TEXT: Jungle Secrets
  An� Adventure� for� Four� to� Six�
  10th-Level�Characters
  INTRODUCTION
  Secrets� of� Xen’drik opened� up� the� unknown� continent� of
  X�e�n’drik,� which� we� first� read� about� in� the� EB�E�R�RO�N®
  Campaign�Setting.�While�not�every�nook�and�cranny�of�the�vast
  continent� revealed� itself� in� this� relatively� recent� tome,
  more� than� enough� information� exists� to� allow� for� adven-
  ture� and� exploration.� Xen’drik,� an� exciting� place� full� of
  dangers� and� wondrous� new� cre�a�t�u�res� and� constructs,
  could�become�a�home�away�from�home�for�those�jaded�with
  the� lands� of� Khorvaire� or� those� seeking� the� unknown.
  Those� so� minded� may� wish� to� set� sail� by� ship� (dangerous)
  or� airship� (not� as� dangerous,� but� still� not� without� risk)� to
  Stormreach.
  Jungle� Secrets,� an� adventure� for� four� to� six� 10th-level
  player�characters�(PCs),�offers�a�window�into�the�history�of
  the� giant-drow� conflict� and� the� remnants� of� the� quori
  invasion.� The� adventure� begins� with� the� PCs� already� deep
  within� the� jungles� of� Xen’drik,� and� it� takes� them� even� far-
  ther� into� unexplored� terrain.� This� adventure� serves� as� a
  side� trek� to� a� main� adventure,� though� it� could� be� the� start
  of� a� larger� adventure� or� mini-campaign� as� well.� Sidebars
  offer�suggestions�for�modifying�the�adventure� for� 8th-� and
  12th-level�PCs.
  PREPARATION
  To� run� this� adventure,� you’ll� need� the� Player’s� Handbook
  (PH),� Dungeon� Master’s� Guide� (DMG), Monster� Manual� (MM),
  Based� on� the� original� Dungeons� &� Dragons®� rules� created� by� E.� Gary� Gygax� and� Dave� Arneson� and� the� new� Dungeons� &� Dragons
  game� designed� by� Jonathan� Tweet,� Monte� Cook,� Skip� Williams,� Richard� Baker,� and� Peter�Adkison.
  This� Wizards� of� the� Coast®� game� product� contains� no� Open� Game� Content.� No� portion� of� this� work� may� be� reproduced� in� any� form
  without� written� permission.� To� learn� more� about� the� Open� Gaming� License� and� the� d20� System� License,� please� visit
  www.wizards.com/d20.
  This� product� uses� updated� material� from� the� v.3.5� revision.
  Dungeons� &� Dragons,� Eberron,� D&D,� Dungeon� Master,� d20,� d20� System,� Wizards� of� the� Coast,� Player’s�Handbook,�Dungeon�Master’s�Guide,
  and�Monster� Manual and� other� Wizards� of� the� Coast� product� names� and� their� respective� logos� are� trademarks� of� Wizards� of� the� Coast,
  Inc.,� in� the� U.S.A.� and� other� countries.
  This� material� is� protected� under� the� copyright� laws� of� the� United� States� of� America.� Any� reproduction� or� unauthorized� use� of� the
  material� or� artwork� contained� herein� is� prohibited� without� the� express� written� permission� of� Wizards� of� the� Coast,� Inc.
  This� product� is� a� work� of� fiction.� Any� similarity� to� actual� people,� organizations,� places,� or� events� is� purely� coincidental.
  Printed� in� the� U.S.A.� ©2007� Wizards� of� the� Coast,� Inc.�
  U.S.,� CANADA,�ASIA,
  PACIFIC,� &� LATIN�AMERICA
  Wizards� of� the� Coast,� Inc.
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  DESIGN
  Robert�Wiese
  EDITING
  Miranda�Horner
  TYPESETTING
  Nancy� Walker
  CARTOGRAPHY
  Todd� Gamble,� Brain� Hagan,� Robert� Lazzaretti
  DESIGN MANAGER
  Christopher�Perkins
  WEB PRODUCTION
  Bart�Carroll
  WEB DEVELOPMENT
  Mark�Jindra
  
  Monster�Manual�III�(MMIII),�and� the� EBERRON Campaign�Setting
  (ECS). In� addition,� the� adventure� draws� heavily� from
  the�new�Secrets� of� Xen’drik sourcebook.�You� don’t� need� a
  copy� of� that� book� to� run� this� adventure,� but� you’ll
  understand� the� adventure� as� a� whole� and� its� setting� a
  lot� better� if� you� have� access� to� it.
  To� get� started,� print� out� the� adventure,� including
  the� maps.� Read� through� the� scenario� at� least� once� to
  familiarize� yourself� with� the� situation,� threats,� and
  major�nonplayer�characters� (NPCs).� Some� text� is� des-
  ignated� as� player� information� that� you� can� read� aloud
  or� paraphrase� for� the� players� at� the� proper� times.
  ADVENTURE BACKGROUND
  The� war� between� the� giants� and� the� quori� caused� dev-
  astation� across� Xen’drik� and� even� to� the� far� reaches� of
  Eberron.� After� the� giants� banished� the� quori,� magical
  plagues�and�curses�swept�the�land�for�a�thousand�years.
  During� this� time,� the� giants’� drow� slaves� threw� off
  their� chains� and� rebelled� against� their� masters.� Their
  battles� for� freedom� were� hard� and� often� futile,� but
  their� smaller� size� and� their� knowledge� of� magic� aided
  them.� Eventually� they� won� their� freedom,� and� the
  giants�found�themselves�reduced�to�savagery.
  During� the� war� for� liberation,� some� drow� found� the
  c�reation� forges� left� behind� by� the� quori� and� learned
  how� to� use� them� to� create� warforged� scorpions.� The
  drow� appropriated� a� number� of� creation� forges� and
  moved� them� to� secret� bases� where� they� would� not� be
  found.� The� secret� for� creating� these� cre�a�t�u�res� re�m�a�i�n�s
  with� a� small� enclave� of� drow� deep� in� the� interior� of
  X�e�n’drik,� though� few� of� the� cre�a�t�u�res� are� created� any-
  m�o�re.� However,� most� of� the� creation� forges� were� lost� in
  battles,� natural� disasters,�or�mon ster�att acks.
  About� a� hundred� years� ago,� a� group� of� drow� was
  exploring� near� the� river� Hydra� in� central� Xen’drik
  when� they� came� upon� a� ruined� ziggurat� from� the� time
  of� the� giants.� While� exploring� it,� they� found� that� it
  covered� a� deep� cavern� that� contained� a� working� cre-
  ation� forge.� Eager� to� seize� such� a� prize,� they� estab-
  lished� a� settlement� at� the� ziggurat� site� that� they� named
  Caledaith,� and� they� sent� word� to� other� enclaves� of
  drow.� Soon� powerful� artificers� came� to� study� the� forge
  while� the� settlement� of� drow� was� expanded� and� some
  warforged� scorpions� were� brought� to� the� area� to� sup-
  plement� the� defense.� The� drow� knew,� however,� that
  their� greatest� defense� would� be� secrecy,� and� so� they
  worked� to� camouflage� their� very� presence.
  Elders�among�the�drow�of�the�scorpion�realized�that
  even� camouflage� would� not� be� sufficient,� and� one
  night� about� twenty� years� ago� they� magically� moved� the
  entire� creation� forge� to� a� new� site� deeper� in� the� inte-
  rior� of� Xen’drik.� They� then� created� a� massive� illusion
  of� the� forge� where� it� stood� and� left� the� drow� at
  Caledaith� unaware� of� the� change.� Thus,� the� drow
  today�guard� an� illusion� of� the� forge.
  ADVENTURE SYNOPSIS
  The� PCs� are�exploring�along�the�river�Hydra�when�they
  are� attacked� by� the� drow� from� an� advance� scouting
  base.� Searching� this� camp� leads� the� PCs� to� Caledaith,
  where� they� can� explore� and� fight� drow� and� warforged
  scorpions.� They� can� find� the� creation� forge,� discover
  its� illusory� nature,� and� perhaps� find� clues� to� where� it
  might� have� been� taken.
  ADVENTURE HOOKS
  The� adventure� begins� deep� within� the� jungles� of
  X�e�n’drik,� along�t he�r iver�Hy dra.�If �y ou�ha ve�th e�ma p� of
  X�e�n’drik� from� Secrets� of� Xen’drik,� you� can� begin� this
  a�d�v�e�n�t�u�re�a nywhere�b etween� numbers�1 3�a nd� 11�on � the
  map.� If� you� don’t� have� the� map,� look� at� it� or� download
  it� from� the� Wi�z�a�rds� of� the� Coast� website.� Because� the
  a�d�v�e�n�t�u�re� begins� in� the� wilderness,� the� PCs� are� alre�a�d�y
  t�h�e�re� for� some� reason.� Thus,� you� can� take� two
  approaches� to� setting� the� hook� for� this� mini-adventure.�
  First,� the� PCs� could� be� on� their� way� to� some� other
  destination�and�come�across�the�drow�in�the�first�com-
  bat� as� a� “random� encounter”� of� sorts.� Their� primary
  mission�is�left�to�you,�but�some�suggestions�include�the
  following.
  •• They� could� be� rescuing� someone� important� from
  Stormreach� who� was� kidnapped� by� yuan-ti,� giants,
  drow,� or� something� else.
  • They� may� be� exploring� on� behalf� of� House� Cannith
  for� quori� sites� that� might� contain� creation� forge
  technology� that� has� not� been� discovered� yet.� Quori
  created� constructs� like� the� warforged,� and� perhaps
  some� creation� forges� have� not� been� found� on� the
  vast�continent.
  • Perhaps� they’re� prospecting� for� mineral� wealth� or
  other� natural� resources� on� behalf� of� Khorvairan
  merchants� or� a� dragonmarked� house.
  • They� may� be� looking� for� ancient� ruins� to� loot.
  There� are� countless� giant� and� quori� ruins� scattered
  across� the� huge� continent� just� waiting� to� be� found
  and� to� have� their� treasures� taken.� That� is,� if� the� PCs
  can� overcome� any� dangers� surrounding� them.
  • They� may� be� finding� their� way� back� from� getting
  lost.� Xen’drik� is� a� vast� and� mostly� unmapped
  wilderness,� and� it� is� easy� to� go� astray.
  
  The� other� option� is� that� the� PCs� could� be� looking
  for� this� drow� enclave� specifically.� They� took� a� job� in
  Stormreach�or�somewhere�on�Khorvaire� to� seek� out� an
  enclave� of� Vu�l�koor-worshiping� drow� because� the
  sponsor� knows� that� the� drow� have� creation� forges� that
  no� one� else� knows� about,� and� these� forges� are� proba-
  bly� working� ones� at� that.� House� Cannith� is� a� perfect
  sponsor� for� this� kind� of� quest,� but� other� factions
  would� like� to� acquire� the� means� of� creating� their� own
  construct�guardians.� The� PCs� have,� therefore,� been� to
  Stormreach� and� gained� some� clues� to� point� them� in
  this� general� direction.� However,� they� have� not� found
  the� drow� yet,� so� they� continue� to� search� the� area� when
  they� are�attacked.
  AMBUSH (EL 12)
  The� PCs� have� spent� a� day� traveling� through� the� jungle
  (or� fruitlessly� searching� for� drow)� and� have� camped
  for� the� night.� They� may� or� may� not� have� PCs� on� watch.
