This place is part of the Mask
Campaign but may be altered and used for other adventures.
Map for Dark Elf Complex
1. Main Door: This is the initial barricade that outsiders
from the surface will come to. It is 200' from the surface entrance
to this spot. A thick wooden wall that spans the entire corridor
blocks the tunnel. A door has been built within the wall for convenience
but is inaccessible from the outside. It is usually manned by 2
of the lower level guards.
Note: The wall is made of a hard wood and reinforced with
metal bindings. It is over 1' thick with support beams that are
wedged into the floor. It can be burned but it would be a very slow
process and the defenders would be able to extinguish most small
fires. The wall stops before reaching the ceiling however, it is
only 12' high (the tunnel is 15' at this point.) This is so defenders
(who stand on a catwalk at the 8' level) can drop oil over or fire
at those close to the wall. There are 2 arrow slits built into the
wall at 4' height. These are extremely narrow (90% cover) consisting
of nothing more than small holes for firing at targets further up
the tunnel.
Getting past the wall will prove most difficult.
Likely it will have to be destroyed by hand (Hardness 7, HP: 150)
or magic must be used to get past it. Another possibility will be
to drive the defenders away by throwing fire over the wall or using
spells like stinking cloud to force them away while the party gets
past. Remember the drow consider the wall to be vitally important
for defense and will not surrender it easily. An enemy who has gets
past the wall has beaten their primary defense and no secondary
plan really exists.
2. Pit Trap: This disguised pit, hidden by a sod covered
tarp, is designed to slow up any invading force that gets past the
wall. The corridors here narrow to 10' wide and the pit itself is
6' wide and 10' long. It opens to a drop of 20', not enough for
much damage but to slow down any invaders who will require help
to get out of or around the pit.
3. Main Staging Area: This area is where the dark elves
will form up to repel an attack or regroup after a rout at the wall.
It is really only an open area with tunnels leading south to area
4 or east to the barracks. The secret passage in the western wall
leads to area 5. It is actually a thin sheet of rock that has been
disguised by the use of "Captain Sheltan's" stone shape
spells.
4. Barricade: These are the defenses against incursion
from the under dark denizens. This area is not as well defended
but still care is taken in case of an actual attack. There is no
wall at this point but a barricade 4' high blocks passage across
the corridor. The barricade can be moved (a strength of 25 will
suffice) it is made of wood and has spikes made that jut across
its outer face.
2 lower level guards usually man it. If attacked the barricade
provides anywhere from 50% (melee) to 90% (ranged) cover for the
guards. Those climbing the barricade must make a dexterity check
(DC 15, 2E dexterity check) to avoid the spikes. If they fail they
take 1d6 damage and must make a second check or become hung up on
the spikes. Those hung up must spend 1 round getting free.
5. Secret Tunnel: This tunnel is used to make sorties or
scouting missions against attackers from the surface world. It is
located 150' west of the actual tunnel entrance and about 25' higher.
The entrance cannot be found outside because the wall is stone-shaped,
so that the scouts must actually break through it to leave. The
dark elves will not retreat this way but will use it against the
party if diplomacy fails.
6. Barracks: There are 12 cots in this room they are placed
against the west and east walls leaving the north wall blank. The
cots are made of wood and each soldier's personal effects are placed
underneath or on top. Along the north wall some crude targets have
been placed for dagger or crossbow practice.
This is the sleeping area for the lower level
guards. There are a total of 12 2nd level warriors who live in these
quarters. 4 are usually on guard duty and 2 others will be tending
other duties such as the garden, cooking, or weapon maintenance.
Treasure: Amongst the personal effects for each soldier is
their personal wealth. Since they tend to gamble passing away the
time. The amount each has is different. To simulate this each soldier
will have between 10-100 gp. and 0-3 gems of values from 10-40 gp.
(Roll it up or make your own decisions)
7. Officer Barracks: 3 wooden cots are placed in this room.
There is much more space here than is needed. Each officer's personal
effects are placed underneath their cots.
These are the quarters for the 3 4th level warriors
who serve as officers to the lower level guards. 1 of these officers
is always on duty supervising the on duty guards and the manual
labors duties. The other 2 officers will either be here or socializing
with the troops in area 6. Treasure: Amongst the personal
effects each officer has 10-100 gp., 5-20 pp., and 0-3 gems worth
10-60 gp.
8. Kitchen: This are is used for food preparation. A stone
oven has been built here and the smoke is ventilated out through
a natural venting the ceiling. This hole is unlikely to help players
since it is only a few inches wide. Food that is prepared here is
mostly various forms of fungus that are grown in the garden and
what few animals (rats or large insects mostly) or lizards that
can be hunted.
8a: This is a pantry area used for drying out fungus or
holding various foodstuffs.
9. Garden and Latrine: This large chamber contains 9 rows
of plants in what is obviously a cultivated garden. You also notice
the overpowering aroma of waste and notice several buckets that
appear to double both as chamber pots and fertilizer spreaders.
In fact, many of the plants here appear to be quite well fertilized.
Many large insects crawl amongst the plants and filth.
