can track each individual collar.
These two bugbear slaves are used for heavy manual labour, such as hauling back rothe carcasses, mining, etc. They also clean and feed the quicksilver lizards beneath area 4. They are usually left to languish in these quarters most of the time, as need for their services are infrequent. Some of the lesser female drow pleasure themselves with these bugbears from time to time as a diversion from the male drow.
| BUGBEAR SLAVES
(2) CR 2 CE Medium humanoid (goblinoid) Init +1; Senses darkvision 60 ft, scent; Listen +4, Spot +4 Languages Goblin, Undercommon AC 14, touch 11, flat-footed 13 hp 16 (3 HD) Fort +2, Ref +4, Will +1 Spd 30 ft (6 squares) Melee morningstar +5 (1D8+3) Space 5 ft; Reach 5 ft Base Atk +2; Grp +4 Combat Gear morningstar Abilities Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9 Feats Alertness, Weapon Focus (morningstar) Skills Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4 |
Four goblin slaves serve as the cooks of the keep. They have been trained in the cullinary arts by the drow matron herself, and each bears the marks of past whippings on its back. These cooks are so afraid of the Matron Mother that they would never even consider poisoning her, especially after N'araktheel made a painful example of one of their number just to show them what would happen should they think of betraying her.
At most times two of these slaves are in the kitchen (area 9). During and just before meal times, all of them are present there
| GOBLIN SLAVES
(4) CR 2 Male and Female goblin Warrior 1/Expert 2 NE Small humanoid (goblinoid) Init +1; Senses darkvision 60 ft; Listen +4, Spot +2 Languages Goblin, Undercommon AC 12, touch 12, flat-footed 11 hp 15 (3 HD) Fort +3, Ref +1, Will +2 Spd 30 ft (6 squares) Melee dagger +3 (1D3) Space 5 ft; Reach 5 ft Base Atk +2; Grp -2 Combat Gear dagger Abilities Str 11, Dex 13, Con 12, Int 12, Wis 10, Cha 6 Feats Alertness, Skill Focus (profession [cook]) Skills Craft (alcohol) +7, Hide +5, Listen +4, Move Silently +5, Profession (cook) +9, Ride +4, Spot +2 |
These humans are Thaneeri slave stock brough to the keep by House Mercur at the request of N'araktheel, who wanted to have a couple of humans around to see how well they performed as slaves. Many of the drow femals have bred with these slaves, out of curiousity, and they bear many lash marks on their backs, a sign more of the sexual tendancies of the drow rather than punishment at insubordination.
These humans also tend the rothe herds in area C of the Home Cavern, and often accompany drow hunting parties. They carry sticks with continual flame spells cast on them by a drider cleric
| HUMAN SLAVES
(2) CR 1/2 Male human Commoner 1 N Medium humanoid (human) Init +0; Senses Listen +3, Spot +3 Languages Common, Undercommon AC 10, touch 10, flat-footed 10 hp 4 (1 HD) Fort +1, Ref +0, Will +0 Spd 30 ft (6 squares) Melee unarmed strike +1 (1D3+1 nonlethal) Space 5 ft; Reach 5 ft Base Atk +0; Grp +1 Abilities Str 12, Dex 10, Con 12, Int 12, Wis 10, Cha 10 Feats Alertness Skills Climb +3, Handle Animal +3, Listen +3, Spot +3, Swim +3, Use Rope +2 Possessions stick with continual flame spell cast on it (CL 6) |
Tactics: None of the slaves will be particularly eager to fight for or against the drow. The human slaves are the most likely to try to accompany the PCs to return to the surface world, but the goblins and bugbears have little of a life to return to and will simply try to avoid being killed in any fighting, then wandering off into the underdark if the entire drow house is destroyed.
9. Kitchen
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This chamber contains metal shelves and cabinets lining most of the walls. Counters sit below these forming a large workspace. In the northeast corner is a large iron oven with a cauldron set within in a metal tripod. Arrays of knives, cleavers, and other cooking utensils hang everywhere or are sitting on the counters, along with various metal pots and pans. The shelves are stocked with dishes, bowls, mugs, goblets, and ewers of porcelein, metal, and glass, and small boxes are also omnipresent. Several step stools of metal are set below the counters, allowing Small creatures access to the workspaces, and several metal ladders allow access to the top shelves. A coil of silk rope hangs from a hook along one wall, with a large metal bucket tied to one end. |
The boxes contain various spices and seasonings, some native to the underdark and others available on the surface world, including many that are quite rare or from far away lands. Each box is labelled in Undercommon and all of them together could fetch as much as 1,500 gp on the open market.
The rope and bucket is used to clean dishes by soaking them in the lake.
Creatures: As mentioned in area 8, at least two of the goblin cooks are here most of the time.
10. Larder
|
This room contains many shelves upon which are stocked a bewildering variety of boxes, bags, pouches, bundles, and bottles. Various crates and larger sacks lie on the floor. Many of these have writing on them in various languages, including some in Common. Rothe and giant lizard carcasses hang from hooks in the center of the room, with metal urns underneath to catch the juices. Various butchering implements hang on a rack nearby. In the center of the chamber is a metal trap door. |
The metal trap door opens to a 5 ft square shaft that descends via an iron ladder 30 ft down to the floor a plain 10 ft square room (the Well Room, see below).
A secret door to the south leads into this room from area 18 (Search DC 35). The door is locked from the other side and cannot be picked from this side.
Well Room
| This 10 ft square room bears an iron ladder along its south wall which climbs up into a 5 ft shaft in the ceiling. In the center of this room is a 5 ft diameter well that is filled almost to the top with water. Several bladders tied together by silken ropes are cast nearby, clearly used to haul water up to the keep. On one of the walls is an iron sconce set only 3 ft above the floor. In this sconce is a crystal bowl filled with water in which floats a single white fish that swims lazily around. |
The well itself is 10 ft deep and towards the bottom has metal meshes that allow water in but do not allow even Tiny creatures in or out. Each mesh is only 2.5 ft square and 6 of them run around the circumference of the well bottom. The metal of the meshes is magically treated (hardness 20, hp 40, break DC 35). Beyond each mesh is a 2.5 ft square tunnels that leads to the edge of the great stalagmite upon with the keep rests. Here are similar meshes to keep creatures out of the tunnels altogether.
The fish in the crystal bowl is a pale blind cave fish of a type that is especially vulnerable to poisons. Everytime a slave draws water out of the well, he is commanded to pour a bit of the water into the bowl and wait for 1 minute. If the fish survives, then the water may be carried up to the keep.
11. Dining Hall
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This large chamber contains spidersilk tapestries depicting drow warriors emerging from a cave mouth and swarming down into a valley settlement of surface elves. The center of the room is dominated by a massive metal table 10 ft wide and 15 ft long that is carved to resemble a cavern floor, with a centerpiece of stalagmites sprouting up towards the ceiling. The legs of the table are shaped like ropers, with metal tendrils winding up the table and along its side. A dozen place settings are present here, each of the finest black stone with goblets made of crystal and bejewelled with precious stones. A dozen chairs complement the table, the chair on the southern end being quite large and ornate and bearing a lidless eye carved into its back above the head of whomever is sitting in it. A set of steps winds up to the next level of the keep in the south, and to the southwest is a niche holding several ornate cabinets that contain dining linens, spare services, serving utensils, and several crystal decanters. |
The crystal decanters in the cabinets hold various sorts of rare and potent wines and liquors, most of which are made in the underdark, including lichen wines, fungal brews, etc. Assume these vintages could be sold for a total of 1,000 gp on the surface.
The drow leaders dine here twice a day, once in the "morning" and once at "night". The common drow eat in their quarters, with the slaves bringing their meals to them twice a day.
12. Drider Hall (EL 9)
| This hallway is draped in webbing, none of it blocking the passageway but rather draped almost decoratively along the walls and ceiling. Two sets of double doors are here, one to the north and the other to the south, while two iron doors pierce the east wall. The double doors to the south are engraved with an ornate carving of a spider consuming a female drow in an ornate, spider-like headdress. |
Creatures: Three powerful phase spider allies of the driders dwell on the Ethereal Plane coexistent with this hallway. These creatures are smart enough to recognize the keep regulars and to act on their own volition, though as a rule, except for N'araktheel, no drow are allowed in the drider areas. They will attack intruders, but will not leave the hallway area unless expressly ordered to by the driders (who use hand motions to communicate with the spiders).
|
ADVANCED PHASE SPIDERS (3)
CR 6 Poison (Ex) Injury, Fort DC 19, initial and secondary damage 1D8 Con. |
Tactics: The phase spiders will jaunt into phase to attack vulnerable PCs, jaunting out in the same round as part of their movement so as to confuse foes. None of the spiders will intentionally be in phase when another is, effectively hiding their numbers and making them less vulnerable to area effect spells.
While allies of the driders, these spiders are not simply pets and they remain here of their own free wills. They will certainly consider fleeing a fight rather than dying.
