Duergar resemble dwarves, but with gray skin and bald heads. They work covetously deep beneath the mountains, digging vast halls and perplexing mazes, as well as creating fine metalwork. They were cast out of the realm of Deep Dug for the sin of hope, hoping that one day their toil might end. The Duergar haven’t yet realized that they are out from under their god’s heel yet. They’re still toiling under the orders of Gaffer Lom despite the change of venue, believing the sudden presence of unworked stone to be yet another task demanded of them.
This currency is a septagon made of an alloy of antimony and lead, cast with the face of a duergar on one side and an orecart on the other.
4 duergar casch = 1 standard gold
Apothecary - this finely carved but sparsely decorated shop will grudgingly sell you potions. If the proprietor Grilmus knows you, you may also purchase poisons, drugs, and liquor.
Smith - Gaffer Lom maintains an office in a corner of this cavern, otherwise this is considered a public space that everyone is free to use, providing they have orders justifying their absence from the mines.
Tailor - serviceable workman’s clothes are available in dwarf sizes, made by workers and sold by Maldur, an over-groomed yet oily man in his glass-fronted shop.
Grocer - Vondur mostly sells unidentified ground sausage and mushrooms from bins in his square box of a shop, with a small selection of cheese. Ask for a fruit or vegetable and get kicked out.
Magic Shop - it’s a commonly held belief that Lom would have shut this shop down if Raenmera didn’t have some unknown leverage on him, but this richly draped hole in the wall is the only place to go when someone needs a wondrous item or enchantment, offering such things at surprisingly fair prices.
Public House - food and beds are available for those who can afford to not live in the workers’ barracks, presided over by Tisla, a favored niece of Lom.
Male Duergar Investigator 20
LE Medium Humanoid(dwarf)
Init +6; Senses; Darkvision 120, Perception +26
DEFENSE
AC 40, touch 29, flat-footed 34; +6 vs traps
HP 211
Fort +12, Ref +18, Will +15; +2 vs spells, +6 ref vs traps
Defensive Abilities DR 3/-, Immunities Paralysis, Phantasms, Poison
OFFENSE
Speed 20 ft
Melee Vorpal Guisarme +24/+19/+14 (2d4+5+4/decapitation)
Special Attacks Studied Strike: +9d6 to studied target
Spell-like Abilities Enlarge Person 1/day on self CL 20; Invisibility 1/day on self CL 20
Alchemist Extracts Prepared CL 20, Concentration +27
6th DC 23 - Analyze Dweomer, Eyebite, Shadow Walk, True Seeing, Twin Form
5th DC 22 - Glimpse of Truth, Resurgent Transformation, Sending, Spell Resistance, Unerring Tracker
4th DC 21 - Discern Lies, Freedom of Movement, Greater Invisibility, Stoneskin, Earth Glide
3rd DC 20 - Aura Sight, Bloodhound, Heroism, Hypercognition, Seek Thoughts
2nd DC 19 - Acute Senses, Communal Ant Haul, Bear's Endurance, Bull's Strength, Investigative Mind
1st DC 18 - Ant Haul, Crafter's Fortune, Detect Metal, Detect Secret Doors, Tears to Wine
STATISTICS
Str 18, Dex 22, Con 22, Int 24, Wis 16, Cha 12
Base Atk +15; CMB +21; CMD 35; +4 CMD vs bull rush or trip while standing on solid ground
Skills Acrobatics +14, Appraise +20, Bluff +5, Climb +8, Craft (alchemy) +31, Diplomacy +24, Disable Device +19, Disguise +5, Escape Artist +19, heal +7, Intimidate +24, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +26, Perform (oratory) +14, Profession (boss) +26, Sense Motive +26, Sleight of Hand +14, Spellcraft +15, Stealth +29, Use Magic Device +14
Languages Duergar
SQ
Light Sensitivity
Alchemy: use Craft(alchemy) to identify potions as Detect Magic
Inspiration: 14 points. use 1 point to add 1d6 to Knowledge, Linguistics, or Spellcraft checks; use 2 points to add attack rolls and saves; trapfinding: add 10 to Perception checks to locate traps and to Disable Device checks, including magic traps
Poison Lore: can identify poison by examining for 1 minute using Knowledge (nature) or Knowledge (Arcana), DC is poison's saving throw. can spend 1 minute to neutralize an identified poison, DC is poison's saving throw
Investigator Talent (Applied Engineering, Eidetic Recollection, Inspired Alertness, Inspired Intelligence, Expanded Inspiration, Item Lore, Numerical Alchemy, Greater Numerical Alchemy, Quick Study)
Keen Recollection
Swift Alchemy: time to make alchemical items is halved
True Inspiration: can use inspiration on all skill checks, 2d6 instead of 1d6
Gear Dwarven Plate of Command, Vorpal Guisarme, Belt of Physical Perfection +6, Headband of Mental Superiority +6; Bracers of Armor +8
Duergar Commoner 5
LN Medium Humanoid(dwarven)
Init +3; Senses Darkvision 120, Perception +8
DEFENSE
AC 15, touch 13, flat-footed 12
HP 33
Fort +4, Ref +4, Will +1; +2 vs spells
Special Defenses Immune to Paralysis, Phantasms, and Poison
OFFENSE
Speed 20
Melee Light Pick +1, +4 (1d4+1+1/x4)
Spell-Like Abilities 1/day Caster lvl 5 Enlarge Person on self, Invisibility on self
STATISTICS
Str 12, Dex 16, Con 16, Int 18, Wis 10, Cha 6
Base Atk +2; CMB +3; CMD 16; +4 CMD vs bull rush and trip
Skills Climb +9, Craft(stone masonry) +12, Escape Artist +8, Handle Animal +6, Perception +8, Profession(mine slave) +8
Language Duergar
SQ Light Sensitivity
Gear Light Pick +1, Reinforced Tunic +1, Bag of Holding II, Filter Scarf, Canteen, 972 Duergar Casch