CotSQ and other NPC's, etc (My players should stay away)

Sniktch

First Post
I'm going to use this thread to post some of the NPC's and other creepy crawlies my players run into in City of the Spider Queen and my other campaigns. My players should stay away from this thread! There are spoilers contained within and I will know if you read them ;)
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Larala Dumian

I'll start with the psychotic half-drow hiding near Szith Morcane.

Larala Dumian - Female Half-Drow Rogue7/Fang of Lolth6
Hair: White, black fur Eyes: multifaceted Ht: 4’6” Wt: 78
Str: 12 Dex: 18 Con: 14 Int: 12 Wis: 6 Cha: 14
HD: 13d6+26 HP: 83 Init: +8 Spd 30 (climb 20, fly 90)
AC: 21 Saves: Fort +7 Ref +15 Will +3 AL: CE
Atk: +1 keen scimitar +11/+6 dmg 1d6+2 and bite +5 dmg 1d6
Spcl: sneak attack +6d6, evasion, uncanny dodge (flatfoot, flanking)
Skills: balance +20, climb +27, disable device +11, hide +32, jump +3, listen +17, move silent +32, search +19, spot +21, use magic device +15
Feats: Alertness, Dodge, Improved Initiative, Mobility, Stealthy
Languages: undercommon, elven (drow dialect), abyssal
Possessions: +1 shadowed studded leather of silent moves, +1 keen scimitar, fang scarab (fused to throat), winged boots, +1 ring of protection, +1 cloak of resistance, wand of magic missles (1st - 32c(UMD DC 20)), potion of cure light wounds

I wish the players luck in getting along with this one for long.
 
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Tierak Morcane

Next, Tierak Morcane, the drow ex-priestess of Lolth that Artimas converted to his cause.

Female Drow Priestess of Arawn 8
Hair: white Eyes: red Ht: 4'4" Wt: 72 lbs
Str 10 Dex 10 Con 12 Int 14 Wis 16 Cha 16
HD: 8d8+8 HP: 52 Init: +0 AC: 17 AL: CE
Atk: mw dagger +7/+2 dmg 1d4 or mw lt xbow +8 dmg 1d8 (mw bolt)
Special: SR 19, immune to sleep, +2 Will vs. Ench, +2 will vs spells & spell-like abilities, light blindness, rebuke/command undead 6/day, spell-like abilities 1/day - dancing lights, darkness, faerie fire
Saves: Fort +7 Ref +2 Will +8
Skills: Concentration +12, Diplomacy +9, Knowledge (arcana) +7, Knowledge (religion) +13, Listen +5, Search +4, Spellcraft +13, Spot +5 Languages: undercommon, elvish (drow dialect), draconic
Feats: Combat Casting, Craft Wand, Scribe Scroll
Domains: Death (death attack 8d6 1/day), Evil (+1 caster level for spells w/ evil descriptor)
Spells per day (DC 13+lvl) (0) 5 (1) 5+d (2) 5+d (3) 4+d (4) 2+d
Gear: +1 mithril shirt, mw dagger, mw light crossbow, 20 mw bolts, wand of dark bolt (3rd-40c), scroll: cure serious wounds (8th, x2)

Also, here is the spell list she's prepared for her return to Szith Morcane. Quite a few of the spells our casters will be using now have been drawn from the BoVD; I'll label the ones she's selected with an asterisk. I've also had to run through the module using the book to make sure the villains stayed at least as evil as the heroes ;)

(0) cure minor, guidance, slash tongue*, detect magic, no light*
(1) grim feast (d-from Relics&Rituals), shield of faith, heartache*, Doom, cure light wounds, spider hand*
(2) death knell (d), spider legs*, hold person(x2), resist elements, dark bolt*
(3) animate dead (d), wrack*, wither limb*, dispel magic, deeper darkness, devil's eyes*
(4) death ward (d), divine power, stop heart*

Wicked combo:
stop heart(drops target to -8 hp), death knell *brr*

All of her gear is either loot the party has gathered so far or was created by her while they were in town (the wand and scroll)
 
