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voyagernotes82 [2007/07/01 14:48] – external edit 127.0.0.1voyagernotes82 [2017/05/27 18:58] (current) – external edit 127.0.0.1
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 === People, Places, and Things: === === People, Places, and Things: ===
  
-Dezzavold - the Drow enclave where the Heat Crystal used to reside +== Dezzavold - the Drow enclave where the Heat Crystal used to reside == 
-      Mar'Sevul - Drow clan that now runs Dezzavold's portals +  Mar'Sevul - Drow clan that now runs Dezzavold's portals 
-         Talice - Leader of House Mar'Sevul ("Matron" - Dez. p.83) +    Talice - Leader of House Mar'Sevul ("Matron" - Dez. p.83) 
-         Rilrae - Priestess #1 (sister to Talice) ("Priestess" - Dez. p.83) +    Rilrae - Priestess #1 (sister to Talice) ("Priestess" - Dez. p.83) 
-         Sabrae - Priestess #2 (sister to Talice) ("Priestess" - Dez. p.83) +    Sabrae - Priestess #2 (sister to Talice) ("Priestess" - Dez. p.83) 
-         Zarra - Priestess #3 (sister to Talice) ("Priestess" - Dez. p.83) +    Zarra - Priestess #3 (sister to Talice) ("Priestess" - Dez. p.83) 
-         Malaggar - Wizard of House Mar'Sevul ("Exploiter" - Dez. p.90) +    Malaggar - Wizard of House Mar'Sevul ("Exploiter" - Dez. p.90) 
-         Alak, Belgos, and Chaszmyr - Invokers under Malaggar +    Alak, Belgos, and Chaszmyr - Invokers under Malaggar 
-      Erel Hudai - Drow clan with crystal; Used to run Dezzavold's portals +  Erel Hudai - Drow clan with crystal; Used to run Dezzavold's portals 
-         Elm'eny - banished leader of the Erel Hudai (male) +    Elm'eny - banished leader of the Erel Hudai (male) 
-         Vhaeraun - "The Masked Lord"; God worshipped by Erel Hudai +    Vhaeraun - "The Masked Lord"; God worshipped by Erel Hudai
  
 Stolen from the City of the Spider Queen web enhancement: Stolen from the City of the Spider Queen web enhancement:
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 Mlezzir, Pharn, Rrostarr, Telenna, Vrinn, Xarann, Zolond. Mlezzir, Pharn, Rrostarr, Telenna, Vrinn, Xarann, Zolond.
  
 +^ Names with apostrophes (for use by critters and some Drow): ^^^
 +| Dynayrd'    | Pol'buru      |               |
 +| Tia'tas'uig   | R'umsul                     |
 +| Sw'cerbur     | End'awo       | Vor'ia        |
 +| Loraynn'    | Lorost'     | Enourr'     |
 +| Draooll'    | Moseet'rt     | Ther'ves      |
 +| Lor'tino      | Ton'ang       | Er'usk'uiy    |
 +| Del'ane       | Er'at         | I'nyser       |
 +| Mor'rilo      | Iss'hat'uch   | On'mose       |
 +| M'yerard      | Gha'ack'uint  | O'hatat       |
 +| An'yer'eel    | Ight'dra'uph  | Mos'per'aeth  |
 +| Unt'em        | Quaeel'     | Kin'den'ol    |
 +| Ardor'      | Beled'ld      | Essiy'      |
 +| Y'ercer       | Eng'en'el     | Honyr'      |
 +| Ceriep'nd     | Tor'elm'ill   | Dar'yer       |
 +| Che'om'eif    | U'rancha      | Que'old       |
 +| Ath'hat'ield  | Yereuch'    | N'chebel      |
  
-Names with apostrophes (for use by critters and some Drow): +=== I. The grand unified story... ===
- +
-      * Dynayrd'      * Pol'buru +
-      * Tia'tas'uig     * R'umsul +
-      * Sw'cerbur       * End'awo         * Vor'ia +
-      * Loraynn'      * Lorost'       * Enourr'+
-      * Draooll'      * Moseet'rt       * Ther'ves +
-      * Lor'tino        * Ton'ang         * Er'usk'uiy +
-      * Del'ane         * Er'at           * I'nyser +
-      * Mor'rilo        * Iss'hat'uch     * On'mose +
-      * M'yerard        * Gha'ack'uint    * O'hatat +
-      * An'yer'eel      * Ight'dra'uph    * Mos'per'aeth +
-      * Unt'em          * Quaeel'       * Kin'den'ol +
-      * Ardor'        * Beled'ld        * Essiy'+
-      * Y'ercer         * Eng'en'el       * Honyr'+
-      * Ceriep'nd       * Tor'elm'ill     * Dar'yer +
-      * Che'om'eif      * U'rancha        * Que'old +
-      * Ath'hat'ield    * Yereuch'      * N'chebel +
- +
- +
-== I. The grand unified story... ==+
  
 Shadow has been using the crystals to keep the party moving along his desired Shadow has been using the crystals to keep the party moving along his desired
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 this information is dangerously out of date... this information is dangerously out of date...
  
