d20 Goodman Games The Complete Guide to Drow - The House of Azran.pdf
(
138 KB
)
Pobierz
The House of Azrán
By Joseph Goodman
This web enhancement for the Complete Guide to
Drow is an example of a detailed drow household, con-
structed according to the book’s guidelines.
House Azrán is a drow family with deep roots and
shallow standing. The house symbol is a stylized spider
crawling downward beneath a steep triangular moun-
tain, a reference to the house’s origins: it claims a direct
descent from the high priestess of the ben’docian, the
alpine elves whose defeat in the Kindred Wars ultimate-
ly spawned the drow. But the mighty have fallen. House
Azrán’s current status is quite low, thanks to the inept
diplomacy of the present matriarch.
Firaril, the matriarch, is an ancient drow priestess
whose powers are dwindling as she succumbs to the
senility of old age. For her entire life, Firaril has suf-
fered from two competing character traits, which have
combined to drag her house’s status ever lower. First,
she is ambitious to a fault, desiring status and power
over all things. But she is coarse, rude, and simple-
minded. She lacks
all
the traits that could have helped
her in the political struggles that comprise day-to-day
drow life. Her ceaseless ambition has led her to repeat-
edly attempt diplomacy and chicanery that she can
never
pull off, and this constant bungling has cost her.
Va nya, eldest daughter of Firaril, has watched her
mother’s missteps with horror. Vanya, too, has the
ambition of heritage within her breast. But, unlike her
mother, she is endowed with more than a modicum of
charisma and intelligence. For decades they have
clashed, as Vanya asserts her growing power in an
attempt to stifle her mother’s inept maneuvers.
Unfortunately, Firaril favors her second daughter,
Elca, over Vanya. Elca is like her mother: tactless and
unperceptive. Although drow heritage dictates Vanya
should rule the household when Firaril passes, Elca
seems to have other ideas. What’s worse for Vanya is
that Elca’s social deficiencies are more than made up by
an innate talent for divine spellcasting. Despite their age
difference, Elca has exceeded Vanya in personal power.
Were it not for Firaril’s attempts to “keep peace,”
Elca would have challenged Vanya to a death match by
now. Firaril’s pride in her house’s deep roots gives her a
strong appreciation for tradition, and it is probable that
on her deathbed she will hand over the housemother
1
position to Vanya, despite their differences. She certain-
ly doesn’t want her two daughters bickering. But in day-
to-day life she still favors Elca, and no one can be sure
of her true intent.
House Profile
House Azrán is a small house, per the guidelines
given on page 7 of the Complete Guide to Drow. How-
ever, its makeup is rather atypical since it was once
much larger and has dwindled to its current size. The
house’s army consists of:
Matriarch: Firaril, Clr13.
Priestesses: Vanya, Clr8; Elca, Clr9; one other
daughter, Clr7; one captured priestess, Clr5.
Arcane: One male Wiz8.
Patriarch: None. He long ago deserted the house.
Elite soldiers: 15 adamantine warriors; 8 black
guard; 1 dark blade.
Regular soldiers: 57 drow troops.
Fodder: 48 goblin slaves; 33 orc slaves.
Interaction With Others
House Azrán has its own walled compound, which you
can place in any drow city in your campaign. The com-
pound is quite large and once held more than 250 house
members and half as many slaves. Sadly, it has become
nearly empty in recent years as members desert to other
houses. Now less than half of the compound is occupied.
At one time, the males of House Azrán trained as
armorsmiths, and the house earned a steady income
trading its masterwork armor. Now the best armor-
smiths have left or died, and those that remain produce
only mundane pieces.
The house’s treasury has been draining steadily.
This economic disadvantage has only compounded
Firaril’s bids for power. Firaril’s most recent exploits
include several especially bad decisions. Most notably,
she was approached by a small drow house from a dis-
tant city seeking to share her half-empty keep. The other
house, known as House Barzek, was known for the
arcane research of its male wizards. But Firaril, from
her self-important perspective, could only see the fact
that they had no deep hereditary claims, nor any other
great status. Disdaining even to ask why they needed to
share her keep, she sent them away with the barest cour-
tesies. Only later did she learn the basis for their
request: they had captured a prestigious (and powerful)
magical relic in combat with duergar, and wanted to
form an alliance to make sure they held on to it.
