Your captors include a cruel drow priestess who calls herself Mistress llvara of House Mlz.zrym. Other prisoners are trapped in here with you, In an underground outpost far from the light of the sun. Captured by the drowl You wouldn't wish this fate upon anyone, yet here you are~locked in a dark cave, the cold, heavy weight of metal tight around your throat and wrists. Stripped of everything but their underclmhing, they are at the mercy of the dark elves and in the company of other prisoners, many of who aren't what they seem. THE ADVENTURE BEGINS The characters begin the adventure in the slave pens of Velkynvelve. A character can still use the Help action to aid another cha racter. or escape from a set of manacles can't attempt checks of that kind again until he or she finishes a long rest. A character who fails a check to break a collar, break a set of manacles. The iron collars can be broken with a successful DC 20 Strength check. A character can unlock the manacles using thieves' tools with a successful DC 15 Dexterity check. Slipping out of manacles requires a successful DC 20 Dexterity check, while breaking them requires a successful DC 20 Strength check. ating isn't possible inside the slave pen because of it~ magical ward~ (see area 11). the drow ra1d other settlements in the Underdarli. and foremost among these are the dark elves-the drow. ., and creatures too numerous to count or list.a realm of t>ndles!> labyrinthine tunnels and Ca\ 11 0 CHAPTER 1: PRISONERS OF THE DROW Dee-p beneath the '>urfac~ of the world lies the Underdark. RAGE ofDEMONSN CREDITS FOREWORD Th1s book wu a collaboration between Wizards of the Coast.
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