Traps: The southern double doors are trapped with a glyph of warding spell inscribed on the underside of the lintel's crosspiece. Any non-drider or non-arachnid that passes through the doorway activates the glyph.
| Glyph of Warding Trap (spell) CR 4; spell; spell trigger; no reset; spell effect (dispel magic, 10th level cleric, targeted); single target; Search DC 28; Disable Device DC 28. |
Treasure: Hidden amongst the webs and debris (Search DC 20) is a door token (see area 1 Level One).
13. Drider Quarters (EL 9)
| This room is strangely appointed. Webbing hangs along the walls and ceilings in a haphazard fashion, and various structures made of bones, rock, and other unidentifiable materials rest within the webbing, apparently held together by the sticky strands. |
The structures are nests and other "furniture" convenient only to a creature with the body structure and climbing ability of a drider. They include places to store weapons, places to rest comfortably, a dining "table" and even a storage place.
Creatures: A pet of the driders likes to rest in the quarters of whichever drider is out on patrol. The driders don't mind, since that helps to guard their quarters. The pet is a huge fiendish spider that will attack any non-driders that intrude into the room. Even if the absent drider has returned, the spider will still be in this chamber. It will usually be hiding amongst some webs in the upper corner of the chamber.
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ADVANCED HUGE FIENDISH MONSTROUS
SPIDER CR 9 Web (Ex) A spider's web strand can support the spider and one other creature of the same sized. Spider's can throw a web 8/day. This is similar to an attack with a net, but has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a DC 19 Escape Artist check or burst it with a DC 23 Str check. Both are standard actions. Spider's often create sheets of sticky webbing from 5 to 60 ft square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5 ft section has 14 hp and DR 5/-. A spider can move across its own webs at its climb speed and can pinpoint the location of any creature touching its web. * +8 bonus on Hide and Move Silently checks when using its web |
Treasure: Hidden amidst one of the "furniture" structures is a web cocoon (Search DC 20) that contains 250 sp, 450 gp, 170 pp, and 3 potions of water breathing (CL 5).
14. Drider Quarters (EL 12)
| This room is strangely appointed. Webbing hangs along the walls and ceilings in a haphazard fashion, and various structures made of bones, rock, and other unidentifiable materials rest within the webbing, apparently held together by the sticky strands. |
The structures are nests and other "furniture" convenient only to a creature with the body structure and climbing ability of a drider. They include places to store weapons, places to rest comfortably, a dining "table" and even a storage place.
Creatures: The drider that dwells here alternates patrol duty with the one that lairs in area 13. It is loyal first and foremost to itself, and then to the drider high priest in area 15, and only thereafter to N'araktheel.
| DRIDER CR 12 Male drider Ranger 4/Rogue 1 CE Large aberration Init +3; Senses darkvision 60 ft, Track, trapfinding; Listen +13, Spot +13 Languages Elven, Common, Drow Sign Language, Undercommon AC 23 (25 in faerzress), touch 12 (14 in faerzress), flat-footed 20 (22 in faerzress); Two-Weapon Defense hp 82 (11 HD) SR 17 Fort +9, Ref +11, Will +9 Spd 30 ft (6 squares), climb 15 ft (3 squares) Melee +1 drowcraft shortsword +8/+3 (+10/+5 in faerzress) (1D8+3 [1D6+5 in faerzress]) and +1 drowcraft shortsword +8 (+10 in faerzress) (1D8+3 [1D8+5 in faerzress]) and bite +5 (1D4+1 plus poison) Melee +1 drowcraft shortsword +10/+5 (+12/+7 in faerzress) (1D8+3 [1D8+5 in faerzress]) and bite +5 (1D4+1 plus poison) Melee bite +10 (1D4+1 plus poison) Ranged mwk composite shortbow +11/+6 (1D8+2) Ranged mwk composite shortbow +9/+9/+4 (1D8+2) Space 10 ft; Reach 5 ft Base Atk +8; Grp +14 Atk Options favoured enemy (humanoid [elf] +2), sneak attack +1D6 Combat Gear +1 drowcraft shortswords (2), masterwork composite shortbow (+2 Str bonus), arrows (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4) Spell-Like Abilities (CL 6): 1/day - dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16) Cleric Spells Prepared (CL 6 [CL 7 evil spells], melee touch +9, ranged touch +10) 3rd - cure serious wounds, dispel magic, magic circle against good(d), prayer 2nd - cure moderate wounds (3), elation, invisibility(d) 1st - bless, cure light wounds (3), protection from good(d) 0 - create water, cure minor wounds, guidance, no light, resistance Domains Evil (+1 CL with evil spells), Trickery (add Bluff, Disguise, and Hide to class skills) Ranger Spells Prepared (CL 1): 1st - resist energy Abilities Str 15, Dex 16, Con 16, Int 15, Wis 16, Cha 16 SQ wild empathy (+7) Feats Combat Casting, Endurance, Rapid Shot, Track, Two-weapon Defense, Two-Weapon Fighting, Weapon Focus (bite) Skills Climb +14, Concentration +9, Heal +8, Hide +11, Knowledge (dungeoneering) +7, Listen +13, Move Silently +13, Search +12, Spot +13, Survival +17 (+19 underground, +2 bonus to find or follow tracks) Possessions combat gear, +1 drowcraft chain shirt, spell component pouch, iron unholy symbol to Deceiver, door token (see area 1 Level One) Poison (Ex) Injury, Fort DC 18, initial and secondary damage 1D6 Str. |
Tactics: The drider, like all three of the driders who dwell with House Vrielsevri, knows that it is extremely valued by the drow exiles as their only current source of divine magic (most importantly, healing magic). As such, it will not use up its cleric healing spells frivolously, but will also attempt to stay out of direct melee combat, instead aiding the drow as they fight and shooting arrows into combat.
Treasure: Hidden amidst one of the "furniture" structures is a web cocoon (Search DC 20) that contains 350 sp, 4000 gp, 65 pp, 3 large peridots worth 350 gp each, and a wand of imbue with spell ability (CL 7, 13 charges).
15. Drider High Priest Quarters
(EL 19)
| This room is strangely appointed. Webbing hangs along the walls and ceilings in a haphazard fashion, and various structures made of bones, rock, and other unidentifiable materials rest within the webbing, apparently held together by the sticky strands. Interwoven in the webbing are bits of tapestries of various colours and designs. |
The structures are nests and other "furniture" convenient only to a creature with the body structure and climbing ability of a drider. They include places to store weapons, places to rest comfortably, a dining "table" and even a storage place.
Creatures: The drider that dwells here is the leader of the three driders that serve House Vrielsevri. She is quite arrogant, having gone from outcast and exile who was shunned by all right-thinking drow to one of the most valable and protected member of a drow house, albeit a remnant housed itself in exile from the Drow Empire. That said, Ifivenix is still subordinate to N'araktheel, and she is still wary of the Matron Mother and her incantator.
| IFIVENIX CR
19 Female drider Cleric (Deceiver) 12 CE Large aberration Init +3; Senses darkvision 60 ft; Listen +10, Spot +10 Languages Elven, Common, Drow Sign Language, Undercommon AC 25 (26 in faerzress), touch 12 (14 in faerzress), flat-footed 22 (24 in faerzress) hp 141 (18 HD) SR 17 Fort +14, Ref +9, Will +17 Spd 30 ft (6 squares), climb 15 ft (3 squares) Melee demon rod (Medium +1 morningstar) +11/+6/+1 (1D8+3) and +2 drowcraft shortsword +14 (+16 in faerzress) (1D8+4 [1D8+6 in faerzress]) and bite +11 (1D4+2 plus poison) Melee +2 drowcraft shortsword +16/+11/+6 (+18/+13/+8 in faerzress) (1D8+3 [1D8+5 in faerzress]) and bite +11 (1D4+2 plus poison) Melee bite +16 (1D4+2 plus poison) Ranged mwk composite shortbow +16/+11/+6 (1D8+2) Space 10 ft; Reach 5 ft Base Atk +13; Grp +19 Special Actions Divine Spell Power, Divine Vigour, turn undead (7/day, +2 synergy bonus) Combat Gear +2 drowcraft shortsword, masterwork composite shortbow (+2 Str bonus), arrows (20), arrows +2 (12), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), wand of cure moderate wounds (CL 3, 27 charges), wand of scorching ray (CL 10, 13 charges) Spell-Like Abilities (CL 6): 1/day - dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16) Cleric Spells Prepared (CL 16 [CL 17 for evil spells], melee touch +15, ranged touch +16) 6th - greater dispel magic, heal, pox(d) (DC 20) 5th - feeblemind(d) (DC 19), flamestrike (DC 19), summon monster V, true seeing 4th - cure critical wounds, dimensional anchor, panacea, spell vulnerability (DC 18), unholy blight(d) (DC 18) 3rd - bestow curse(d) (DC 17), cure serious wounds, dispel magic, god speed, magic circle aginst good, mass resist energy 2nd - augury, blindness/deafness(d) (DC 16), cure moderate wounds, elation, lesser restoration (2) 1st - bless, cure light wounds (2), protection from good(d), resurgence, shield of faith, wieldskill 0 - cure minor wounds (2), fiend's tongue, mending, no light, resistance Domains Corruption (1/day attack an object and ignore hardness), Evil (+1 CL for evil spells), Hatred (1/day +2 on attacks, saves, and AC vs one opponent) Sorcerer Spells Known (CL 10 [CL 11 for evil spells], melee touch +15, ranged touch +16): 3rd (4/day) - haste 2nd (6/day) - mirror image, resist energy 1st (7/day) - jet of steam (DC 15), magic missile, persistent blade, shield 0 (6/day) - daze (DC 14), disrupt undead, mage hand, message, silken glue, slash tongue (DC 14), stumble (DC 14) Abilities Str 15, Dex 16, Con 18, Int 15, Wis 18, Cha 18 Feats Brew Potion, Combat Casting, Craft Wand, Divine Vigour, Practiced Spellcaster, Two-Weapon Fighting, Weapon Focus (bite) Skills Climb +14, Concentration +17, Heal +14, Hide +11, Knowledge (dungeoneering) +4, Knowledge (religion) +20, Listen +10, Move Silently +13, Spellcraft +10, Spot +10 Possessions combat gear, +3 drowcraft chain shirt, ring of magic fang, ring of instant escape, spell component pouch, iron unholy symbol to The Deceiver, ointment (for true seeing), key to iron chest in area 14 Poison (Ex) Injury, Fort DC 23, initial and secondary damage 1D6 Str. |
Tactics: Ifivenix, like his fellows, will attempt to stay out of direct combat, instead using their spells and abilities to aid their drow allies and to affect enemies from afar. She will seek to muster troops just as they prepare to enter the fray, to grant them her haste spell and her mass resist energy.