  A� group� of� drow� scouts� from� the� nearby� encampment
  has� detected� the� PCs� and� ambushes� them� here.� They
  have� had� one� of� the� raiders� watching� the� PCs’� camp
  since� nightfall� from� a� distance� of� 100� feet� (+10� modi-
  fier� to� Spot� and� Listen� check� DCs� to� detect� the� spy).
  This� drow� has� pass�without�trace active� as� well,� and� he� has
  left� no� tracks� leading� to� his� current� position.� Just
  before� the� attack,� he� sneaks� off� and� reports� the� PCs’
  positions� in� camp� so� that� the� drow� can� plan� their
  ambush� (hiding� his� tracks� when� he� does� so,� since� his
  spell� expired� while� he� was� watching� the� PCs).
  The� kaxat� and� the� raiders� surround� the� camp� as� best
  as� they� can,� moving� slowly� (+2� DM’s� friend� bonus� on
  Move� Silently� checks)� and� using� trees� for� cover.� They
  attack� using� ranged� weapons� for� maximum� surprise,
  and� then� use� divide-and-conquer� tactics� against� the
  PCs� (focus� on� one� PC� until� he� or� she� is� down,� and� then
  change� targets).� The� others� attack� spellcasters,� espe-
  cially� clerics� or� other� healers,� pre�f�e�rentially� to� weake�n
  the� PCs’� ability� to� heal.� They� are� not� above� selecting� a
  sleeping� PC� for� a� first-round� attack� if� that� PC� is� an
  obvious� spellcaster� or� healer� (taking� out� the� healer� in
  the�fir st�roun d�w ould� be�an�ide al� strategy�for � them).
  The� firebringer� begins� the� combat� invisible� and
  stays� out� of� the� fighting� as� best� as� he� can.� If� approached,
  he� uses� i�n�v�i�s�i�b�i�l�i�t�y to� conceal� his� movement� to� a� new� loca-
  tion� and� attacks� again.� He� casts� h�a�s�t�e on� his� comra�d�e�s
  early� on,� when� they� are� still� within� 50� feet� of� him,� and
  he� uses� other� buffing� spells� as� appropriate.� He� does� not
  leave� himself� without�a t� least� five� powerful�at tack� spells,
  though.�He� re�t�reats� if�he � runs�out�of�spe lls.
  The� drow� retreat� and� heal� if� the� tide� turns� against
  them,� knowing� that� they� can� see� much� farther� at� night
  than� the� PCs� probably� can.� If� they� retreat,� they� attack
  several� hours� later� in� the� same� fashion� (though� with
  fewer�spells).
  Creatures: The� attacking� drow� are� a� moderately
  sized� scouting� group� consisting� of� a� leader,� a� sorcerer,
  and� four� raiders.
  Drow�Kaxat�(leader): hp� 68;� see� Appendix.
  Drow� Firebringer: hp� 19;� see� Appendix.
  Drow� Raider� (4): hp� 27;� see� Appendix.
  Treasure: The� drow� have� the� equipment� listed� for
  them� in� the� Appendix,� and� an� additional� four� wands�of
  cure�light�wounds among� them� for� healing� injuries.
  Development: All� the� drow� have� pass� without� trace
  active� when� they� approach� the� PCs’� camp� except� the
  kaxat� and� the� spy.� They� are� hiding� their� tra�c�k�s�.
  Tracking�the�drow�therefore� requires� a� DC� 23� Survival
  check� at� night� (or� DC� 20� the� next� day).� The� tracks
  eventually� lead� to� the� drow� encampment,� which� is� the
  site� of� the� next� encounter.� Though� they� all� bear� lay
  symbols� of� Vulkoor,� the� drow� do� not� bear� any� tribe� or
  clan� markings,� and� they� do� not� carry� anything� that
  would� point� back� to� the� encampment� (such� as� a� map).
  Troubleshooting:� To� continue� the� adventure�,
  rather� than� just� having� this� ambush� turn� into� a� ran-
  dom� encounter,� you� need� to� make� sure� that� the� PCs
  find� the� tracks� of� the� drow� ambushers.� The� reasons
  that� they� might� not� are� that� 1)� they� don’t� bother� to
  look,� or� 2)� none� of� the� PCs� has� the� Track�feat�(because
  anyone� at� 10th� level� with� the� Track� feat� can� make� the
  Survival� check� DC� to� find� the� tracks� if� they� look).� If
  none� of� the� PCs� have� the� Track� feat,� then� you� have� to
  fall� back� on� Search� checks� to� find� tracks.� The� PCs
  won’t� be� able� to� follow� them,� but� you� could� make� the
  tracks� easier� to� follow� by� making� the� Search� check� DC
  10� (so� that� Search� checks� can� be� used� to� at� least� have� a
  chance� of� finding� them� now� and� again� [see� the� Track
  feat� on� page� 110� of� the� Player’s� Handbook� for� a� better
  idea� of� options]).� Alternatively,� you� could� allow� an
  NPC� with� the� Track� feat� to� come� along� with� the� group.
  If� the� PCs� refuse� to� look� for� tracks,� you� can� try
  again�to�get�them�into�the�adventure� by� throwing� a� sec-
  ond� ambush� (same� stats)� at� the� PCs� a� couple� of� nights
  MODIFYING FOR DIFFERENT LEVELS
  OF PCS
  • 8th-Level� PCs� (EL� 10): Eliminate�the�kaxat.
  • 12th-Level� PCs� (EL� 14):� Add� 4� drow� raiders,� 2
  drow� poisoners,� and� 1� drow� shaman.� See� Appendix
  for�drow�statistics.
  Incorporate� the� new� tactical� possibilities� and� spells
  into� the� drow� preparation� and� attacks.� The� poisoners
  work� together� to� make� the� best� use� of� their� sneak� attack
  ability.� The� shaman� casts� shield� of� faith on� himself,� casts
  bless on� the� group� just� before� the� attack,� casts� bull’s
  strength on� the� kaxat,� and� casts� divine� power on� himself
  during� the� surprise� round.
  WHY AN AMBUSH?
  Why� do� the� drow� bother� to� ambush� the� PCs� in� the� first
  place� if� they� are� trying� to� keep� their� presence� a� secret?
  For� two� reasons,� actually.� The� first� is� that� the� PCs� are
  close�enough�to�the�encampment�that�they�may�find�it,
  and� that� would� be� bad.� The� second� is� that� the� drow
  need�the�PCs’�equipment,�since�magical�goodies�don’t
  come� through� the� jungle� to� them� every� day.
  
  later.� They� should� get� worried� if� drow� keep� trying� to
  kill� them.� However,� if� they� still� don’t� bite,� then� you
  may� need� to� have� them� run� across� the� encampment
  (below)� if� you� want� to� be� blatant,� or� just� give� up� on� the
  adventure� until� some� later� time� and� try� again.� You
  shouldn’t� force� PCs� into� an� adventure.
  THE ENCAMPMENT
  If� the� PCs� follow� the� tracks� of� the� drow� that� attacked
  them,� they� reach� the� encampment� after�about� 2� hours’
  travel.� The� area� is� dense� jungle,� and� movement� is� slow
  (consider� the� whole� area� to� be� difficult� terrain).
  If� the� PCs� eliminated� all� the� drow� in� the� ambush,
  then� the� camp� is� not� on� guard� against� them.� If� any
  drow� escaped,� then� the� encampment� is� prepared� to
  fend�off�intruders.�Notes�about�preparations�if�warned
  are� included� with� each� encounter� area.
  Use� the� Primitive�Camp�map�(from�Secrets�of�Xen’drik)
  for� this� section� of� the� adventure.� The� PCs� approach
  the� camp� from� the� right� side� of� the� map.� The� trails
  that� lead� to� area� 1� and� to� the� ruined� bridge� in� the
  water� meet� up� just� off� the� map� image.
  Area 1: Advance Camp (EL 10)
  Most� of� the� drow� stay� in� the� barracks� at� the� fort� in� area
  4,� but� some� of� the� scouts� prefer� the� open� sky� and� camp
  here.� The� scouting� parties� also� use� this� as� an� advance
  packing� and� staging� camp.� The� clearing� is� dominated
  by� a� large� fire� pit� in� the� center.� On� the� river� side� clos-
  est� to� the� collapsed� bridge,� the� drow� have� built� a� small
  shed� to� hold� supplies.
  If� any� drow� from� the� ambush� escaped,� the� drow
  here� have� set� a� little� ambush� of� their� own.� They� are
  arranged� to� draw� the� PCs� toward� the� rocky� areas� where
  they� can� push� them� over� the� cliff� and� into� the� river.
  Creatures: The� camp� is� always� occupied� by� a� group
  of� drow,� who� are� the� first� defense� for� the� fort� in� case
  of� attack� from� that� direction.� They� fight� to� delay� any
  intruders� and� make� enough� noise� to� alert� the� fort
  before� falling� back� into� the� jungle� so� that� they� can
  come� up� later� and� support� the� drow� at� the� fort.
  Drow� Poisoner:� hp� 23;� see� Appendix.
  Drow�Raiders�(4): hp� 27;� see� Appendix.
  Tr�e�a�s�u�r�e�: In� addition� to� the� gear� on� each� drow,
  the� PCs� find� a� lot� of� camp� supplies� and� foodstuffs� in
  the� shed.
  Development: If� a� battle� is� joined� here� and� not
  covered� with� a� silence effect,� then� the� fort� goes� on� alert
  if� it� had� not� done� so� already.� If� it� was� already� on� alert,
  then� the� trail� trap� at� area� 3� is� manned.
  Area 2: Rickety Bridges
  In� fact,� they� have� been� made� to� look� that� way� on� pur-
  pose,� so� as� to� slow� intruders.� The� bridges� have� been
  re�i�n�f�o�rced� from� below.� A� DC� 20� Spot� check� is
  required� to� see� the� reinforcements�under�normal�cir-
  cumstances.� In� the� rushed� situation� of� the� PCs� attack-
  ing� the� camp� and� chasing� drow,� the� Spot� DC� is� 25� (the
  PCs� are� distracted).
  These� bridges� over� the� fast-moving� river� below
  appear� to� be� very�rick ety� and�dan gerous�to�use. �
  MODIFYING FOR DIFFERENT LEVELS
  OF PCS
  • 8th-Level� PCs�(E L� 8):�E liminate� the�d row�p oisoner
  and�1� drow� ra�i�d�e�r�.
  • 12th-Level� PCs� (EL� 12):� Add� 1� drow� kaxat.
  
  The� drow� have� a� specific� route� that� they� use� to� cross
  the� bridge� at� full� speed.� It� is� somewhat� convoluted� and
  not� at� all� necessary� since� the� bridge� is� strong� everywhere�.
  However,� seeing� the� drow� take� a� weird� route� should� con-
  tribute� to� the� mental� idea� that� the� bridge� is� dangerous.
  Memorizing� the� exact� route� while� a� drow� is� running� it
  re�q�u�i�res� a� DC� 25� Spot� check� and� full� concentra�t�i�o�n
  while�t he�q uarry�is �u sing�t he�p ath.
  For� PCs� trying� to� cross� the� bridge,� require� DC� 5
  Balance� checks� once� in� the� middle� of� the� bridge.� Make
  it� seem� like� the� DC� is� higher,� though,� and� don’t�forget
  to� add� in� creaking� bridge� planks� that� feel� like� they
  might� give� under� the� PCs’� feet.
