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Expedition to the Demonweb Pits

Expedition to the Demonweb Pits

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Published by: lolmoo on Apr 15, 2011
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134

THE

HE

CARNEVUS AND THE

ARNEVUS AND THE

DROW

ROW

Encounter Level 13

Use this encounter with the area description on page 116.

SETUP

If the characters don’t overhear the conversation within
or decide to open the door anyway, they walk straight
into the guard barracks where demon and drow reserves
are off duty.

If the PCs open the door to this room, read:

The first thing that catches your eye is a gushing red
fountain in the center of the room. Beyond that, two
of the four-armed, two-mouthed demons you saw in
the city of Zelatar turn toward you as the door opens,
and their mouths speak in overlapping arcane sylla-
bles. Two armored drow stand near a table on the far
side of the room, looking eager to fight.

TACTICS

The carnevuses both use vampiric touch and invisibility in
the first round (they use countermagic and invisibility if
they lose initiative). In the second round, they attack with
vampiric touch claws (for 1d6+5 plus 4d6 vampiric), and one
of them uses magic missile (4d4+4 points of damage) while
the other uses Evard’s black tentacles.
In round three, one brother holds a counterspell ready
to cancel any offensive spell while the other uses both the
wand of lesser spell turning and magic missile. In the fourth
round, they fight with sword and axe, as well as using a
single spell-like ability each. One uses magic missile, and
the other holds countermagic ready to cancel any healing
magic used by their foes.
If one is killed, the other hedges his bets by using one
offensive and one defensive spell-like ability each round,
such as countermagic with magic missile or invisibility with
vampiric touch.

Raptus and Potasbene

CR 9

See page 198
hp 88 each (11 HD); DR 10/magic or good

Male carnevus demons
CE Medium outsider (chaotic, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Listen +14, Spot +14
Languages Abyssal; telepathy 100 ft.

AC 24, touch 12, flat-footed 22
Immune electricity, gas, poison
Resist fire 20; SR 15
Fort +10, Ref +9, Will +7

Speed 30 ft. (6 squares)
Melee 2 claws +16 each(1d6+5) or
Melee 4 claws +16 each (1d6+5) or
Melee 2 +2 longswords +19/+14/+9 (1d8+7/19–20) and
2 battleaxes +11/+6 (1d8+2/×3)
Ranged repeating heavy crossbow +13 (1d10/19–20)
Base Atk +11; Grp +16
Atk Options Improved Disarm, Maximize Spell; aligned
strike (chaotic, evil)
Special Actions countermagic, two-tongued
Combat Gear wand of lesser spell turning (6 charges), scroll
of tongues, scroll of seal portal, scroll of meld into mirror
(see page 177)
Spell-Like Abilities (CL 8th):
3/day—magic missile, invisibility, vampiric touch (+16 melee
touch, DC 18), Evard’s black tentacles (DC 19)

Abilities Str 21, Dex 14, Con 16, Int 20, Wis 10, Cha 12
SQ superior multiweapon fighting
Feats Combat Casting, Combat Expertise, Dark SpeechB
,

Improved Disarm, Maximize Spell, Multiweapon
FightingB

, Weapon Focus (longsword)
Skills Bluff +15, Concentration +17, Diplomacy +5,
Disguise +1 (+3 acting), Gather Information +15,
Hide +16, Intimidate +17, Jump +19, Knowledge
(arcana) +19, Knowledge (the planes) +19, Listen +14,

Move Silently +16, Sense Motive +14, Spot +14,
Survival +0 (+2 on other planes), Use Magic Device +15
Possessions combat gear plus 2 +2 longswords, 2
battleaxes, repeating heavy crossbow with 20 bolts,
heavy gold rings marked with Graz’zt’s personal seal
(400 gp each, faint evil aura), formal silk robes
embroidered with the six-fingered hand of Graz’zt
(200 gp each)

Aligned Strike A carnevus’s natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned and
evil-aligned for the purpose of overcoming damage
reduction.
Countermagic (Sp) A carnevus always has one dispel magic
available as countermagic each round if it chooses not to
cast a second spell. If no spells are cast against it, the
effect is not used. If a spell is cast, the dispel magic can
be used as a swift action to negate the magic.
Superior Multiweapon Fighting (Ex) A carnevus fights with
a weapon in each hand. Because it has a natural
propensity for fighting with multiple weapons, it does
not take a penalty on attack or damage rolls for
attacking with more than one weapon simultaneously.
Furthermore, a carnevus can attack with two of its four
arms as a standard action. The creature always uses at
least a two-weapon fighting style, generally with sword
and an axe, though it can fight with two swords and two
axes if so inclined.
Two-Tongued (Ex) A carnevus’s two mouths speak spells
more quickly than any arcane caster with a single
mouth, moving synchronously to automatically quicken
the casting of any spell it speaks. Effectively, it can cast
two spells in a single round.
Likewise, a carnevus can maximize any spell it casts,
rather than a specific spell. Its fireballs do 48 points of
damage if the save fails, for example, and creatures
caught in its ice storm take the full 30 points of damage
without a save.

