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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

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