15.01.2013 Views

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

130<br />

Background: Characters who can research the past<br />

with magic or class abilities (such as bardic knowledge<br />

or legend lore) can learn that the Waste was once<br />

the dominion of titans, strangers to this world, who<br />

constructed the Great Tunnel as a way to cut through<br />

the glacial peaks to the plateau beyond. <strong>The</strong> titans<br />

were said to have founded a city beyond the mountains,<br />

where their sages took advantage of the planar nexus to<br />

learn secrets of magic unknown to lesser races.<br />

Legends are unclear as to the fate of the titans’ city, but<br />

what information there is suggests that it is completely<br />

gone from the earth – not swallowed up like Lost Athul,<br />

but gone like morning mist. <strong>The</strong> wildest speculations<br />

are those that have the city sucked into some gigantic<br />

planar rift and establishing itself in an alien realm<br />

where the titans still study their mysteries. <strong>The</strong> titans’<br />

city is explored further in <strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong> Three:<br />

<strong>The</strong> Darkest Hour.<br />

<strong>The</strong> Gates: <strong>The</strong> gates are made from six-inch-thick<br />

adamantine. <strong>The</strong> lock is of good quality and can be<br />

opened with an Open Lock check (DC 30); however,<br />

it is frozen solid, so any attempt to use the Open Lock<br />

skill on it without first thawing or lubricating the lock<br />

suffers from a +4 increase to the DC. <strong>The</strong> key from<br />

Grommen’s bag (see above) opens the lock but is hard<br />

to turn, requiring a Strength check (DC 20). Even when<br />

the door is unlocked, it remains heavy, stiff and hard to<br />

open and a good deal of force is needed; it opens if a<br />

Strength check (DC 25) is passed.<br />

<strong>The</strong> Tunnel: <strong>The</strong> tunnel is a single straight passage with<br />

an arched roof, 20 feet high and 20 feet wide, which<br />

runs right under the Glacial Peaks and culminates in a<br />

second, identical set of adamantine gates.<br />

Event: Encounters in the Great Tunnel<br />

Either or both of these two optional events can be<br />

included, depending on how weary the Player Characters<br />

are.<br />

<strong>The</strong> Hungry Worm: From up ahead in the darkness<br />

comes the sound of dozens of scrabbling feet. Judging<br />

by the sound, in a few moments a horde of creatures of<br />

some kind will come into view, racing down the tunnel;<br />

but what they are, you cannot tell.<br />

What the Player Characters can hear is the sound of a<br />

pair of skitterjinxes fleeing down the passageway as<br />

an especially large purple worm comes surging after<br />

them. <strong>The</strong> Player Characters may think, though, that<br />

the skitterjinxes are trying to attack them. If the Player<br />

Characters fight the creatures, the skitterjinxes try to<br />

scurry around and get the Player Characters in between<br />

the worm and themselves.<br />

<strong>The</strong> worm is 200 feet away, moving at a speed of 40<br />

feet per round (taking double moves). It fills the entire<br />

passageway. If the Player Characters kill it, which<br />

is likely, they quickly realise that the tunnel is now<br />

blocked by the dead worm. <strong>The</strong>y must either dispose<br />

of the body somehow, or deliberately climb into the<br />

worm’s maw (and suffer acid damage) and hack their<br />

way out of the other end.<br />

Predatory Purple Worm: CR 14; Gargantuan magical<br />

beast; HD 25d10+200 (337 hp); Init -2; Spd 20 ft.,<br />

burrow 20 ft., swim 10 ft.; AC 20, touch 4, flat-footed<br />

20; Base Atk +25; Grp +50; Atk +35 melee (3d8+13,<br />

bite); Full Atk +35 melee (3d8+13, bite) and +30 melee<br />

(3d6+6 plus poison, sting); Space/Reach 20 ft./15ft.; SA<br />

improved grab, poison, swallow whole; SQ tremorsense<br />

60 ft.; AL N; SV Fort +22, Ref +12, Will +7; Str 36,<br />

Dex 6, Con 26, Int 1, Wis 8, Cha 8.<br />

Skills & Feats: Listen +23, Swim +25; Awesome<br />

Blow, Cleave, Improved Bull Rush, Improved Natural<br />

Armour, Improved Natural Attack (bite), Improved<br />

Natural Attack (sting), Power Attack, Weapon Focus<br />

(bite), Weapon Focus (sting).<br />

Improved Grab (Ex): To use this ability, the purple<br />

worm must hit with its bite attack. It can then attempt<br />

to start a grapple as a free action without provoking an<br />

attack of opportunity. If it wins the grapple check, it<br />

establishes a hold and can attempt to swallow the foe<br />

the following round.<br />

Poison (Ex): Injury, Fortitude DC 30, initial damage<br />

1d6 Strength, secondary damage 2d6 Strength. <strong>The</strong><br />

save DC is Constitution-based.<br />

Swallow Whole (Ex): <strong>The</strong> purple worm can try to<br />

swallow a grabbed opponent of a smaller size than itself<br />

by making a successful grapple check. Once inside,<br />

the opponent is dealt 2d8+13 points of crushing damage<br />

plus eight points of acid damage per round from the<br />

worm’s gizzard. A swallowed creature can cut its way<br />

out using a light slashing or piercing weapon to deal<br />

25 points of damage to the gizzard (AC 18). Once the<br />

creature exits, muscular action closes the hole; another<br />

swallowed opponent must cut its own way out. <strong>The</strong><br />

worm’s interior can hold two Large, eight Medium,<br />

32 Small, 128 Tiny, or 512 Diminutive or smaller<br />

opponents.<br />

Skills: <strong>The</strong> purple worm has a +8 racial bonus on any<br />

Swim check to perform some special action or avoid<br />

a hazard. It can always choose to take 10 on a Swim<br />

check, even if distracted or endangered. It can use the<br />

run action while swimming, provided it swims in a<br />

straight line.<br />

Ibon Presno Gonzalez (order #73006) 8

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!