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The Vault of the Drow
NOTES: This area is identical to the module, with the exception that the Black Host is currently camped at the crossroads due west of the Black Tower (Area 2). Just in case the Host is investigated , read the following:
Both the female and male fighter societies (Areas 5 and 7) have emptied out. In addition. the Host has been swelled by drow from all over Oerth. Beltana, the High Priestess from the Egg of Lolth, has come (and has been replaced by an impostor, see below). Moreover, the drow have emptied the bugbear caverns (Area B) and troglodyte tunnels (Area T). These areas are now empty of male inhabitants. Areas 5 and 7 have only token guards at each.
A. The Host:
600 Bugbears (AC: 5; MV: 9"; HD: 3+1; HP: 13 ea.) wearing leather jacks and armed with morning stars and spears.
48 Sub-chiefs (AC: 4; MV: 9"; HD: 4; HP: 22 ea.) wearing leather jacks, bearing shields and armed with morning stars and throwing hammers.
8 Chiefs (AC: 3; MV: 9"; HD: 4; HP; 25 ea.) wearing chain and armed with bardiches (+2 on damage).
Kreffock, Bugbear Hetman (AC: 1; MV: 9"; HD: 6; HP: 39), wearing chain and plate composite armor, and armed with Gauntlets of Ogre Power and a +2 mace.
700 Troglodytes (AC: 5; MV: 12"; HD: 2; HP: 9 ea.) armed with stone battle axes and javelins.
50 Leaders (AC: 4; MV: 12"; HD: 3; HP: 19 ea.) bearing large shields, stone battle axes and two javelins each.
8 Sub-chiefs (AC: 4; MV: 12"; HD: 4; HP: 26 ea.) bearing large shields and armed with bastard swords. Ttirslup, Chieftain (AC: 3; MV: 12"; HD: 6; HP: 44) bearing a +1 shield and armed with a bastard sword.
1000 Manes demons (AC: 7; MV: 3"; HD: 1; HP: 4 each; #ATT: 3; DM:1-2/1-2/1-4; SD: +1 or better weapon to hit)
300 Dretch demons (AC: 2; MV: 9"; HD:4; HP; 13 each; #ATT:3; DM: 1-4/1-4/2-5; SA: Spell-like abilities; MR: 30%)
50 Rutterkin demons (AC:1; MV:12"; HD:5+1; HP: 20 each; #ATT:2; DM:2-7/2-7; SA: Spell-like abilities; MR: 40%)
2000 regular male drow (AC: 2; MV: 12"; HD: 2; HP: 11 ea.; MR: 50%), equipped with +1 chain, +1 bucklers, +1 short swords and +1 daggers.
1200 regular female drow (AC: 2, MV: 12"; HD: 2, HP: 9 ea.; MR: 50%), equipped as their male counterparts.
280 2nd level male fighters (AC: 1, MV: 12"; HP: 12 ea.; MR: 54%), equipped as the male regulars. 75% are armed with hand crossbows.
40 3rd level male fighters (AC: 0; MV: 12"; HP; 14 ea.; MR: 56%), equipped as the male regulars, but all are armed with hand crossbows.
12 4th level male fighters (AC: -2; MV: 12"; HP: 19 ea.; MR: 58%), equipped with +2 chain mail, +2 bucklers, +2 short sword, poisoned javelins.
2 Captains, 5th level male fighters (AC: -4; MV: 12"; HP: 25 ea.; MR: 60%), equipped with +3 items identical to the 4th level fighters.