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135

THE

CARNEVUS AND THE

DROW

CONCLUSION

The drow treasure here includes a chest containing 800 gp, a
50 gp cat’s-eye gem, three silver holy symbols of Lolth (25 gp
each), and an elaborate platinum pectoral for a priestess of
Lolth, set with black opals and worth 10,000 gp. The carne-
vuses’ treasure includes what they carry as shown above,
including rings and clothing and scrolls.
If the creatures in this room are not defeated, they follow
the party if it is clear that the PCs do not belong in the
Demonweb Pits. They hang back at least 100 feet and attack
the party from behind. Refer to The Demonweb Pits map
on page 117 for additional locations in the Demonweb.

TACTICAL MAP DETAILS

Creatures: The drow knights (D) and the carnevus (C) are
engaged in their argument and don’t expect to be disturbed.
The Fountain of Blood: The fountain’s blood is enchanted
not to coagulate, and it can be used as a weapon. Because it is
filled with desecrated demon blood, anyone falling into or pushed
into the fountain takes damage as from unholy water. Any lawful
or good creature touching the fountain takes 2d6 points of
damage; a lawful good creature takes 4d6 points of damage.
The Secret Door: The party can find the secret door in this
room with a DC 25 Search check. The section of wall that pops
in and slides to one side is easy to mistake for a loose or badly
joined panel.

Unzor and Ocigella

CR 9

hp 78 each (8 HD)

Male and female drow knight* 8
* PH2 24
LE Medium humanoid
Init 3; Senses darkvision 120 ft.; Listen +3, Spot +6
Languages Abyssal, Common, Elven, Drow Sign Language,
Undercommon

AC 24, touch 17, flat-footed 21
Immune sleep
SR 19
Weakness light blindness
Fort +6, Ref +5, Will +6 (+8 against spells and spell-like
abilities); +2 against enchantments

Speed 30 ft. (6 squares)
Melee mwk longsword +13/+8 (1d8+6/19–20 plus poison
plus shocking grasp)
Ranged +11 hand crossbow (1d4/19–20 plus poison)
Base Atk +8; Grp +12
Combat Gear drow poison, ring of shocking grasp (6 charges)
Spell-Like Abilities (CL 8th):
1/day—dancing lights, darkness, faerie fire
Atk Options Mounted Combat, Point Blank Shot, Power
Attack; poison (Fort DC 13, unconscious 1 minute/
unconscious 2d4 hours)
Special Actions fighting challenge +2, test of mettle, shield
block

Abilities Str 18, Dex 17, Con 14, Int 12, Wis 10, Cha 16
Feats Great FortitudeB

, Mounted CombatB

, Point Blank Shot,

Power Attack, Weapon Focus (longsword), Weapon
Specialization (longsword)
Skills Handle Animal +9, Intimidate +9, Jump +10,
Knowledge (nobility and royalty) +5, Listen +3, Ride +6,
Search +5, Sense Motive +2, Spot +6, Swim +6
Possessions combat gear plus +2 mithral chain shirt,
masterwork longsword, +3 heavy steel shield, 91 gp

Light Blindness (Ex) Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds drow for 1 round. In
addition, they take a –1 circumstance penalty on attack
rolls, saves, and checks while operating in bright light.
Fighting Challenge (Ex) As a swift action, either knight can
issue a challenge against a single opponent. This grants
the knight a +2 morale bonus on Will saves and a +2
bonus on attack rolls and damage rolls against the target.
This effect lasts for 8 rounds.
Test of Mettle (Ex) As a swift action, all enemies within 1,000
feet must make a DC 17 Will save or attack the knight in
preference to other targets, with melee, ranged, or spell
attacks.
Call to Battle (Ex) As a swift action, a knight grants a second
save on fear effects to an ally, with a +3 bonus.
Bulwark of Defense (Ex) An opponent that begins its turn in
a knight’s threatened area treats all threatened squares as
difficult terrain.
Shield Block (Ex) A knight gains an additional +1 shield
bonus against a single foe.
Vigilant Defender (Ex) Tumble attempts moving through a
knight’s space or threatened squares have a DC that
increases by 8.
Shield Ally (Ex) A knight can absorb half damage as an
immediate action from a physical attack against an ally.

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