Академический Документы
Профессиональный Документы
Культура Документы
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 product uses updated material from the v.3.5 revision.
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.
JOURNEY TO THE MINES Tactics: The goblins use their superior numbers to full
Once the adventurers have agreed to drive the drow from advantage and make an effort to draw fight through length
TilAsperna and the nearby Mithral Mines, the first step in of cavern. A goblin doesnt hesitate to double move away
their journey takes them through the fortress of Stonehelm from a character, especially if the character has already
itself and then deep into the earth through a series of caverns felled one of its companions. The goblins essentially try to
and mine shafts. shoot and scoot to stay away from the PCs for as long as
Read or paraphrase the following text to the players: possible while throwing their javelins. An ideal round for
a goblin warrior is to throw a javelin and then move 30 feet
The journey through the mines near the dwarven fortress of farther away from the PCs while drawing another javelin. If
Stonehelm is uneventful at first. The even tunnels of the dwarves pressed, the goblins double move away from the enemy. The
are easy to navigate, safely reinforced, and well guarded. Dwarf goblins dont all simply move in the same directionthey
sentries, stationed at key defensive points, eye you warily as you fan out and surround the PCs from a distance.
statistics.
Loose rock, offal, and pieces of broken tools litter this section of the
show where other furniture once rested. 5
cave. The stench of rotting garbage wafts from it, and small spiders A DC 20 Search check unearths a tiny hidden compartment
scurry over every inch of the refuse. in the floor beneath the simple cot. The compartment holds
nothing of real value but does contain a small bundle of
Creatures: The presence of the drow and the blessings of nonmagical scrolls.
Lolth that pervade the area have made the spiders in this area Development: These scrolls are ten years old and describe
both numerous and dangerous. The goblins have learned to the efforts of a drow cleric named Narlanafael to lead a band
avoid the area, because the small spiders here can quickly of wizards and clerics back to the lost enclave of TilAsperna.
swarm over an unwary creature (see Tactics, below). This expedition failed and has little to do with the current
Spider Swarms (3): hp 9 each; see Monster Manual page 239. (and much less powerful) occupants of the drow enclave.
Suggested Miniature: Swarm of Spiders (Underdark 58/60). However, the papers can plant the seeds for later adventures;
they mention a great drow city to the south and east and
Tactics: The spider swarms rush to attack any creature that confi rm a temple there as the destination linked to the
comes within 15 feet of this area or within 15 feet of one of ruined teleportation circle described above.
the swarms. Goblin warriors skirt wide around the area and
throw their javelins from the far side, hoping to lure their foes
into the spiders hunting area without entering themselves. 2: DROW ENCLAVE
The drow who have recently plagued the dwarven mines near
6. TELEPORTATION PLATFORM the fortress of Stonehelm hail from a small but potentially
The temple at TilAsperna has been in and out of drow posses- powerful temple located in the enclave of TilAsperna. This
sion for many centuries. Ten years ago, a powerful drow cleric subterranean fane, sacred to Lolth but also subject to her
brought a mighty group of drow to the area. While searching cruel whims, has a long history of occupation and betrayal.
for the fane, the group built a powerful teleportation circle, Two individuals lead the enclave presently: Amandrucul, a
linking the area with their home city far to the south and deep male drow wizard who attends to the militaristic functions
in the Underdark. Unknown to the dwarves of Stonehelm, of the outpost, and Destra Darkweb, a female drow cleric of
these drow met their end at the hands of a group of power- Lolth. Although a relatively minor priestess in her home city,
ful adventurers from the surface who left the teleportation Destra believes she has earned the Spider Queens favor and
circle broken but not completely destroyed. has undertaken the ambitious task of securing TilAsperna
Read or paraphrase the following text once the PCs get These sparse chambers are the resting chambers of the small
past the iron doors. group of drow warriors that serves Destra Darkweb and her
wizard consort Amandrucul.
This open area stands just inside the large, spider-festooned doors.