-[[ Does Einerk serve a positive role in this story at all?  Perhaps he's +[ [ //Does Einerk serve a positive role in this story at all? 
-      leading the party astray for a reason. ]]+Perhaps he's leading the party astray for a reason.// ] ]
  
 The chain gate is a two-way gate that links to a fixed location in a Drow The chain gate is a two-way gate that links to a fixed location in a Drow
 enclave.  (See Section III. below) enclave.  (See Section III. below)
  
- +=== II. The state of the Drow: ===
-== II. The state of the Drow: ==+
  
 This adventure takes place in a small side chamber just outside the city of This adventure takes place in a small side chamber just outside the city of
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 Mar'Sevul did manage to force Erel Hudai to flee through an ancient portal Mar'Sevul did manage to force Erel Hudai to flee through an ancient portal
-(actually a Godstone), whereupon they brought down the cavern on the portal,+(actually a [[Godstone]]), whereupon they brought down the cavern on the portal,
 cutting off Erel Hudai from the rest of the Underdark. cutting off Erel Hudai from the rest of the Underdark.
  
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 Duergar discovered their existance - and by then, it was too late. Duergar discovered their existance - and by then, it was too late.
  
--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+----
  
 In recent history, Erel Hudai are the drow responsible for the failed orc In recent history, Erel Hudai are the drow responsible for the failed orc
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 But more on this in later sessions... But more on this in later sessions...
  
- +=== III. The Teleport Chain ===
-== III. The Teleport Chain ==+
  
 The chain is made up of hundreds of tiny black metal links - each one only a The chain is made up of hundreds of tiny black metal links - each one only a
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 (See Section V. below) (See Section V. below)
  
- +=== IV. The Vials ===
-== IV. The Vials ==+
  
 If Bigby opts to combine the contents of his vials (and the vials If Bigby opts to combine the contents of his vials (and the vials
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 Shadow's spell is in the form of a mark on the Janni's forehead.  It performs Shadow's spell is in the form of a mark on the Janni's forehead.  It performs
 the following effects (all at caster level 20): the following effects (all at caster level 20):
-      1) Chain Dispel (PHB2, p.105) +  * 1) Chain Dispel (PHB2, p.105) 
-      2) Mana Flux (PHB2, p.119) - 20' radius from Apenimon +  2) Mana Flux (PHB2, p.119) - 20' radius from Apenimon 
-      3) Symbol of Spell Loss (SpC, p.218)+  3) Symbol of Spell Loss (SpC, p.218)
  
 In addition, Apenimon's spell/curse will summon up to six Advanced Elder In addition, Apenimon's spell/curse will summon up to six Advanced Elder
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 then he will almost certainly fall back into Shadow's hands. then he will almost certainly fall back into Shadow's hands.
  