4 5th/5th level male Fighter/Magic-Users (AC: -3; MV: 12"; HP: 23; MR: 60%), +2 chain mail, +2 buckler, +2 short sword, +2 daggers. Each has memorized the following spells:
I/ Comprehend Languages, Magic Missile (x2), Sleep II/ Mirror Image, Web III/ Fireball
2 7th level male magic-users (AC: 1; MV: 12"; HP: 20 ea.; MR: 64%), each wearing Bracers of Defense Armor Class 5 and a +2 Ring of Protection. Each is armed with a +2 dagger. The first was a Wand of Conjuration (71 ch.), the other a Wand of Lightning (36 ch.) Each has memorized the following spells:
I/ Burning Hands, Magic Missile, Protection from Good, Sleep II/ Continual Darkness, Invisibility, Web III/ Fireball, Slow IV/ Ice Storm
Dariull, 9th level male magic-user (AC: -3; MV: 12"; HP: 28; MR: 68%) wearing Bracers of Defense Armor Class 3 and a +3 Ring of Protection. He is armed with a Staff of Striking and wears a Ring of Shooting Stars. He also carries a +3 dagger. His memorized spells are:
I/ Burning Hands, Magic Missile (x2), Message, Sleep II/ Continual Darkness, Invisibility, Mirror Image III/ Lightning Boll, Suggestion, Tongues IV/ Confusion, Wall of Fire V/ Cloudkill
Filazur, 11th level male magic-user (AC: -2; MV: 12"; HP: 34; MR: 72%) wearing a Robe of the Archmagi, a +4 Ring of Protection, and bearing a Staff of Frost (as the wand) and a Wand of Fear. He also carries a +4 dagger. His memorized spells are:
I/ Burning Hands, Magic Missile, Protection from Good, Sleep II/ Continual Darkness, Detect Good, Ray of Enfeeblement, Web III/ Dispel Magic, Fireball, Protection from Normal Missiles, Slow IV/ Confusion, Ice Storm, Wall of Ice V/ Cone of Cold, Conjure Elemental, Teleport
NOTE: The magic-users have memorized largely combat-oriented spells, as they are marching off to war.
Commander Relonor, 6th level male fighter (AC: -6; MV: 12"; HP: 36; MR: 62%) outfitted in +3 chain, +4 buckler, a Ring of Water Walking. +5 short sword and hand crossbow.
General Istolil, 7th level male fighter (AC: -7; MV: 12"; HP: 42; MR: 64%) wearing +5 chain, and hefting a +3 buckler. He is armed with a +5 short sword, a +3 dagger and a hand crossbow. He also bears a Potion of Frost Giant Strength.
160 2nd level female fighters (AC: 1; MV: 12"; HP; 10 ea.; MR: 54%) equipped with +1 chain, +1 buckler, +1 short sword and dagger. All are also armed with hand crossbows.
32 2nd level female fighters (AC: 0; MV: 12"; HP; 15 ea.; MR: 56%) armed as the 2nd level fighters.
10 4th level female fighters (AC: -1; MV: 12"; HP: 20 ea.; MR: 58%), armed with +2 chain, +2 bucklers, +2 shortswords, +2 daggers and hand crossbows.
I Captain, 6th level female fighter (AC: -3; MV: 12"; HP: 36; MR: 62%) wearing +3 chain mail, a +3 buckler and armed with a +4 short sword and hand crossbow.
12 7th level female clerics (AC: -5; MV: 12"; HP: 35 ea.; MR: 64%), equipped with +3 chain mail, +3 buckler, and +3 mace. They have the following spells memorized:
I/ Cause Fear, Cause Light Wounds (x3) II/ Hold Person (x2), Silence 15' Radius III/ Cause Blindness, Prayer IV/ Protection from Good, 10' radius
4 7th level/7th level female fighter/clerics (AC: -5; MV: 12"; HP: 42 ea.; MR: 64%) equipped with +3 chain, +3 buckler, +3 maces and Death Lances. Each has the following spells memorized:
I/ Cause Light Wounds, Command (x2), Sanctuary II/ Find Traps, Hold Person (x2), Slow Poison III/ Animate Dead. Continual Darkness IV/ Cause Serious Wounds
NOTE: Like their magic-user counterparts, the clerics have memorized combat spells in readiness for war.
Lieutenant General Drisinil, 8th level female fighter (AC: -7; MV; 12"; HP: 56; MR: 66%), outfitted with +4 chain, +3 buckler, +4 short sword, +3 dagger, hand crossbow and 3 Javelins of Lightning.
General Telenna, 9th level female fighter (AC: -8; MV: 12"; HP: 63; MR: 68%), equipped with +5 chain, +3 buckler, +5 short sword, +3 dagger, a Ring of Regeneration and 3 Javelins of Lightning. Beltana, 10th level Cleric (from the Egg of Lolth) (AC: -6; MV; 12"; HP: 56; MR: 70%), she bears +4 chain, +3 buckler, a +3 mace and a Demon Staff. She has the following spells memorized: I/ Cause Light Wounds (x2), Command (x2), Detect Good, Sanctuary (x2) II/ Augury, Hold Person (x2), Silence 15' radius III/ Cause Blindness, Prayer, Speak with Dead IV/ Cause Serious Wounds, Poison, Tongues V/ Flame Strike, True Seeing
NOTE: Beltana's spells differ somewhat, as she has prepared to lead the Black Host.