Treasure: Hidden amongst one of the web structures (Search DC 18) is a locked iron chest (Open Locks DC 36) guarded by a greater glyph of warding set to activate if anyone but Ifivenix touches the chest. The glyph activates a blade barrier effect that covers the chest and every square adjacent to the chest.
| Greater Glyph of Warding Trap (spell) CR 7; spell; spell trigger; no reset; spell effect (blade barrier, 16th level cleric, 15D6 damage, DC 19 Ref save half damage); multiple targets in a 5 ft radius; Search DC 31; Disable Device DC 31. |
Within the chest are 500 sp, 1500 gp, 1500 pp, 7 black pearls worth 500 gp each, a small metal box containing 10000 gp worth of diamond dust, 6 potions of remove disease (CL 5), 4 vials of illithid mindscorch (inhaled poison, DC 22, initial and secondary damage 1D6 Int ), and a mister. Also present, wrapped in a black cloth, is a strange rod about 2 ft long and made of a weird pulsing black gemstone. The rod is shaped like drops of blood draining from a heart at the top into a bowl at the bottom. This is the rod of Inskarios. See "The Price of Delay" below for more details.
16. Drider Chapel (EL 14)
| This chamber is lined with deep black tapestries along the western and eastern walls. Piles of skulls and bones arranged in precise patterns are scattered around the floor. To the south is a dread looking altar of stone and black marble topped by a statue of a cloaked figure with a dagger upraised in one hand and a sphere in the other. The altar's base contains a concavity along its top, with restraints flanking it...clearly a place to sacrifice living beings and collect the blood. A metal rack full of sacrificial daggers hangs nearby. |
The altar is the subject of an unhallow spell (CL 17) which has a silence spell (DC 16, CL 17) fixed to it. Both effects cover the entire chamber, as does the magic circle against good effect associated with the unhallow spell.
A secret door to the north leads into this room from area 18 (Search DC 35). The door is locked from the other side and cannot be picked from this side.
Creatures: A very powerful dread wraith guards this chapel, content to feed on occasional sacrifices in exchange for its services. The dread wraith is loyal to The Deceiver, and therefore to Ifivenix. It usually dwells inside the altar and statue, watching the room. If intruders enter, it moves along the walls or floor and then attacks, using Spring Attack.
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ADVANCED DREAD WRAITH CR 14 Create Spawn (Su) Any humanoid slain by a dread wraith becomes a wraith in 1D4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Lifensense (Su) A dread wraith notices and locates living creatures within 60 ft, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 ft. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. |
Tactics: The dread wraith will generally not leave the chapel, as its purpose is to guard the altar. Nevertheless, if commanded to by Ifivenix, it may leave to aid the high priestess.
Treasure: Amongst the rack of knives next to the altar are a sacrificial knife and a +1 vile dagger.
17. Spy Chamber
| This room contains a circular pool of water in its center, some 5 ft in diamater. The pool is bounded by a metal lip engraved with runes. A shelf along the north wall holds a variety of vials, flasks, and bottles, all with labels affixed to them. |
There is a secret door set to the east (Search DC 30). The door is locked from this side and requires the magic key held by N'araktheel to open. Set into the door are two small spyholes as well. A separate DC 30 Search check will turn up the holes. These allow spies to peer into area 2.
When in use, a DC 40 Spot check is required to notice the spyholes.
Treasure: The shelf holds a variety of elixirs, poisons, and potions for use by N'araktheel. All are labelled in Elven. Included here are:
A bottle holding 12 clearwater
tablets
4 vials of zealot's blade poison (humanoid [human])
4 vials of zealot's blade poison (humanoid [dwarf])
4 vials of zealot's blade poison (humanoid [elf])
12 vials of drow knockout poison
3 vials of siren's breath poison
2 vials of slow death poison
2 vials of goodbye kiss poison
10 flasks of bile droppings
1 vial of darklight brew
2 vials of psychotropic rot
3 vials of creeping nullscourge
2 vials of slow taint
3 flasks of the calling
4 flasks of antidote
3 potions of cure serious wounds (CL 5)
2 potions of lesser restoration (CL 3)
18. Audience Chamber
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This ornate chamber is decorated with a variety of tapestries and carpets, including some of obvious Imperial and Morakki make. Along the west wall is a raised dais of metal steps upon which a sits a large, ornate throne of purplish metal inlaid with many veins of gold and silver and studded with precious gems. The backing of the chair is engraved with a lidless eye, which seems to look out over the chamber. Hung over the throne is an obsidian mask fashioned into the likeness of a female drow. Iron braziers line the walls of the place, with glowing embers causing faintly sweet incense to curl up and into the room. |
The secret doors leading from this room are difficult to detect (Search DC 35). The doors are locked from this side and require the magic key held by N'araktheel to open. The door to area 5 is set just behind the throne.
Creatures: The empty body of Nemis the wizard stands at attention here, next to the throne. He appears as a middle aged human with a long greying beard and hair. He is nude, and doesn't move except to breathe. The body can only be controlled by use of the Nemis body splinter possessed by N'araktheel.
| NEMIS' BODY
CR n/a N Medium construct Init +0; Senses Listen +0, Spot +0 AC 10, touch 10, flat-footed 10 hp 4 (1 HD) Fort +0, Ref +0, Will +0 Spd 30 ft (6 squares) Melee unarmed strike +0 (1D3 nonlethal) Space 5 ft; Reach 5 ft Base Atk +0; Grp +0 Abilities Str 10, Dex 10, Con 10, Int -, Wis -, Cha - SQ construct traits (but is subject to critical hits), single action only |
Treasure: The throne itself would be worth an immense amount of money, but is extraordinarily heavy as well. Nevertheless, the many gems that are studded in the throne number in the hundreds and have a total value of 50000 gp. The entire throne would easily be worth double that, but would weigh at least a thousand pounds.
The mask hanging above the throne is a mask of the matriarchs. N'araktheel no longer wears this mask as a practical matter since she now wears Johydee's mask.
Level Two:
This level of the keep includes the main barracks, the living quarters of the leadership, and a workshop and other functionary rooms.
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1. Guard Barracks (EL 14)
| This large chamber contains a dozen metal bunk beds, set into columns of three beds each, the upper beds accessible by thin metal ladders. In the center of the chamber are several metal tables and chairs. Weapon racks are attached to the walls at various places, and armour stands are also ubiquitous. Cloak hooks are set into the walls at various places, and in a corner are a cluster of three privies. |
Creatures: 17 drow guards are generally on station here at all times. 7 guards are on duty in the watch towers in the Home Cavern, and another 10 are stationed on Level One of the Keep, bringing the full compliment to 34. The remaining 2 guards are off on duty in the Underdark.
| DROW GUARDS
(17) CR 6 Male drow Fighter 5 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +8, Spot +8 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 20 (24 in faerzress), touch 13 (17 in faerzress), flat-footed 17 (21 in faerzress) hp 42 (5 HD) Immune sleep spells and effects Vulnerable light blindness SR 16 Fort +6, Ref +4, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +9 (+11 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +9 (1D4) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 5): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 12 Feats Alertness, Combat Expertise, Combat Reflexes, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +8, Intimidate +6, Jump +8, Listen +8, Search +3, Spot +8, Tumble +5 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, 1D20 pp, 1D20 gp Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
2. Warrior's Barracks (EL 16)
| This chamber contains eleven metal bunk beds, set into columns of three beds each, the upper beds accessible by thin metal ladders. Also in the chamber are several metal tables and chairs. Weapon racks are attached to the walls at various places, and armour stands are also ubiquitous. Cloak hooks are set into the walls at various places, and in a corner are a cluster of three privies. |
Creatures: 3 drow scouts , 7 arcane guards, and 6 drow warriors are generally on station here at all times. A like number are out on patrol or beneath House Mercur.
