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.
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  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.
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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
  
  2
  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.
  
  3
  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.
  
  4
  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.
  5
  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).
  
  6
  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.
  7
  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.
  
  8
  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.
  9
  
  10
  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
  
  11
  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
  
  12
  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
  13
  
  14
  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.
  15
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Jungle Secrets.pdf