- +=== V. The Portal Room ===
-== V. The Portal Room ==+
  
 When the party first emerges through the teleport chain, they will find When the party first emerges through the teleport chain, they will find
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 The room has the following features: The room has the following features:
-      It is cold here - though not dangerously so. +  * It is cold here - though not dangerously so. 
-      Four teleport platforms (marked with different colors) - each one is on a +  Four teleport platforms (marked with different colors) - each one is on a platform raised about two feet off the ground floor and has a set of steps leading down from them.  The party will be arriving at the "Green" platform (second from guard room wall). 
-         platform raised about two feet off the ground floor and has a set of +  Platform activity indicators - Two sets of four colored lights on the walls in the main room and the guard room.  Each light is keyed to a portal and glows faintly when the portal is active.  When the party arrives, the Green light will be lit. 
-         steps leading down from them.  The party will be arriving at the +  Sealing Wall (marked in brown) - This magical wall can be sealed by command word ("En'eng" - known to all the portal guards).  However, it can only be unsealed from outside.  (More on this later). 
-         "Green" platform (second from guard room wall). +  "Cover walls" (marked in Orange) - these are three-foot-tall stone walls designed to provide cover for Drow archers. 
-      Platform activity indicators - Two sets of four colored lights on the +  Spiderstone Golems (marked with black stars) - These four-armed obsidian creatures will appear as statues initially. 
-         walls in the main room and the guard room.  Each light is keyed to a +  Faerie Fire torches (marked with yellow dots) - to provide illumination throughout the room.  Note: This makes this room brighter than most other places in Dezzavold. 
-         portal and glows faintly when the portal is active.  When the party +  Guard Room - The wall has ten arrow slits to provide the guards opportunity to fire from concealment. 
-         arrives, the Green light will be lit. +  Indoor toilet - Corner of guard room, behind second door.  (The guards must remain at their post for long periods of time). Note: This could be used as an escape route for a tiny creature and eventually leads into the river on the city map from Voyager #69 - TrialBriaCity.jpg 
-      Sealing Wall (marked in brown) - This magical wall can be sealed by +  Curtain - In the guard room, marked with a red wavy line.  Provides some privacy and blocks line of sight for spellcasters looking in through the arrow slits. 
-         command word ("En'eng" - known to all the portal guards).  However, it +  Sink - blue basin on far wall in guard room.  Provides magical source of water.  Drains into the same system as the toilet. 
-         can only be unsealed from outside.  (More on this later). +  Weapons Rack - marked in red in the guard room along the far wall. 
-      "Cover walls" (marked in Orange) - these are three-foot-tall stone walls +  Numerous barrels and crates - To hold food for the guards if they are sealed in for a long period of time.  (What are Drow barrels made of?)
-         designed to provide cover for Drow archers. +
-      Spiderstone Golems (marked with black stars) - These four-armed obsidian +
-         creatures will appear as statues initially. +
-      Faerie Fire torches (marked with yellow dots) - to provide illumination +
-         throughout the room.  Note: This makes this room brighter than most +
-         other places in Dezzavold. +
-      Guard Room - The wall has ten arrow slits to provide the guards +
-         opportunity to fire from concealment. +
-      Indoor toilet - Corner of guard room, behind second door.  (The guards +
-         must remain at their post for long periods of time). Note: This could +
-         be used as an escape route for a tiny creature and eventually leads +
-         into the river on the city map from Voyager #69 - TrialBriaCity.jpg +
-      Curtain - In the guard room, marked with a red wavy line.  Provides some +
-         privacy and blocks line of sight for spellcasters looking in through +
-         the arrow slits. +
-      Sink - blue basin on far wall in guard room.  Provides magical source of +
-         water.  Drains into the same system as the toilet. +
-      Weapons Rack - marked in red in the guard room along the far wall. +
-      Numerous barrels and crates - To hold food for the guards if they are +
-         sealed in for a long period of time.  (What are Drow barrels made of?)+
  
 If the party takes any time to actually go through the gate, the portal If the party takes any time to actually go through the gate, the portal
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-== VI. The Drow of House Mar'Sevul ==+=== VI. The Drow of House Mar'Sevul ===
  
 Because of the lack of the "Heat" crystal, it is cold here. Because of the lack of the "Heat" crystal, it is cold here.
-      The "natural" state of the city is cold (magically so, perhaps?) +  * The "natural" state of the city is cold (magically so, perhaps?) 
-      When the Drow got the Heat crystal, they settled here because they could +  When the Drow got the Heat crystal, they settled here because they could make it comfortable. 
-         make it comfortable. +  When the crystal was stolen, they opted to stay because it wasn't *that* cold - and they could compensate with natural and magical fires. 
-      When the crystal was stolen, they opted to stay because it wasn't *that* +  This means that the city area is unusually hazy from all the smoke.
-         cold - and they could compensate with natural and magical fires. +
-      This means that the city area is unusually hazy from all the smoke.+
  
 If (when) the party breaches the sealing wall, they will be confronted by If (when) the party breaches the sealing wall, they will be confronted by
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-== VII. Negotiation ==+=== VII. Negotiation ===
  
 If the party gets the upper hand in this fight, Talice will call her forces If the party gets the upper hand in this fight, Talice will call her forces
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 Her demands are simple: Her demands are simple:
-      1) Return from where you came +  * 1) Return from where you came 
-      2) Return the stolen teleport chain+  2) Return the stolen teleport chain
 Item #1 is negotiable, #2 is NOT Item #1 is negotiable, #2 is NOT
  
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 If the party reveals that they are after the crystal, she will be very open If the party reveals that they are after the crystal, she will be very open
 about the theft of the crystal by Erel Hudai.  She will not, of course, admit about the theft of the crystal by Erel Hudai.  She will not, of course, admit
-that her house forced them out.  In fact, any conflict against Erel Hudai +that her house forced them out.  In fact, any conflict against Erel Hudai will 
-will be spun as punishment against criminals.  She also may be persuaded to +be spun as punishment against criminals.  She also may be persuaded to send a 
-send a guide to help the party locate the collapsed godstone.  This would +guide to help the party locate the collapsed [[Godstone]].  This would only be 
-only be offered as a last resort, though.+offered as a last resort, though.
  
