Anauroch: The Empire of Shade (Dungeons & Dragons d20 3.5 by Greg A. Vaughan

By Greg A. Vaughan

Anauroch: The Empire of color is the ultimate a part of a three-part sequence of 160-page hardcover super-adventures set within the Forgotten geographical regions crusade environment. it will probably even be simply performed as a stand-alone high-level experience. as well as encounters, this booklet includes distinct resource fabric at the land of Anauroch, domestic of historic Netherese ruins and the Empire of colour.

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Extra resources for Anauroch: The Empire of Shade (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting)

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She uses her shadow stride and shadow image powers to frustrate attacks directed at her. Whenever she cannot make an effective melee attack, she uses magic missile or shadow evocation (lighting bolt or ice storm, whichever she can use without hurting the werewolves). Keevosen flees the fight (probably using shadow stride) when reduced to 10 hit points or fewer. Once away from the fight, she flees Myth Drannor; the werewolves flee if Keevosen is killed, incapacitated, or driven off. Setup Run this encounter when the PCs visit Blackthorn Lodge.

Base Atk +9; Grp +23 Atk Options improved grab, smite evil 1/day (+12 damage) Abilities Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10 Feats Alertness, Endurance, Run, Toughness, Weapon Focus (claw) Skills Listen +10, Spot +10, Swim +13 Improved Grab (Ex) To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If anyone performs any violent maneuvers on a pillar such as engaging in melee with another creature, there is a 25% chance each round the pillar will roll 5 feet to the right or left (equal chance for either, though if the pillar already lies against a wall it can only roll away from the wall).

Any creatures in the squares the weapon rack falls into are subject to 2d6 points of damage (Reflex DC 15 half) and 1d4 attacks by falling weapons. The attacks have a +4 attack bonus and deal 1d6 points of damage. A fallen rack creates light rubble in the squares it covers. Light rubble increases the DC of Balance and Tumble checks by 2, and it imposes a –2 penalty on Move Silently checks. A successful DC 10 Balance check is required to run or charge across light rubble. Failure means a character can still act but can’t run or charge in this round.

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