Rain pounds on the shop’s roof as gusts of wind slam the shutters against the outside walls. The lamps have been turned down low and now only give off a faint light. You can just make out Valcav behind the counter. “They say that for as good and just as elves are, drow are equally evil and cruel.” The lamplight flickers from the storm, casting shadows over Valcav’s face “Very few adventurers are brave enough to venture down into drow controlled caverns and even fewer are able to make it out again alive.” Valcav gestures to the three objects laid out on the counter before him. “These were brought here at great cost and I expect you to treat them with the reverence they deserve.”
Figurine of Wondrous Power: Sodalite Drider
By having a figurine made to look like a rival of higher standing, low born drow can humiliate their enemies without resorting to overt violence.
This gorgeous stone figure fits in the palm of your hand and depicts a beautiful female drow with large spider legs
On command, a sodalite drider can transform into a full-sized drider made of gemstone. It can be activated once every two weeks for a total duration of eight hours. This duration need not be continuous, but it must be used in one-hour increments. An animated sodalite drider does not have access to its spells or spell-like abilities. It does, however, retain its spell resistance, web and poison special abilities. When animated, a sodalite drider has 10 arrows to shoot from its longbow. They vanish upon hitting or missing a target and reappear with the drider while in statuette form.
Wondrous item, very rare (requires attunement)
With a command, you can transform this handheld statuette into a full sized drider. It can remain in this form for up to eight hours. An activated sodalite drider lacks the innate spellcasting and sunlight sensitivity of a normal drider. While activated, a sodalite drider has access to 10 arrows to use with its longbow. These vanish upon either damaging or missing their target and return to the drider while in its statuette form. Once the statuette has been used, it can’t be used again until 10 days have passed.
These weapons are regularly given to drow sent on scouting missions to the surface.
This dark serrated metal blade has a hilt wrapped in silver spider silk
An infiltration blade functions as a +1 dagger and can provide additional powers by defeating foes. Once per day after reducing a humanoid creature to 0 or fewer hit points the wielder can borrow the appearance of the dead target. The target must be within one size category of the wielder otherwise the appearance alteration fails, but the use is not wasted. The wielder gains a +10 profane bonus on Disguise checks to appear as the target.
While its appearance is being borrowed, the target’s face vanishes and appears blank and completely devoid of features. The wielder can maintain their assumed form for up to 24 hours and the target’s face remains blank as long as they do. Anyone who is very familiar with the original target can attempt a Perception check upon meeting the wielder of the infiltration blade to pierce the disguise.
While assuming the appearance of the target, the wielder is also privy some of the target’s thoughts. The wielder is aware of the target’s surface thoughts for the last 10 minutes before their death. This allows them to better maintain their cover order to gather further information. If the target is returned to life while you are assuming their appearance, the effect ends and you return to your true form.
Weapon (dagger), rare (requires attunement)
An infiltration blade allows you to hide amongst your enemies. Once per day after killing a humanoid target you can change your appearance to match theirs. While your appearance is altered the face of the corpse you are imitating appears blank and featureless. You can maintain your assumed form for up to 24 hours. Anyone who was familiar with the person you’re masquerading as is entitled to a DC 15 Wisdom (Perception) check in order to realize you are not who you pretend to be. While in an assumed form, you can search the surface thoughts of the target’s final 10 minutes of life. If the target is brought back to life while you are assuming their appearance you immediately return to your normal form.
Some drow manage to overcome the evil tendencies of their race and embrace good alignments. If they are captured by their kin, these defector drow are taught the error of their ways.
The handle of this whip is made from bleached bone. The blades attached to the woven leather lash have fiendish runes carved into them.
Aura strong necromancy Price 76,760 gp; Slot none; CL 13th; Weight 3lbs.
A renegade’s reintubation is a +1 wounding scorpion whip. Once per day the wielder can speak a command word causing the lash’s blades to glow crimson. For the next minute, any physical damage the whip deals, excluding bleed damage, becomes cursed. This cursed damage does not heal from rest and resists healing by magic. Anyone attempting to use magical healing on these cursed wounds must succeed on a DC 23 caster level check, or no hit points are recovered and the healing spell is wasted. Cursed damage from a critical hit leaves permanent scars that never fade even with the use of magical healing.
Weapon (whip), very rare (requires attunement)
In addition to the slashing damage, a renegade’s reintubation deals 1 point of force damage every time you hit a creature. Once per day you can grasp the whip tightly and invoke the magic of the fiendish blades attached to the whip’s lash. For the next minute, the whip deals necrotic damage rather than slashing damage. This damage is cursed and cannot be recovered from resting. This cursed also damage resists magical healing. Anyone seeking to heal this cursed damage must succeed on a DC 20 Intelligence (Arcana) check as part of casting a healing spell. Failing at this check means no damage is healed and the spell is wasted. If you score a critical hit on someone with while the whip is activated, the cursed damage leaves permanent scars on the target.