|
DROW SCOUTS (3) CR 7 This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Skirmish (Ex) A scout relies on mobility to deal extra damage and improve defense. He deals an extra 2D6 ponts of damage on all attacks he makes during any round in which he moves at least 10 ft. The extra damage applies only to attacks taken during the scout's turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and muct be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 ft. A scout also gains a +1 competence bonus to AC during any round in whch he moves at least 10 ft. The bonus applies as soon as the scout has moved 10 ft, and lasts until the start of his next turn. |
| DROW WARRIORS
(6) CR 7 Male drow Fighter 5/Rogue 1 NE Medium humanoid (elf) Init +4; Senses darkvision 120 ft, Search check when within 5 ft of secret door, trapfinding; Listen +6, Spot +6 Languages Elven, Drow Sign Language, Dwarven, Undercommon AC 21 (25 in faerzress), touch 14 (18 in faerzress), flat-footed 17 (21 in faerzress) hp 48 (6 HD) Immune sleep spells and effects Vulnerable light blindness SR 17 Fort +6, Ref +7, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft rapier +11 (+13 in faerzress) (1D6+5 [1D6+7 in faerzress]) Ranged mwk hand crossbow +11 (1D4+2) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Combat Expertise, sneak attack +1D6 Combat Gear +1 drowcraft rapier, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (levitate 1/day, CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 6): 1/day - dancing lights, darkness, faerie fire Abilities Str 15, Dex 18, Con 14, Int 13, Wis 14, Cha 12 Feats Combat Expertise, Crossbow Sniper, Hand Crossbow Focus, Weapon Finesse, , Weapon Focus (rapier), Weapon Specialization (rapier) Skills Climb +8, Hide +9, Intimidate +6, Jump +8, Listen +6, Search +3, Spot +6, Tumble +15 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 mithril light steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
| ARCANE GUARDS
(7) CR 9 Male drow Fighter 4/Sorcerer 4 NE Medium humanoid (elf) Init +7; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +3, Spot +4 (+8 underground) Languages Elven, Abyssal, Drow Sign Language, Dwarven, Undercommon AC 21 (25 in faerzress), touch 13 (17 in faerzress), flat-footed 18 (22 in faerzress) hp 42 (8 HD) Immune sleep spells and effects Vulnerable light blindness SR 19 Fort +6, Ref +5, Will +6; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee drow mission blade +8/+3 (+10/+5 in faerzress) (1D6+2 [+4 in faerzress]) Ranged mwk hand crossbow +10/+5 (1D4) Space 5 ft; Reach 5 ft Base Atk +6; Grp +7 Atk Options Combat Expertise Combat Gear drow mission blade (+1 drowcraft finder shortword plus blindsight [1/day, CL 3]), masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/ unconscious 2D4 hours) (4), drow house insignia (spell) (blur 1/day, CL 5), potion of haste (CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 8): 8/day - levitate (CL 8, 10 minute duration) 1/day - dancing lights, darkness, detect good, detect magic, faerie fire Sorcerer Spells Known (CL 4, 10% spell failure, melee touch +7, ranged touch +9): 2 (4/day) - web (DC 15) 1 (7/day) - obscuring mist, true strike, web walking 0 (6/day) - acid splash, caltrops, daze, disrupt undead, mage hand, ray of frost Abilities Str 13, Dex 16, Con 12, Int 14, Wis 12, Cha 17 Feats Combat Expertise, Highborn Drow, Improved Initiative, Improved Levitation, Node Spellcasting, Rapid Reload Skills Climb +5, Concentration +10, Hide +3 (+5 with cloak), Jump +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Listen +3, Search +4 (+8 underground), Spellcraft +10, Spot +4 (+8 underground), Survival +1 (+5 underground) Possessions combat gear,+2 drowcraft mithril chain shirt, +1 drowcraft mithril buckler, lesser piwafi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), masterwork potion belt, spell component pouch Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
3. Drow Cavalry Barracks (EL
13)
| This chamber contains twelve metal beds. Also in the chamber are several metal tables and chairs. Weapon racks are attached to the walls at various places, and armour stands are also ubiquitous. Cloak hooks are set into the walls at various places. |
Creatures: 4 mounted drow are generally on station here at all times. A like number are out on patrol in the cavern and another four are out on tunnel patrol.
| MOUNTED DROW
PATROL (4) CR 9 Female drow Fighter 8 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +6, Spot +6 Languages Elven, Drow Sign Language, Undercommon AC 21 (25 in faerzress), touch 13 (17 in faerzress), flat-footed 18 (22 in faerzress) hp 64 (8 HD) Immune sleep spells and effects Vulnerable light blindness SR 19 Fort +8, Ref +5, Will +3; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee +1 drowcraft longsword +12/+7 (+14/+9 in faerzress) (1D8+5 [1D8+7 in faerzress]) Melee +1 drowcraft shock lance +11/+6 (+13/+7 in faerzress) (1D8+4+1D6 electricity [1D8+6+1D6 electricity in faerzress]) Ranged mwk hand crossbow +15/+10 (1D4) Space 5 ft; Reach 5 ft (10 ft with lance) Base Atk +8; Grp +10 Atk Options Combat Expertise Combat Gear +1 drowcraft longsword, +1 drowcraft shock lance, masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/unconscious 2D4 hours) (4), drow house insignia (spell) (blur 1/day, CL 5), potion of cure moderate wounds (CL 3), potion of protection from good (CL 1), potion of bear's endurance (CL 3) Spell-Like Abilities (CL 8): 1/day - dancing lights, darkness, detect good, detect magic, faerie fire, levitate Abilities Str 14, Dex 16, Con 15, Int 13, Wis 12, Cha 14 Feats Combat Expertise, Combat Reflexes, Hand Crossbow Focus, Highborn Drow, Improved Disarm, Mounted Combat, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Climb +5, Handle Animal +13, Hide +8, Intimidate +7, Listen +6, Ride +16, Search +3, Spot +6, Survival +2 Possessions combat gear, +1 drowcraft mithril chain shirt, +1 drowcraft heavy steel shield, lesser piwafwi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), potion belt, signal horn Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
4. Workshop
| This large chamber contains several forges, with metal chimneys venting into the ceiling. Metal worktables also line the south wall, and tools of all types are hanging from walls or set upon tables or even simply lying on the floor. Several large barrelstalks full of what appears to be water are also present. Metal ingots and raw leather hides are stacked in various corners, and it is clear that the place is intended for smithing and leatherworking. |
Creatures: There are usually at least three of the slaves from area 5 in this chamber at all times, toiling away at various items.
Treasure: In addition to enough tools to stock a smithy or leatherwork shop, a DC 15 Search check will turn up a stash of mithril ingots in a leather sack. There are 20 ingots each weighing 1.5 pounds and worth 600 gp. Also present are select tools of masterwork quality and made of both mithral and adamantine. Picking these out from the mundane tools requires a DC 20 Craft check with a skill applicable to metalworking, armoursmithing, or weaponsmithing. Such tools cumulatively weigh about 60 pounds and could sell for 6000 gp as they are of quality enough to fashion mithral and adamantine items.
5. Slave Quarters
| This small room contains half a dozen spare metal beds huddled close together. |
Creatures: At any time, fully half of the slaves listed here are in the workshop (area 4). All of these slaves bear brands on the back of their neck in the shape of a lidless eye. Each also bears a forged metal collar around its neck. Each collar bears an engraving of a lidless eye upon it, but each engraving is different enough that a locate object spell can track each individual collar.