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The Mask

The Mask, Male Tiefling Ghost Rogue 5/ Assassin 4
Str 15 , Dex 18, Con - , Int 17, Wis 11, Cha 16... BAB 6
Feats : Dodge , Mobility , spring attack , combat reflexes
Skills ( totals ) bluff 12 , Disable device 10 , disguise 12 , escape artist 9, gather info 7 , hide 26, inuendo 9, listen 15, move silently 16, open lock 10, perform 10, search 15, sense motive 8, spot 15, tumble 9
saves Fort 3, will 3 ref 12 AC 21 ( 4 armour , 4 dex , 3 charisma/deflect) HD: 9d12+18(created on descrated, unhallowed ground) HP: 94
Class features , sneak attack 5d6 , Evasion, uncanny dodge (dex to ac, no flank, +1 traps ) , Death attack DC 16, poison use , +1 save vs. poison
possessions: Ghost touched Rapier , Ghost touched Mithril shirt
Special: Undead traits , cold res 5, fire res 5 , Darkness 1/day , Darkvision 60 feet, turn resistance +4

Yes, I know tiefling are outsiders and normally shouldn't be allowed to become ghosts, but I have specific reasons for allowing this in my campaign world (due to its cosmology). Yes, this does mean the party will be facing some nasty undead demons in the future :D

I may have mentioned that I received Plot & Poison (from Green Ronin) as a Christmas present. I really like it, all sorts of wicked drow fun! Coming up I will be updating all the NPC's from CotSQ with options from this book - I plan on posting them here as I finish them, along with the villains Filthy Ike is currenty faced with in the PBEM I'm running...
 

Malobar

At this point of the attack on Szith Morcane I have roughly 3 dozen important dark elves and undead still defending the city. I'm going to start with a familiar face - once a party member, Malobar now awaits an opportune time to ambush the party...

Malobar Britamar Muriir
Male Elf Vampire Rogue 7/Dungeon Delver 3 (CR: 12)
Ht: 6’1” Wt: 154 Hair: Black Eyes: Blue Age: 188
Str 22 Dex 24 Con -- Int 16 Wis 16 Cha 16 BAB +7 Init +10 AC 27 [+5 armor /+6 Dex/+6 natural] HD 10d12 HP: 76
Attacks:+1 short sword of wounding +15/+10 dmg 1d6+6 or mw mighty (+3) comp longbow +14/+9 dmg 1d8+3 or slam +13 dmg 1d6+6 + energy drain
Special Attacks: Domination (DC 18), Energy drain - 2 levels (DC 18), Blood Drain, Children of the Night, Create Spawn
Special Qualities: DR 15/+1, turn resist +4, cold resist 20, electric resist 20, gaseous form, spider climb, alternate form, fast healing 5, undead qualities, elf traits, vampire weaknesses
Saves: Fort +3 Ref +16 Will +6
Skills: Escape Artist +13 Climb +11 Craft (stonemasonry) +10 Disable Device +16 Hide +35 Move Silently +35 Open Locks +20 Search +28 Use magic Device +13 Tumble +12 Jump +11 Spot +25 Listen +15 Bluff +11 Sense Motive +11
Balance +10 Decipher Script +12 Listen +15
Feats: Dodge, Weapon Focus (Shortsword), Alertness, Blindfight, combat reflexes, improved initiative, lightning reflexes
Possessions: +1 short sword of wounding, +3 leather of light fortification, mw mighty (+3) comp longbow, Elven Cloak, Elven Boots, Vest of Escape, Necklace of Copper Dragon scales (5 left), mw thieves tools, 50ft rope (silk), grappling hook, Backpack, Belt pouch, Bedroll, chalk, Expandable pole, Long-reach tongs, Long-spoon thieves tools, Signal whistle, 200 gp

Note that the CR is probably a little low based on the amount of gear that Malobar has, but I've let him keep most of the items he had as a PC. I'll probably treat him as CR +1(13) based on the amount of equipment he has. Also note that despite the 24 Dex his armor limits him to a +6 bonus - if anyone uses him in their games without the armor, remember to adjust his Dex bonus back up to +7.
 