This area serves many functions. First it is
the garden where the various foodstuffs are grown, it also is where
the fungus used to make the sleep poison is cultivated. Third it
serves as a latrine area, providing a natural fertilizer for the
various mushrooms, and a playground for the spiders that are Sheltan's
pets. These creatures keep the garden free of other vermin that
might harm the plants. A druid will be able to discern the uses
of most of the plants here.
3 medium Monstrous MM 210 3E spiders
lair here and will attack the characters if they linger more than
a minute. These creatures are trained to obey commands from Sheltan
only.
10. Wizard's Quarters and Alchemy Lab: This room is a mess.
Plates of food lie haphazardly around the room. There is an actual
bed here but it lies unmade and various stains have marked the blankets.
Some scribbles mark the walls these seem to be for recording days
passed (total is 2 years, 4 months, and 6 days). There are various
papers about the room that (if read) seem to be various spell or
potion notes that are unfinished and discarded. No treasure of note
is in this room. A splattered curtain seems to lead further on.
These are the quarters of the Wizard "Durgaan"
Durgaan does not associate with the soldiers and constantly moans
the fate that brought him to this sorry state. He is responsible
for creating and maintaining the drow sleep poison. He also attempts
to brew various potions but is limited because he lacks many chemical
supplies that he needs for brewing.
Note: Unless on alert, Durgaan is here or in the garden
tending to the mushrooms there.
10a. Alchemy Lab: The area beyond the curtain is Durgaan's
alchemy lab. It is fairly sparse and of course a mess. Any experienced
wizard will be able to tell that the lab is ill equipped for making
much of anything. The only material that he has readily available
are the dried mushrooms used to make the drow sleep poison.
Other items of note here: Underneath the large
lab table is a chest. It is unlocked and has no traps, it contains
Durgaans spell book, and his few legible notes for creating the
drow sleep poison. There is also his personal wealth (300 gp., 3
100 gp. gems, and a small jeweled ring worth 50 gp.) and several
pages of bad dark elven poetry that Durgaan has tried to write.
Durgaan also has several maps of the surrounding tunnels. These
are all in his native tongue with some of his own symbols used for
certain things.
11. Captains Quarters: The quarters stand out from the rest.
There is an actual bed here, with worn silken sheets upon it. A
large tapestry adorns 1 wall showing the history a dark elven noble
family. There is also a small shrine here dedicated to the dark
elven god. This shrine is decorated with symbols of spiders and
several skulls, all of which have had small holes drilled into the
top. There is also an armor stand which has had several daggers
stuck into its face.
These are the personal quarters for captain Sheltan
The entrance is guarded by a glyph of warding (cold damage-of the
appropriate level) Sheltan will be here tending to her pet spider
unless required elsewhere. She enjoys sulking and thinking of the
revenge she will take upon those who sentenced her to this abysmal
duty.
The last item of interest is a large armoire
that contains a large selection of clothing that while quite rich
and stylish is somewhat worn from use. Hidden in the bottom of the
armoire is Captain Sheltan's personal wealth: a small box contains
500 gp., 100 pp., a gold necklace with a silver spider with ruby
chip eyes as an amulet (600 gp.). There is also a wizard's scroll
with the spells: Teleport, Minor Globe of Invulnerability, Dismissal,
and Animate Dead (Sheltan is keeping these to use as
incentive for Durgaan and will give them to him if the situation
seems to warrant it.)
Sheltan herself will be here unless on alert
along with her favorite pet- a medium Monstrous spider of maximum
HPs MM 210 3E that obeys her every command. This creature
has a small web built into the far corner out of the way of Sheltan's
personal effects. It often goes hunting into the under dark on its
own and not returning for several days.
| Statistics for average members: |
|
Size:M, Str: 10 dex: 13 con: 8 int: 13 Wis: 11 cha: 9(13
for the females)
Special Qualities: Spell resistance 11+class level,
+2 racial bonus to will saves against spells and spell-like
abilities, dark vision up to 120 feet.
Spell-like abilities: 1/day-dancing lights, darkness,
and faerie fire. These abilities are as the spells cast by
a sorcerer of the drow's character level.
Light Blindness: Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds the drow for 1 full round.
In addition they suffer a -1 circumstance penalty to all attack
rolls, saves, and checks while operating in bright light.
Other basic Elvin abilities: +2 racial bonuses to
search, spot, and listen checks. Passing within 5 feet of
a secret or concealed door is granted a search check to find
it. Immunity to magic sleep spells and effects. +2 racial
bonus to will saves versus enchantment spells or effects.
Drow Poison: Fortitude save (DC 17) or fall unconscious.
After 1 minute a second fortitude save (DC 17) or remain unconscious
for 2d4 hours.
Possible cleric spheres: Chaos, destruction, evil,
and trickery.
Favored class: Female-cleric, Male-wizard
Align: NE
Speed: 30
|
| Warriors |
| CR 2; Size M (4 ft., 7 in. tall); HD 2d10-2; hp 9 (-1 CON);
Init +1 (+1 Dex); Spd 30 ft.; AC 16 (+4 chain, +1 buckler, +1
Dex); Attack +2 (+2 Base) melee or +3 (+2 Base, +1 Dex) ranged;
SV Fort +3 (+3 Base, -1 Con), Ref +1 (+0 Base, +1 Dex), Will
+0; Str 10 , Dex 13 (+1), Con 8 (-1), Int 13 (+1), Wis 8 (-1),
Cha 9 (-1).