Shortly thereafter, Firaril attempted several
alliances of her own, only to mis-assess the situation
and approach houses who, by the standard of “the
enemy of my enemy is my friend,” were most certainly
not
her friends. Then she ruined a promising agreement
to secure access to a newly discovered vein of dwarven
adamantine when she failed to pick up on a dwarf clans-
man’s hints regarding a bribe.
Firaril has long considered the use of a force as a
means of last resort, and in the past, she has used vio-
lence to her favor. But even though she herself is quite
powerful, her troops are demoralized and outnumbered,
and there is little chance of battlefield success.
Prominent NPCs
Firaril
Firaril is a very old drow priestess on the edge of
senility. She has white hair, coarsened with age, that
hangs limp and lusterless. She always wears ornate
black tunics trimmed with precious stones and the long,
red scales of certain underground beetles. In combat she
dons magical chitin armor dyed black and adorned with
the same vivid red scales.
Firaril’s mind is governed by self-interest. She eval-
uates new acquaintances strictly by how useful they can
be. If she determines them useful, she then decides how
to act to best turn them to her uses. With some, she will
be strong and commanding; with others, humble and
modest.
Or so she thinks. In reality, Firaril isn’t insightful
enough to fully perceive all the subtleties of most situa-
tions, nor charismatic enough to convince others of her
sincerity. Almost without fail, Firaril comes across as
unctuous, insincere, and dishonest.
Nonetheless, Firaril is experienced enough to per-
suade lower-level characters with some measure of suc-
cess, even if they end up not liking her. In the company
of her peers, Firaril is a boor; but in the company of
those weaker, she can still (sometimes) be compelling.
Firaril’s deficiencies are all the more surprising
given the usually intelligent, strong-willed nature of the
drow. Were it not for the strong household she inherited
2
from her own mother, she would never have become a
leader in drow society. Though the privilege of heritage
sustained her for some time, those days ended long ago,
and the household she will pass on to her own daughter
is but a shadow of what it once was.
Deep down, Firaril is aware of her failures. She is
strongly lawful for a drow, primarily because she has
had to lean heavily on tradition and heritage in order to
justify her status. She knows she has no hope of retain-
ing her position without such claims.
Firaril is a cleric of Bárgul. Her social status is
nobility in low standing (it was good standing at one
time, but not anymore). The profile below indicates the
treasure she carries on her person. The house treasury is
located in a secret vault attached to her bedroom; it con-
tains valuables worth additional 4,400 gp – the last of
the house’s once great fortunes. Half is in silver and
copper, with the remainder in art, furniture, weapons,
armor, and other objects, most inscribed with the house
symbol.
Firaril, Female Drow Clr13:
CR 14; Medium-
size Humanoid (4 ft. 7 in. tall); HD 13d8; hp 67; Init
+2; Spd 20 ft.; AC 20 (+2 Dex, +6
+2 chitin armor
,
+2
bracers of armor +2,
+2 large wooden shield);
Atk +11/+6 melee (1d8+2/crit 19-20, +2
longsword); SQ drow traits, spell resistance 24,
dancing lights
1/day,
darkness
1/day,
faerie fire
1/day, darkvision, light blindness, senility; AL LE;
SV Fort +8, Ref +6, Will +11; Str 10, Dex 15, Con
11, Int 8, Wis 17, Cha 7.
Skills:
Concentration +4 (+8 on defensive),
Diplomacy +3, Heal +7, Knowledge (religion) +0,
Listen +5, Search +1, Spellcraft +3, Spot +5.
Feats:
Brew Potion, Combat Casting, Dual Spell,
Heighten Spell, Maximize Spell.