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Drow glaive troopers

I've updated the glaive wielding troops in the complex, playing with their feats and swapping a level of fighter for a level of Longblade. Longblade was one of the winners of Wizards' prestige class design competition a while back, and seemed perfect to make these troops a little more effective.

Drow Ftr 5/ Longblade 1 (CR 7)
Str: 16 Dex: 15 Con: 12 Int: 14 Wis: 10 Cha: 10
HD: 6d10+6 Init: +2 Spd: 30 AC: 17 (+2 Dex, +5 armor)
Atk: mw glaive +11/+6 dmg 1d10+8 or mw shortsword +10/+5 dmg 1d6+3 or lt xbow +8 dmg 1d8
Special: SR 17, 1/day - dancing lights, faerie fire, darkness, immune to sleep, +2 Will vs Ench, +2 Will vs spells & spell-like effects, light blindness
Saves: Fort +5 Ref +5 Will +1
Skills: Climb +8, Balance +5, Hide +5, jump +8, listen +5, Spot +2, Search +4, move silently +5
Feats: Combat reflexes, Weapon Focus (glaive), Ambidexterity, Weapon specialization (glaive), strong two-handed attack (double str bonus w/ two-handed weapons), Distant Darkness (changes range on darkness spells from object touched to long)
Class Features: Flexible reach (allows longblade to 'choke up' on their polearm to attack adjacent squares), Total usage (allows longblade to use polearm as a double weapon when 'choked up' - haft end is treated as a quarterstaff.)
Gear: mw mithral breastplate, mw glaive, mw shortsword, lt xbow, 20 bolts, 2 doses drow sleep venom, potion: bull's strength

Edit: fixed some typos
 
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Drow archers

Drow Ftr 6 (CR 7)
Str: 15 Dex: 16 Con: 12 Int: 14 Wis: 10 Cha: 10
HD: 6d10+6 Init: +3 Spd: 30 AC: 18 (+3 Dex, +5 armor)
Atk: mw mighty (+2) comp shortbow +12/+7 dmg 1d6+5 (+1 arrows) or shortsword +8/+3 dmg 1d6+2
Special: SR 17, 1/day - dancing lights, faerie fire, darkness, immune to sleep, +2 Will vs Ench, +2 Will vs spells & spell-like effects, light blindness
Saves: Fort +7 Ref +5 Will +3
Skills: Climb +11, Hide +19, jump +11, Spot +5, Search +4, move silently +10, listen +5
Feats: Point Blank Shot, Rapid Shot, Precise Shot, Weapon Focus (comp shortbow), Weapon specialization (comp shortbow), wide fire (faerie fire covers 20-ft radius), fatal fire (faerie fire does 1d4+5 fire dmg initially)
Gear: +1 mithral shirt, shortsword, mw mighty (+2) comp shortbow, 25 +1 arrows, lesser piwafwi (+10 hide), potion of spider climb, 4 doses drow sleep venom
 
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Drow swordsmen

The remaining rapier wielders are now non-recognizable. I've converted them to ftr/rogues and made them experts with the whipblade, a new drow weapon with an 18-20/x2 crit range and 1d8 damage.

Drow Ftr4/Rog3 (CR 8)
Str: 16 Dex: 16 Con: 12 Int: 14 Wis: 10 Cha: 10
HD: 4d10+3d6+7 Init: +3 Spd: 30 AC: 20 (+3 Dex, +7 armor)
Atk: +1 whipblade +11/+6 dmg 1d8+3 or mw hand xbow +10 dmg 1d4
Special: SR 18, 1/day - dancing lights, faerie fire, darkness, immune to sleep, +2 Will vs Ench, +2 Will vs spells & spell-like effects, light blindness
Saves: Fort +7 Ref +8 Will +3
Skills: Climb +11, Hide +13, jump +13, Spot +12, Search +7, move silently +13, listen +12, Balance +10, Tumble +17
Feats: Exotic Proficiency (whipblade), Weapon Focus (whipblade), Dodge, Mobility, Spring Attack, Combat Reflexes
Class Features: Sneak Attack +2d6, Evasion, Heightened Reflexes (flatfoot)
Gear: +1 mithral shirt, +1 buckler, +1 whipblade, mw dagger, mw hand xbow, 20 bolts, +1 cloak of resistance, 2 potions of spider climb, potion of cure lt wds, potion of jump, 2 doses drow sleep venom
 