General Telenna is in charge of the Host, although she will defer to Beltana. It is the Host's intent to march down the Black Road, destroying the Shrine of the Kuo-toans, and heading straight for the Warrens of the Bugbears and Troglodytes to swell their numbers. From there, it is their intent to charge through Snurre's fortress from beneath, slaying all they find and capturing the citadel.
From their newly-acquired holding, they presume, they will fall down upon the backs of Snurre's troops, slaying them and mopping up what is left of the Yeoman. What will follow will be a mad rush (timed to beat the decay of their magic weapons) to the Dreadwood to crush their hated cousins.
Of course, they do not yet know that the Shrine has already been sacked. As a result, they will be forced to encounter a jihad-bent war force from the Kuo-toan city. Although they will be victorius, they will take more losses than they intended from this unforeseen event. Moreover, they will find that Snurre has left behind a force of trolls, gnolls and hardened troops to battle them in his halls. The Host will, in fact, take the fortress, but they will be far weaker than thought. If Snurre and Grugnir are successful in the Yeomanry, the dark elves may have difficulty maintaining the fortress ...
B. Inside the Vault.
The drow are supremely overconfident. They do not believe that they can be struck at, here in their power base. Moreover, this is a period of some cooperation between the warring houses, therefore their guards are somewhat down. However, because of this, there have been more slave escapes and revolts than normal. Adventurers skulking in the Vault itself are sure to come across a hunting party.
4 Bugbear trackers (AC: 3; HP: 17 ea.), armed with large morning stars (+2 on damage) and spears. They wear chain shirts.
3 Displacer Beasts (AC: 4; MV: 15"; HD: 6; HP: 36, 30 x2; #ATT: 2 DM: 2d4/2d4; SD: - 2 to be hit, +2 on all saving throws)
6 3rd level female fighters (AC: -2; HP: 15 ea.; MR: 56%), equipped with +2 chain mail, +2 bucklers, +1 short sword, +1 dagger, hand crossbow and lance. They ride giant hunting lizards (AC: 5; MV: 15"; HD: 4+4; HP: 26 ea.; #ATT: 1; DM: 2d4)
2 7th level female fighters (AC: -5; HP: 35 ea.; MR: 64%), wearing +3 chain mail, and hefting a +3 buckler. Each is armed with a +2 short sword, +2 dagger, 3 javelins and lances. Each rides a steed as above (HP: 27 ea.).
1 7th/7th level female fighter/cleric (AC: -5; HP: 42; MR: 64%), outfitted with +3 chain, +3 buckler, +3 mace and a death lance (1d6 + 3d4 save v. poison or lose 1d4 levels, each such use costs I charge, and the lance has 6 charges).
Spells: I/ Cause light wounds, Command (x2), Sanctuary II/ Find traps, Hold person, Slow poison (x2) III/ Animate dead, Speak with dead IV/ Cause serious wounds
1 Mezzodaemon (AC: -3; MV: 15"; HD: 10+4; HP: 91; #ATT: 2; DM: 1d6+6/1d6+6; SA: Spells, strength; SD: Immunities; MR: 95% to I s'-level spells). At will abilities: Comprehend Languages, Detect Invisibility, Detect Magic, ESP, Invisibility, Levitate, Polymorph Self Read Magic. Four times per day: Passwall. Twice per day: Dimension Door. Once per day: Become ethereal, Magic Jar, Repulsion, Wind Walk, Word of Recall. Mezzodaemons are immune to charm and suggestion spells, paralysis and poison. They suffer only one-half damage from acid, cold and fire. The mezzodaemon is polymorphed to appear as a tall drow female, wearing silken black robes, with wild, untamed hair. Its word of recall will bring it back to the Ghost Fountains (q.v.).
Area 2: Note that if the dark elves spy PCs skulking in the Vault without first approaching the Black Tower, a hunting party identical to the one above will be dispatched.
As the party approaches, they will see an olive-garbed figure atop a thin, pale steed leave the Tower and set off towards the City. Tanith will feel a sweaty chill -it is none other than Mallang.
Mallang, Recurring villain, Mouth of Khaverdess, Erinyes devil, (AC: 2; MV: 6"/21", HD: 6+6; HP: 41; #ATT" 1; DM: 2d4+special; SA: hit causes painful wounds (save v. poison or faint for 1 d6 rounds); spell-like abilities; Rope of Entanglement; SD: Immunities; MR: 30%). Cause fear by gaze (save v. wand); At will: animate dead. charm person, create illusion, detect invisible, infravision, locate object, invisibility, know alignment, polymorph self, produce flame, teleport w/out error. Suffers only onehalf damage from cold and gas attacks, immune to fire and death magic. Note that Mallang, due to the conditions of his summoning, cannot gate in another erinyes. He can, however, use suggestion against one victim, once per round at will. He maintains an illusion to make his dagger appear as a rapier and his rope as silken binds.