  Area 3: Trail Trap (EL 8)
  The� path� is� 5� feet� wide,� and� the� drow� have� built� a� trap
  along� this� trail� that� is� armed� if� the� camp� is� warned� of
  danger.� Thus,� if� any� drow� escaped� the� ambush,� or� if
  enough� noise� is� made� in� area� 1� to� alert� the� camp,� a
  drow�raider�activates�this�trap�before� the� PCs� reach� the
  spot� (and� then� returns� to� the� fort).�
  At� the� spot� on� the� trail� where� the� river� touches� the
  west� side� of� the� trail,� the� drow� have� set� up� a� tripwire.� If
  tripped,� a� mass� of� branches� and� logs� falls� from� the
  trees� on� the� east� side� of� the� trail� onto� the� trail� and� any
  PCs� there.� It� is� constructed� such� that� any� PCs� hit� by
  debris� suffer� the� effects� of� a� bull� rush.� Anyone� who� is
  pushed� 5� feet� or� more� falls� into� the� river� 10� feet� below.
  Falling� Debris� Trap: CR� 8;� mechanical;� touch
  trigger;� no� reset;� Atk� +20� melee� (10d6� debris);� multi-
  ple� targets� (all� creatures� within� a� 20-foot� length� of
  path� starting� 5� feet� ahead� of� trip� wire);� bull� rush� (+14
  to� opposed� Str� check,� 1d6� falling� damage� for� those
  pushed� into� the� river);� Search� DC� 25;� Disable� Device
  DC� 10.
  Development: PCs� pushed� into� the� water� must� get
  out� again,� and� this� causes� a� delay� that� allows� the� fort� to
  better� prepare.� Climbing� the� wet� bank� requires� a� suc-
  cessful� DC� 15� Climb� check,� or� DC� 5� with� a� rope� assist.
  Area 4: Camp Fort (EL 13)
  Built� back� in� the� Age� of� Giants,� the� fort�� (walls:� hard-
  ness� 5,� 360� hp)� was� in� a� ruined� state� until� the� drow
  rebuilt� it.�
  The� gate� usually� stands� open� on� one� side� just
  enough� to� allow� easy� passage� of� drow� back� and� forth,
  and� they� can� close� it� easily.� If� the� camp� goes� on� alert,
  the� drow� that� arms� the� trail� trap� in� area� 3� also� closes
  the� fort� gate.� Then� the� drow� raiders� and� the� fire-
  bringer�take� to� the� towers� for� missile� and� ranged� spell
  defense� while� the� shaman� and� the� scorrow� wait� inside.
  The�scorrow�calls�its�monstrous�scorpion�pets�from�the
  nearby� forest� as� soon� as� the� intruders� begin� to� break
  through� the� gates� or� walls,� and� they� arrive� at� the� top� of
  the� wall� at� the� end� of� the� next� round.
  Creatures:� A� sizable� force� of� drow� occupy� the
  camp,� along� with� some� other� creatures.� Some� of� the
  drow� are� out� on� scouting� duty,� but� the� remainder� are
  in� the� fort� or� at� area� 1.
  Scorrow�Leader: hp� 75;� see� Appendix.
  Huge� Monstrous� Scorpion� Pets� (2):� hp� 75;� M�M 2�8�7�.
  Drow� Firebringer: hp� 19;� see� Appendix.
  Drow�Shaman: hp� 42;� see� Appendix.
  Drow� Raiders� (6): hp� 27;� see� Appendix.
  Area 5: Watch Towers
  A� ladder� from� the� fort� below� ascends� to� each� watch
  tower.�The�towers�offer�cover�against�enemy�attacks,�or
  full�cover�if�one�drops�prone�inside.�The�drow�in�these
  towers� are� included� in� those� listed� for� area� 4.
  Area 6: Scorrow’s Quarters
  The� scorrow� leader� had� his� own� building,� chiefly
  because� no� one� else� wanted� to� be� anywhere� near� the
  half-scorpion� cre�a�t�u�re.� The� building� contains� six
  rooms,� though� it� appears� that� some� relatively� recent
  The� fort� ahead� has� a� wooden� wall� made� of� tree
  trunks� 3� feet� thick,� with� a� double� gate� made� of� the
  same�material.�The�trunks�have�been�sharpened�to
  points� on� the� top.
  MODIFYING FOR DIFFERENT LEVELS
  OF PCS
  • 8th-Level� PCs� (EL� 11):� Eliminate� 1� monstrous
  scorpion,� the� drow� firebringer,� and� 3� drow� raiders
  • 12th-Level� PCs� (EL� 15):� Add� 3� huge� monstrous
  scorpions� and� 2� drow� kaxat.
  MODIFYING FOR DIFFERENT LEVELS
  OF PCS
  • 8th-Level� PCs� (EL� 8):� Replace� the� drow� druid� with
  a� drow� raider.
  • 12th-Level� PCs� (EL� 12):� Add� 4� bloodstrike�r
  dinosaurs� (hp� 94;� MMIII 39).
  
  remodeling� done� in� an� effort� to� accommodate� the
  scorrow� has� cut� down� the� original� number� of� rooms.
  The� rooms� include� a� privy� (a� drow� has� to� empty� the
  waste� into� the� forest� every� day),� a� sleeping� room,� an
  office� of� sorts,� a� kitchen,� and� two� rooms� that� the
  shamans� use� to� worship� Vulkoor.
  In� the� office,� the� PCs� can� find� a� map� of� the� nearby
  area� that� shows� patrol� routes.� It� also� has� Caledaith
  Ziggurat�marked� on� it.� In� addition� to� the� map,� some
  papers� include� communications� from� superiors� at
  Caledaith� to� the� scorrow� on� mundane� matters,� plus� a
  half-written� letter� from� the� scorrow� to� the� command-
  ers� describing� the� monotonous� situation� at� the� camp.
  Area 7: Barracks
  The� drow� all� live� within� the� two-story� barracks,� which
  has� several� small� rooms� and� a� few� larger� rooms,
  including� a� kitchen� and� a� dining� room.� Each� drow� has
  limited� personal� possessions,� such� as� extra� clothing� or
  whetstones� or� extra� arrows� (for� the� raiders).� The� drow
  don’t� bring� any� wealth� to� these� camps;� they� store� it� in
  Caledaith� with� relatives� or� friends.� Though� the� PCs
  find�nothing�of�interest�(unless�the�DM�wishes�to�plant
  something� here),� it� will� take� the� PCs� a� couple� of� hours
  to� search� the� whole� building� thoroughly� and� discover
  the� lack� of� useful� information� and� items.
  Area 8: Dinosaur Pasture 
  (EL 10)
  The� drow� use� this� meadow� to� pasture� their� deinony-
  chus� mounts.� They� have� only� six� of� the� creatures,� but
  the� creatures� make� travel� to� other� drow� settlements� go
  much� more� quickly.� The� drow� do� not� use� the� mounts
  for� scouting� in� the� local� area.
  Creatures: The�deinonychus�mounts�are� tended� by
  a� drow� druid.
  Drow�Druid: hp� 38;� see� Appendix.
  Ape�Animal�Companion: hp� 44;� see� Appendix.
  Carver�(Deinonychus)�Mounts�(6): hp�34;�MM 60.
  If� the� PCs� circle� the� area� and� approach� the� encamp-
  ment� from� this� direction,� the� druid� is� on� alert� only� if
  drow� escaped� the� ambush.� In� this� case,� the� deinonychus-
  es� are� in� the� pasture� area� and� charge� the� PCs� (re�c�o�g�n�i�z�e�d
  as� nondrow)�im mediately.� The�d ruid�su pports�t hem.
  If� the� encampment� is� on� alert,� then� the� druid� has
  the� deinonychuses� grouped� for� attacking� strangers� on
  the� path� from� the� brush.� If� a� fight� occurs� in� area� 1,
  then� the� druid� brings� the� deinonychuses� down� the� path
  t�o�w�a�rd� the� bridge� and� hides� them� in� the� brush� along
  the� path� or� uses� them� to� support� any� fighting� around
  the� bridge.� The� deinonychuses� don’t� know� that� the
  bridge� is� supposed� to� be� rickety� and� charge� across� it
  without�actin g� differently� (this�could�be � a� clue).
  If� a� serious� danger� threatens� the� encampment,� the
  druid� runs� for� the� monolith� at� area� 9� to� signal� other
  drow� in� the� region� of� the� danger� posed� by� the� PCs.
  Area 9: Monolith
  The� greenish� gray� monolith� itself� is� from� the� age
  of� the� giants,� and� it� was� constructed� from� a� single
  piece� of� stone.� Wind,� rain,� and� age� wore� away� the
  carvings� in� the� surface� long� ago.
  MODIFYING FOR DIFFERENT
  LEVELS OF PCS
  • 8th-Level� PCs� (EL� 10): Eliminate� 1� warforged
  scorpion,� the� firebringer,� and� 1� drow� raider.
  • 12th-Level� PCs� (EL� 14): Add� 1� drow� kaxat� and� 4
  warforged�scorpions.
  
  This� crumbling� monolith� stands� more� than� 30� feet
  above� the� level� of� tree� canopy,� and� the� drow� use� it� for
  communicating� with� other� drow� in� the� region.� It� has
  been� enchanted� so� that� the� drow� can� cause� the� top� to
  glow� with� different� colors.� If� a� drow� touches� the
  monolith� once,� the� top� of� the� monolith� turns� red� and
  glows.� This� signals� that� the� encampment� is� in� trouble
  and� that� other� drow� should� be� on� alert.� Touching� it
  twice�turns�the�top�blue,�a�signal�that�something�inter-
  esting� is� going� on� at� the� encampment.� Touching� it
  three� times� turns� off� the� colors� and� the� glows.
  CALEDAITH ZIGGURAT
  Caledaith�Ziggurat� is� the� main� drow� settlement� in� the
  area,� and� it� supposedly� guards� a� quori� creation�forge.
  The�ziggurat� itself� is� from� the� early� Age� of� Giants,� and
  elves� built� it� before� the� giants� enslaved� them.
  Abandoned� for� millennia,� the� ziggurat� later� served� as
  a�brief�home�to�lizardfolk�and�then�yuan-ti.�About�one
  hundred�years�ago,�the�current�drow�occupants�discov-
  ered� the� ziggurat� and� the� creation� forge� beneath� it.
  The� settlement� expanded� to� more� than� fifty� drow,
  with� some� establishing� camps� surrounding� the� site� for
  additional� defense� and� to� improve� secrecy.� They
  brought� warforged� scorpions� to� the� site,� along� with
  some� scorrow,� and� they� rebuilt� the� ziggurat� village� and
  the� wall� surrounding� it.
  The� ziggurat� is� thirty� miles� from� the� encampment,
  and� no� trails� give� away� the� drow� positions.� Thus,� it
  could� take� at� least� three� days� to� get� there,� barring� any
  other� incidents� or� side� treks� that� the� Dungeon� Master
  may� wish� to� throw� in.
  Use� the� map� of� the� Ziggurat� Ruins� (from� Secrets� of
  Xen’drik),�but�treat� the� place� as� if� it� is� intact.� The� drow
  have� repaired� it� and� rebuilt� the� ruined� buildings� and
  the� wall� that� surrounds� the� settlement� (so� it� is� com-
  plete� all� the� way� around,� with� a� gate� at� the� “Jungle
  Path”� marked� on� the� map).� Additionally,� it� has� diffi-
  cult� terrain� and� light� undergrowth.
