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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9. The Ice Globe Prison This vast chamber is shaped somewhat like a beehive, with a ceiling some 80 feet high. In the shadows far above you see a globe of ice suspended from the outer walls by frozen spars. The sphere is hollow. It is hard to see details from here but you can make out the dim figure of a man inside. Beneath the sphere, a huge reptilian creature with purple skin grunts and heaves its bulk back and forth across the room. A dozen snakelike heads crane around to watch the prisoner from all angles. A forked tongue flickers from one of them, as if to mock his captivity. If the Player Characters are able to examine the sphere more closely, the Games Master should read the following: Inside, with chains on his wrists and ankles, is a humanoid figure, his face contorted with agony and bitter hatred. His eyes are livid red sparks and his skin is blotched with crimson patches like a rash. In the centre of the sphere, bound by a binding spell, is Bastirak’s hated rival, the half-dragon fire-mage Azarak, brother to himself and Zamelak. The Player Characters can try to free him, though if they do they may unleash a far worse evil than Bastirak ever was. The binding chosen was the chains variant, meaning that Azarak is surrounded by an antipathy effect extending 50 feet out. Creatures feel an overpowering urge to leave this area. They can force themselves to enter it if they make Will saving throws (DC 20) but suffer a –4 penalty to Dexterity while in the area due to the discomfort. Azarak cannot move from the area, nor can any force break the binding save for an antimagic field, a mage’s disjunction or the appointed release condition. When Bastirak placed the binding, he reasoned that he might need to release Azarak again at some point in the future, if only to move him to a new stronghold. He thus set a release condition: a dagger with a dragon’s eye set into the hilt can sever the chains. Bastirak owns just such a dagger (Nightwatch, for which see below), but the Player Characters can doubtless come up with Ibon Presno Gonzalez (order #73006) 8 143

144 ways to create one. A dagger to which Azarak’s own ripped-out eye has been attached will work, if they attempt it! Azarak can communicate with the Player Characters while he is bound. He makes no pretensions to be anything other than what he is – an evil-aligned dragonspawn. However, the Player Characters have very few allies out here and Azarak wants Bastirak’s destruction, so a temporary alliance (he argues) makes sense for all of them. If freed, Azarak wants to make straight for his brother’s sanctum sanctorum and destroy him. With the quick temper typical of red dragons, he needs vengeance now and does not want to waste time making plans. If he encounters Zamelak, he plays upon her guilt for having helped Bastirak defeat him and convinces her to take his side this time. Once Bastirak is out of the way, Azarak and Zamelak prepare to turn on the Player Characters if they do not leave the citadel swiftly. Azarak, Male Half-Red Dragon Wiz15: CR 17; Medium dragon (augmented humanoid); HD 15d4+30; hp 67; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +7; Grp +11; Atk +11 melee (1d4+4, claw); Full Atk +11 melee (1d4+4, 2 claws) and +6 melee (1d6+2, bite); SA breath weapon, spells; SQ darkvision 60 ft., immunity to fire, paralysis and sleep, low-light vision; AL CE; SV Fort +7, Ref +6, Will +11; Str 18, Dex 13, Con 14, Int 20, Wis 14, Cha 10. Skills & Feats: Bluff +9, Concentration +20, Decipher Script +23, Knowledge (arcana) +23, Knowledge (history) +23, Move Silently +10, Sense Motive +11, Spellcraft +23; Combat Casting, Craft Wondrous Item, Empower Spell, Greater Spell Focus (Evocation), Improved Counterspell, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Focus (Evocation), Spell Mastery (fireball). Breath Weapon: 30-ft. cone of flame, dealing 6d8 points of fire damage, Reflex saving throw (DC 12) allowed for half damage. Spells: Azarak has no spells prepared, as he has not had access to his spellbook for centuries. The only spells he can prepare without borrowing a spellbook are fireball and read magic. If the Player Characters can fetch him his old spellbook (currently in Bastirak’s keeping) he will prepare spells from it. Azarak’s guardian is the 12-headed fiendish cryohydra Sibiliss, who Bastirak loves like a favourite hound. He was brought back from the frozen hells where the ice devils walk on one of Bastirak’s first expeditions there. Sibiliss, Male Fiendish Cryohydra: CR 15; Huge magical beast (cold, extraplanar); HD 12d10+63; hp 129; Init +1; Spd 20 ft., swim 20 ft.; AC 22, touch 9, flat-footed 21; Base Atk +12; Grp +26; Atk +17 melee (2d8+6, 12 bites); Full Atk +17 melee (2d8+6, 12 bites); Space/Reach 15 ft./10 ft.; SA breath weapon, smite good; SQ damage reduction 10/magic, darkvision 60 ft., fast healing 22, immunity to cold, low-light vision, resistance to fire 10, scent, spell resistance 17, vulnerability to fire; AL NE; SV Fort +13, Ref +9, Will +6; Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9. Skills & Feats: Listen +9, Spot +10, Swim +14; Blind- Fight, Combat Reflexes B , Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite). Sibiliss has a +2 racial bonus on Listen and Spot checks, thanks to his multiple heads. He has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. Sibiliss’s Combat Reflexes feat allows him to use every one of his heads for attacks of opportunity. Sibiliss’s natural weapons are treated as magic weapons for the purposes of overcoming damage reduction. Sibiliss can be killed either by severing all his heads or by slaying his body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon; a Player Character should declare where the attack is aimed before making the attack roll. Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at Sibiliss’s heads from any position in which he could strike at the hydra itself, because the heads writhe and whip about in combat. An opponent can ready an action to attempt to sunder one of the heads when Sibiliss bites at him. Each of Sibiliss’s heads has ten hit points. Losing a head deals five hit points of damage to the body. A natural reflex seals the neck shut to prevent further blood loss. Sibiliss can no longer attack with a severed head but takes no other penalties. Each time a head is severed, two new heads spring from the stump in 1d4 rounds. Sibiliss can never have more than 24 heads at any one time, and any extra heads he gains beyond his original number wither and die within a day. Ibon Presno Gonzalez (order #73006) 8