| DWARF SLAVES
(4) CR 3 Male dwarf Expert 4 LN Medium humanoid (dwarf) Init +0; Senses darkvision 60 ft, stonecunning; Listen +5, Spot +4 Languages Dwarven, Common, Undercommon AC 10, touch 10, flat-footed 10; +4 bonus against giant-type creatures hp 22 (4 HD) Fort +3, Ref +1, Will +5; +2 vs poison and spells and spell-like effects Spd 20 ft (4 squares) Melee light hammer +4 (1D4+1); +1 vs orcs and goblinoids Ranged light hammer +3 (1D4+1); +1 vs orcs and goblinoids Space 5 ft; Reach 5 ft Base Atk +3; Grp +4 Combat Gear light hammer Abilities Str 13, Dex 10, Con 14, Int 12, Wis 12, Cha 8 SQ stability (+4 bonus to resist bull rush and trip when standing on ground) Feats Skill Focus (craft [weaponsmithing]), Skill Focus (craft [armoursmithing]) Skills Appraise +6 (+8 armour and weapons, +2 bonus relating to stone or metal), Climb +1 (+3 with rope), Craft (armoursmithing) +11 (+13 stone or metal), Craft (weaponsmithing) +11 (+13 stone or metal), Escape Artist +0 (+2 to escape rope bonds), Handle Animal +2, Knowledge (architecture and engineering) +6, Knowledge (dungeoneering) +6, Listen +5, Search +6 (+8 to find secret doors or hidden compartments, +2 bonus to notice unusual stonework), Spot +4, Survival +1 (+3 underground,+2 bonus to find or follow tracks), Use Rope +5 Possessions combat gear |
| DUERGAR SLAVES
(2) CR 6 Male duergar Fighter 1/Expert 4 LE Medium humanoid (dwarf) Init +0; Senses darkvision 120 ft, stonecunning; Listen +6, Spot +5 Languages Dwarven, Common, Orc, Undercommon AC 10, touch 10, flat-footed 10; +4 bonus against giant-type creatures hp 22 (4 HD) Immune paralysis, phantasm, poison Vulnerable light sensitivity Fort +3, Ref +1, Will +5; +2 vs spells and spell-like effects Spd 20 ft (4 squares) Melee light hammer +6 (1D4+2); +1 vs orcs and goblinoids Ranged light hammer +4 (1D4+2); +1 vs orcs and goblinoids Space 5 ft; Reach 5 ft Base Atk +4; Grp +5 Combat Gear light hammer Spell-Like Abilities (CL 10): 1/day - enlarge person (self only), invisibility (self only) Abilities Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 6 SQ stability (+4 bonus to resist bull rush and trip when standing on ground) Feats Power Attack, Skill Focus (craft [weaponsmithing]), Skill Focus (craft [armoursmithing]) Skills Appraise +5 (+7 armour and weapons, +2 bonus relating to stone or metal), Climb +2 (+4 with rope), Craft (armoursmithing) +9 (+11 stone or metal), Craft (weaponsmithing) +9 (+11 stone or metal), Escape Artist +0 (+2 to escape rope bonds), Handle Animal -1, Knowledge (architecture and engineering) +6, Knowledge (dungeoneering) +6, Listen +6, Move Silently +4, Search +4 (+8 to find secret doors or hidden compartments, +2 bonus to notice unusual stonework), Spot +5, Survival +1 (+3 underground), Use Rope +5 Possessions combat gear Light Sensitivity (Ex) Duergar are dazzled in bright sunlight or within the radius of a daylight spell. |
6. Patrol Leader's Quarters
(EL 12)
| This chamber contains an ornate metal bed with silk sheets, a metal armoire, metal table and chairs, and two plush divans. |
The armoire contains a variety of drow clothing, including seductive clothing, ceremonial garb, and various travelling clothes.
Creatures: The patrol leader can often be found in her quarters, resting for her next patrol. Often she will be here dallying with a male or female drow warrior, scout, or guard.
|
DROW PATROL LEADER CR 12 *This spell is always cast and is reflected in the above statistics |
Treasure: Under the bed is an iron chest with three star designs (each of a six-pointed star with a small design in each point). The stars can turn, and if the proper point of each is pointed straight up, the chest with unlock. Otherwise, a DC 35 Open Locks check is required. Within the chest are 600 sp, 1300 gp, 27 pp, a pouch of 25 assorted gemstones worth a total of 3000 gp, and a +1 silver warhammer taken in battle with dwarves some years ago.
7. Patrol Leader's Quarters
| This chamber contains an ornate metal bed with silk sheets, a metal armoire, metal table and chairs, and two plush divans. |
The armoire contains a variety of drow clothing, including seductive clothing, ceremonial garb, and various travelling clothes.
Treasure: Under the bed is an iron chest with three star designs (each of a six-pointed star with a small design in each point). The stars can turn, and if the proper point of each is pointed straight up, the chest with unlock. Otherwise, a DC 35 Open Locks check is required. Within the chest are 500 sp, 1200 gp, 30 pp, and a pouch of 20 assorted gemstones worth a total of 2400 gp.
8. Privy
| This small chamber contains a metal washtub engraved with spiders as well as two privies. Shelves near the tub hold linens and pumice stones as well as several coloured glass bottles. |
9. Storage
| This room is full of sacks, crates, and other items. |
10. Council Chamber
| This chamber is dominated by a large metal table and eight metal chairs. A nearby shelf holds vellum rolls placed into scroll slots. Along the north and south walls are large vellum maps. |
The map along the south wall is of the Home Cavern.
The map along the north wall is of the surrounding underdark tunnels in a 5 mile radius. This mirrors the Dwillingir Underdark map presented earlier in this scenario, but also shows many smaller tunnels and those tunnels that are past the Home Cavern. Many of these are marked with notes written in Elven describing salient features such as creatures found there or where there is good hunting or good fungus. If this map is studied, a mark about 200 yards up the passageway to the northwest of the Home Cavern reads "hidden cavern - Lake Cald". This shows the location of a small cavern, hidden behind an illusory wall spell, that leads to a magical gate to the caverns beneath the fortress at Lake Cald (refer to the scenario "Bank Shot" for further details). Another mark is shown about a mile down the passageway to the southwest of the Home Cavern. This mark reads "hidden cavern - city". This shows the location of a small cavern, hidden behind an illusory wall spell, that leads to a magical gate to a location in the drow city of Rabat-wruinu'ili where House Vrielsevri keeps an agent.
The rolls in the shelf are all other maps, including maps of various locations in the underdark, maps of the lower regions of the two dwarven cities, maps of the Drow Empire, and maps of the Far Coast and surrounding lands. Careful study of all of these maps (there are over 50 of them) will allow the PCs to gain knowledge of many of the more important creatures of the nearby underdark region, including areas where mind flayers have been spotted. Studiers will also gain some insight into the various schemes and plans of the drow on the surface via House Mercur.
11. Library
| This room is filled with shelves along all the walls that are replete with tomes, books, grimoires, scrolls, and tablets. Several metal tables and chairs are within, along with two metal writing desks with bone pens and ink jars atop them. Bundles of paper and vellum lay near the desks. |
Treasure: In total there are over 2000 works here that could fetch over 25000 gp assuming the huge volume of books could be safely moved to the surface and then sold.
One tome in particular, fahsioned from the hide of a vrock and decorated with the fanged maw on its front cover, is a treatise written in Abyssal that describes and teached the ritual necessary to activate the rod of Inskarios (see "The Price of Delay" below). It takes a month of study and a DC 30 Knowledge (religion) check to master the ritual, and a check can be made each month. Even once learned, this tome must be present when the ritual is performed in order to reference at key times.
12. Prison
| This hallway has four iron doors set along its east wall. The doors are all solid, except for a small latched window at eye level. Each door is barred from this side and possesses a key lock. |
When there is a prisoner, then there is always a guard on duty in the hallway, culled from the Matron Mother's slaves (area 14). The keys to the cell doors and the manacles are contained on a hook on the inside of the doorway at the south end of the hallway.
13. Matron's Bodyguard (EL
15)
| This room contains three large mounds of what appears to be flayed flesh that serve as beds. A table in the center of the chamber is made of a metal top set upon legs made of ogre or troll skulls. Chains and manacles hang from the ceiling, some of these ending in hooks and cruel barbs. Two partially disemboweled grimlocks hang feet first from these chains, and the ground beneath them is red with drying blood. A rack of wicked looking knives, probes, and scourges hangs from the wall. |
Creatures: Three draegloth hexblades make up N'araktheel's personal bodyguard. All are sons of the matron, when she mated with a kelvezu demon. They are fairly loyal to their mother, and wary rivals of each other, but they will fight together against common foes. Whenever N'araktheel leaves her private quarters, she is always accompanied by at least two of her sons.
|
DRAEGLOTH BODYGUARDS (3) CR
12 Mettle (Ex) A hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fort save against an attack that normally would have a lesser effect on a successful save, he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle. |
Tactics: During trouble, the draegloths will first attempt to get to N'araktheel's side. They will then, if they have time, quaff their useful potions should a fight be imminent. The draegloths will then use their Improved Trip to keep foes from reaching N'araktheel, with readied actions to save trip attempts for later in the round.
Treasure: The torture tools on the wall rack are of masterwork quality, providing a +2 bonus to checks to extract information.
