The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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104<br />
Deathblade Poison: Injury DC 20, primary damage 1d6<br />
Con, secondary damage 2d6 Con. One dose has already<br />
been applied to the Nixer’s arrows.<br />
Assassin spells prepared (2, save DC 12 + spell level):<br />
1 st – shield, true strike.<br />
Ranger spells prepared (1, save DC 11 + spell level): 1 st<br />
– longstrider.<br />
Favoured Enemies: Humanoid (elf) +4, humanoid<br />
(human) +2.<br />
Possessions: +1 greataxe, +2 composite longbow,<br />
arrows (20, poisoned), deathblade poison, potion of<br />
fox’s cunning, studded leather armour.<br />
<strong>The</strong> Nixer is an enigma. His face is tattooed with blue<br />
lines that radiate from the crown of his bald head, as<br />
if it were made of glass and something had cracked it.<br />
His teeth are filed down to points. <strong>The</strong> other troupe<br />
members believe that he was once a hunter for some<br />
unknown tribe, though Brexel has not told them<br />
anything so definite.<br />
For some reason he is totally silent, refusing to speak<br />
except to cast spells. His place in the troupe is to set<br />
up the equipment before the performances. He is<br />
sometimes called in to dance, when he will often throw<br />
Belladonna around the stage.<br />
Nixer is the son of a family of wild brigands in the forest<br />
of Qual, who helplessly watched his people slaughtered<br />
by crusading humans and elves. <strong>The</strong> bandit hunters had<br />
no idea that a small boy was watching them from safety,<br />
too frightened to talk. Since then, Nixer has remained<br />
utterly silent, unwilling to speak until he has exacted his<br />
bloody revenge.<br />
Non-Player Character: Maskin Tythe<br />
Every seaport has a ‘connections man’ and Maskin is<br />
Xoth Sarandi’s. <strong>The</strong>re are other people working in the<br />
fixer business but none enjoy the seniority and respect<br />
that Maskin does. He is the man to see when one needs<br />
to find out the kind of information, or make the kind of<br />
deal, that the establishment would rather one did not.<br />
Maskin works from the Brazen Trumpet Inn, a<br />
comparatively clean and upmarket inn in the civic sector.<br />
His clientele are mostly humans who want to find ways<br />
to buck the elves’ strictly imposed restrictions, get into<br />
the world of smuggling or just talk to someone who<br />
knows ‘what is what’ around here. His main motivation<br />
is money, though he does take wry pleasure in being a<br />
fly in the elves’ ointment.<br />
Maskin has garnered respect by being utterly reliable.<br />
So long as one keeps one’s end of a bargain with him,<br />
he will keep his. In the morally ambiguous climate of<br />
the outer city, reputation is the most important thing a<br />
man can trade on.<br />
In game terms, talking to Maskin adds a +2 circumstance<br />
bonus to Gather Information checks when trying to find<br />
out rumours in Xoth Sarandi. <strong>The</strong> Player Characters<br />
will also find Maskin useful if they need to track down<br />
anything illegal (such as poisons or black market portal<br />
keys) or find out who is trying to kill them. He can also<br />
make connections for them, such as setting them up<br />
with contacts who will buy any contraband goods they<br />
may have in their possession. If the Player Characters<br />
cross him, he will use his underworld contacts to have<br />
them framed for a crime – a favourite method is to plant<br />
narcotics in the target’s ship – and then tip off the elven<br />
guards.<br />
Maskin is an aging man who wears simple clothing and<br />
shows no visible signs of wealth. He looks no different<br />
from any other citizen in the street. He does not fight if<br />
he can possibly avoid it, preferring to use his cape of the<br />
mountebank to escape if a situation turns ugly.<br />
Maskin Tythe, Male Human Rog16: CR 16; Medium<br />
humanoid; HD 16d6-16; hp 40; Init +6; Spd 30 ft.; AC<br />
14, touch 12, flat-footed 14; Base Atk +12; Grp +13;<br />
Atk +15 melee (1d6+2/19–20, +1 sword of subtlety)*<br />
or +15 ranged (1d10, masterwork heavy crossbow);<br />
Full Atk +15/+10/+5 melee (1d6+2/19–20, +1 sword<br />
of subtlety)* or +15 ranged (1d10, masterwork heavy<br />
crossbow); SA sneak attack +8d6; SQ defensive roll,<br />
improved evasion, trapfinding, trap sense +5, slippery<br />
mind, uncanny dodge; AL N; SV Fort +4, Ref +12, Will<br />
+5; Str 12, Dex 14, Con 8, Int 14, Wis 11, Cha 18.<br />
Skills and Feats: Appraise +11, Balance +4, Bluff +15,<br />
Climb +7, Craft (trapmaking) +13, Decipher Script<br />
+7, Diplomacy +15, Disable Device +4, Disguise +14,<br />
Escape Artist +7, Forgery +13, Gather Information<br />
+21, Hide +7, Intimidate +15, Knowledge (local) +19,<br />
Listen +6, Move Silently +11, Open Lock +4, Perform<br />
(storytelling) +15, Search +11, Sense Motive +11,<br />
Sleight of Hand +10, Spot +10, Swim +3, Tumble +11,<br />
Use Magic Device +9, Use Rope +3; Combat Expertise,<br />
Dodge, Improved Initiative, Mobility, Run, Spring<br />
Attack, Weapon Finesse.<br />
Possessions: +1 sword of subtlety, cape of the<br />
mountebank, crossbow bolts (10), leather armour,<br />
masterwork heavy crossbow, potion of neutralise<br />
poison, potions of cure serious wounds (2).<br />
Ibon Presno Gonzalez (order #73006) 8