Vermin Outriders

These are new, from a prestige class in Plot&Poison. I thought they were pretty cool, and I've converted some of the sentries and the remaining drow officer to give the drow a small cavalry unit for the upcoming fight. First I'll post the regular troops then their officer:

Drow Ftr2/Rog3/Vermin Outrider3 (CR 9)
Str: 16 Dex: 16 Con: 12 Int: 14 Wis: 10 Cha: 10
HD: 5d10+3d6+8 Init: +3 Spd: 30 AC: 21 (+3 Dex, +7 armor, +1 deflection)
Atk: +1 lance +12/+7 dmg 1d8+4 or mw shortsword +11/+6 dmg 1d6+3 or mw lt xbow +11 dmg 1d8
Special: SR 19, 1/day - dancing lights, faerie fire, darkness, immune to sleep, +2 Will vs Ench, +2 Will vs spells & spell-like effects, light blindness
Saves: Fort +9 Ref +10 Will +3
Skills: Climb +8, Hide +13, jump +8, Spot +12, Search +7, move silently +13, listen +12, Animal Empathy +7(12 w/vermin), Handle Animal +12(17 w/vermin), Ride +16(21 w/vermin)
Feats: Combat Reflexes, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (lance)
Class Features: Sneak Attack +2d6, Evasion, Heightened Reflexes (flatfoot), Riding Reflexes (negate damage to mount more than once per round), Nimble Rider (can treat mount as if it had Evasion), Ride Well (mount can be pushed further and longer), Vermin Empathy +5 (+5 to Animal Empathy, Animal Handling, and Ride when used with vermin), Stealthy Rider (vermin mounts can be commanded to hide/move silent)
Gear: +1 mithral shirt, +1 buckler, +1 lance, mw shortsword, mw lt xbow, 20 bolts, +1 cloak of resistance, +1 ring of protection, potions of bulls strength, potion of cure lt wds, 4 doses drow sleep venom

Mounted on Large Wraith Spiders
 
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and the level 10 officer of the outriders:

Drow Ftr2/Rog3/Vermin Outrider5 (CR 11)
Str: 16 Dex: 16 Con: 12 Int: 14 Wis: 10 Cha: 10
HD: 7d10+3d6+8 Init: +3 Spd: 30 AC: 22 (+3 Dex, +8 armor, +1 deflection)
Atk: +2 lance +15/+10 dmg 1d8+7 or mw shortsword +13/+8 dmg 1d6+3 or mw lt xbow +13 dmg 1d8
Special: SR 21, 1/day - dancing lights, faerie fire, darkness, immune to sleep, +2 Will vs Ench, +2 Will vs spells & spell-like effects, light blindness
Saves: Fort +10 Ref +11 Will +3
Skills: Climb +10, Hide +13, jump +10, Spot +15, Search +7, move silently +13, listen +15, Animal Empathy +9(19 w/vermin), Handle Animal +12(22 w/vermin), Ride +18(28 w/vermin)
Feats: Combat Reflexes, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (lance), Weapon Specialization (lance)
Class Features: Sneak Attack +2d6, Evasion, Heightened Reflexes (flatfoot), Riding Reflexes (negate damage to mount more than once per round), Improved Nimble Rider (can treat mount as if it had Improved Evasion), Ride Well (mount can be pushed further and longer), Vermin Empathy +10 (+10 to Animal Empathy, Animal Handling, and Ride when used with vermin), Stealthy Rider (vermin mounts can be commanded to hide/move silent), Running Charge (DC25 Ride Check to have mount charge at run spd), Exceptional charge (charge across angles - example wall to floor)
Gear: +2 mithral shirt, +1 buckler, +2 lance, mw shortsword, mw lt xbow, 20 bolts, +1 cloak of resistance, +1 ring of protection, potions of bulls strength, potion of cure serious wds, 6 doses drow sleep venom

Mounted on Large Wraith Spider
 
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