14. Matron's Slaves
| This room contains four silk hammocks hanging from metal poles driven into the floor. A wash tub sits on the floor, with soaps and perfume and oil bottles nearby. A plain metal table and four chairs is in the center of the chamber. |
Creatures: Four elves (2 males and 2 females) are N'araktheel's personal body slaves. She has so thoroughly conditioned and tortured these poor elves that they harbour no hatred towards her and serve her absolutely willingly. It would take a very long and strong conditioning process to revert them to their normal loyalties. These were once pilgrims of Erinhoru who were abducted while on pilgrimage to the Far Coast.
| ELF SLAVES (4)
CR 1 Male and Female high elf ex-Cleric 1 N Medium humanoid (elf) Init +1; Senses low-light vision, Search check to sense secret doors within 5 ft; Listen +4, Spot +4 Languages Elven, Common, Draconic AC 11, touch 11, flat-footed 10 hp 5 (1 HD) Immune sleep Fort +2, Ref +1, Will +4 (+6 vs enchantments) Spd 30 ft (6 squares) Melee unarmed strike +0 (1D3 nonlethal) Space 5 ft; Reach 5 ft Base Atk +0; Grp +0 Abilities Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 14 Feats Combat Casting Skills Concentration +3, Heal +5, Knowledge (religion) +4, Listen +4, Search +3, Spellcraft +4, Spot +4 Possessions stick with continual flame spell cast on it (CL 6) |
15. Alchemical Workshop
|
This large chamber is clearly some sort of laboratory or alchemical workroom. The place is strewn with tables and workbenches that are, themselves, covered with all sorts of alchemical apparatus, including balances, flasks, beakers, alembics, tongs, mortars and pestles, and other more exotic equipment. Shelves above the tables hold a bewildering variety of bottles, vials, small boxes, tied bundles, and other material components and ingredients. Various tomes and scrolls are also on these shelves. Racks on the walls hold various tongs, clamps, scalpels, drills, measuring scoops, droppers, and other tools. In the center of the room is a rather low, long metal table that has several cranks and gears beneath it and restraints on the corners. |
The table in the center can be tilted and raised or lowered using the cranks underneath.
The door to the north (leading to area 16) is under the effect of a greater arcane lock spell (CL 18) attuned to open only for Everik'stri.
Creatures: The mage Everik'stri ( see area 16) can often be found here, working on alchemical matters or torturing and experimenting on a victim restrained in the central table.
16. Everik'stri's Quarters
(EL 18)
|
This room is ornately decorated with deep velvet and black tapestries protraying arcane symbols, complex geometric patterns, and demons in various sorts of disgusting activities. Similar carpets cover the floor. To the northwest, an ornate canopied bed with silk linens sits next to an ornate wardrobe shaped like coiling flames. Next to that is a large silver mirror set above a desk and chair. In the center of the room is a round metal table and four chairs, while several ornate divans are set against the east wall. An ornate shelza ir board sits on the round table, crafted of various precious and semi-precious stones. |
The shelza ir board and pieces are worth a total of 2200 gp.
On the desk are writing bones, ink, and parchment.
There is a secret door (Search DC 35) behnd a tapestry to the northeast. This door is locked from this side by a hidden latch (Search DC 30) and cannot be opened from the other side.
Creatures: The supreme mage of House Vrielsevri dwells here. Everik'stri has been an off-and-on paramour of N'araktheel, though she currently favours Qanzi'kli in her bed. Everik'stri would certainly love to eliminate the sorceress, who was his erstwhile apprentice, but he realizes that House Vrielsevri cannot afford internecine strife at this time and that Qanzi'kli is currently favoured by the Matron Mother.
|
EVERIK'STRI CR 19 Improved Metamagic (Su) Everik'stri has mastered metamagic to such an extent that whenever he uses a metamagic feat, the required increase in spell level (if any) is reduced by one (minimum +1 spell level). This benefit also applies to Everik'stri's other class abilities. Instant Metamagic (Su) 2/day, Everik'stri can apply a single metamagic feat he possesses to a spell without preparing it that way beforehand or increasing caster time. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Metamagic Effect (Su) 6/day, as a full-round action that provokes an attack of opportunity, Everik'stri can attempt to apply a metamagic feat he possesses to a persistent spell effect that is already in place. To use this ability, Everik'stri must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]). "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell's castig do not count toward the modified spell level, but adjustments for metamagic that change the spell's effect do count. Metamagic Spell Trigger (Su) Everik'stri can apply a metamagic feat he possesses to the effect of a spell trigger item (generally a wand). To use this ability, he must have the appropriate item creation feat to make the spell trigger item he is using. Using metamagic spell trigger expends a nnumber of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. Everik'stri cannot use this ability when using a spell trigger item that does not have charges. Seize Concentration (Su) Everik'stri can wrest control of a spell that requires concentration from another spellcaster within 30 ft. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, Everik'stri and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If Everik'stri wins, he gains control of the spell for as long as he maintains concentration or until the original spell duration expires. The spell functions as though Everik'stri were the caster (even if it is a spell he cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 bonus on any saves allowed against it. If Everik'stri allows his concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell. Snatch Spell (Su) Everik'stri can attempt to seize control over a persistent spell effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster's control. Furthermore, the effect (but not necessarily the spellcaster) must be within 30 ft of Everik'stri. The target spellcaster and Everik'stri make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If Everik'stri wins, he gains control of the spell until its original duration expires. The spell functions as though Everik'stri had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saves allowed against it. If the spell is dismissable and Everik'stri wishes to dismiss it, he must make a second successful opposed caster level check to do so. If he fails, the spell remains in effect and control reverts to the original caster. * As long as the arrow demons in the gatehouse are alive, then two 7th level spell slots are considered used |
Tactics: Everik'stri's speciality is dueling other mages. In any combat, he will gird himself with his defensive spells and then use his incantator abilities and Dampen Spell and Improved Counterspell feats to thwart enemy spellcasters. Once the enemies' best spells have been cast, then he will use his own spells to rain down destruction upon his enemies. The scrolls of gate that Everik'stri keeps in the sack in his bed (see below) are reserved for only the most important of matters. These drow have no way to replace these precious scrolls once they are used up, and so the mage is unlikely to use them in even a serious battle unless all looks hopeless.
Traps: The golden thread on the hidden sack (see below) is coated with dragon bile contact poison.
| Thread Covered in Dragon Bile CR 7; mechanical; touch trigger (attached); no reset; poison (dragon bile, DC 26 Fort save resists, 3D6 Str/0); Search DC 27; Disable Device DC 16. |
Treasure: Hidden inside the bedding (Search DC 35) is a large leather sack tied with a golden thread. The thread is coated with dragon bile contact poison. Instead, a hidden slit (Search DC 20) on the bottom of the sack allows it to be opened safely.
Within are 500 gp, 100 pp, six large diamonds worth 5000 gp each, and 3 arcane scrolls of gate (CL 18).
17. Qanzi'kli's Quarters (EL
12)
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This room is furnished with a canopied metal bed with maroon silk covers. A wooden wardrobe stands nearby, along with a vanity and mirror, a metal desk, and a leather couch. The walls are decorated with intricate patterns comprised of bones and bone chips set onto the walls. These form shapes vaguely suggestive of serpents, dragons, and serpentine demons such as mariliths. |
On the desk are writing bones, ink, and parchment.
The mirror is an aspect mirror
attuned to another such mirror in the city of Rabat-wruinu'ili
where an agent of House Vrielsevri has the other mirror. These
mirrors allow the two to communicate.
Creatures: Qanzi'kli dwells in this chamber. She was an
apprentice to Everik'stri, but eventually formed a romantic relationship
with N'araktheel, who came to trust her as much as she could trust
anyone. Because Qanzi'kil is bright and capable but not as powerful
as Everik'stri, N'araktheel is more willing to let her out of
her sight, and often sends her on missions to the surface world,
as she is a capable disguise artist even without her magical mask.
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QANZI'KLI CR 13 * This spell is always cast and is reflected in the above statistics |
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Mask of Disguise This porcelein mask, when placed over the face of a Medium humanoid or monstrous humanoid creature, allows the the wearer to cast alter self at will. Moderate Transmutation; CL 5; Craft Wondrous Item, alter self; Price 18000 gp; XP 720. |
Also in the chamber are two hound archon zombies, mocking trophies animated by Qanzi'kli, and a minotaur skeleton. These will obey Qanzi'kli's commands.
| HOUND ARCHON
ZOMBIES (2) CR n/a NE Medium undead Init -1; Senses darkvision 60 ft; Listen +0, Spot +0 AC 20, touch 9, flat-footed 20 hp 81 (12 HD); DR 5/slashing Fort +4, Ref +3, Will +8 Spd 40 ft (8 squares) Melee mwk greatsword +10 (2D6+4) Space 5 ft; Reach 5 ft Base Atk +6; Grp +9 Combat Gear masterwork greatsword Abilities Str 17, Dex 8, Con -, Int -, Wis 10, Cha 1 SQ single actions only Feats Toughness Possessions combat gear |
| MINOTAUR SKELETON
CR n/a NE Large undead Init +5; Senses darkvision 60 ft; Listen +0, Spot +0 AC 12, touch 10, flat-footed 12 hp 39 (6 HD); DR 5/bludgeon Immune cold Fort +4, Ref +3, Will +8 Spd 40 ft (8 squares) Melee mwk greataxe +7 (3D6+6) and gore +6 (1D8+4) Melee 2 claws +6 (1D6+4) and gore +1 (1D8+2) Space 10 ft; Reach 10 ft Base Atk +3; Grp +11 Combat Gear masterwork greataxe Abilities Str 19, Dex 12, Con -, Int -, Wis 10, Cha 1 Feats Improved Initiative Possessions combat gear |
Tactics: Qanzi'kli will use her Reactive Counterspell ability to hinder enemy spellcasters. She also likes to use her engulfing terror spell in conjunction with her web spell to trap victims within a gelatinous cube.