Languages Spoken: Undercommon
Skills and feats: Move Silent +15
EQ: chain shirt (+4 AC, max dex. bonus +4, -2 armor
check penalty, 20% arcane spell failure, weight 25 lbs.) Buckler
(+1 armor bonus, -1 armor check penalty, 5%arcane spell failure,
weight 5lb.), Light loght crossbow (damage 1d8, threat 19-20/x2),
10 bolts for crossbow, packet of sleep poison (3 doses), short
sword (damage 1d6, threat 19-20/x2)
|
|
CR 4; Size M (4 ft., 7 in. tall); HD 4d10-4; hp 18; Init
+1 (+1 Dex); Spd 30 ft.; AC 17 (+4 chain, +1 buckler, +1 Dex,
+1 dodge); Attack +4 (+4 Base) melee or +6 (+4 Base, +1 Dex,
+1 Focus) ranged; SV Fort +3 (+4 Base, -1 Con), Ref +2 (+1
Base, +1 Dex), Will +1; Str 11 , Dex 14 (+1), Con 8 (-1),
Int 13 (+1), Wis 8 (-1), Cha 9 (-1).
Languages Spoken: Undercommon
Skills and feats: Move Silent +21, Dodge, Weapon Focus
(crossbow)
EQ: chain shirt (+4 AC, max dex. bonus +4, -2 armor
check penalty, 20% arcane spell failure, weight 25 lbs.) Buckler
(+1 armor bonus, -1 armor check penalty, 5%arcane spell failure,
weight 5lb.), Light loght crossbow (damage 1d8, threat 19-20/x2),
10 bolts for crossbow, packet of sleep poison (3 doses), short
sword (damage 1d6, threat 19-20/x2)
|
| Lieutenant Durgaan, male dark elf Wiz7 |
|
CR 4; Size M (4 ft., 7 in. tall); HD 7d4-7; hp 14; Init +2
(+2 Dex); Spd 30 ft.; AC 16 (+4 chain, +1 buckler, +1 Dex);
Attack +4 (+4 Base) melee; SV Fort +1 (+2 Base, -1 Con), Ref
+4 (+2 Base, +2 Dex), Will +5; Str 11 , Dex 15 (+2), Con 8
(-1), Int 17 (+3), Wis 8 (-1), Cha 9 (-1).
Languages Spoken: Undercommon, Common
Skills and feats: Alchemy +13 (+10 ranks, +3 Int),
Concentration +10 (+10 ranks), Spell craft +13 (+10 ranks,
+3 Int), Arcane Knowlege +13 (+10 ranks, +3 Int)
Wizard Spells Per Day: 4/4+1/3+1/2+1/1.
Spell List:
0: arcane mark, daze, detect poison
1st: magic missile, shield, mage Armor
2nd: invisibility, bull's strength
3rd: lightning bolt, haste
4th: dimension door
Note: Durgaan is a coward who has been sent to this
outpost along with Sheltan because he tried to stay out of
family conflicts. His desires to stay neutral backfired and
he was seen as a collaborator by both sides. He is responsible
for making the drow sleep poison and maintaining the gardens
in which the mushrooms are cultivated. He moans his fate constantly,
but will never take action to change it, since he could possibly
make things worse by doing so.
|
| Captain Sheltan of House Redleev, Ftr3/Clr6 |
| CR 10; Size M (4 ft., 10 in. tall); HD 3d10-3 + 6d8-6; hp
54; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC
17 (+5 chain, +2 Dex); Attack +11/+6 melee (+8 base, +2 morning
star, +1 weapon focus), or +9/+4 ranged; SV Fort +7, Ref +5,
Will +7; AL NE; Str 13, Dex 14, Con 8, Int 16, Wis 13, Cha 12.
Languages Spoken: Common, Elven, Gnome, Orc, Sylvan,
Undercommon.
Skills and feats: Climb +7, Concentration +8, Craft
+12, Disable device +6, Disguise +4, Hide +5, Intimidate +4.5,
Listen +3, Move silently +2, Ride +6, Search +5, Spot +3,
Swim +4, Tumble +5; Blind-fight, Combat reflexes, Enlarge
spell, Extra turning, Improved initiative, Weapon focus (morning
star).
Cleric Spells Per Day: 5/4+1/3+1/2+1
1st: inflict light wounds, bless, shield of faith,
doom, command
2nd: aid, bull's strength, endurance, make whole
3rd: animate dead, dispel magic, stone shape
EQ: +2 Morning Star (bane vs surface elves) named
Vengeance's Dark Hand
Note: Sheltan is a member of House Redleev. House
Redleev is a noble drow household that has suffered some recent
losses. Sheltan is extremely arrogant and convinced of her
own superiority. This has led her to be exiled on the far
perimeter of the Drow Empire. She is desperately looking for
a way to either get back into the good graces of her household
or find some way to become successful without them.
|
|