A12 Drow Mistress:
The Only way into this room is via a secret Door from the adjoining Hallway. It blends in with the Stone but a DC 15 Investigate check will show the door slides into the wall to open [it doesn’t open forwards or backwards], A Dwarf has advantage on this check.
This room has a desk with spidery decorations and a lit candle sticking up out of it. Although this Drow Officer has folders and space on her desk for orders her workspace is scant – few reports or letters have come her way from HQ. Inside her desk is 1 dose of Drow Poison
The room just has a desk and a small cot – the Mistress has coplained about this in her unfinished letter on the desk.
A recent Cave In has blocked this room from A3, the Guard Post. The Drow must use the Highway to keep contact with the Laboratory and the 2 Watchwomen up north…
If the Guards up north saw the Players without being noticed, they would take the highway down to the Officer to ask her what ought be done. Her Orders will be to observe so she can write a report – something which will be interesting for a change.
Additionally, if she could capture one of these intruders, they might make a fine story to report back to Headquarters...
The Drow Mistress wears Half-Plate Armor decorated to look like spiderwebs and flames.
Her Hit Points are the Maximum at 24, and Her AC is 17 (Half Plate - No Shield). She fights with a special Whip that does 2d4+2 Slashing Dmg – Can target creatures both 10’ and 5’ away. The first attack carries the same Drow poison like all the other use on their crossbows.
She is otherwise a Normal Drow.
Key Areas: A1 -/- A2 -/- A3 -/- A4 -/- A5 -/- A6 -/- A7 -/- A8 -/- A9 -/- A10 -/- A11 -/- A12 -/- A13 -/- A14