Treasure: The desk has a false back (Search DC 25) that hides a small iron chest. The chest is unlocked and holds 350 sp, 200 gp, and 50 pp as well as 10 black onyx gems worth 300 gp each, 2 black onyx gems worth 500 gp each, and an amulet of inescapable location (appears as an amulet of proof against detection and location in a spider shaped medallion on a silver chain).
18. Matron's Living Chamber
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This chamber is bedecked with exotic tapestries depicting drow caravans wending their ways through tunnels and what appears to be ruined underground dwarven structures with dead dwarven bodies draped over walls and across a battlefield. The floor bears various expensive rugs of Morakki and Imperial design and upon these rugs sit a low, wide wooden table fashioned from driftwood and two comfortable looking couches. Several braziers glow with hot coals and a subtle incense wafts from them into the chamber. Two life-sized statues of marble stand along the west wall, these depicting two older female drow in robes bearing the symbol of the lidless eye. Both statues hold a long sceptre in one hand that has spiders engraved along its length and is capped by a fist-sized bloated spider with the head of an elf female. In the other hand is a mask of a female drow with eight spider-like legs in the back. |
The secret door to the north (Search DC 35) is locked from this side and cannot be opened from the other side. The lock on this side can be opened by means of the magic key held by N'araktheel.
The door to the east can be barred from this side.
Creatures: N'araktheel (see below) can often be found here relaxing, practicing her maneuvers, or discussing matters with Qanzi'kli.
19. Matron's Bed Chamber
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This place is dominated by a massive circular bed set in the southern portion of the room. The black silk sheets on the bed have a lidless eye embroidered into them, so that the whole bed looks like a single eye. Several wardrobes, one of metal and one of wood line the western wall in the south, and a night table, hanging mirror and vanity line the eastern wall in the south. Tapestries and curtains cover the walls, and the floor is comprised of a deep black carpet with no discernible pattern but unsettling shades of even deeper black running through its length. Traceries of faerie fire run along the ceiling, forming temporary patterns is they move from end to end above the room. Further to the north is a large copper wash tub engraved with scenes of a drow city. Linens and bottles are set upon nearby shelves. Next to the tub is a cushioned privy. A cabinet in the northwestern corner has frosted glass panes and shows some decanters and bottles within, set next to several shiny goblets. In the northeast corner is a practice dummy shaped like a humanoid creature. The dummy is made of metal and bears many scorings and scratches upon it. |
The wardrobes contain a great many expensive outfits, ranging from robes embroidered with precious metals and gems, to spidersilk negligees that leave little to the imagination.
The bottles near the tub are perfumes and cleansers.
The bottles in the cabinet contain various rare vintages of elven frostwine and lichen wine. There are also 3 golden goblets shaped like dragons and studded with small rubies worth 750 gp each.
The secret door to the south (Search DC 35) is locked from this side and cannot be opened from the other side. The lock on this side can be opened by means of the magic key held by N'araktheel.
The door to the north can be barred from this side.
Creatures: N'araktheel (see below) can often be found here sleeping, copulating, bathing, or practicing strikes on the dummy.
Treasure: Hidden in the folds of the bed (Search DC 15) are two vials of antitoxin.
In an iron chest under the bed (openable by a key on N'araktheel's person), are 15000 sp and 5000 gp (all of Imperial mint).
Hidden in a false floor of one of the wardrobes (Search DC 30) are 250 gp, 750 pp, and a horde of 50 gems of various types worth a total of 25000 gp.
The Matron Mother:
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N'ARAKTHEEL CR 20 If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
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Nemis Body Splinter This is a small sapphire chip glows and twinkles with a strange radiance. The chip is set upon a silver choker chain. The body splinter is one third of a large sapphire formerly inset into a rod that was specially prepared by demons in the service of the drow matron N'araktheel to capture the wizard Nemis. Once captured, the gem was splintered into three parts, each containing a facet of Nemis (mind, body, and soul). The body splinter controls the body of Nemis, but given that it is an empty husk, this splinter does not have a lot of usefulness. Possession of this splinter allows the wearer to control the body of Nemis. Ordering Nemis's body to move is a free action that is done mentally through the splinter. It will function anywhere on the same plane. The wearer of the splinter can use the body's senses to perceive the environment around the body. Nemis' body is essentially a sort of construct. It has no class levels and no Int, Wis, or Cha scores. It does, however, have a Con score and is subject to spells and effects that require Fort saves. It gains all of the normal construct traits except that it is subject to critical hits (and all other abilities based on this, such as sneak attacks, et al). Since it has no motive power of its own, Nemis' body can take only a single standard action each round (like a zombie). The body needs food and water (but not sleep) and will take no actions to preserve itself unless commanded to do so. Any command given to the body lasts for 1 minute at most, after which time the body stands still, inert, until given another command. The gem radiates strong conjuration magic. |
Tactics: N'araktheel recognizes that she is in many ways a jack of all trades and a master of none. While this versitility serves her in her day to day role as Matron Mother, it does put her at a disadvantage in fights, especially one-on-one combats. For this reason, she avoids direct combat when at all possible, instead sniping with her wands and scrolls. Nevertheless, she can muster some impressive attacks when necessary, and will certainly engage in flanking maneuvers when her draegloth bodyguards are present. In a pinch, she can call forth the crystal of the ebon flame and use that to her advantage. Because she already wear Johydee's mask, she is already immune to mind-affecting spells. Therefore she never needs to use the crystal's mindblank effect, though she will us the protection from spells. Her mask also makes her immune to the symbol of insanity backfire of the crystal should she fail her DC 20 Will save when grasping the crystal.
The Portal Caves:
House Vrielsevri has constructed, over the course of its three decades here, two magical portals for its use.
The first is located some 200 yards up the passageway that emanates from the northwest corner of the Home Cavern. It is located in a tertiary passageway off of the larger one, located in a small cave hidden by an illusory wall spell. At the back end of this cave is a plain stone archway that is a magical gate to a cave below the fortress at Lake Cald.
The second is located about a mile down the passageway that emanates from the southwest corner of the Home Cavern. It is located in a tertiary passageway off of the main one, located in a small cave hidden by an illusory wall spell. At the back end of this cave is a plain stone archway that is a magical gate to a basement in a safehouse in the city of Rabat-wruinu'ili.
N'araktheel's Reaction:
While this section is entitled "N'araktheel's Reaction", it effectively defines all of the Vrielsevri drow reactions, since her word is law.
The reaction of the Matron Mother depends quite a bit upon whether the DM is running this scenario with the Heroes of the Gem or other well-known and famous high level PCs, or whether the higher level PCs are relatively unkown to the Matron Mother.
In all cases, the Matron Mother knows that once any PCs have penetrated the tunnels beneath House Mercur, her schemes have failed utterly. After all, she must assume that the PCs have defeated or infiltrated House Mercur, know about the drow infiltration, and have communicated it to their own allies and/or the Imperial authorities. Every Imperial merchant house will be on alert for further drow infiltration, making it almost impossible for Vrielsevri to re-attempt its scheme anytime in the next few generations of humans. As such, the Matron Mother will not be fighting to preserve her schemes. Those are finished. Instead, her fight will be one of survival and trying to buy herself enough time to figure out what the heck to do next.
If the high level PCs are relatively unknown to the Matron Mother, then even once she is informed of their coming, she will simply put her forces on alert, institute regular patrols, and await a fight in her home cavern. If she is allowed time, she will institute the measures described in "The Price of Delay" section below. As such, she will appreciate any delay or use of PC resources instigated by the forces at the drow gatehouse. A fight with the Matron Mother will not necessarily be to the death. In a pinch, the Matron Mother will be happy to flee with those of her forces she can muster, though this will only be as a very last resort, since this time she will be left with a fraction of a fraction of her original household. As a merchant house leader, N'araktheel is more than willing to parley and bargain for her safety. As her schemes in the Far Coast are now at an end, she will certainly accept most any terms that leave her with her life, her minions, and at least some of her treasure. That said, she will turn over Nemis' body, the Crystal of the Ebon Flame, and even Johydee's Mask. Of course, assuming the PCs have proven their mettle in their battle against her forces, she may also be inclined to offer the PCs the same bargain she offers the Heroes of the Gem (see below).
If the PCs include mighty heroes well-known to the Matron Mother (e.g. the Heroes of the Gem in the historical Therran campaign), then the DM is going to have to adjudicate exactly when the Matron Mother becomes aware of exactly whom she is facing. For purposes of this scenario, the remainder of this section assumes that it is the Heroes of the Gem who are the high level PCs.
When N'araktheel first learns that intruders are approaching, she will naturally assume it is the Riverine PCs. She will certainly be distressed that her plans have come to naught, but she will welcome the hubris of the Riverine PCs in daring to face her and her forces directly. She will therefore prepare to have the intruders captured by her patrol or at the drow gatehouse and dragged to her for her pleasure. Even should the invaders penetrate to the Home Cavern, she will likely remain in her audience chamber until it is clear that the fight without will not be an easy drow victory. Again, it is up to the DM to decide when enough combat has happened and the Matron Mother will deign to take a look at the invaders and realize whom she fights. This can be as soon as a few rounds after the PCs approach the central plateau, or it can be after the deep dragon, maur, and gargoyles have been defeated.