  If� any� drow� from� the� encampment� activated� the
  monolith,� then� the� ziggurat� is� on� alert� and� expecting
  intruders.� This� alert� lasts� two� full� weeks,� since� the
  drow� know� how� far� away� the� encampments� are� from
  the�ziggurat�settlement.
  The� general� defensive� strategy� is� to� protect� the
  e�n�t�rance� to� the� cavern� containing� the� creation� forge.� The
  drow� don’t� care� about� survival� if� they� have� a� real� chance� of
  killing� any� intruders,� and� they� fight� more� aggressively� (or
  recklessly)� when� they� feel� they� have� the� upper� hand.� If� the
  z�i�g�g�u�rat� is� attacked,� the� leaders� move� to� area� 10� and� the
  rest� of� the� drow� stand� ready� to� defend� in� the� plaza� (are�a
  4).� They� hope� that� any� intruders� will� be� weakened� after
  fighting� in� the�p laza�a nd�w ill�f all�t o�t he�le aders.
  Area 1: Stables (EL 8)
  The�drow�of�Caledaith�use�carver�dinosaurs�as�mounts,
  and� the� drow� keep� their� mounts� within� these� stables.
  Stalls� for� fifteen� carvers� are� on� each� wall� of� the� build-
  ing,� with� an� open� area� in� the� center� and� some� food
  storage�on�the�short�walls.�Enough�tack�and�saddles�for
  twenty�carvers,�plus�materials�to�make�more,� are� stored
  in� various� tack� areas.� Simple� leatherworking� tools� are
  in� a� cabinet� on� the� east� wall.
  C�r�e�a�t�u�r�e�s�: C�u�r�rently� six� carvers� stand� within� various
  stalls.� As� long� as� they� remain� in� their� stalls,� they� won’�t
  attack� anyone� and� they� remain� indifferent� to� the� pre�s�e�n�c�e
  of� the� PCs.� If� released,� they� become� hostile� and� attack� any
  nondrow� they� see.�T hey�w on’t�le t�n ondrow� ride� them,� so
  they�a re� (probably)�u seless� as�m ounts� for� the�P Cs.
  Carver�(Deinonychus)�Mounts�(6): hp�34;�MM 60.
  Area 2, 5, 6: Residences
  Each� of� these� two-story� structures� provides� housing
  for� a� number� of� drow.� If� PCs� look,� they� can� find� drow
  personal� items� and� such� household� items� as� the� drow
  would�need.
  Because� of� the� size� of� the� community,� the� drow
  don’t� have� any� guard� posts� per� se.� All� drow� participate
  to� some� degree� in� defense,� even� if� they� simply� stand
  watch� from� the� roof� of� their� residence.� All� residences
  have�roofs�with�protective�3-foot-tall�walls.
  Area 3: Statue
  A� statue� of� Vulkoor� stands� here,� or� one� representation
  of� him� anyway.� The� statue� is� 10� feet� tall,� with� the� body
  of� a� scorpion� and� the� torso� and� head� of� a� drow.
  Though� not� carved� in� fine� detail,� it� looks� quite� pass-
  able.� This� area� of� the� plaza� serves� as� the� religious�cen-
  ter� for� the� drow� community,� and� some� dried� blood
  stains� the� flagstones� near� the� statue� (scorpion� blood).
  Area 4: Plaza (EL 12)
  The� main� part� of� the� settlement� is� this� open� plaza.� In
  ancient�times�the�occupants�painted,�carved,�or�etched
  images� and� symbols� into� the� flagstones� of� the� plaza,
  but� those� have� worn� away� by� now.� Plants� have� broken
  through� between� the� flagstones� and� cracked� most� of
  them,� but� the� drow� have� removed� the� plants� and
  restored� the� plaza� to� an� orderly� appearance.� They� did
  not� use� new� flagstones,� though,� so� the� plaza� now� looks
  like� a� puzzle� of� oddly� shaped� flagstone� pieces� with� the
  occasional� plant� growing� through� a� crack.
  The�main�battle�for�the�settlement�takes�place�in�the
  plaza.� The� drow� leaders� defend� the� way� down� to� the
  forge,� but� the� rest� mount� a� defense� here.� Their� tactics
  are� to� direct� the� warforged� scorpions� against� melee
  fighter� PCs,� and� take� on� the� spellcasters� and� archers
  themselves.� They� move� around� as� needed,� using� the
  buildings� for� cover� and� for� getting� around� to� flanking
  positions�as�appropriate.
  The�plaza�ahead�looks�like�a�puzzle�of�oddly�shaped
  flagstone� pieces� with� the� occasional� plant� growing
  through� a� crack.
  MODIFYING FOR DIFFERENT
  LEVELS OF PCS
  • 8th-Level� PCs� (EL� 13):� Replace� the� drow� aquasa
  with� a� drow� kaxat� and� remove� the� wolf� companion.
  (The� aquasa� is� away� for� now).
  • 12th-Level� PCs� (EL� 17):� Add� 4� stone� golems� (hp
  107;� MM� 136);� the� statues� animate� to� defend� the
  room� as� well.
  
  Creatures: The� drow� raiders� defend� the� ziggurat
  under� the� leadership� of� a� firebringer.� They� have� a
  number� of� warforged� scorpions� fighting� with� them.
  The� remaining� drow� (noncombatants� and� children)
  attack� any� PCs� near� them,� but� in� general� flee� the� set-
  tlement� if� they� are� not� immediately� thre�a�t�e�n�e�d�.
  Noncombatants� begin� in� the� plaza� or� in� buildings,� in
  randomly�determined�starting�positions.
  Drow� Firebringer: hp� 19;� see� Appendix.� Feel� free
  to� change� spell� selection.
  Drow� Raiders� (4): hp� 27;� see� Appendix.
  Warforged�Scorpions�(4): hp� 85;� see� Appendix.
  Drow� (25):� hp�4;�MM� 102
  Area 7: Pit
  Some� millennia� ago,� an� earthquake� created� this� ancient
  300-foot-deep� pit.� It� narrows� as�it � descends,� and� at� the
  bottom,� where� the� hole� is� only� 5� feet� wide,� it� opens� into
  a� cavern� deep� in� Khyber.� From� time� to� time� something
  horrible�come s�out ,� and�t he�d row�h ave�t o�fe nd�it �off �or
  kill� it.� However,� they� have� not� yet� closed� the� hole� off
  because� it�is� so�de ep.�The y�k eep�a� watch�on�it, � and� that
  has�be en� enough�for � the� past�one�hun dred� years.
  The� wall� around� the� settlement� extends� around
  this� pit,� following� the� line� of� jungle� trees� and
  enclosing� the� pit.
  If� you� want� to� introduce� some� random� creature
  from�the�Underdark�into�this�adventure,� this� is� a� good
  place�to�do�so.�The�creature� could� hear� the� battle� at� the
  ziggurat� when� the� PCs� attack,� and� climb� out.� It� could
  arrive� right� after� the� battle� is� over,� or� some� minutes
  later,� depending� on� what� you� want.
  Area 8: Well
  This� well� provides� the� drinking� water� for� Caledaith
  Ziggurat.� The� well� is� 50� feet� deep,� and� it� reaches� down
  to� an� underground� river.� The� well� is� only� 3� feet� in
  diameter,� which� is� barely� wide� enough� for� a� Medium
  creature� to� climb� down� with� a� rope� for� assistance.
  Area 9: Statue Heads
  These� two� heads� appear� to� be� from� the� same� period� as
  the�ziggurat,�though�the�ziggurat�is�in�fact�thousands�of
  years� older.� These� two� heads� come� from� statues� of
  giant� deities� that� adorned� a� temple� at� a� giant� city� some
  hundred� miles� to� the� south.� Drow� attacked� the� city� as
  the�giant�civilization�was�falling,�and�the�drow�brought
  the� heads� here� as� trophies.� Soon� after,� the� drow� aban-
  doned� the� ziggurat� when� a� magical� curse� washed� over
  the� area,� but� the� heads� remained.�
  The� drow� use� the� area� around� the� heads� for� fight-
  ing�practice�and�for�exercising�mounts.�These�drow�do
  not� know� the� significance� of� the� heads� at� all.� However,
  if� one� could� roll� the� heads� over,� one� would� see� the
  name� of� a� giant� deity� (written� in� Giant)� and� the� name
  of� the� ruined� city� where� the� heads� came� from� carved
  on� the� bottom� of� the� necks.
  Area 10: Command Center 
  (EL 15)
  The� doorway� into� the� ziggurat� is� a� stone� sliding� door� 18
  inches� thick� (hardness� 8,� 270� hit� points,�br eak� DC� 25)
  that� slides� down� into� the� ground� to� open.� There�f�o�re�,
  the� mechanism� for� opening� the� door� is� entirely� under-
  ground.� The� door� can� be� locked,� closed,� or� opened
  from� the� inside� by� using� a� lever� to� the� right� of� the
  doorway,� but� it� cannot� be� opened� from� the� outside
  using�the � Open�Lock�skill.
  This� room� serves� as� both� an� office� and� a� lounge,
  since� the� leader� and� the� senior� drow� meet� and� plan
  here,� the� leader� relaxes� here,� and� the� shamans� meet
  h�e�re� before� religious� ceremonies.� Tapestries� that
  depict� scenes� of� Xen’drik� and� battles� between� drow
  and� giants� cover� much� of� the� old� stonework� of� the� zig-
  gurat.� The� room� is� furnished� with� a� large� table� (hard-
  ness� 5,� 60� hit� points,� break�DC�15)�in�the�center,�seven
  chairs,� and� a� couch� and� two� padded� chairs� in� a� group
  on� the� east� side� of� the� room.� Four� statues� of� giant-
  sized� drow� stand� around� the� room,� one� in� each� cor-
  ner.� The� drow� wear� clothing� that� emulates� an� ancient
  style,� and� they� represent� how� the� drow� have� prospered
  and� become� greater� than� their� old� masters� the� giants.
  The� door� has� been� closed� and� locked,� which
  requires� that� the� PCs� break� it� down.� Inside,� the� large
  table� on� its� side� in� front� of� the� door� serves� as� a� second-
  ary� blockade� and� is� held� in� place� by� the� rest� of� the� fur-
  niture.� The� table� is� 4� feet� wide� and� thus� the� PCs� have
  to� jump� over� it,� move� it� aside,� or� bash� through� it.� The
  firebringers�start�behind�cover�of�furniture�(therefore
  on� either� side� of� the� door),� and� the� shamans� start� near
  the� doorways� to� areas� 11� and� 12.� While� the� PCs� are
  breaking� down� the� door,� the� shamans� buff� the� rest� of
  the� drow� with� protective� and� enhancement� spells� that
  they� have� prepared.� The� raiders� start� near� the� door� to
  make� quick� attacks,� and� the� aquasa� and� his� companion
  stand� right� in� front� of� the� door� to� attack� the� first� PC
  to� reach� the� door� barricade.
  The� drow� here� fight� to� the� death,� since� they� do� not
  want� the� PCs� to� reach� area� 11� and� the� stairs� down� to
  the� creation� forge� below.� They� hope� that� the� PCs� were
  weakened� by� the� fight� outside� and� take� advantage� of
  any� weaknesses� they� see.� They,� especially� the� spellcast-
  ing� drow,� prefer� to� gang� up� on� PCs.� They� mercilessly
  kill� any� obvious� clerics� or� healers� first,� knowing� that
  the� PCs� are� not� as� tough� if� they� cannot� heal.� Then� they
  pick�other�spellcasters,�and�finally�fighters.