 If the party begins to lose, Talice will also appear - although this time, If the party begins to lose, Talice will also appear - although this time,
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-== VIII. Dezzavold ==+=== VIII. Dezzavold ===
  
 If the party manages to woo Talice sufficiently, they may be allowed to stay If the party manages to woo Talice sufficiently, they may be allowed to stay
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 The more likely result is that the party will see Dezzavold only in passing. The more likely result is that the party will see Dezzavold only in passing.
  
 +=== IX. Combat Statistics ===
  
-IXCombat Statistics+== Advanced "Elder" Shadow Elemental (Huge: 40 ft., 20,000 lb.) ==
  
-Advanced "Elder" Shadow Elemental (Huge: 40 ft., 20,000 lb.) +   Hit Dice .............  40d8+200 (380) 
-Hit Dice .............  40d8+200 (380) +   Initiative ...........  +11 
-Initiative ...........  +11 +   Speed ................  40'/fly 50'/swim 50' 
-Speed ................  40'/fly 50'/swim 50' +   AC (Size/Dex/Natural).  25 (-2/+7/+10) 
-AC (Size/Dex/Natural).  25 (-2/+7/+10) +   BAB/Grapple ..........  +30/+46 
-BAB/Grapple ..........  +30/+46 +   Attack ...............  Slam +36 
-Attack ...............  Slam +36 +   Full Attack ..........  2 Slams +36 
-Full Attack ..........  2 Slams +36 +   Damage ...............  2d10+8/19-20 
-Damage ...............  2d10+8/19-20 +   Space/Reach ..........  15/15 
-Space/Reach ..........  15/15 +   Special Attacks ......  -- 
-Special Attacks ......  -- +   Special Qualities ....  Darkvision 60'
-Special Qualities ....  Darkvision 60'+
                            Elemental Traits                            Elemental Traits
                            DR 10/-                            DR 10/-
-Saving Throws: Fort ..  +27 (22+5)+   Saving Throws: Fort ..  +27 (22+5)
                 Reflex ..  +20 (13+7)                 Reflex ..  +20 (13+7)
                   Will ..  +16 (13+1+2)                   Will ..  +16 (13+1+2)
-Abilities:  Str ......  26 (+8)+   Abilities:  Str ......  26 (+8)
                Dex ......  24 (+7)                Dex ......  24 (+7)
                Con ......  20 (+5)                Con ......  20 (+5)
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                Wis ......  12 (+1)                Wis ......  12 (+1)
                Cha ......  11 (+0)                Cha ......  11 (+0)
-Skills:  Listen ......  +30+   Skills:  Listen ......  +30
               Spot ......  +30               Spot ......  +30
      Escape Artist ......  +15      Escape Artist ......  +15
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           Disguise ......  +20           Disguise ......  +20
             Search ......  +19             Search ......  +19
-Feats ................  Improved Initiative+   Feats ................  Improved Initiative
                            Flyby Attack                            Flyby Attack
                            Dodge                            Dodge
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                            Power Attack                            Power Attack
                            Improved Critical                            Improved Critical
-Environment ..........  Elemental +   Environment ..........  Elemental 
-Organization .........  Solitary +   Organization .........  Solitary 
-Challenge Rating .....  CR 15 +   Challenge Rating .....  CR 15 
-Treasure .............  None +   Treasure .............  None 
-Alignment ............  N(CN) +   Alignment ............  N(CN) 
-Generic Drow Fighter CR 10 -- From d20 NPC Wiki+   Generic Drow Fighter CR 10 -- From d20 NPC Wiki
  
-Female drow elf fighter 9 +== Female drow elf fighter 9 ==
-NE Medium humanoid +
-Init +4; Senses darkvision 120 ft; Listen +6, Spot +6 +
-Languages Common, Elf, Undercommon+
  
