Garnfellow
Explorer
Drow Male Contingent (EL 12)
In the meantime, here’s a proof-of-concept test of using our generic progressions: Encounter Area D-3, the Drow Male Contingent. It only took about ten minutes to convert this over.
Creatures: There are 10 male troops to the southwest, two of whom are on guard duty and will report the presence of any creature moving along the passage. With these troops are two leaders, a unit commander, and the commander’s liaison—a noble named Jeggred, of House Aleval.
The only real wrinkle in converting this encounter is that Jeggred is listed in the original text as having a rope of entanglement. A rope has a 3e value of 21,000 gp, making it worth more than his entire gear allotment of 16,000 gp! Ordinarily, I would reduce his other gear so as to substitute in a cool item from the original text. Another option would be to just give him the item, and then try to up his Challenge Rating to account for better equipment. But–even though I think a rope of entanglement is a pretty nifty item—I really wonder how much chance Jeggred would have to actually use this item. You figure he’s got something like 4-6 rounds, tops, to do things, and he’s probably better off tossing spells than messing with the rope. So I’ve chosen, in this instance, to just ignore this item altogether. As always, YMMV.
In the meantime, here’s a proof-of-concept test of using our generic progressions: Encounter Area D-3, the Drow Male Contingent. It only took about ten minutes to convert this over.
Creatures: There are 10 male troops to the southwest, two of whom are on guard duty and will report the presence of any creature moving along the passage. With these troops are two leaders, a unit commander, and the commander’s liaison—a noble named Jeggred, of House Aleval.
Troops, male drow War3 (10): CR 3; Medium Humanoid (elf); HD 3d8; hp 13; Init +1; Spd 30 ft; AC 16, touch 11, flat-footed 15; BAB +3; Grp +4; Atk/Full Atk +6 melee (1d6+2/19–20, +1 short sword) or +5 ranged (1d4/19–20, hand crossbow); SA poison, spell-like abilities; SQ darkvision 120 ft, drow traits, spell resistance 14; AL CE; SV Fort +3, Ref +2, Will +0; Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10.
Leaders, male drow War4 (2): CR 4; Medium Humanoid (elf); HD 4d8; hp 18; Init +1; Spd 30 ft; AC 17, touch 11, flat-footed 16; BAB +4; Grp +6; Atk/Full Atk +8 melee (1d6+3/19–20, +1 short sword) or +7 ranged (1d4/19–20, masterwork hand crossbow); SA poison, spell-like abilities; SQ darkvision 120 ft, drow traits, spell resistance 15; AL CE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 13, Con 10, Int 12, Wis 9, Cha 10.
Skills: Hide +5 (+10 with cloak drawn), Listen +6, Search +6, Spot +6.
Feats: Alertness, Weapon Focus (hand crossbow), Weapon Focus (short sword).
Spell-Like Abilities (caster level 6): Once per day—dancing lights, faerie fire, veil of shadows.
Possessions: drow cloak, +1 mithral shirt, +1 light steel shield, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (5 doses), 2 potions of cure light wounds, 100 gp gem, 10 pp.
Jeggred of House Aleval, male drow Ftr1/Wiz5/Eldritch Knight 2: CR 9; Medium Humanoid (Elf); HD 1d10 plus 5d4 plus 2d6 plus 8; hp 37; Init +7; Spd 30 ft; AC 20, touch 13, flat-footed 17; BAB +5; Grp +7; Atk/Full Atk +9 melee (1d6+3/19–20, +1 short sword) or +9 ranged (1d4, hand crossbow); SA poison, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 19; AL CE; SV Fort +6, Ref +4, Will +4; Str 14, Dex 16, Con 10, Int 18, Wis 10, Cha 10.
Skills: Concentration +10, Decipher Script +10, Hide +6 (+11 with cloak drawn), Knowledge (arcana) +9, Listen +6, Move Silently +11, Search +9, Spellcraft +11, Spot +6.
Feats: Combat Casting, Empower Spell, Highborn Drow, Improved Initiative, Improved Toughness, Scribe Scroll, Weapon Finesse.
Spell-Like Abilities (caster level 8): 1/day—dancing lights, detect good, detect magic, faerie fire, levitate, veil of shadows.
Wizard Spells (caster level 6): 0—detect magic (x2), ghost sound, read magic; 1—magic missile (x2), sleep (DC 15), ventriloquism (DC 15); 2—cat’s grace, mirror image, ray of enfeeblement (+8 ranged touch), see invisibility; 3—haste, lightning bolt (DC 17), slow (DC 17).
Possessions: drow cloak, drow boots, +2 mithral shirt, +1 buckler, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (5 doses), scroll of fireball and gaseous form, potion of cure serious wounds, wizard’s spellbook, a small brooch (a brass wand, inscribed "Alevd"), 2 100 gp gems, 3 pp.
Skills: Hide +3, Listen +4, Search +5, Spot +3.
Feats: Weapon Focus (hand crossbow), Weapon Focus (short sword).
Spell-Like Abilities (caster level 3): Once per day—dancing lights, faerie fire, veil of shadows.