Spells Prepared (6/6/6/5/5/4/3/2):
0 –
cure
minor wounds
x2,
detect magic, detect poison,
guidance
x2; 1st –
bane*, cause fear, command,
divine favor, inflict light wounds, protection from
chaos*;
2nd –
enthrall, hold person
x2,
silence*,
undetectable alignment, zone of truth
; 3rd –
ani-
mate dead, cure serious wounds, inflict serious
wounds
x2,
magic circle against chaos*
; 4th –
commune*, discern lies, divination, giant vermin,
inflict critical wounds
; 5th –
circle of doom*, flame
strike, healing circle, slay living
; 6th –
forbiddance,
geas/quest, harm*
; 7th –
dictum*, resurrection
.
* Domain spell.
Domains:
Law (cast law spells
at +1 caster level); Drow (cast drow spells at +1
caster level).
Possessions: +2 chitin armor
, large wooden
shield,
bracers of armor +2
,
+2 longsword
, wand of
cure light wounds
, wand of
summon monster III
,
potion of
spider climb
, potion of
cure serious
wounds
x3, gem-encrusted tunic (250 gp), pouch
with 40 gp.
SQ – Drow traits:
Firaril is immune to
sleep
spells and effects and receives a +2 racial saving
throw bonus against enchantment spells or effects.
This stacks with her +2 racial bonus to Will saves
against all spells and spell-like abilities.
SQ – Senility:
Firaril is getting on in her years.
Each day there is a 5% chance that she will wake
up in a senile state. For the rest of that day, she
sporadically acts as if under the influence of a
con-
fusion
spell – lucid for one minute,
confused
the
next. Firaril is not aware of her senility and thinks
she is perfectly lucid at all times. As a result of her
weak mind, she suffers a –4 circumstance penalty
to resist all
confusion
-like effects.
Vanya
As Firaril’s eldest daughter, rule of House Azrán is
Va nya’s by inheritance but not necessarily by fact,
thanks to the rivalry of her younger sister Elca.
Vanya is a striking, healthy drow in the prime of her
life. Her eyes are two different colors: the left yellow,
the right red. This is immediately obvious upon meeting
her. She accentuates this natural fact with red and yel-
low highlights in her otherwise dark clothing.
Va nya’s inheritance includes not just a decaying
house, but ambition. Unlike her mother, she is highly
intelligent and quite charismatic. Were she in charge of
the house, she would be on the way to restoring its lost
glory.
In almost every situation, Vanya is at odds with her
mother. In any interaction with PCs where both are
present, it is highly likely that Vanya will disagree with
her mother’s actions. In most cases, Vanya will bite her
tongue, or voice these disagreements tactfully, to little
avail. In emotional or perilous situations, however, the
tension will break through to the surface.
Despite her hatred of her mother, Vanya needs her.
3
She knows that Elca is rapidly exceeding her in power.
Elca doesn’t dare confront Vanya while Firaril still lives
– or at least, while Firaril still has the power to reign in
Elca – which gives
both
sisters an incentive to eliminate
their mother. But Vanya will only do so
after
Elca is
taken care of.
Vanya is very pragmatic. She does not put her ego
in the way of her plans. She is acutely aware of her
house’s diminishing reputation, and will go to any
lengths to repair it, regardless of her pride.
Vanya is a 8th level cleric of Bárgul with high Intel-
ligence and Charisma. We leave it up to you to flesh out
her stats.
Adventure Hooks
Despite its problems, House Azrán is an interesting
source of adventure hooks, because its rulers are des-
perate. Firaril’s ambition leads her to make stupid deci-
sions about unachievable goals. She is more than ready
to recruit adventurers to her side, and clever characters
may manage to take the upper hand. Vanya and Elca are
both in the same situation, though their recruits will
more likely be aimed at each other rather than outsiders.
Here are some means to get House Azrán into an
ongoing campaign.
•
The simplest hook: Vanya has recruited the adven-
turers to kill Elca. Alternatively, Elca may hire them
to eliminate Vanya. Remember that Vanya won’t
attempt to eliminate Firaril until she has destroyed
Elca, because if Firaril dies first, Elca will most cer-
tainly wrest power from Vanya. But if Vanya can
arrange for Elca’s death before Firaril’s demise, her
path to power is secure.