-AC 21, touch 14, flat-footed 17; Dodge, Mobility, Spring Attack +   NE Medium humanoid 
-hp 63 (9 HD) +   Init +4; Senses darkvision 120 ft; Listen +6, Spot +6 
-Immune sleep +   Languages Common, Elf, Undercommon 
-SR 20 +   AC 21, touch 14, flat-footed 17; Dodge, Mobility, Spring Attack 
-Fort +7, Ref +7, Will +5 (+7 vs. spells or spell-like abilities, +9 vs.+   hp 63 (9 HD) 
 +   Immune sleep 
 +   SR 20 
 +   Fort +7, Ref +7, Will +5 (+7 vs. spells or spell-like abilities, +9 vs.
       enchantments)       enchantments)
-Weakness light blindness +   Weakness light blindness 
- +   Spd 35 ft 
-Spd 35 ft +   Melee +1 short sword +16/+11 melee (1d6+3 plus poison/19–20
-Melee +1 short sword +16/+11 melee (1d6+3 plus poison/19–20+   Ranged mwk hand crossbow +14 (1d4 plus poison/19–20
-Ranged mwk hand crossbow +14 (1d4 plus poison/19–20+   Base Atk +9; Grp +9 
-Base Atk +9; Grp +9 +   Special Atk poison (DC 13, unconsciousness 1 minute/unconsciousness 2d4 hours) 
-Special Atk poison (DC 13, unconsciousness 1 minute/unconsciousness 2d4 hours) +   Combat Gear potion of spider climb, 2 potions of cure light wounds 
-Combat Gear potion of spider climb, 2 potions of cure light wounds +   Spell-Like Abilities (CL 9th): 1/day—dancing lights, faerie fire, veil of
-Spell-Like Abilities (CL 9th): 1/day—dancing lights, faerie fire, veil of+
       shadows       shadows
- +   Abilities Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 14 
-Abilities Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 14 +   SQ drow traits 
-SQ drow traits +   Feats Combat Reflexes (b), Dash, Dodge, Mobility (b), Stealthy, Spring Attack,
-Feats Combat Reflexes (b), Dash, Dodge, Mobility (b), Stealthy, Spring Attack,+
       Weapon Finesse (b), Weapon Focus (short sword) (b), Weapon Specialization       Weapon Finesse (b), Weapon Focus (short sword) (b), Weapon Specialization
       (short sword) (b)       (short sword) (b)
-Skills Hide +9 (+12 with cloak drawn), Listen +6, Move Silently +12, Search +6,+   Skills Hide +9 (+12 with cloak drawn), Listen +6, Move Silently +12, Search +6,
       Spot +6       Spot +6
-Possessions combat gear, drow cloak, drow boots, +2 mithral shirt, +1 buckler,+   Possessions combat gear, drow cloak, drow boots, +2 mithral shirt, +1 buckler,
       +2 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts,       +2 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts,
       drow poison (5 doses), 47 gp       drow poison (5 doses), 47 gp
  
 +==Drow Invoker CR 9 -- From d20 NPC Wiki ==
  
-Drow Invoker CR 9 -- From d20 NPC Wiki +   Male drow elf wizard (invoker) 7 
- +   NE Medium humanoid 
-Male drow elf wizard (invoker) 7 +   Init: +7; Senses: darkvision 120 ft; Listen +2, Spot +2 
-NE Medium humanoid +   Languages: Common, Elf, Undercommon 
-Init: +7; Senses: darkvision 120 ft; Listen +2, Spot +2 +   AC: 18, touch 15, flat-footed 15 
-Languages: Common, Elf, Undercommon +   hp: 27 (6 HD) 
- +   Immune: sleep 
-AC: 18, touch 15, flat-footed 15 +   SR: 17 
-hp: 27 (6 HD) +   Fort: +7, Ref: +8, Will: +7 (+9 vs. spells or spell-like abilities, +11 vs.
-Immune: sleep +
-SR: 17 +
-Fort: +7, Ref: +8, Will: +7 (+9 vs. spells or spell-like abilities, +11 vs.+
       enchantments)       enchantments)
-Weakness: light blindness +   Weakness: light blindness 
- +   Spd: 30 ft 
-Spd: 30 ft +   Melee: +1 short sword +3 (1d6 plus poison/19–20
-Melee: +1 short sword +3 (1d6 plus poison/19–20+   Ranged: mwk hand crossbow +7 (1d4 plus poison/19–20
-Ranged: mwk hand crossbow +7 (1d4 plus poison/19–20+   Base Atk: +3; Grp +2 
-Base Atk: +3; Grp +2 +   Special Atk: poison (DC 13, unconsciousness 1 minute, unconsciousness 2d4 hours) 
-Special Atk: poison (DC 13, unconsciousness 1 minute, unconsciousness 2d4 hours) +   Combat Gear: wand of magic missiles (3rd level caster), scroll of ice storm,
-Combat Gear: wand of magic missiles (3rd level caster), scroll of ice storm,+
       potion of blur       potion of blur
-Spells Prepared: (CL 7th, +6 ranged touch): +   Spells Prepared: (CL 7th, +6 ranged touch): 
- +       3—gaseous form, lightning bolt (2, DC 18), suggestion (DC 17) 
-       3—gaseous form, lightning bolt (2, DC 18), suggestion (DC 17) +       2—hideous laughter (DC 16), mirror image, scorching ray, shatter (DC 17),
-       2—hideous laughter (DC 16), mirror image, scorching ray, shatter (DC 17),+
           spider climb           spider climb
-       1—burning hands (DC 16), cause fear (DC 15), magic missile, ray of+       1—burning hands (DC 16), cause fear (DC 15), magic missile, ray of
           enfeeblement, shocking grasp (DC 16)           enfeeblement, shocking grasp (DC 16)
-       0—dancing lights, detect magic, flare, read magic, ray of frost+       0—dancing lights, detect magic, flare, read magic, ray of frost 
 +   Prohibited Schools: Abjuration, Conjuration 
 +   Spell-Like Abilities (CL 7th): 1/day—dancing lights, darkness, faerie fire
  