The bare space beyond contains only a few scattered chairs. A net 11. EGG CHAMBER
of webs obscures the ceiling. An immense egg sac fills this warm and humid chamber. The sac holds
a hundred or more large spider eggs, each nearly six inches long.
Two guards struggle with boredom as they guard the
entry to TilAsperna. The web net that covers the ceiling is This small chamber holds the valuable eggs of the monstrous
designed to be dropped on interlopers (see Tactics, below). spiders that dwell in the spider pens (area 14). The drow
However, it looks more like a tangle of spider webs than a keep the eggs here so that they do not have to disturb the
GETTING INTO THE ENCLAVE the fane of the drow, they might be able to use a Bluff check
After the PCs fight their way through the mithral mines, they can (opposed by the guards Sense Motive check) to gain entry.
continue on to the strong iron doors that lead into TilAsperna. Stealth: Although the characters do not know this, the
Large Iron Door: hardness 10, hp 60; break DC 28; Open Lock guards inside the fane are not especially vigilant. A character
DC 30. can try to sneak up to the iron doors and silently pick the lock.
If the drow guards do not succeed in detecting the adventurers
Characters can gain entrance to the enclave in one of several as they open the door, the party gains a surprise round before
ways, but regardless of their approach, they must eventually combat begins.
contend with the drow housed within. Fortunately for the PCs, Frontal Attack: If your players prefer a more kick-in-the-door
the drow are not expecting an attack. approach, they can simply launch an attack on the stronghold.
Guile: Because the drow guards do not expect an attack, they The drow guards have grown complacent and arent expecting an
are vulnerable to deception. Provided that the characters can attack, but battering down the door will almost surely alert them
come up with a reasonable explanation for their desire to enter before the characters gain entry and lead to a stand-up fight.
Amandrucul CR 6
Male drow wizard 4
CE Medium humanoid (elf)
Init +2; Senses darkvision 120 ft.; Listen
+5, Spot +5
Languages Abyssal, Common, Draconic,
Drow Sign Language, Elven, Goblin,
Undercommon
Weakness light blindness
AC 12, touch 12, flat-footed 10
hp 15 (4 HD)
Immune sleep
SR 15
Fort +3, Ref +4, Will +5 (+7 against
spells and spell-like effects)
Amandrucul
Heavy iron gates bar entry to dark cells. In a darkened corner of the
nearest cell, a humanlike form clad in dirty gray rags slumps.
4: TOMB OF This vault occupies a position of honor in the great hall. It is large
and well-built, unspoiled by age or intruders. The walls are carved
QUEEN PEREGRINE with images showing nobles of many species kneeling to a woman
The tomb of Queen Peregrine lies a short distance from the wearing a crown of falcons. The words QUEEN PEREGRINE THE
drow enclave of TilAsperna. The encounters that follow are SLY have been carved into the stone in Common.
only loosely connected to the rest of the adventure and use
the Tomb of Queen Peregrine battle map. This tomb is solidly sealed with an arcane lock but can be
opened with a knock spell or a successful DC 36 Strength
check. The reinforced stone is 1 foot thick and has hardness
ADVENTURE 10 and 240 hit points. Trying to break into this tomb draws
BACKGROUND the attention of all denizens inhabiting the larger tomb.
About five thousand years ago, a visionary human aristocrat Creature: If the PCs break through, the Queen rises as
named Peregrine the Sly unified the nobles of her realm. a ghost and attacks. In addition, ten human skeletonsthe
She was proclaimed Queen, and her reign lasted up until remains of some of the tombs architectsbreak up through
her death. A large tomb was raised to honor Peregrine, her the stone-tiled floor to repel the invaders. Place the skeletons
noble comrades, and her wisest councilors. miniatures in open squares as close to Queen Peregrines
This tomb once belonged to Queen Peregrines trusted com- 24D. Dharzons Tomb (EL 5)
panion and advisor, a gnome bard named Caliope Sunsilver.