  Creatures: The�drow�aquasa�and�senior-level�min-
  ions,� along� with� some� guards,� try� to� hold� the� PCs� here
  and� kill� them� before� the� PCs� can� find� the� forge� below.
  Drow�Aquasa: hp� 109;� see� Appendix.
  Wolf�Companion: hp� 13;� see� Appendix.
  Drow� Firebringers�(2): hp� 19;� see� Appendix.� Feel
  free� to� change� their� spell� selection.
  The� millennia� have� taken� their� toll,� and� the� fea-
  tures� have� worn� down� on� these� two� statue� heads.
  Now� the� heads� look� like� rocks� that� coincidentally
  had�headlike� features� rather� than� carved� heads.
  Modifying� for� Different� Levels� of� PCs
  •• 8th-Level� PCs� (EL� 8):� Eliminate�1� warforged�t itan.
  • 12th-Level� PCs� (EL� 12):� Add�4�warforged�scorpi-
  ons� (hp� 85,� see� Appendix)� that� hide� in� niches
  around� the� room� until� nondrow� enter.� They� also
  cannot� see� the� illusion� of� the� forge.
  
  Drow�Shamans�(2): hp� 42;� see� Appendix.� Feel� free
  to� change� their� spell� selection.
  Drow� Raiders� (4): hp� 27;� see� Appendix.
  Area 11: Shaman Quarters
  This� room� serves� as� the� living� and� religious� quarters
  for� the� shamans� of� the� community.�� A� secret� door
  blocks� the� niche� marked� on� the� map.� The� niche� con-
  tains� a� circular� stairway� that� leads� downward� 80� feet� to
  the� floor� of� the� creation� forge� chamber� below.
  Area 12: Leader’s Chamber
  The� aquasa� that� leads� this� settlement� has� this� room
  as� his� own.� It� is� furnished� moderately� with� a� large
  bed,�a � desk�a nd�c hair,� a� dresser�wi th�c lothing,�a �ra�c�k
  for� the� aquasa’s� armor� and� weapons� (all� curre�n�t�l�y
  on� his� corpse� or� in� the� PCs’� possession� if� they� get
  this� far),� and� a� bookshelf� with� some� books� written�i n
  Elven� about� philosophy,� history� of� the� drow-giant
  conflict,� the� quori,� and� the� Galifar� kingdom� and
  the� Last� War.� They� might� fetch� 200� gp� from� a� seri-
  ous�s cholar,�o r� 300� gp�f rom� the�l ibraries�o f�t he�u ni-
  versities� on� Khorvaire�.
  Underground Chamber:
  False Forge (EL 10)
  The� stairs� from� Area� 11� come� down� 30� feet� through
  stone� before� opening� into� the� top� of� his� huge� cavern.
  The� cavern� itself� is� 50� feet� tall� and� 100� feet� across.� A
  number� of� alcoves� line� the� bottom� edges,� but� no� tun-
  nels� leave� this� room.� It� is� accessible� only� via� the� stair-
  way� or� magic.�
  This� forge� is� a� permanent� illusion� cast� at� 18th� cast-
  er� level.� The� drow� above� never� come� down� here,� and
  since� they� have� never� let� anyone� but� drow� come� down
  here,� they� have� no� way� to� know� that� the� whole� forge� was
  teleported�to�another�location�twenty�years�ago.�To�fig-
  ure� out� that� it� is� an� illusion,� the� PCs� have� to� interact
  with� it� and� succeed� on� a� DC� 22� Will� save,� or� wait� for
  one� of� the� guardian� creatures� to� walk� through� it� dur-
  ing� the� combat� that� takes� place� here.� If� they� succeed� on
  the� save,� the� PCs� know� it’s� an� illusion� but� it� is� still� vis-
  ible� and� they� cannot� see� through� it.
  Creatures:� The� drow� put� two� warforged� titans
  down� here� that� they� acquired� from� contacts� in
  Khorvaire.� The� titans� have� been� programmed� to� kill
  any� nondrow� that� enter� the� chamber.� They� remain
  inactive� in� alcoves,� one� on� each� side� of� the� forge� (one
  near� where� the� stairs� comes� down)� until� nondrow
  touch�the�floor.�Then�they�activate�and�start�killing.�As
  constructs,�they�are� immune� to� mind-affecting� effects
  and� thus� do� not� see� the� creation� forge� in� the� middle� of
  the� room.� To� them,� the� whole� cavern� is� one� big� empty
  chamber.� PCs� seeing� the� titans� pass� through� the� cre-
  ation� forge� gain� a� +4� bonus� on� their� Will� saves� to� dis-
  believe� the� illusion� of� the� forge.
  Warforged�Titans�(2): hp�109;�ECS 302.
  FURTHER ADVENTURES
  If� this� is� a� stand-alone� adventure� for� your� campaign,
  it� can� end� with� the� defeat� of� the� drow.� However,� the
  PCs� could� (and� probably� will)� discover� that� the� cre-
  ation� forge� is� one� big� illusion.� That� could� lead� them
  to� try� to� find� the� real� one,� and� then� the� notes� in� are�a
  12� would� become� relevant.� The� real� forge� was� moved
  by� the� drow� twenty� years� ago,� and� it� is� now� at� a� larger
  drow� settlement� a� hundred� or� so� miles� eastward
  t�o�w�a�rd� the� Valley� of� Shadows� (perhaps� even� in� the
  Valley� of� Shadows).
  This� might� be� the� first� time� that� the� PCs� have
  encountered� warforged� scorpions� before,� and� they
  might� want� to� find� the� technology� for� them� to� sell� to
  their�sponsors.�To� accomplish� this,� they� could� capture
  a� working� version� and� transport� it,� or� they� might� have
  to� find� the� drow� settlement� where� they� are� made.� This
  could� be� a� very� long� quest� that� leads� them� across
  Xen’drik.
  Or,� the� mysterious� heads� at� Caledaith� Ziggurat
  could� lead� the� PCs� on� a� quest� for� the� ruined� giant� city
  from� which� they� came,� and� whatever� treasures� might
  be� there.� The� city� is� about� one� hundred� miles� away,
  and� you� could� use� the� Forsaken� City� site� from� Secrets�of
  Xen’drik for� it,� but� you� would� have� to� add� some� more
  clues� (since� the� heads� alone� won’t� get� the� PCs� there).
  A� huge� glowing� machine� that� stands� 40� feet� tall
  dominates� the� center� of� this� room.� The� bottom� of
  it� is� surrounded� by� a� circle� of� control� panels,� and
  lights� on� the� panels� flash� and� glow.� The� forge� is� 50
  feet� in� diameter� total,� leaving� a� circle� 25� feet
  across� all� the� way� around� it.� The� machine� emits� a
  low� hum.
  Four� beds,� four� desks,� four� upright� dressers,� and
  four� basins� and� mirrors� on� small� tables� are� in� this
  room.
  
  APPENDIX
  The� starred� items� in� the� blocks� below� are� described� in
  Secrets� of� Xen’drik and� included� after� the� cre�a�t�u�re�s�.
  Warforged� scorpions� and� scorrow� are� introduced� in
  Secrets� of� Xen’drik.� The� drow� stats� come� from� the
  Xen’drik�Encounters�section�in�Chapter�Three�(except
  the� drow� druid).
  Warforged�Scorpion
  Eight� metal� legs� move� with� timed� precision,� supporting� a� segmented
  body�made�to�look�like�a�scorpion.�Two�long�arms�end�in�razor-sharp
  pincers,�while�a�barbed�tail�waves�overhead,�dripping�a�caustic�slime.
  Warforged�Scorpion
  CR� 6
  Usually� NE� Large� construct
  Init +3;� Senses darkvision� 60� ft.,� low-light� vision;
  Listen� +0,� Spot� +0
  Languages Common,� Drow,� Giant� (can’t� speak)
  AC� 22, touch� 12,� flat-footed� 19
  (–1� size,� +3� Dex,� +10� natural)
  hp 85� (10� HD);� D R 5/adamantine
  Immune construct�immunities�(MM 307)
  R�e�s�i�s�t acid� 10,� cold� 10,� electricity� 10,� fire� 10,� sonic� 10
  Fort +3,�Ref +6,� Will +5
  Speed 40� ft.� (8� squares)
  Melee 2� claws� +12� each� (1d8+6)� and
  sting� +7� (1d6+3� plus� 1d6� acid)
  Space 10�ft.;�Reach 5� ft.
  Base� Atk +7;� Grp +17
  Atk� Options Improved� Bull� Rush,� Improved
  Overrun,�Improved�Sunder,�Power�Attack
  Special�Actions acid�spray
  A�b�i�l�i�t�i�e�s Str�2 2,�D ex� 17,� Con� —,�I nt�4, � Wis�14 ,�Ch a�1
  SQ construct�traits
  Feats Improved� Bull� Rush,� Improved� Overrun,
  Improved� Sunder,� Power�Attack
  Skills Climb� +10,� Hide� +4,� Listen� +0,� Move� Silently�
  +7,� Spot� +0
  Acid� Spray (�S�u�) 30-foot� cone� from� the� tip� of� the
  warforged� scorpion’s� stinger,� 1/day,� damage� 8d6
  acid,� Reflex� DC� 15� half.� A� warforged� scorpion� that
  uses�its �acid� spray�can not� deal�acid� damage�wit h�it s
  sting�unt il� its�acid�sp ray�ability � is�usab le� again.
  Scorrow
  Eight�segmented�legs�support�the�long�body�of�a�black�scorpion.�Where
  its�head�should�be,�the�smooth�torso�of�a�dark-skinned�elf�rises�up,�its
  arms�wielding�silvered�blades.�The�eyes�of�a�hunter�scan�the�area,�while
  a�long�tail�ending�in�a�deadly�stinger�dances�overhead.
  Scorrow
  CR� 7
  Usually�CE� Large�aberration
  Init +7;�Senses darkvision� 60� ft.,� tremorsense� 60
  ft.;� Listen� +9,� Spot� +9
  Languages Common,�Drow,�Giant
  AC 21,� touch� 12,� flat-footed� 18
  (–1� size,� +3� Dex,� +9� natural)
  hp 75� (10� HD)
  SR 21
  Fort +6,� Ref +6,�Will +8
  Speed 50� ft.� (10� squares)
  Melee drow� long� knife� +12/+7� (1d8+5/19–20)� or
  Melee sting� +12� (1d6+2� plus� poison)� or
  Melee drow� long� knife� +10/+5� (1d8+5/19–20)� and
  drow� long� knife� +10� (1d8+5/19–20)� and
  sting� +7� (1d6+2� plus� poison)
  Ranged Xen’drik�boomerang� +9� (1d8+5)
  Space 10�ft.;�Reach 5� ft.
  Base� Atk +7;�Grp +16
  Atk� Options poison� (DC� 18,� 1d6� Con/1d6� Con),
  favored� enemy� animals� +2,� favored� enemy� giants
  +2,� favored� enemy� magical� beasts� +2
  A�b�i�l�i�t�i�e�sStr� 21,� Dex� 16,� Con� 16,� Int� 13,� Wis� 13,� Cha� 12
  SQ scorpion�empathy�+11
  Feats Improved� Initiative,� TrackB,� Two-Weapon
  Fighting,� Weapon� Focus� (drow� long� knife),
  Weapon� Focus�(sting)
  Skills Hide�+11,�Jump�+13,�Listen�+9,�Move�Silently
  +15,� Spot� +9,� Survival� +12
  Po�s�s�e�s�s�i�o�n�s 2� drow� long� knives*,� 6� Xen’drik�
  boomerangs
  Favored� Enemies� (Ex) A� scorrow� has� animals,
  giants,� and� magical� beasts� as� favored� enemies,� each
  at�a� +2�bonu s.�Se e� the� ranger� class�fe ature,� P�H 4�7�.