His mount is a phantom, and will abandon the field at the first sign of trouble. It moves at the rate of 18" mounted. Mallang has come to treat with House Despana to finalize the details of the black bargain. He does not yet know that House Everhate awaits his arrival, where they will attempt to bind him. PCs who follow the villain to Erelhei Cinlu may well interrupt the ceremony.
Mallang's fabulous wardrobe is illusionary, but he does have a real erinyes dagger (lawfully-evil aligned), his rope, a silk pouch containing 37 pp, a potion of gaseous form, and a badge from Khaverdess.
IV. Erelhei-Cinlu
The map of Erelhei Cinlu provides the major avenues and attractions. Those streets depicted are the major avenues patrolled per the module. There are literally thousands of back streets, and several levels to the city -both above and below the ground. Travel can be somewhat difficult here, many narrow streets are thronged, and occasionally intersections are gated, requiring fees or passwords to pass beyond. Some gates are locked and unmanned. If a thief fails his or her attempt to pick the lock, a chasme demon is summoned (AC-1; MV: 6"/21"; HD: 7+2; HP: 77; #ATT: 3; HP: 2d4/2d4/1 d4; SA: spell-like abilities, drone; SD: See below; MR: 40%; Spell-like abilities: darkness 5 ' radius, detect good, detect invisible, gate another chasme (15%), teleport w/oul error, Half damage from cold, electrical and fire attacks, immune to poison and death magic).
Note on patrols:
The drow seek only
to maintain a rough semblance of order. They will pointedly look the other way
on all but the largest commotions. Female patrols, on the
other hand, will frequently
interrogate strangers and insist on bribes.
Foreign Corner: As its name would imply, those residing here are strangers to the Vault. They include cambions, derro, evil humans, degenerate dwarves, sligs, spriggans, and half-drow. The buildings are dilapidated ramshcakles, although the rare palacial residence -long since fallen into decline- can be stumbled upon. The buildings have an unsettling tendency to lean in against one another. The streets are quite wet and muddy here. Some of the puddles are much deeper than they appear ...
Few live here on a permanent basis, most rent out rooms on a temporary basis. Accordingly, it is the easiest location in the city for PCs to find rooms. While the traffic on the main thoroughfare to the Market is typically thronged, the back and side streets are relatively empty. Moreover, those who do reside here are typically engaged in their own mysterious errands and are likely to think nothing of suspicious activities. Female drow patrols are common here.
Rooms can be purchased here for a range of 10-100 gp. However, for each room, there is a 30% chance that a half-drow thief of 5th level will enter while the PCs are resting and attempt to make off with their valuables. There is a 10% chance that the visitor is a 4`h level half-drow assassin bent on killing the room's occupants and taking their possessions. Even worse, in such case it is not uncommon for the innkeeper to provide potential victims with a "complimentary" bottle of wine. The wine is, of course, poisoned. There is no save if the PCs drinks heartily. Cautious or suspicious drinkers must still save at -1 or fall asleep for 1-4 hours.
Unseelie End: This is one of the largest section of the city and is inhabited by the morass of drow, half-drow slaves and servants that make up the bulk of the city's population. As such, it is only lightly patrolled. There are few shops here, and even fewer inns. It is comprised of tenement after tenement, the leaning buildings often connected with walkways and thick spider webbing. It si not uncommon to see large human-sized victims bound in webbing awaiting their doom while the population passes by, uncaring. This is possibly the most dangerous portion of the city to non-drow, for strangers are often beset upon here.
Any inn found here will cost at least 100 gp and possibly as high as 300 gp. per night. The chances of thievery are less, only 10%, however there is a risk (20%) that any nondrow strangers will be drugged (as above) and carried away for unspeakable ceremonies.
Perhaps worst of all, the spider population runs rampant. Non-drow face a I in 12 chance per hour of roaming outside of being attacked. The attack is made by the following spiders:
Market: This market caters to the usual needs of a large city. Foodstuffs of all types, including human and humanoid flesh, and basic living necessities can be purchased here. The prices are twice those listed in the Player's Handbook. Also, liquors and intoxicating substances of all types can be found here.
Thieves run rampant here. Any non-drow has a 10% chance per visit of being the subject of a pick pockets by a thief of level 2-5.