Possessions: mithral shirt, masterwork light steel shield, +1 short sword, masterwork dagger, hand crossbow and 10 bolts, drow poison (4 doses), 6 pp.
Feats: Weapon Focus (hand crossbow), Weapon Focus (short sword).
Spell-Like Abilities (caster level 3): Once per day—dancing lights, faerie fire, veil of shadows.
Possessions: mithral shirt, masterwork light steel shield, +1 short sword, masterwork dagger, hand crossbow and 10 bolts, drow poison (4 doses), 6 pp.
Leaders, male drow War4 (2): CR 4; Medium Humanoid (elf); HD 4d8; hp 18; Init +1; Spd 30 ft; AC 17, touch 11, flat-footed 16; BAB +4; Grp +6; Atk/Full Atk +8 melee (1d6+3/19–20, +1 short sword) or +7 ranged (1d4/19–20, masterwork hand crossbow); SA poison, spell-like abilities; SQ darkvision 120 ft, drow traits, spell resistance 15; AL CE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 13, Con 10, Int 12, Wis 9, Cha 10.
Skills: Hide +3, Listen +4, Search +5, Spot +4.
Feats: Weapon Focus (hand crossbow), Weapon Focus (short sword).
Spell-Like Abilities (caster level 4): Once per day—dancing lights, faerie fire, veil of shadows.
Possessions: mithral shirt, +1 light steel shield, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (4 doses), 6 pp.
Commander, male drow War6: CR 6; Medium Humanoid (elf); HD 6d8; hp 27; Init +1; Spd 30 ft; AC 18, touch 11, flat-footed 17; BAB +6; Grp +8; Atk +10 melee (1d6+3/19–20, +1 short sword) or +9 ranged (1d4/19–20, hand crossbow); Full Atk +10/+5 melee (1d6+3/19–20, +1 short sword); SA poison, spell-like abilities; SQ darkvision 120 ft, drow traits, spell resistance 17; AL CE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 13, Con 10, Int 12, Wis 9, Cha 10.Feats: Weapon Focus (hand crossbow), Weapon Focus (short sword).
Spell-Like Abilities (caster level 4): Once per day—dancing lights, faerie fire, veil of shadows.
Possessions: mithral shirt, +1 light steel shield, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (4 doses), 6 pp.
Skills: Hide +5 (+10 with cloak drawn), Listen +6, Search +6, Spot +6.
Feats: Alertness, Weapon Focus (hand crossbow), Weapon Focus (short sword).
Spell-Like Abilities (caster level 6): Once per day—dancing lights, faerie fire, veil of shadows.
Possessions: drow cloak, +1 mithral shirt, +1 light steel shield, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (5 doses), 2 potions of cure light wounds, 100 gp gem, 10 pp.
Jeggred of House Aleval, male drow Ftr1/Wiz5/Eldritch Knight 2: CR 9; Medium Humanoid (Elf); HD 1d10 plus 5d4 plus 2d6 plus 8; hp 37; Init +7; Spd 30 ft; AC 20, touch 13, flat-footed 17; BAB +5; Grp +7; Atk/Full Atk +9 melee (1d6+3/19–20, +1 short sword) or +9 ranged (1d4, hand crossbow); SA poison, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 19; AL CE; SV Fort +6, Ref +4, Will +4; Str 14, Dex 16, Con 10, Int 18, Wis 10, Cha 10.
Skills: Concentration +10, Decipher Script +10, Hide +6 (+11 with cloak drawn), Knowledge (arcana) +9, Listen +6, Move Silently +11, Search +9, Spellcraft +11, Spot +6.
Feats: Combat Casting, Empower Spell, Highborn Drow, Improved Initiative, Improved Toughness, Scribe Scroll, Weapon Finesse.
Spell-Like Abilities (caster level 8): 1/day—dancing lights, detect good, detect magic, faerie fire, levitate, veil of shadows.
Wizard Spells (caster level 6): 0—detect magic (x2), ghost sound, read magic; 1—magic missile (x2), sleep (DC 15), ventriloquism (DC 15); 2—cat’s grace, mirror image, ray of enfeeblement (+8 ranged touch), see invisibility; 3—haste, lightning bolt (DC 17), slow (DC 17).
Possessions: drow cloak, drow boots, +2 mithral shirt, +1 buckler, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (5 doses), scroll of fireball and gaseous form, potion of cure serious wounds, wizard’s spellbook, a small brooch (a brass wand, inscribed "Alevd"), 2 100 gp gems, 3 pp.
The only real wrinkle in converting this encounter is that Jeggred is listed in the original text as having a rope of entanglement. A rope has a 3e value of 21,000 gp, making it worth more than his entire gear allotment of 16,000 gp! Ordinarily, I would reduce his other gear so as to substitute in a cool item from the original text. Another option would be to just give him the item, and then try to up his Challenge Rating to account for better equipment. But–even though I think a rope of entanglement is a pretty nifty item—I really wonder how much chance Jeggred would have to actually use this item. You figure he’s got something like 4-6 rounds, tops, to do things, and he’s probably better off tossing spells than messing with the rope. So I’ve chosen, in this instance, to just ignore this item altogether. As always, YMMV.