  Scorpion� Empathy� (Ex) A� scorrow� can� improve� the
  attitude� of� scorpions.� This� ability� functions� just� like
  the� druid’s� wild� empathy� class� feature� (P�H 37),� using
  the�s corrow’s�Hit �D ice�i n�p lace�of �d ruid�l evels.
  Skills: A� scorrow� has� a� +4� racial� bonus� on� Hide,
  Move� Silently,� and� Survival� checks.
  Drow�Raider
  CR� 5
  Drow� ranger� 2/fighter� 2
  NE� Medium� humanoid� (elf)
  Init�+ 4;�S enses� darkvision�1 20�f t.;� Listen� +8,� Spot� +8
  Languages� Common,� Drow,� Drow� Sign� Language,�
  Giant
  AC 17,� touch� 14,� flat-footed� 13
  (+4� Dex,� +3� armor)
  hp� 27� (4� HD)
  Immune�sleep
  SR� 15
  Fort� +7,� Ref� +7,�Will� +1�(+3�against�spells�and�spell-
  like�abilities)
  Weakness�light�blindness
  Speed� 30� ft.� (6� squares)
  Melee� mwk� drow� long� knife� +10� (1d6+1/19–20)� or
  Melee� mwk� drow� long� knife� +8� (1d6+1/19–20)� and
  mwk� drow� long� knife� +8� (1d6/19–20)
  Ranged� mwk� Xen’drik� boomerang� +9� (1d6+1)
  Base� Atk� +4;�Grp� +5
  Atk� Options� Drow� Skirmisher*,� favored� enemy� giants� +2
  Combat� Gear� potion� of� bull’s� strength,� 2� potions� of� cure
  light� wounds
  
  Spell-Like�Abilities�(CL�4th):
  1�/�d�a�y�—acid�splash� (+8� ranged� touch,� CL� 1st),�d�a�n�c�i�n�g
  lights,�darkness,�detect�poison�(CL�1st),�faerie�fire,�pass
  without�trace�(CL� 1st)
  Abilities� Str� 13,� Dex� 18,� Con� 12,� Int� 12,� Wis� 12,
  Cha� 10
  SQ�wild� empathy� +2� (–2� magical� beasts)
  Feats� Blessed� of� Vu�l�koor*,� Drow� Skirmisher*,
  Track,� Two-Weapon� Fighting,� Weapon� Finesse,
  Weapon� Focus� (drow� long� knife)
  Skills� Climb�+8 ,� Hide�+1 0,�Kno wledge� (geogra�p�h�y�)
  +6,� Listen�+8,�Mo ve�Si lently�+1 1,�Search�+3 ,� Spot
  +8,� Survival� +7� (+9� to� avoid� getting� lost,� avoid
  h�a�z�a�rd�s�)
  Possessions� combat� gear� plus� +1�chitin�armor*,�2� mas-
  terwork�drow�long�knives*,�3�masterwork�Xen’drik
  boomerangs
  Drow� Poisoner
  CR� 7
  Drow� rogue� 5/assassin� 1
  CE� Medium� humanoid� (elf)
  Init� +� 4;� Senses� darkvision� 120� ft.;� Listen� +10,� Spot� +10
  Languages� Common,� Draconic,� Drow,� Drow� Sign�
  Language,�Giant
  AC 17,� touch� 14,� flat-footed� 13;� Dodge,� Mobility,
  uncanny�dodge
  (+� 4� Dex,� +3� armor)
  hp�23� (6� HD)
  Immune�sleep
  Resist� evasion;� SR�17
  Fort� +1,� Ref� +10,� Will� +1� (+3� against� spells� and
  spell-like�abilities)
  Weakness�light�blindness
  Speed� 30� ft.� (6� squares)
  Melee� +1�drow�scorpion�chain�+6� (1d6+3/19–20� plus� poison)
  Ranged� mwk� composite� shortbow� +8� (1d6+2/X3)
  Base� Atk� +3;� Grp� +5
  Atk�Options�Drow�Skirmisher,�poison�(Large�mon-
  strous� scorpion� venom,� DC� 14,� 1d4� Con/1d4
  Con),� sneak� attack� +4d6
  Special� Actions� death� attack� (DC� 13)
  Combat� Gear� oil� of� magic� weapon,� potion� of� cat’s� grace,� 2
  scrolls� of� invisibility,� 4� doses� of� Large� monstrous
  scorpion�venom
  Assassin� Spells� Known� (CL� 1st):
  1st� (1/day)—disguise�self,�obscuring�mist
  Spell-Like�Abilities�(CL�6th):
  1/day—dancing�lights,�darkness,�faerie�fire
  Abilities� Str� 14,� Dex� 18,� Con� 10,� Int� 15,� Wis� 10,� Cha� 10
  SQ�poison� use,� trap� sense� +1,� trapfinding
  Feats�Dodge,� Drow� Skirmisher*,� Mobility
  Skills�
  Balance�
  +14,�
  Bluff�
  +8,�
  Climb�
  +10,
  Concentration�+4,�Disguise�+8�(+10�acting),�Hide
  +13,� Jump� +12,� Listen� +10,� Move� Silently� +13,
  Search� +2,� Spot� +10,� Tumble� +14
  Possessions� combat�gear�plus�+1�chitin�armor*,�+1�drow
  scorpion�chain*,�masterwork� composite� shortbow� (+2
  Str� bonus)� with� 20� arrows
  Drow� Firebringer�
  CR� 8
  Drow� sorcerer� 7
  NE� Medium� humanoid� (elf)
  Init�+ 3;�S enses� darkvision�1 20�f t.;� Listen� +4,� Spot� +5
  Languages� Common,� Draconic,� Drow,� Drow� Sign�
  Language,�Giant,�empathic�link
  AC 19,� touch� 14,� flat-footed� 16
  (+3� Dex,� +4� armor,� +1� deflection,� +1� natural)
  hp� 19� (7� HD)
  Immune�sleep
  SR� 18
  Fort� +2,� Ref� +5,� Will� +8� (+10� against� spells� and
  spell-like�abilities)
  Weakness�light�blindness
  Speed� 30� ft.� (6� squares)
  Melee�mwk� dagger� +3� (1d4–1/19–20)
  Ranged�mwk� dagger� +7� (1d4–1/19–20)
  Base� Atk� +3;�Grp� +2
  Combat� Gear� 2 potions�of�cure�light�wounds,�scroll�of�wall
  of� fire� (CL� 7th,� DC� 16),� wand� of� scorching� ray� (+6
  ranged� touch,� CL� 3rd,� 20� charges)
  Sorcerer� Spells� Known� (CL� 7th):
  3rd�(5/day)—fireball� (DC� 17),� haste
  2nd�(7/day)—bear’s�endurance,�invisibility,�scorching�ray
  (+6� ranged� touch)
  1st� (7/day)—burning�hands�(DC�15),�expeditious�retreat,
  mage�armor††,�magic�weapon,�ray�of�enfeeblement�(+6
  ranged�touch)
  0� (6/day)—acid� splash� (+6� ranged� touch),� daze� (�D�C
  1�4�),�d etect� magic,� ghost� sound� (DC� 14),� mage� hand,
  message,� read� magic
  ††� Already� cast
  Spell-Like�Abilities�(CL�7th):
  1�/�d�a�y�—acid� splash� (+6� ranged� touch,� CL� 1st),� d�a�n�c�i�n�g
  lights,� darkness,� detect� poison� (CL� 1st),� faerie� fire,� pass
  without�trace�(CL� 1st)
  Abilities� Str� 8,� Dex� 16,� Con� 11,� Int� 12,� Wis� 12,� Cha� 18
  SQ� able� to� notice� secret� or� concealed� doors,� famil-
  iar,� share� spells
  Feats�AlertnessB (if� familiar� within� 5� ft.),� Blessed� of
  Vulkoor*,� Combat� Casting,� Silent� Spell
  Skills�Concentration� +10,� Knowledge� (arcana)� +8,
  Listen� +4,� Spellcraft� +11,� Search� +3,� Spot� +5
  Possessions� combat�gear�plus�2�masterwork�daggers,�
  amulet�of�natural�armor�+1,�ring�of�protection�+1
  Monstrous�Scorpion�Familiar�
  CR� —
  N� Tiny�magical�beast�(augmented�vermin)
  Init� +0;� Senses� darkvision� 60�f t.,� tremorsense�60� ft.;
  Listen�+0, � Spot�+4
  Languages�empathic� link,� speak� with� master,� speak�
  with�scorpions
  AC 18,� touch� 12,� flat-footed� 18
  (+2� size,� +6� natural)
  hp� 9� (7� HD)
  Immune�mind-affecting�spells�and�abilities
  
  Resist�improved� evasion
  Fort� +4,� Ref� +2,� Will�+5
  Speed� 20� ft.� (4� squares)
  Melee� 2� claws� +5� each� (1d2–4)� and�
  sting� +0� (1d2–4� plus� poison)
  Space� 2-1/2� ft.;� Reach� 0�ft.
  Base� Atk� +3;� Grp� –5
  Atk� Options� constrict� 1d2–4� (claws,� Diminutive� or�
  Fine� only),� deliver� touch� spells,� improved� grab�
  (claws,� Diminutive� or� Fine� only),� poison� (DC� 12,�
  1� Con/1� Con)
  Abilities� Str�3, �De x� 10,�Con �14 ,� Int� 9,�W is�10 ,� Cha�2
  Feats�Weapon� FinesseB
  Skills� Climb� +0,� Hide� +12,� Listen� +0,� Spot� +4
  Drow� Shaman�
  CR� 8
  Drow� cleric� 7
  CE� Medium� humanoid� (elf)
  Init� +2;� Senses� darkvision� 120� ft.;� Listen� +5,� Spot� +5
  Languages� Common,� Drow,� Drow� Sign� Language,�
  Giant
  AC 17,� touch� 12,� flat-footed� 15
  (+2� Dex,� +5� armor)
  hp�42� (7� HD)
  Immune�sleep
  SR�18
  Fort� +7,� Ref� +5,� Will� +9� (+11� against� spells� and
  spell-like�abilities)
  Weakness�light�blindness
  Speed� 20� ft.� in� scorpion� breastplate� (4� squares);
  base� speed� 30� ft.
  Melee�+1�drow�scorpion�chain�+8� (1d6+2/19–20)
  Ranged� dart� +8� (1d4+1)
  Base� Atk� +5;� Grp� +6
  Atk� Options� Drow� Skirmisher,� smite� 1/day� (+4
  attack,� +7� damage)
  Special� Actions� rebuke� undead� 4/day� (+3,� 2d6+8,
  7th)
  Combat� Gear� scroll�of�deeper�darkness�(CL� 5th), scroll
  of�poison� (CL� 7th,� DC� 16),� wand� of� cure� light� wounds
  (CL� 1st,� 50� charges)
  Cleric� Spells� Prepared�(CL� 7th):
  4th—divine�powerD,�poison�(+6� melee� touch,� DC� 17)
  3rd—cure�serious�wounds,�dispel�magic,�magic�vestmentD,
  prayer
  2nd—bear’s�strength,�cure�moderate�wounds,�shatterD (DC�
  15),�sound�burst�(DC� 15),� spiritual�weapon
  1st—bless,�cure�light�wounds�(2),�magic� weaponD,�obscuring�
  mist,�shield�of�faith
  0—create�water,�cure�minor�wounds�(2),�detect�magic,�purify�
  food�and�drink,�read�magic
  D Domain� spell.� Deity:�V u�l�koor.� Domains:� Destruction,� Wa�r�.