This crumbling mausoleum has obviously been ransacked and
It contains a Creature and no treasure.
pillaged. Its doors are long gone. Ornaments or gemstones once
Creature: A minotaur skeleton brought here by the grave
set into the stonework have been crudely removed, as evidenced
robbing necromancer Venifar guards this tomb. If it can, it
by the chisel marks.
uses its powerful charge ability to gore the first foe it sees.
Minotaur Skeleton: hp 39; see below. Suggested Miniature:
Dharzon Emethor, a human aristocrat/wizard, was laid to
Minotaur Skeleton (Giants of Legend 55/72)
rest here. His gnawed bones and shredded funereal wrap-
pings lie strewn about the tomb.
Minotaur Skeleton CR 3 Creatures: Two hungry ghasts lair in this crumbling
N Large undead
mausoleum.
Init +5; Senses darkvision 60 ft.; Listen +0, Spot + 0
Ghasts (2): hp 29 each; see Monster Manual page 119.
AC 12, touch 10, flat-footed 11
hp 39 (6 HD); DR 5/bludgeoning 25. UNDISTURBED TOMBS
Immune cold, mind-affecting spells and effects, These tombs have survived intact. Each has 6-inch-thick
undead immunities walls with hardness 8 and 90 hit points. Smashing into a
Fort +2, Ref +3, Will +5 tomb draws the attention of nearby undead. The stone door
Speed 30 ft. (6 squares) of the tomb can either be smashed open (hardness 8, hp 90,
Melee greataxe +6 (3d6+6/3) and break DC 36) or unlocked with a successful DC 25 Open
gore +1 (1d8+2) Lock check. Each tomb contains some skeletal remains
Base Atk +3; Grp +11 and treasure.
14 Combat Options powerful charge
25A. Alioths Tomb (EL 5)
Engraved upon this sealed tomb are some words in flowing Elven
script.
Cirdain Erduin, a half-elf lord, was the love of Peregrines Lord Crannoc Gryfalcon was a cleric of Wee Jas, and a
life as well as the captain of her royal guard. successful DC 15 Spot check reveals a holy symbol amid
Treasure: Cirdains skeleton is clad in masterwork full the carved stylings of his clothing. A DC 10 Knowledge
plate, and his masterwork greatsword hangs on a wall. (religion) check determines that it is a holy symbol of
His tomb also contains a small painting that appears to Wee Jas.
be of Queen Peregrine (worth 150 gp), a love letter to Sir This tomb has been looted. However, a DC 25 Search
Cirdain on crumbling parchment signed by Peregrine, and check finds a secret compartment overlooked by the last
a black onyx pin (worth 15 gp) with a small woven wreath plunderers. It is protected by a Trap and contains the
of golden hair. Treasure.
Trap: Anyone opening the secret compartment releases
26. FAMILIAR TOMB a blast of ungol dust vapor.
This tomb serves as a memorial for various familiars belonging to Ungol Dust Vapor Trap: CR 5; mechanic; location
the wizards of a place called Ashwand House. The tomb lists the trigger; manual reset; gas; multiple targets (all targets in
dates the familiars were called and the date each of them died. a 10-ft.-by-10-ft. area); never miss; onset delay (2 rounds);
poison (ungol dust, Fortitude DC 15 resists, 1 Cha/1d6 Cha
Queen Peregrines ancestral family estate was known as plus 1 Cha drain); Search DC 20; Disable Device DC 16.
Ashwand Housea little-known fact revealed with a suc-
cessful DC 20 bardic knowledge or Knowledge (nobility Treasure: The secret compartment in Lord Gryfalcons
and royalty) check.
According to the words inscribed on the walls of the
tomb contains a holy symbol of Wee Jas, 2 packets of
diamond dust (worth 100 gp each), and a special ointment
15
tomb, some of the familiars outlived their masters and were for the eyes made from mushroom powder, saffron, and fat
cared for as dear pets by the other members of the Ashwand (worth 250 gp). A DC 20 Knowledge (arcana) check reveals
household. If the tomb is opened, the PCs find the bones or the diamond dust and ointment are material components
ashes of these long-dead arcane companions. for restoration and true seeing spells, respectively.
