• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

DCC #8 Mysteries of the Drow (CLOSED)

Re: game setting -- for creating my cleric, it becomes an issue with regards to deities and domains available.

I'm not too sold on any of the drow pantheon, as all are CE (for good reasons) except for Elistraee, and I don't envision my PC being the surface dwelling tree hugger. I don't have any real options to be a spontaneous healer/undead turner, which makes sad drow sad.

This is in the module and may help:

Tororthun:

"When the drow priestesses reach up to the cavern ceilings o their ancient underground homes for strength from the earth itself, it is the great Queen Tororthun that reaches down to aid her chosen followers. She is called the Stone Spider, the Eight Legs of the World, and the Queen of the Damned. Some say that Tororthun is the lucid form of the Spider Queen, when she is not raving in madness while sitting on her great web of betrayal in the Abyss. Tororthun watches over the artisans, house priestesses, and other drow who live in her womb in the earth. Drow clergy of Tororthun have access to the Drow, Earth, Poison, and Spider domains. Her favored weaons are the longsword and the hand crossbow."

No mention of alignment but we can say she is NE, and remember a cleric need not choose a deity but you could champion a cause/ way of life.

HM
 

log in or register to remove this ad


The DCCs use the Goodman Games Known World Gazeteer as their default world with its own pantheon but designed to be easily swapped out to other settings. Spider Queen in the Abyss is an easy reference to Lolth without directly using the name for IP purposes.
 

Slide me into group #2.
I'll work on a character level 7, unless someone is leaving over there and then I'll build up a level 9 character.
I will look up for something ineresting.

EDIT: I've seen that Bedford already built a level 9 character and I'm sure that Voadam, Voda Vosa and Theroc will buid a level 9 character also. so group 2 is closed I guess.
It's your call HM
 
Last edited:

I think we can get you in SVZ, (is that ok to call you that??) I think five bodies will make it a lot better to pervent four body bags anyway

so lets do this...

@ bedford: since your character is done just drop him down to lvl 8 please (as I am nice you may keep your starting gold the same no need to do everything over)

@ Voadam, Voda Vosa, and Theroc please make your characers lvl 7 but use lvl 8 character starting wealth (me being nice again and just say you all killed a dragon your last quest the treasure coming from it's hoard)

So then if Strahd makes a lvl 7 too (lvl 8 starting gold) then we have 4 x 7 = 28 + 8 = 36 all nice and neat.

I hope everyoe is ok with this and new people from here on out will start in group three. Maybe that group could be 6 members at lvl 6 who knows?

HM
 

HolyMan said:
I think we can get you in SVZ, (is that ok to call you that??)
Sure

HolyMan said:
So then if Strahd makes a lvl 7 too (lvl 8 starting gold) then we have 4 x 7 = 28 + 8 = 36 all nice and neat.

CN "banished from the Nightshade clan" Pixie (+4 LA) Rogue 3.
Master of stealth, ranged attacks and disarming and building traps.
 

How about i just drop one of the la levels? I have seen natural lycanthrope listed at +2 la in fogotten realms but the monster manual says +3.
 


Zap Pixie Rogue

[sblock=Zap]
Male Pixie Rogue 3
Chaotic Neutral
[sblock=Abilities]
Strength: 4 (-3)
Dexterity: 24 (+7) Temp: 26 (+8) [gloves of dex]
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 18 (+4)
[/sblock]
[sblock=Stats]
Total Hit Points: 21
Speed: 20 feet ; 60 feet flying (good)

Armor Class: 23/24 = 10 [Base] +8 [dexterity] +3 [Magical light armor] +1 [small] +1 [pixie] / +1 [Vs. traps]
Touch AC: 19 ; Flat-footed: 15
Other: DR 10/cold iron ; Spell resistance: 18 ; Evasion.

Initiative modifier: +8 = +8 [dexterity]
Fortitude save: +3 = 1 [base] +1 [Constitution] +1 [cloak]
Reflex save: +12/+13 = 3 [base] +8 [dexterity] +1 [cloak] +1 / [Vs. traps]
Will save: +5 = 1 [base] +3 [wisdom] +1 [cloak]

Attack (melee): +0 = 2 [base] -3 [strength] +1 [small]
Attack (unarmed): +0 = 2 [base] -3 [strength] +1 [small]
Attack (ranged): +11/+12 = 2 [base] +8 [dexterity] +1 [small] +1 [pointblank]
Grapple check: -5 = 2 [base] -3 [strength] -4 [small]
[/sblock]
[sblock=Feats and Languages]
Languages:
Common, Abyssal, Gnome, Sylvan and Undercommon.
Feats:
Dodge, Nimble fingers (+2 disable and open lock),
Point blank shot, Precise shot.
[/sblock]
[sblock=Skills]
Skill Name (Key Ability) Skill Mod. = Ability Mod. + Ranks + Misc. Mod.