-Prohibited Schools: Abjuration, Conjuration +   Abilities: Str 8, Dex 16, Con 14, Int 19, Wis 11, Cha 14 
-Spell-Like Abilities (CL 7th): 1/day—dancing lights, darkness, faerie fire +   Feats: Combat Casting, Improved Initiative, Scribe Scroll, Silent Spell, Spell
- +
-Abilities: Str 8, Dex 16, Con 14, Int 19, Wis 11, Cha 14 +
-Feats: Combat Casting, Improved Initiative, Scribe Scroll, Silent Spell, Spell+
       Focus (evocation)       Focus (evocation)
-Skills: Concentration +12 (+16 casting defensively), Craft (alchemy) +9,+   Skills: Concentration +12 (+16 casting defensively), Craft (alchemy) +9,
       Decipher Script +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +13,       Decipher Script +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +13,
       Knowledge (religion) +9, Knowledge (the planes) +9, Listen +2, Search +6,       Knowledge (religion) +9, Knowledge (the planes) +9, Listen +2, Search +6,
       Spellcraft +13, Spot +2       Spellcraft +13, Spot +2
-Possessions: combat gear, bracers of armor +3, ring of protection +2, cloak of+   Possessions: combat gear, bracers of armor +3, ring of protection +2, cloak of
       resistance +2, +1 short sword, masterwork hand crossbow, vial of drow       resistance +2, +1 short sword, masterwork hand crossbow, vial of drow
       knockout poison (4 doses), 40 gp       knockout poison (4 doses), 40 gp
  