  Spell-Like�Abilities�(CL�7th):
  1/day—dancing�lights,�darkness,�faerie�fire
  Abilities� Str� 13,� Dex� 14,� Con� 12,� Int� 10,� Wis� 16,
  Cha� 12
  Feats� Combat� Casting,� Drow� Skirmisher*,� We�a�p�o�n
  Focus� (dart),� Weapon� Focus� (drow� scorpion� chain)
  Skills� C�o�n�c�e�n�t�ration� +11,� Heal� +8,� Knowledge
  (religion)� +5,� Listen� +5,� Search� +5,� Spot� +5
  Possessions� combat�ge ar� plus�+1�s corpion�bre astplate*,�+1
  drow� scorpion� chain*,� 8� darts,� cloak� of� resistance� +1,� pearl� of
  power� (1st-level� spell),� silver� holy� symbol� of� Vu�l�ko�o�r
  Drow� Druid�
  CR� 8
  Drow� druid� 7
  CE� Medium� humanoid� (elf)
  Init� +2;� Senses� darkvision� 120� ft.;� Listen� +10,� Spot� +10
  Languages� Common,� Drow,� Drow� Sign� Language,�
  Giant
  AC 17,� touch� 12,� flat-footed� 15
  (+2� Dex,� +5� armor)
  hp� 38� (7� HD)
  Resist +4�against�spell-like� abilities� of� fey
  Immune�sleep
  SR� 18
  Fort� +7,� Ref� +5,� Will� +9� (+11� against� spells� and
  spell-like�abilities)
  Weakness�light�blindness
  Speed� 20� ft.� in� scorpion� breastplate� (4� squares);
  base� speed� 30� ft.;� woodland� stride
  Melee�+1�drow�scorpion�chain�+8� (1d6+2/19–20)
  Ranged� dart� +8� (1d4+1)
  Base� Atk� +5;�Grp� +6
  Atk�Options�Drow� Skirmisher
  Special� Actions� wild� shape� 3/day� (7� hours)
  Combat� Gear� scroll�of�spike�growth�(CL� 5th), scroll�of
  poison�(CL� 7th,� DC� 16),�wand�of�cure�light�wounds�(CL
  1st,� 50� charges)
  Druid� Spells� Prepared� (CL� 7th):
  4th—ice�storm
  3�rd�—call� lightning�( DC�1 6),�c ure�m oderate�w ounds,�s leet�s torm
  2nd—barkskin,�bear’s�endurance,�summon�swarm,�tree�shape
  1st—cure�light�wounds,�entangle�(2)� (DC� 14), obscuring�
  mist,�speak�with�animals
  0�—create� water,�cure�m inor�w ounds� (�2�)�, detect�m agic,�m ending,
  purify�food�and�drink
  Spell-Like�Abilities�(CL�7th):
  1/day—dancing�lights,�darkness,�faerie�fire
  Abilities� Str� 13,� Dex� 14,� Con� 12,� Int� 10,� Wis� 16,
  Cha� 12
  SQ animal�companion,�link�with�companion,�share
  spells,�trackless� step,� wild� empathy� +8� (+4� magical
  beasts)
  Feats� Drow� Skirmisher*,� Martial� Weapon� Profi-
  ciency� (drow� scorpion� chain),� Weapon� Fo�c�u�s
  (dart),� Weapon� Focus� (drow� scorpion� chain)
  Skills� C�o�n�c�e�n�t�ration� +11,� Heal� +8,� Knowledge
  (nature)�+12,�Listen�+10,�Search�+2,�Spellcraft�+5,
  Spot� +10,� Survival� +5
  Possessions� combat� gear� plus� +1� scorpion� breastplate*,
  +1� drow� scorpion� chain*,� 8� darts,� cloak� of� resistance� +1,
  pearl�of�power�(1st-level� spell)
  
  APE� ANIMAL� COMPANION
  CR� —
  N� Large� animal
  Init� +3;� Senses� low-light� vision,� scent;� Listen� +6,
  Spot� +6
  Languages�link
  AC 17,� touch� 12,� flat-footed� 14
  (-1� size,� +3� Dex,� +5� natural)
  hp�44� (8� HD)
  Resist�evasion
  Fort� +7,� Ref� +8,� Will�+3� (+7� against� enchantment)
  Speed� 30� ft.� (6� squares),� climb� 30� ft.
  Melee� claw� +9� (1d6+6)� and
  bite� +4� (1d6+3)
  Base� Atk� +4;� Grp� +14
  Space 10�ft.;�Reach 10� ft.
  Abilities� Str� 22,� Dex� 16,� Con� 14,� Int� 2,� Wis� 12,� Cha� 7
  SQ�2� bonus� tricks
  Feats�Alertness,� Toughness
  Skills� Climb� +15,� Listen� +6,� Spot� +6,� Tumble� +4
  Drow� Kaxat�
  CR� 10
  Drow� fighter� 6/ranger� 3
  NE� Medium� humanoid� (elf)
  Action� Points�3
  Init� +3;� Senses� darkvision� 120� ft.;� Listen� +8,� Spot� +8
  Languages� Common,� Drow,� Drow� Sign� Language,�
  Giant
  AC� 17,� touch� 13,� flat-footed� 14;� Tw�o�-�We�a�p�o�n
  Defense
  (+3� Dex,� +3� armor,� +1� shield)
  hp�68� (9� HD)
  Immune�sleep
  SR�20
  Fort� +11,� Ref� +9,� Will� +4� (+6� against� spells� and
  spell-like�abilities)
  Weakness�light�blindness
  Speed� 30� ft.� (6� squares)
  Melee�+1�frost�drow�long�knife�+14/+9� (1d6+6/17–20� plus
  1d6� cold)� or
  Melee�+1�frost�drow�long�knife�+12/+7� (1d6+6/17–20� plus
  1d6� cold)� and
  mwk� drow� long� knife� +12� (1d6+3/17–20)
  Ranged�mwk� composite� longbow� +13/+8
  (1d8+3/X3)
  Base� Atk� +9;� Grp� +12
  Atk� Options� Drow� Scorpion� Warrior,� Drow� Skir-
  misher,�P ower�At tack,� favored�en emy�giant s� +2
  Combat� Gear� potion�of�cure�serious�wounds,�potion�of�haste,
  potion�of�rage
  Spell-Like�Abilities�(CL�9th):
  1/day—dancing�lights,�darkness,�faerie�fire
  Abilities� Str� 16,� Dex� 16,� Con� 14,� Int� 10,� Wis� 10,
  Cha� 14
  SQ�wild� empathy� +5� (+1� magical� beasts)
  Feats� Drow� Scorpion� Warrior*,� Drow� SkirmisherB*�,
  E�n�d�u�ra�n�c�eB,� Heroic� Spirit,� Improved� Critical
  (drow� long� knife)B,� Power� AttackB,� Tra�c�kB,� Tw�o�-
  Weapon�D efenseB,�T w�o�-�Weapon�F i�g�h�t�i�n�gB,�We�a�p�o�n
  Focus� (drow� long� knife),� Weapon� Specialization
  (drow�lon g�k nife)
  Skills� Climb� +9,� Hide� +9,� Jump� +9,� Listen� +8,� Move
  Silently� +9,� Search� +2,� Spot� +8,� Survival� +6,� Swim� +9
  Possessions�combat� gear� plus� +1�chitin�armor*,�+1�frost�
  drow� long� knife*,� masterwork� drow� long� knife*,�
  masterwork� composite� longbow� (+3� Str� bonus)
  with� 20� arrows,�gauntlets�of�ogre�power,�cloak�of�resistance
  +1,�hunter’s�kit*
  Drow�Aquasa
  CR� 14
  Drow� fighter� 8/ranger� 5
  NE� Medium� humanoid� (elf)
  Action� Points�3
  Init�+ 3;�S enses� darkvision�1 20�f t.;� Listen� +9,� Spot� +9
  Languages� Common,� Drow,� Drow� Sign� Language,�
  Giant
  AC� 21,� touch� 13,� flat-footed� 18;� Tw�o�-�We�a�p�o�n
  Defense
  (+3� Dex,� +6� armor,� +1� shield,� +1� deflection)
  hp� 109� (13� HD);� Diehard
  Immune�sleep
  SR� 24
  Fort� +15,� Ref� +11,� Will� +6� (+8� against� spells� and
  spell-like�abilities)
  Weakness�light�blindness
  Speed� 30� ft.� (6� squares)
  Melee�+2�flaming�drow�long�knife�+20/+15/+10
  (1d6+7/17–20� plus� 1d6� fire)� or
  Melee�+2�flaming�drow�long�knife�+18/+13/+8
  (1d6+7/17–20� plus� 1d6� fire)� and
  +1�drow�long�knife�+17�(1d6+4/17–20)
  Ranged�+1�composite�longbow�+17/+12/+7� (1d8+4/X3)
  Base� Atk� +13;� Grp� +16
  Atk� Options� Drow� Scorpion� Warrior,� Drow� Skir-
  misher,� Power� Attack,� favored� enemy� giants� +4,
  f�a�v�o�red�e nemy�e lves� +2
  Combat� Gear� 2� applications� of� blackroot� oil*,� 2
  potions�of�cure�serious�wounds,�2 potions�of�haste
  Ranger� Spell� Prepared� (CL� 2nd):
  1st—resist�energy
  Spell-Like�Abilities�(CL�13th):
  1/day—dancing�lights,�darkness,�faerie�fire
  Abilities� Str� 16,� Dex� 16,� Con� 16,� Int� 10,� Wis� 12,
  Cha� 13
  SQ�animal� companion,� link� with� companion,� share
  spells,� wild� empathy� +6� (+2� magical� beasts)
  Feats� Diehard,� Drow� Scorpion� Warrior*,� Drow
  S�k�i�r�m�i�s�h�e�rB*,� Endura�n�c�eB,� Heroic� Spirit,� Improved
  Critical� (drow� long� knife)B,� Greater� Weapon� Fo�c�u�s
  (drow� long� knife)B,� Power� Attack,� Tra�c�kB,� Tw�o�-
  Weapon� DefenseB,� Tw�o�-�Weapon� Fi�g�h�t�i�n�gB,� We�a�p�o�n
  Focus� (drow� long� knife),� Weapon� Specialization
  (drow�l ong� knife)B
  
  Skills� Climb� +10,� Hide� +12,� Jump� +10,� Listen� +9,
  Move� Silently� +17,� Search� +3,� Spot� +9,� Survival
  +11,� Swim� +7
  Possessions� combat�gear�plus�+2�dreamhide*,�+2�flaming
  drow�long�knife*,�+1�drow�long�knife*, +1�composite�longbow
  (+3� Str� bonus)� with� 20� arrows,�gauntlets�of�ogre�power,
  amulet�of�health�+2,�boots�of�elvenkind,�cloak�of�resistance�+2,
  ring�of�protection�+1
  WOLF� ANIMAL� COMPANION
  CR� —
  N� Medium� animal
  Init� +2;� Senses� low-light� vision,� scent,� Listen� +3,�
  Spot� +3
  AC 14,� touch� 12,� flat-footed� 12
  (+2� Dex,� +2� natural)
  hp�13� (2� HD)
  Fort� +5,� Ref� +5,� Will�+1
  Speed� 50� ft.� (10� squares)
  Melee� bite� +3� (1d6+1)
  Base� Atk� +1;� Grp� +2
  Special� Actions� trip� (MM�283)
  Abilities� Str� 13,� Dex� 15,� Con� 15,� Int� 2,� Wis� 12,� Cha� 6
  SQ�1� bonus� trick
  Feats�TrackB,� Weapon� Focus�(bite)
  Skills�Hide�+2,�Listen�+3,�Move�Silently�+3,�Spot�+3,
  Survival� +1� (+5� when� tracking� by� scent)
  New Feats and Equipment
  from Secrets of Xen’drik
  Blessed� of� Vulkoor�[Racial]
  A� scorpion-shaped� birthmark� denotes� you� as� one� of
  the� chosen� of� Vulkoor.