TERRAIN
Different types of terrain have various effects on play. The
terrain described below is new to the maps in Fantastic
Locations: Fane of the Drow.
The battle maps in Fantastic Locations: Fane of the Drow, in
Doors
addition to their usefulness for the DUNGEONS & DRAGONS
Ignore doors marked on the maps. They are included on the
roleplaying game, were designed to allow exciting battles
maps to facilitate using the maps in the Dungeons & Dragons
using the DUNGEONS & DRAGONS Miniatures skirmish rules.
roleplaying game, and have no effect on skirmish play.
Essentially, using one of these maps replaces the terrain
setup step for your skirmish battle. To use the maps in this Risky Terrain
way, follow the rules below.
A creature on a square marked as risky terrain gets melee
damage +5. In addition, when a creature activates in risky
WARBAND CONSTRUCTION terrain, the controlling player rolls 1d20. On a result of 15,
Warband construction occurs normally, with one exception.
the creature takes 10 damage. On a result of 620, there is
Instead of bringing four terrain tiles to the skirmish, each
no effect. In either case, the creature continues with its turn
player brings one battle map.
normally (assuming it has not been destroyed).
TERRAIN INITIATIVE Summoning Circle
Players first reveal their warbands, then determine terrain
When a creature summons another creature using a summon
initiative.
spell of any kind, its controller can have the summoned
Choose a Map: Each player rolls 1d20 for terrain initiative,
creature enter play on a summoning circle within range (any
adding the Commander rating of his or her best commander
square containing part of a summoning circle is eligible). If
to the roll. The winner chooses which map (his or her own
it does, the summoned creature can activate on the round
16 or the opponents) will be used for the skirmish.
Choose a Side: After the map has been chosen, each player
that it enters play. The summoned creatures activation
counts as one of its controllers normal activations.
rolls 1d20 for start area initiative, adding the Commander
rating of his or her best commander to the roll. The winner
chooses in which start area his or her warband will set up
SCENARIOS
The following scenarios are provided to introduce variety in
and places the entire warband there. If a map has multiple
casual one-on-one games, and should not be used in tournament
start areas with the same designator (such as Start Area A),
play. For more such scenarios, see the Miniatures Handbook.
the warband can occupy squares in any or all of those areas.
Summoning Circle: Any creature that can cast spells can
use a special action when adjacent to a summoning circle.
WARBAND PLACEMENT This ability replaces the creatures attacks and allows that
The player who picked the first start area sets his or her
creature to summon a Spider of Lolth (Underdark 57/60) to
warband up first, using the chosen starting area.
join your warband. The Spider of Lolth joins the summoning
creatures warband, and follows all the rules for summoned
VICTORY AREAS creatures. This scenario can be used only on the Drow
The victory areas on each battle map are important for the
Enclave map.
Assault scenario, described below.
Drow Defenses: This scenario uses special warband
Assault: When playing the Assault scenario on a battle
building rules. One player is designated as the drow player.
map, you score 10 victory points at the end of each round
The drow player gains 20% more points with which to con-
in which at least one of your creatures occupies a space in a
sruct his or her warband, but can only use CE miniatures
corresponding victory area. The player whose warband sets
that are Drow, Spiders, Bugbears, Ogres, or Trolls. This
up in Start Area A scores victory points at the end of each
scenario can only be used on the Fane of Lolth map.
round that at least one of his creatures occupies a square in
Prisoner Release: This scenario uses special warband
a space marked as Victory Area A; similarly, the opponent
building rules. One player is designated as the drow player.
scores victory points at the end of each round for occupying
The drow player gains 20% more points with which to
a square in a space marked as Victory Area B.
construct his or her warband, but 40% of that warbands
points must start in the prisoner cells (area 20 on the Fane
SCOUT of Lolth map). In order to release the prisoners, a creature
The Scout special ability works slightly differently when
outside the cells must spend its entire turn opening the door.
using a battle map. Instead of placing this creature on your
This special action can be taken only when the creature is
starting area at the start of the skirmish, you may place it on
adjacent to the cell door.