- +//(Stats for numerous other Drow were edited out here for two reasons
-These Drow are here just in case I need more high-level NPCs for later+1) They were not used in the session, and 2) They were taken from copyrighted material)//
- +
-Tyslin San; Drow-Elf female Wiz15: CR 15; Medium Humanoid (Elf); HD 15d4+90; +
-hp 134; Init +10; Spd 30; AC 29 (FF 23, Touch 21); Base Atk +8/+3 base melee, +
-+13/+8 base ranged; Grapple +8; Full Atk +13/+8 Melee (+5 dagger 1d4+6/crit +
-17- 20/x2); +12/+7 Ranged (+5 darkwood shortbow, composite ( +2 Str Bonus) +
-1d6+6/crit 20/x3); +4/-Melee (Unarmed strike 1d3+1/crit 20/x2); SA: Poison +
-(Ex) , Spell-Like Abilities (dancing lights, darkness, faerie fire, CL 1, +
-1/day) +
- +
-SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. +
-Enchantment Spells and Effects, +Will Saves vs. Spells and Spell-like +
-Effects, Light Blindness (Ex), Spell Resistance (Ex): 11 + Class Level ; +
-Class Features: Wizard: Spells, Scribe Scroll, Summon Familiar, Spellbooks, +
-Bonus Feat (3); AL CN; SV Fort +16, Ref +16, Will +14; STR 12, DEX 22, CON +
-22, INT 26, WIS 10, CHA 15. +
- +
-Skills and Feats: Concentration +24, Decipher Script +20, Hide +9, Knowledge +
-(Arcana) +26, Knowledge (Architecture and Engineering) +11, Knowledge +
-(Dungeoneering) +10, Knowledge (Geography) +9, Knowledge (History) +14, +
-Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Religion) +10, +
-Knowledge (The Planes) +18, Knowledge (Underdark) +13, Listen +2, Move +
-Silently +9, Search +10, Spellcraft +27, Spot +2; Combat Casting, Craft Rod, +
-Craft Wand, Craft Wondrous Item, Empower Spell, Improved Initiative, Quicken +
-Spell, Scribe Scroll, Spell Focus: Conjuration, Spell Penetration. +
- +
-Spells Known (Wiz 4/6/6/6/6/5/4/3/2): 0 -- acid splash, arcane mark, dancing +
-lights, daze, detect ghost, detect magic, detect poison, disrupt ectoplasm, +
-disrupt undead, flare, ghost sound, light, mage hand, mending, message, no +
-light, open/close, preserve ectoplasm, preserve organ, prestidigitation, ray +
-of frost, read magic, resistance, slash tongue, touch of fatigue, unnerving +
-gaze; 1st -- alarm, burning hands, charm person, color spray, comprehend +
-languages, disguise self, expeditious retreat, feather fall, identify, jump, +
-mage armor, magic missile, obscuring mist, protection from evil, ray of +
-enfeeblement, reduce person, shield, silent image, sleep, summon monster I, +
-true strike; 2nd -- arcane lock, bear`s endurance, cat`s grace, darkness, +
-daze monster, detect thoughts, fox`s cunning, glitterdust, invisibility, +
-mirror image, protection from arrows, scorching ray, see invisibility, shadow +
-mask, summon monster II, summon swarm, tasha`s hideous laughter, touch of +
-idiocy, web; 3rd -- arcane sight, dispel magic, displacement, fireball, fly, +
-haste, hold person, lightning bolt, magic circle against evil, protection +
-from energy, sepia snake sigil, shadow cache, stinking cloud, summon monster +
-III, tongues, vampiric touch; 4th - - arcane eye, charm monster, confusion, +
-detect scrying, dimension door, fear, fire trap, ice storm, invisibility, +
-greater, phantasmal killer, scrying, solid fog, stoneskin, summon monster IV; +
-5th -- break enchantment, cloudkill, cone of cold, dismissal, dominate +
-person, mirage arcana, planar binding, lesser, shadow evocation, shadowfade, +
-summon monster V, symbol of sleep, teleport, wall of stone; 6th -- acid fog, +
-antimagic field, contingency, disintegrate, dispel magic, greater, guards and +
-wards, mislead, planar binding, repulsion, shadow walk, summon monster VI, +
-true seeing; 7th -- banishment, phase door, plane shift, project image, +
-reality maelstrom, reverse gravity, spell turning, summon monster VII, symbol +
-of stunning, teleport, greater, waves of exhaustion; 8th -- binding, horrid +
-wilting, planar binding, greater, summon monster VIII. +
- +
-Spells Prepared (Wiz 4/6/6/6/6/5/4/3/2): 0 - arcane mark, detect magic, +
-flare, mending; 1st - disguise self, identify, magic missile x2, obscuring +
-mist, shield; 2nd - detect thoughts, glitterdust, invisibility, mirror image, +
-scorching ray, shadow mask; 3rd - fireball, fly, haste, lightning bolt, magic +
-circle against evil, protection from energy; 4th - confusion, dimension door, +
-fear, invisibility, greater, phantasmal killer, stoneskin; 5th - break +
-enchantment, mirage arcana, shadowfade, symbol of sleep, teleport; 6th -- +
-contingency, disintegrate, mislead, true seeing; 7th - banishment, spell +
-turning, waves of exhaustion; 8th - horrid wilting, planar binding, greater. +
- +
-Possessions: +5 dagger: (defending, spell storing, keen), +5 darkwood +
-shortbow, composite ( +2 str bonus, seeking, shadowstrike), +6 amulet of +
-health, boots of teleportation, +8 bracers of armor, +5 ioun stone of +
-resistance, +6 gloves of dexterity, +6 headband of intellect, ioun stone, +
-pink and green [sphere], cloak of displacement, major, +5 ring of protection, +
-ring of spell storing, minor, spellbook, spell component case. +
- +
--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +
- +
-Second Daughter of House Do’Urden (Joined Bregan D’aerthe as Noamuth Lil “The +
-Wanderer” after the fall of House Do’Urden, Deceased, killed near Mithril +
-Hall by Drizzt Do’Urden) +
- +
-Vierna Do’Urden: Female Drow Clr16; CR 17; Medium Humanoid (Elf); HD 16d8+80; +
-hp 166; Init +4; Spd 30 ft.; AC 28 (touch 18, flat-footed 24); Base Atk +12; +
-Grp +14; Atk +19 melee (1d8+7, +5 Drowcraft Heavy Mace) or +16 melee (1d8+4 +
-plus Special, Scourge of Fangs); Full Atk +19/+14/+9 melee (1d8+7, +5 +
-Drowcraft Heavy Mace) or +16/+11/+6 melee (1d8+4 plus Special, Scourge of +
-Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 27; AL +
-CE; SV Fort +18, Ref +14, Will +23; Str 14, Dex 18, Con 20, Int 18, Wis 26, +
-Cha 21. +
- +
-Skills and Feats (counting all modifiers except equipment and attributes): +
-Bluff +4, Concentration +14, Craft (Alchemy) +12, Diplomacy +10, Intimidate +
-+4, Knowledge (Arcana) +10, Knowledge (The Planes) +7, Knowledge (Religion) +
-+14, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, +
-Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, +
-Spot +4. Brew Potion, Craft Wondrous Item, Exotic Weapon (Scourge), Greater +
-Spell Penetration, Iron Will, Lightning Reflexes (b), Spell Penetration. +
- +
-Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled +
-to a Search check when passing within 5 feet of a secret or concealed door), +
-and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on +
-saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like +
-Abilities; SR 27. Aura of Evil (aura equals cleric level); Rebuke Undead as +
-16th level cleric 8/day. +
- +
-Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, +
-Faerie Fire. +
- +
-Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1; base DC = 18 + +
-spell level; caster level 16th). +
- +
-Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 16th level +
-cleric 8/day). +
- +
-Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +5 Elven +
-Chainmail, +5 Drowcraft Heavy Mace, Scourge of Fangs, Arach-Tinilith Ring, +
-Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of +
-Protection +4, other possessions unknown. +
- +
-Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Violet. +
- +
-Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set with no +
-additional information. Gave her addition levels due to passage of time.+
  
 Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5,
 DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E),
-Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms +Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E),
-(3.5E), Underdark (3.5E), and Dragon #302. +
- +
-Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the +
-order of Arach-Tinilith, this potent ring imbues its wearer with a +6 +
-enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It +
-also renders the wearer immune to Detect Thoughts, Discern Lies, and any +
-attempt to magically discern the wearer’s alignment. +
- +
-Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the +
-Spider Queen, by Richard Baker (revised to 3.5 by Joseph Weber). +
- +
-Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Bear’s +
-Endurance, Eagle’s Splendor, Nondetection; Price 54,000 gp. +
- +
-Revision Note: Revision was addition of magic auras and adjustment of price. +
- +
-Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to +
-the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide +
-checks. +
- +
-Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the +
-War of the Spider Queen by Richard Baker. +
- +
-Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, +
-Resistance, Creator must be a Drow, Creator’s caster level must be at least +
-three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), +
-22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. +
- +
--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +
- +
-Elderboy of House Do’Urden (Joined Bregan D’aerthe after fall of House +
-Do’Urden, turned into a Drider by Vierna Do’Urden, Deceased, killed near +
-Mithril Hall by Bruenor Battlehammer) +
- +
-Dinin Do’Urden: Male Drow Ftr12; CR 13; Medium Humanoid (Elf); HD 12d10+60; +
-hp 167; Init +4; Spd 40 ft.; AC 33 (touch 19, flat-footed 29); Base Atk +12; +
-Grp +15; Atk +21 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword); Full +
-Atk +17/+12/+7 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword) and +
-+17/+12/+7 (1d8+6, +5 Drowcraft Keen Adamantine Longsword); Face/Reach 5 +
-ft./5 ft.; SQ Drow traits, SR 23; AL CE; SV Fort +18, Ref +13, Will +10; Str +
-16, Dex 18, Con 20, Int 14, Wis 12, Cha 15. +
- +
-Skills and Feats (counting all modifiers except equipment and attributes): +
-Bluff +4, Climb +8, Hide +5, Intimidate +8, Listen +4, Move Silently +5, +
-Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign +
-Language, Goblin), Spot +4. Blind-Fight, Combat Expertise, Combat Reflexes, +
-Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, +
-Point Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting, Weapon Focus +
-(Longsword). +
- +
-Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled +
-to a Search check when passing within 5 feet of a secret or concealed door), +
-and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on +
-saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like +
-Abilities; SR 23. +
- +
-Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, +
-Faerie Fire. +
- +
-Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of +
-Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, Drow Boots, Master’s +
-Ring, Piwafwi of Resistance +5, Ring of Protection +5, other possessions +
-unknown. +
- +
-Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown. +
- +
-Conversion Note: He is listed as Ftr12 in Menzoberranzan boxed set with no +
-additional information. Dinin took Zaknafein’s possessions. +
- +
-Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, +
-DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), +
-Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E),+
 Dragon #302, and Dragon #312. Dragon #302, and Dragon #312.
- 
- 
-Challenges Overcome: 
- 
-3   Spiderstone Golems   CR 18 
-3   Bebeliths               15 
-8   Drow Portal Guards      10 
-1   Exploiter               13 
- 
-The CR for the Golems seems high, but the CR for the Bebeliths seems low, so 
-I left them alone on the assumption that they cancel each other out. 
- 
-No XP was awarded for Talice, the Priestesses, the three Invokers, or the two 
-dozen Guards - all of whom were outside the portal room. 
  
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voyagernotes82.1183319287.txt.gz · Last modified: 2017/05/27 18:48 (external edit)