Appraise (Int) 8 = +5 +3
Balance (Dex*) 14 = +8 +4 +2 [tumble]
Bluff (Cha) 10 = +4 +6
Climb (Str*) -3 = -3
Concentration (Con) 1 = +1
Craft (Traps) (Int) 9 = +5 +4
Decipher Script (Int) 8 = +5 +3
Diplomacy (Cha) 8 = +4 +0 +2 [bluff] +2 [sense]
Disable Device (Int) 15 = +5 +6 +2 [Feat] +2 [MW Tools]
Disguise (Cha) 4 = +4
Escape Artist (Dex*) 19 = +8 +6 +5 [slick armor]
Forgery (Int) 7 = +5 +2
Gather Information (Cha) 10 = +4 +6
Heal (Wis) 3 = +3
Hide (Dex*) 12 = +8 +0 +4 [small]
Intimidate (Cha) 6 = +4 +0 +2 [bluff]
Jump (Str*) -1 = -3 +0 +2 [tumble]
Listen (Wis) 11/13 = +3 +6 +2 [pixie] +2 [Listening cone for doors]
Move Silently (Dex*) 19 = +8 +6 +5 [Boots]
Open Lock (Dex) 18 = +8 +6 +2 [Feat] +2 [Tools]
Search (Int) 13 = +5 +6 +2 [pixie]
Sense Motive (Wis) 8 = +3 +5
Sleight of Hand (Dex*) 16 = +8 +6 +2 [bluff]
Spot (Wis) 11 = +3 +6 +2 [pixie]
Survival (Wis) 5 = +3 +0 +2 [search]
Swim (Str**) -3 = -3
Tumble (Dex*) 14 = +8 +6
Use Magic Device (Cha) 7 = +4 +3
Use Rope (Dex) 10 = +8 +0 +2 [escape]
* = check penalty for wearing armor
[/sblock]
[sblock= Spcial race and class traits]
Pixie:
• -4 strength, +8 dexterity, +6 intelligence, +4 wisdom, +6 charisma (already included)

• Fly 60 feet (good)
• Low-light vision
• Free "dodge" feat
• Level adjustment +4
• Fey
• Damage reduction 10/cold iron
• Greater invisibility
• Spell resistance 15+class level : 18

Rogue:
• proficient with light armor, but not with shields
• proficient with simple weapons, short bow, short sword, sap, rapier and hand crossbow.
• Sneak Attack +2d6
• Trap finding
• Evasion (level 2)
• Trap Sense (level 3) (+1 to Ref vs. traps and +1 to AC vs. traps)
[/sblock]
[sblock=Zap's Equipment]
Light load:10 lb. or less
Medium load:11-20 lb.
Heavy load:20-30 lb.
Lift over head:30 lb.
Lift off ground:60 lb.
Push or drag:150 lb.

Small sized magical +2 padded armor + Slick ability: +3 to AC ; +5 to escape artist.

Small sized magical +1 darkwood longbow of shock. (+1d6 electricity; ½ weight)
Attack: +12 / +13 (pointblank) ; Dmg 1d6 + 1d6 electricity + 2d6 (Vs. flatfooted)

Gloves of dexterity +2
Boots of elven kind. (+5 to move silently)
Cloak of resistance +1 (+1 to saves)

Handy Haversack:
Thieves' tools MW (+2 to open locks and disable device)
Listening cone (CA book) +2 to listen behind doors.
Small dagger. Attack: +0 ; dmg 1d4.

Wealth: 1070 gold coins.
[/sblock]
[sblock=Appearance]
Size: Small ; Height: 2' 11" ~ 80cm ; Weight: 30 lb ~ 13.5 Kg
Skin: Pale white ; Eyes: Ocean blue ; Hair: Silver.
[/sblock]
[sblock=Background]
...
[/sblock]
[/sblock]
 
Last edited:

How about i just drop one of the la levels? I have seen natural lycanthrope listed at +2 la in fogotten realms but the monster manual says +3.

Which one? I know that afflicted lycanthropes are only +2 LA, but then you have the whole uncontrolled change aspect and 5 less DR.

I know the 3.5 Player's Guide (which I don't own) makes some things more affordable, for instance I know it makes tieflings a +0 LA race instead of +1 but changes them to humanoid subtype native outsider so that "person" affecting spells work on them (charm person, hold person, etc.).
 

Into the Woods

Remove ads

Top