At some point, presumably, she will learn that she faces the Heroes of the Gem. This is a very important turning point in her reaction to the invaders, and the DM needs to adjudicate it carefully. There is no absolute proper time for this to happen. Much depends on what the PCs do, what kind of word gets back to N'araktheel, etc. Of a certain, at the very least, she should become aware sometime after the PCs launch their assault on the Home Cavern itself. Eventually N'araktheel will come to view the battle or come in contact with it (or it with her if the PCs invade the keep directly). But it is also quite possible she will become aware of the Heroes well before they reach her cavern. It should be noted that none of the other drow in this scenario will be likely to recognize the Heroes of the Gem on sight, nor are they likely to simply believe it if the PCs declare themselves as such. Of course, a learned drow like Everik'stri might have a chance to recognize some unique magic item when used in his presence (such as the staff of the archmage). But in general, it is N'araktheel herself, having seen the Heroes up close before, who will recognize them on sight.
To some extent, the timing can be fudged by the DM to match whatever feels the best. If the DM wants to make this a fairly short scenario and dive right into the next one, he can have the drow patrol in the drow ambush (encounter #3), transmit descriptions of the PCs to N'araktheel. Unless the Heroes are in diguise, the Matron Mother will recognize their descriptions fairly easily. Similarly, as the Heroes utilize more of their higher level spells and unique magic items, it is more likely that any of this being communicated to N'araktheel will cause her to recognize the Heroes. Finally, once it is determined that the invaders are a threat or highly capable, she will certainly attempt to scry them using the greater scry ability of the Crystal of the Ebon Flame (Will DC 25). If this succeeds, she will likely see that the Heroes are involved. In fact, if the drow patrol never returns at all, then word of this will get back to N'araktheel, and the wiping out of an entire drow patrol is no small thing. She will certainly begin to scry the trouble and, if the PCs allow her the time, will have her drider high priest cast a divination spell or even a commune spell to learn about what is coming. It is then up to the DM whether these divinatory magicks tell her that the Heroes of the Gem are coming, or give her some more cryptic advice.
In the official campaign, two of the mounted drow from the drow patrol ambush escaped and reported back to the drow gatehouse that powerful humans and surface elves were approaching, capable of using symbol spells. When one of the drow patrol was questioned further by Lissin'it, she mentioned that the lead human had strange tattoos on his face, many whirling ioun stones around a strange lapis crown on his head, and a symbol emblazoned on his tabard. Lissin'it then used one of his sending scrolls to alert N'araktheel to this description (e.g. "My mistress. Patrol defeated by humans. Leader has tattoos, ioun stones, insanity symbol spell on tabard. Riverine whelps and other unknowns with them. Please advise"). To this N'araktheel replied: "Send again in 10 minutes for my reply".
Once she suspects she is up against the Heroes of the Gem, N'araktheel becomes very concerned. While she has at her command a very formidable group of minions, and she is no slouch herself, she certainly has no illusions about defeating the Heroes of the Gem. In addition, as she has already once come to terms with the Heroes, and as she has already once managed to turn an encounter with them to her advantage, she is inclined to consider the implications of their presence before acting.
After a short time of thought and consultation with her advisers if they are available (i.e. Qanzi'kli, Everik'stri, and perhaps the House Commander/Patrol Leader and Ifivenix), N'araktheel will come up with a plan. She will endeavour to stop hostilities and invite the PCs to parley. In the historical campaign, N'araktheel replied to Lissin'it's second sending as follows: "Ask to parley. If accepted, ask who they are. Give me a detailed description of the powerful ones. If parley refused, alert me at once!" Queequeg stepped forward and Lissin'it used his last sending scroll to describe him to N'araktheel. The Matron Mother then knew whom she faced and sent her last reply, ordering: "Tell them Matron Mother wishes to parley with them directly. She remembers they came to accommodation before. Bring them to me safely. Don't fail!"
Once N'araktheel offers to parley, she will order all fighting stopped. Assuming the PCs agree, she will then invite them into her audience chamber (area 18, Level One) and discuss her newly formulated plan (see below).
The Price of Delay:
This scenario is designed on the assumption that the PCs will commence their raid all the way from the ruins of House Mercur to the Home Cavern in a single day. The ELs of the encounters generally reflect this fact, especially if the PCs simply choose to avoid or evade some of the more static encounters along the way (such as the drow gatehouse and the purple worm).
If the PCs instead choose to rest between encounters, the DM should up the difficulty of the final encounter(s) to compensate.
The means for doing this lie in the rod of Inskarios mentioned in area 15 of Level One. This rod is a powerful magic item (a minor artifact) that allows a powerful fiend to be called forth to perform the bidding of the wielder.
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Rod of Inskarios This rod is about 2 ft long and made of a weird pulsing black gemstone. The rod is shaped like drops of blood draining from a heart at the top into a bowl at the bottom. Once per year the rod can be used to call forth a powerful fiend by means of a horrific ritual. The rod can only call a single fiend, which appears as if called by a gate spell. The fiend is compelled to serve the person who completed the ritual for 14 days, after which time the fiend is released back to the netherworld. If the person who completed the ritual is dead, then the fiend is released from service and immediately returns to its home plane. The ritual of the rod is complex and exacting, and requires that the knowledge be mastered by studying a copy of the ritual text. This requires a month of study and a successful DC 30 Knowledge (religon) check. Once mastered, a copy of the ritual text must still be present during the ritual in order to refer to it at key times. The ritual includes the sacrifice of a sentient being upon an unholy altar that is under the effect of an unhallow spell. The entire ceremony takes a full day to perform and a DC 25 Knowledge (religion) check is needed to ensure the ritual was performed properly. If the check fails, the sacrifice is still made, but the 24 hours spent are wasted. The ritual may then be attemped again with a new sacrifice. If the check is failed by 5 or more, however, then the rod cracks and is forever useless. If the ritual succeeds, the caster must then name the fiend. The fiend cannot have more HD than the wielder's HD but must respond to the call. Only evil outsiders may be so called. If the rod is used more than once per year, there is a cumulative 5% chance that the rod cracks and becomes utterly useless. In any event, at no time can two fiends be called by the rod simultaneously. If this is done, both fiends become released from the influence of the rod and are very likely to attack the rod wielder before departing back to their home planes (they may remain on the Material Plane for 24 hours at most once uncontrolled by the rod). Strong conjuration; CL 20; Weight 2 lbs. |
It is likely that, should the PCs rest for a day or more after having shown they constitute a serious threat to the drow (e.g. by defeating the drow patrol, or by defeating the drow gatehouse), Ifivenix will ask N'araktheel for permission to conduct the ritual of the rod. Unless she knows that the invaders are the Heroes of the Gem, she will authorize it. The ritual will take place, and assuming Ifivenix makes his Knowledge (religion) check, he will call forth a powerful demon to defend the keep.
It is most likely that the demon called will be a marilith. She will likely wait hidden on the roof of the keep and wait to teleport down when the invaders' assault reaches the stone bridge or the plateau itself. Just before, she will almost certainly attempt to summon another tanar'ri, likely 1D4 hezrou.
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MARILITH CR 17 Improved Grab (Ex) To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict. Summon Demon (Sp) Once per day a marilith can attempt to summon 4D10 dretches, 1D4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th level spell. True Seeing (Su) Mariliths continuously use this ability, as the spell (caster level 16). |
N'araktheel's Bargain:
Should N'araktheel seek to bargain with the PCs, she will make them an offer that is detailed in the next scenario, entitled "Kiss of the Spider Queen" In essence, she will offer to help the PCs to enter Lolth's demiplane, the Demonweb Pits, and slay the Spider Queen herself. This will allow the Matron Mother to attempt another move against the drow priesthood and take control of the Drow Empire. Refer to that scenario for details.
Putting Things Right:
Should the PCs succeed, then it is likely that they now have Nemis' mind splinter, his soul splinter, and his body splinter at hand. However, mere possession of these three items does not enable the wizard to be brought back to life. That process is one that is currently unknown, and may be the subject of future scenarios.
N'araktheel would like to keep the Crystal of the Ebon Flame, the better to conduct her eventual overthrow of the Drow Empire, and certainly if she proposes to the PCs her bargain as mentioned in the next scenario, she will attempt to keep the item. However, if pressed she will return it to the PCs. The PCs are then under at least an ethical obligation to return the artifact the the wizened silver dragon Octonneor de Lurgente on the Isle of Onlor. Should they decide to keep it, it may be that the dragon eventually seeks to reclaim it, as does Nemis' guild Blood and Thought. Those consequences are left to the DM.
Johydee's mask is not claimed by anyone other than N'araktheel. If asked about it, she will say that she had it stolen from a drow priestess' vault in the Empire centuries ago. Again, she would very much like to keep this item, and won't even tip the PCs to its presence.
Experience Points:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:
There are no specific story bonuses for this scenario.