Coliseum: As its name would imply, this imposing, yet ill-kept, granite and slate structure houses blood sports to slake the dark elves' vilest thirst. Past the malachite gates (attendance is 10 gp. For non-drow), twelve tiers of seats overlook a gravely oval where tormented and hopeless slaves fight to the death. Gambling is quite common here. and there is no limit to the betting. It goes without saying that all accounts must be settled before one leaves ...
Many fiends entertain themselves here. Merchant's Quarter: This area of the city houses the majority of the city's shops and warehouses. Patrols are common here. Virtually any kind of shop a PC could desire can be found here, and many others besides. There are also fortune parlors, tattooing experts, and several smoky apothecaries. Any potion listed in the Dungeon Master's Guide may be purchased here, at the given price, although there is only a 20% chance that the potion is already available. If not available, the potion may be brewed in 12+2d20 hours.
There is little thievery here, the merchants demand that their customers have the wealth to purchase their goods. There are a few inns, all of high quality. Prices range from 60120 gp. per night. The rates of thievery and assassination are only 5% and 3%, respectively. High Bazaar: This bazaar is frequented by the mist foreigners and the full range of Erelhei Cinlu's population can be met here. At the high bazaar, nearly anything can be purchased. In addition to rare commodities, such as giant spider silk, and rare and much sought after fungi, magic items may be purchased, as can a wide range of magical components. The prices are those set forth in Unearthed Arcana, with the caveat below, with the following items being available:
Potions:
All except Animal Control, Delusion, Dragon Control,
Elixer of Health, Elixer of Life. ESP,
Heroism, Longevity, Oil of Etherealness, Oil of Slipperiness, Super
Heroism, Sweet Water, Undead Control.
Rods & Staves: Rod of Flailing, Rod of Smiting Staff-Mace, Staff Spear, Stuff pf Withering. Note, the dark elves do not manufacture these items, the number of charges must be determined randomly.
Wands: Buckler, Conjuration, Defoliation, Earth & Stone, Enemy Detection, Fear, Metal & Mineral Detection, Paralyzation, Steam & Vapor, Wonder. Note, the dark elves do not manufacture these items, the number of charges must be determined randomly.
Miscellaneous: Alchemy .Jug, Amulet of Proof against Detection and Location, Arrow of Direction, Bag of Devouring, Bag of Holding Bag of Tricks, Boat (folding), Boots of Elvenkind Boots of Varied Tracks, Boots of Striding and Springing, Bracers of Archery, Bracers of Defense (up to AC: 4), Brooch of Shielding, Carpet of Lying, Chime of Opening, Chime of Hunger, Cloak of Arachnidia, Cloak of the Bat, Cloak of Displacement, Cloak of Elvenkind, Cloak of Poisonousness, Cloak of Protection (up tp +3), Dust of Appearance/Disappearance, Dust of Tracelessness, Efreeti Bottle, Gem of Seeing, Incense of Meditation, Incense of Obsession, Lens of Ultravision, Mirror of Mental Prowess, Necklace of Adaption, Necklace of Strangulation, Pearl of the Sirens, Pipes of the Sewers, Robe of Blending, Rope of Climbing, Rug of Smothering, Shadow Lanthorn, Sheet of Smallness, Slippers of Spider Climbing, Spoon of Stirring.
NOTE: The above list does not in any way infer that there are more than one of the described item. It would be quite impossible for each member of the party to equip themselves with Shadow Lanthorns, for example. The DM must use common sense in deciding the items' availability.
The merchants will bargain with customers. Although they will seek initially to obtain the listed price, the initial offer should be at least 25% above that number. They can then be dickered down. They will also be willing to purchase magic items from adventurers, at first offering 40% of the listed price, but capable of being talked up to 80%. For especially rare or powerful items, the merchants could be haggled up to 90%.
There are thieves (20%, Level 2-8), and prostitutes here. Thee is also a strong presence of guards. The merchants are not all drow; derro and wicked humans ply their wares here as well. Assassin's Row: This dark strip is the least-frequented by drown, although the outsiders are common here. This area of the city is famous for its sale of poisons. Virtually any poison can be purchased here, although outsiders who flaunt a great deal of wealth will almost certainly attract the attentions of assassins.
Underwall District:
One of the larger residential district, these
tenements are crowded and chaotic, with one slum seemingly built atop another. It is easy to get
lost here, and any non-drow certainly will. The drow here are distinctly
unfriendly to outsiders and will demand bribes to guide/let them pass (if
powerful) or will gang up and threaten (if
seemingly weak).
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