Elca
Younger than Vanya, Elca is nonetheless more pow-
erful. She has an innate talent for spellcasting and has
raced ahead of her sister’s ability. It is clear that she will
someday be far more powerful than the rightful heiress
of House Azrán, a fact that is lost on no one.
Elca is heavily favored by Firaril. They share com-
mon goals and common deficiencies. Both are ambi-
tious, and neither is particularly intelligent. Both are
vain in relation to their house’s once-proud name (the
tarnish on which they refuse to acknowledge). Although
Elca is smarter than her mother, she is not in the same
league as Vanya, who routinely plots strategies that
would be far more successful than Elca’s. But Vanya
rarely gets to enact her strategies, thanks to Firaril’s
favoritism toward Elca.
Elca bides her time, certain that she will rule House
Azrán in the end. Although she has a strong incentive to
kill her mother, whose reliance on tradition means
there’s a good chance she will bequeath housemother
status to Vanya, their close relationship prevents her
from attempting such a thing. Elca is certain that she
will be able to engineer Vanya’s death once her mother
is gone.
Elca is a 9th level cleric of Bárgul with exception-
ally high Wisdom and low Charisma. We leave it up to
you to flesh out her stats.
•
If the characters are visibly wealthy, Firaril could
arrange some excuse to entertain or hire them, then
await an opportunity to murder them and steal their
gold.
•
The PCs encounter drow adventurers. Formerly of
House Azrán, the adventurers are now destitute.
They’re willing to take a chance as mercenaries
rather than watch their house go to ruin under Firar-
il’s rule. The drow describe the house’s situation,
including what remains of the treasury and its rap-
idly diminishing ranks of defenders.
•
Desperate for cash, Firaril has been selling her
armor to the usual vendors – then hiring the charac-
ters to steal it back so she can resell it to someone
else. The characters are given extremely helpful
information about the best way to make the theft
(e.g., Firaril’s knowledge of ancient secret tunnels
or hidden entrances to another house’s compound).
The PCs get to keep any valuables they find as long
as they return the armor.
•
Sensing the weak state of House Azrán, another
house is preparing to attack. The PCs hear of the
impending assault early and, due to a landslide on a
major underdark route, are caught in the middle.
4
Who do they side with? Do they sell their knowl-
edge to House Azrán, or try to remain neutral?
won’t have the money until her next shipment of
armor has sold – and now the characters must
accompany that shipment to keep it safe.
• anya is recruiting adventurers for some errand of
Firaril’s... but Vanya wants the errand to fail so that
Firaril’s current scheme (whatever it is) does not
succeed. Vanya hires the characters then secretly
does everything in her power to make sure they fail.
• iraril has arranged a meeting with another house to
discuss trade arrangements that Vanya is desperate-
ly opposed to. Vanya hires the characters to disrupt
the meeting. Elca has also arranged to disrupt the
meeting then pin the blame on Vanya, completely
unaware that Vanya really is trying to disrupt the
meeting.
•As a variation on the previous ideas: The House has
recruited the PCs for some task. When they return
to claim their pay, Firaril informs them that she
www.goodman-games.com
www.d20reviews.com/Natural20/
5
Plik z chomika:
R5700
Inne pliki z tego folderu:
d20 Goodman Games Temple of Blood.pdf
(7062 KB)
d20 Goodman Games Rumble in the Wizard’s Tower.pdf
(12106 KB)
d20 Goodman Games GM Gems.pdf
(3690 KB)
d20 Goodman Games DM Campaign Tracker.pdf
(16358 KB)
d20 Goodman Games Demon Hunter's Handbook.pdf
(5488 KB)
Inne foldery tego chomika:
0one Games
12 to Midnight
93 Games Studio
A New Arcadia Publications
Adamant Entertainment
Zgłoś jeśli
naruszono regulamin