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
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