  Prerequisites:�Drow,�region� of� origin� Xen’drik.
  Benefits:�You� gain� extra� spell-like� abilities� and� an
  affinity� for� scorpions,� the� deity’s� favored� children.� As
  a� blessed� of� Vulkoor,� you� gain� the� following� spell-like
  abilities� as� a� 1st-level� caster:� 1/day—acid�splash,�detect�poi-
  son,�pass�without�trace.� If� you� have� the� ability� to� summon� a
  familiar,� you� can� choose� to� gain� a� Tiny� monstrous
  scorpion� in� addition� to� the� list� of� available� options.� If
  you� have� an� animal� companion,� you� can� add� the� fol-
  lowing� creatures� to� the� list� of� available� options:� 1st
  level—Small� or� Medium� monstrous� scorpion;� 4th
  level—Large� monstrous� scorpion;� 10th� level—Huge
  monstrous� scorpion.� If� you� have� the� wild� empathy
  ability,� you� can� treat� scorpions� as� animals� for� the� pur-
  pose� of� that� ability.
  Special:� Unlike� most� feats,� this� feat� must� be� taken
  at� 1st� level� during� character� creation.
  Drow� Scorpion� Warrior�
  [Racial,�Tactical]
  Your� study� of� the� ways� of� the� scorpion� grants� you� spe-
  cial�tactics.
  Prerequisite:�Drow,� Drow� Skirmisher,� base� attack
  bonus� +4,� region� of� origin� Xen’drik.
  Benefit:� The� Drow� Scorpion� Warrior� feat� enables
  the� use� of� three�tactical�maneuvers.
  Deadly�Sting:�To� use� this� maneuver,� you� must� score� a
  critical� hit� with� either� a� drow� long� knife� or� a� drow
  scorpion� chain� against� a� living� creature.� Your� next
  attack� against� the� same� target� with� the� same� weapon
  (which�must�be�made�before� the� end� of� your� next� turn)
  gains�a�+2�bonus�on�the�attack�roll�and�deals�1d4�points
  of� Constitution� damage� in� addition� to� the� normal
  damage�dealt.
  Lunging�Sting:�To� use� this� maneuver,� you� must� make� a
  charge� attack� with� a� drow� scorpion� chain� against� a� foe.
  If� you� hit,� that� opponent� takes� a� –2� penalty� on� attack
  rolls� against� you� until� the� start� of� your� next� turn.
  Rending�Sting:�To� use� this� maneuver,� you� must� hit� the
  same� target� with� two� different� drow� long� knives� in� the
  same� round.� In� the� next� round,� you� deal� an� addition-
  al� 1d4� points� of� damage� with� your� drow� long� knife
  attacks�against�that�target.
  Drow�Skirmisher
  Your� experience� with� the� guerrilla-style� combat� of� the
  deep� jungle� grants� you� mastery� of� the� weapons� of� the
  drow.
  Prerequisites:�Drow,�region� of� origin� Xen’drik.
  Benefit:� You� treat� the� Xen’drik� boomerang� (ECS
  119),� the� drow� scorpion� chain,� and� the� drow� long
  knife� as� martial� weapons.� You� gain� a� +1� bonus� on
  damage� rolls� when� making� an� attack� with� a� drow� long
  knife� or� a� drow� scorpion� chain� as� long� as� you� have
  moved�more� than� 5� feet� under� your� own� power� during
  the� round� in� which� you� make� the� attack.� For�example,
  being� pushed� 10� feet� by� a� bull� rush� attack� isn’t� suffi-
  cient� to� grant� you� the� extra� damage� from� this� feat.
  If� you� have� any� of� the� following� feats� for� the� dagger
  or� short� sword,� you� can� apply� the� feats’� effects� to� the
  drow� long� knife:� Improved� Critical,� Weapon� Focus,
  Weapon� Specialization,� Greater� Weapon� Focus,� or
  Greater� Weapon� Specialization.� If� you� have� any� of� the
  same�feats�for�the�spiked�chain,�you�can�apply�the�feats’
  effects� to� the� drow� scorpion� chain.
  Additionally,� when� you� spend� 1� action� point� to
  influence� an� attack� roll� made� with� either� a� Xen’drik
  boomerang,� drow� scorpion� chain,� or� drow� long� knife,
  you� also� add� the� result� of� the� action� point� roll� to� your
  damage� for� that� attack.
  Items
  Scorpion� Breastplate (300� gp):� This� armor
  resembles� chitin� armor,� but� adds� a� sturdy� breastplate
  crafted� from� a� monstrous� scorpion’s� abdominal� cara-
  pace,� and� a� helmet� assembled� from� chitin� plates.
  Chitin� Armor (20� gp):� The� drow� of� Xen’�d�r�i�k
  have� perfected� a� method� of� harvesting� chitin� plates
  from� monstrous� scorpions,� which� are� then� finished
  with� cloth� and� hide.� Lightweight� chitin� armor� consists
  of� a� few� chitin� plates� protecting� the� shoulders,� head,
  and� abdomen,� supplemented� by� bone� at� the� fore�a�r�m
  and� shin.
  Dreamhide�Armor (700� gp): Made� from� the� skin
  of� as� many� as� four� adult� dream� serpents,� this� special
  suit�of�hide�armor�is�light�and�flexible�while�still�offer-
  ing� a� great� deal� of� protection.� Most� drow� clans� have
  only� a� few� suits� of� this� rare�and�valuable�armor,�reserv-
  ing� it� for� their� most� skilled� hunters.
  Drow� Long� Knife� (15� gp):� The� drow� long� knife� is
  a� slender� blade� resembling�a�short�sword�in�length�and
  
  weight,� but� balanced� for� throwing� like� a� dagger� or� smaller� blade.
  Featuring� a� haft� and� guard� often� constructed� of� a� dream� serpent’s
  fangs,� the� long� knife’s� design� makes� the� weapon� more� difficult� to
  wield� than� a� normal� dagger,� but� makes� it� far� more� deadly� in� the
  hands� of� a� skilled� user.� The� drow� favor� this� weapon� for� its� versatili-
  ty� in� the� running� battles� they� fight� through� the� jungles� of� Xen’drik.
  Because� it� causes� more� grievous� wounds� than� a� dagger� but� can� still
  be� thrown,� many� drow� also� favor� it� as� an� off-hand� weapon� (often
  wielding�matched�long�knives).
  Most� drow� who� wield� the� drow� long� knife� take� the� Drow
  Skirmisher� feat,� but� other� characters� who� take� Exotic� Weapon
  Proficiency�(drow�long�knife)�can�apply�the�benefit�of�Weapon�Focus
  (dagger)� or� Weapon� Specialization� (dagger)� to� their� attacks� with� a
  drow� long� knife.
  Drow� Scorpion� Chain (25� gp): A� drow� scorpion� chain� resem-
  bles� a� regular�spiked� chain� in� many� respects,� but� it� is� slightly� longer
  than� a� normal� spiked� chain� and� features� a� daggerlike� blade� at� each
  end.� The� drow� of� Xen’drik� have� perfected� the� use� of� the� weapon� to
  harass� larger� enemies� such� as� giants,� or� as� a� poison� delivery� weapon
  against� less� hardy� foes.� The� weapon� takes� its� name� from� the� tech-
  nique� of� holding� a� length� of� chain� behind� the� back� and� then� flip-
  ping� it� over� the� head� to� strike� a� foe;� drow� warriors� often� open� com-
  bat� with� this� strike.
  A� drow� scorpion� chain� has� reach,� so� you� can� strike� opponents� 10
  feet�away�with�it.�In�addition,�unlike�most�other�weapons�with�reach,
  it� can� be� used� against� an� adjacent� foe.
  Because�the �chain �can�w rap�arou nd�an�e nemy’s�leg �or�ot her�limb ,
  you�can�m ake�t rip�at tacks�w ith�i t.�I f�y ou�ar e�tr ipped�d uring�y our�ow n
  trip� attempt,� you� can� drop� the� chain� to� avoid� being� tripped.� When
  using� a� drow� scorpion� chain,� you� get� a� +2� bonus� on� opposed� attack
  rolls�mad e�to�disar m�an�opp onent� (including�the � roll� to�avoid�be ing
  disarmed� if� such� an� attempt� fails).
  You� can� use� the� Weapon� Finesse� feat� (PH� 102)� to� apply� your
  Dexterity� modifier� instead� of� your� Strength� modifier� to� attack� rolls
  with� a� drow� scorpion� chain� sized� for� you,� even� though� it� isn’t� a� light
  weapon.
  Most� drow� who� wield� the� drow� scorpion� chain� take� the� Drow
  Skirmisher� feat,� but� other� characters� who� take� Exotic� Weapon
  Proficiency,�Weapon� Focus,� or� Weapon�Specialization�for�either�the
  spiked� chain� or� drow� scorpion� chain� can� apply� the� effects� of� those
  feats� to� attacks� with� either� weapon.
  Hunter’s� Kit:� This� kit� contains� various� types� of� bait,� bottled
  animal� scents,� and� a� small� guide� on� edible� flora.� When� used� to
  hunt� game� and� forage� for� edible� plants,� a� hunter’s� kit� provides� a
  +2� circumstance� bonus� on� Survival� checks.� In� addition,� the� scents
  provided� in� this� kit� can� be� used� to� deceive� cre�a�t�u�res� tracking� by
  scent� (MM� 314),� increasing� the� DC� of� the� Wisdom� or� Survival
  check� by� 2.� Regardless� of� the� purpose� it� is� used� for,� this� kit� is
  exhausted� after� ten� uses.
  ABOUT THE AUTHOR
  Robert�Wiese entered�the�gaming�hobby�through�the�Boy�Scouts�and
  progressed�from�green� recruit� to� head� of� the� most� powerful� gaming
  fan� organization� in� the� world.� He� served� as� head� of� the� RPGA®
  Network� for� almost� seven� years,� overseeing� the� creation� of� the
  LIVING GREYHAWK™ and� LIVING FORCE™ campaigns,� among� other
  achievements.� Eventually,� he� returned� to� private� life� in� Reno,
  Nevada,�where� he� spends� as� much� time� as� possible� with� his� wife,� new
  son� Owen,� and� many� pets.
  He� is� still� involved� in� writing,� organizing� conventions,� and
  playing,� and�h e�m odels� proteins�f or� the�B iochemistry�D epartment
  of� the� University� of� Nevada,� Reno.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Eberron/Jungle Secrets.pdf