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Introduction

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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Chapter one: overview

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chapter two: core classes

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chapter two: core classes

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chapter two: core classes

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chapter two: core classes

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chapter two: core classes

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chapter two: core classes

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chapter two: core classes

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chapter two: core classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter three: prestige classes

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chapter four: supplemental rules

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chapter four: supplemental rules

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter five: the fortress and city of dezzavold

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter six: the queen’s fortress

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chapter seven: outlying regions

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chapter seven: outlying regions

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chapter seven: outlying regions

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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appendix: denizens of dezzavold

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character index

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errata

Dezzavold: Fortress of the Drow - Errata


Compiled by Robert J. Schwalb

Monster stats for the Crys Spider (page 12), Hound Spider (page 13),
and Mithral Guardian Spider (page 14) should read as follows.
Crys Spider Mithral Guardian Spider
Medium Magical Beast Large Construct
Hit Dice: 3d10 (16 hp) Hit Dice: 12d10+30 (96 hp)
Initiative: +7 Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares) Speed: 40 ft. (8 squares), climb 20 ft. (4 squares)
Armor Class: 18 (+3 Dex, +5 natural) touch 13, flat-footed 15 Armor Class: 27 (–1 size, +2 Dex, +16 natural) touch 11,
Base Atk/Grapple: +2/+3 flat-footed 25
Attack: Bite +3 melee (1d6+1 plus poison) Base Atk/Grapple: +9/+13
Full Attack: Bite +3 melee (1d6+1 plus poison) Attack: Bite +14 melee (1d8+6) or Gore +9 melee (2d6+6)
Space/Reach: 5 ft./5 ft. Full Attack: 2 bites +14/+9 melee (1d8+6);
Special Attacks: Crysilk web, poison or 2 Gores +9/+4 melee (2d6+6)
Special Qualities: Darkvision 60 ft., low-light vision. Space/Reach: 10 ft./10 ft.
Saves: Fort +5, Ref +6, Will +1 Special Attacks: Arcing energy, mithral web, leap
Abilities: Str 12, Dex 17, Con 14, Int 7, Wis 12, Cha 10 Special Qualities: Construct traits, damage reduction 10/adaman-
Skills: Climb +10, Jump +6 tine, darkvision 60 ft., immunity to magic, low-light vision, rust
Feats: Ability Focus (poison), Improved Initiative vulnerability, time limit, tremorsense
Environment: Any underground Saves: Fort +4, Ref +6, Will +6
Organization: Solitary or cluster (2-5) Abilities: Str 22, Dex 14, Con —, Int —, Wis 14, Cha 1
Challenge Rating: 3 Skills: Climb +14, Hide +6, Spot +6
Treasure: None Feats: —
Alignment: Always neutral Environment: Any
Advancement: 4–5 HD (Medium); 6–7 HD (Large) Organization: Solitary or pair
Level Adjustment: — Challenge Rating: 10
Treasure: None
Hound Spider Alignment: Always neutral
Medium Vermin Advancement: 13–16 HD (Large); 17–20 HD (Huge)
Hit Dice: 2d8+2 (11 hp) Level Adjustment: —
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares)
Armor Class: 16 (+3 Dex, +3 natural) touch 13, flat-footed 13
Base Atk/Grapple: +1/+1
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stink, web
Special Qualities: Alarm, darkvision 60 ft.,tremorsense 200 ft.,
vermin traits.
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 12, Int 7, Wis 10, Cha 4
Skills: Climb +10, Hide +3*, Jump +3, Survival +0 (+6 when fol-
lowing tracks)
Saves: Fort +4, Ref +3, Will +0
Feats: Weapon Finesse (bite), TrackB
Environment: Any underground
Organization: Solitary or cluster (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: —
errata

The stats for the drey were inadverently cut off. They should appear thusly:

The Drey
Drey Male Drey Female
Medium Humanoid (elf) Medium Humanoid (elf)
Hit Dice: 2d8 (9 hp)
Initiative: 3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 leather), touch 13, flat-footed 12
Base Atk/Grapple: 2 1
Attack: Longsword +1 melee (1d8-1/19-20) or Longsword +2 melee (1d8-1/19-20) or
light crossbow +5 ranged (1d8/19-20) light crossbow +5 ranged (1d8/19-20)
Full Attack: Longsword +1 melee (1d8-1/19-20) or Longsword +2 melee (1d8-1/19-20) or
light crossbow +5 ranged (1d8/19-20) light crossbow +5 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Drey traits, spell resistance 13
Saves: Fort +3, Ref +3, Will +0 Fort +3, Ref +3, Will +1
Abilities: Str 8, Dex 16, Con 10, Int 12, Wis 10, Str 10, Dex 16, Con 10, Int 14, Wis 12,
Cha 12 Cha 14
Skills: Climb +3, Hide +9, Listen +6, Bluff +4, Climb +4, Hide +11,
Move Silently +9, Spot +6, Survival +3 Listen +8, Move Silently +10,
Spot +8, Survival +5
Feats: Weapon Focus (longsword)
Climate/Terrain: Any Underground
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd to
6th-level), or war party (30-100 plus 1 3rd-level sergeant per 10 drey, 5 5th-level
lieutenants, 3 7th-level captains, and a 12th-level leader.)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: 2 3
errata
Fierce cousins to the drow, drey are the spawn of Nyarleth and her first followers. Chaotic and vengeful to the extreme, drey barely
muster enough order to form a society and continue their race. Females dominate the society, using and abusing males at their whim.

Superficially similar to drow, drey resemble black-skinned elves with white hair. Their eyes are blank voids of white, and their
features are harder and more angular than drow’s. Females are more muscular than the average drow, while males are clearly weaker.
Males can, and often do, grow facial hair. Drey master few crafts, preferring to take what they need from others.

Drey speak Drow and Undercommon.


Combat

Though many drey charge into a battle with abandon, they are brilliant strategists and quick to adapt to any situation. Female drey
use their spell-like abilities to gain foreknowledge of battlefields and foes when they know they are going to fight. In combat, they
make judicious use of levitate and suggestion. Male drey fight without fear, knowing failure will yield a fate worse than death at the
hands of the outraged females.

Spell-Like Abilities: Female, 1/day—clairaudience/clairvoyance, dancing lights, darkness, detect good, detect magic, dispel magic,
discern lies, faerie fire, levitate, and suggestion. These are as the spells cast by a sorcerer whose level equals the drey’s total Hit
Dice; Male, 1/day—dancing lights, darkness, detect good, detect magic, faerie fire, and levitate. These are as the spells cast by a
sorcerer whose level equals the drey’s total Hit Dice.

Drey Traits (Ex): These traits are in addition to the high elf traits, except where noted.

* Males: -2 Strength, +4 Dexterity, +2 Intelligence, +2 Charisma; Females: +4 Dexterity, +4 Intelligence, +2 Wisdom,


+4 Charisma.
* Darkvision out to 120 feet. This trait replaces the elf’s low-light vision.
* Racial Hit Dice: A drey begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base
saving throw bonuses of Fort +3, Ref +0, Will +0.
* Racial Skills: A drey’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Hide, Listen,
Move Silently, Spot, Survival.
* Racial Feats: A drey’s humanoid levels give it one feat.
* Spell resistance equal to 11 + character level.
* +2 racial bonus to Will saves versus spells and spell-like abilities.
* Spell-Like Abilities: Female drey can use the following spell-like abilities once per day: clairaudience/clairvoyance, dancing
lights, darkness, detect good, detect magic, dispel magic, discern lies, faerie fire, levitate, and suggestion; male drey can
use the following spell-like abilities once per day: dancing lights, darkness, detect good, detect magic, faerie fire, and
levitate. Caster level equals the drey’s character level.
* Immunity to sleep spells and effects. Though drey share this immunity with other elves, they are cursed to sleep as do humans.
* Weapon Proficiency: A drey is automatically proficient with the hand crossbow, light crossbow, longsword, scimitar.
* Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drey for 1 round. On subsequent
rounds, they are dazzled as long as they remain in the affected area.
* Stonecunning: This ability grants a drey a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and
the like. Something not stone but disguised as stone also counts as unusual stonework. A drey who merely comes within
10 feet of unusual stonework can make a Search check as if he were actively searching, and a drey can use the Search skill
to find stonework traps as a rogue can. A drey can also intuit depth, sensing his approximate depth underground as naturally
as a human can sense which way is up.
* Drow Blood: For all effects related to race, a drey is considered a drow and an elf.
* Skills: Drey receive a +4 racial bonus to all Hide, Listen, Move Silently, and Spot checks. These bonuses are already figured
into the statistics above, and replace the elf’s racial skill bonuses.
* Favored Class: Rogue (male) or barbarian (female). This trait replaces the elf’s favored class.
* Level Adjustment +2 (male), +3 (female).

Drey Society

Female drey rule over the males—they possess superior strength and sharper wits. Their patron deity, Nyarleth, also favors her
female worshippers, making males even less relevant.

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