144<br />

ways to create one. A dagger to which Azarak’s own<br />

ripped-out eye has been attached will work, if they<br />

attempt it!<br />

Azarak can communicate with the Player Characters<br />

while he is bound. He makes no pretensions to be<br />

anything other than what he is – an evil-aligned<br />

dragonspawn. However, the Player Characters have<br />

very few allies out here and Azarak wants Bastirak’s<br />

destruction, so a temporary alliance (he argues) makes<br />

sense for all of them.<br />

If freed, Azarak wants to make straight for his brother’s<br />

sanctum sanctorum and destroy him. With the quick<br />

temper typical of red dragons, he needs vengeance now<br />

and does not want to waste time making plans. If he<br />

encounters Zamelak, he plays upon her guilt for having<br />

helped Bastirak defeat him and convinces her to take his<br />

side this time. Once Bastirak is out of the way, Azarak<br />

and Zamelak prepare to turn on the Player Characters if<br />

they do not leave the citadel swiftly.<br />

Azarak, Male Half-Red Dragon Wiz15: CR 17;<br />

Medium dragon (augmented humanoid); HD 15d4+30;<br />

hp 67; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed<br />

14; Base Atk +7; Grp +11; Atk +11 melee (1d4+4,<br />

claw); Full Atk +11 melee (1d4+4, 2 claws) and +6<br />

melee (1d6+2, bite); SA breath weapon, spells; SQ<br />

darkvision 60 ft., immunity to fire, paralysis and sleep,<br />

low-light vision; AL CE; SV Fort +7, Ref +6, Will +11;<br />

Str 18, Dex 13, Con 14, Int 20, Wis 14, Cha 10.<br />

Skills & Feats: Bluff +9, Concentration +20, Decipher<br />

Script +23, Knowledge (arcana) +23, Knowledge<br />

(history) +23, Move Silently +10, Sense Motive +11,<br />

Spellcraft +23; Combat Casting, Craft Wondrous Item,<br />

Empower Spell, Greater Spell Focus (Evocation),<br />

Improved Counterspell, Lightning Reflexes, Quicken<br />

Spell, Scribe Scroll, Spell Focus (Evocation), Spell<br />

Mastery (fireball).<br />

Breath Weapon: 30-ft. cone of flame, dealing 6d8 points<br />

of fire damage, Reflex saving throw (DC 12) allowed<br />

for half damage.<br />

Spells: Azarak has no spells prepared, as he has not had<br />

access to his spellbook for centuries. <strong>The</strong> only spells he<br />

can prepare without borrowing a spellbook are fireball<br />

and read magic. If the Player Characters can fetch him<br />

his old spellbook (currently in Bastirak’s keeping) he<br />

will prepare spells from it.<br />

Azarak’s guardian is the 12-headed fiendish cryohydra<br />

Sibiliss, who Bastirak loves like a favourite hound. He<br />

was brought back from the frozen hells where the ice<br />

devils walk on one of Bastirak’s first expeditions there.<br />

Sibiliss, Male Fiendish Cryohydra: CR 15; Huge<br />

magical beast (cold, extraplanar); HD 12d10+63; hp<br />

129; Init +1; Spd 20 ft., swim 20 ft.; AC 22, touch 9,<br />

flat-footed 21; Base Atk +12; Grp +26; Atk +17 melee<br />

(2d8+6, 12 bites); Full Atk +17 melee (2d8+6, 12<br />

bites); Space/Reach 15 ft./10 ft.; SA breath weapon,<br />

smite good; SQ damage reduction 10/magic, darkvision<br />

60 ft., fast healing 22, immunity to cold, low-light<br />

vision, resistance to fire 10, scent, spell resistance 17,<br />

vulnerability to fire; AL NE; SV Fort +13, Ref +9, Will<br />

+6; Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9.<br />

Skills & Feats: Listen +9, Spot +10, Swim +14; Blind-<br />

Fight, Combat Reflexes B , Improved Natural Attack<br />

(bite), Iron Will, Toughness, Weapon Focus (bite).<br />

Sibiliss has a +2 racial bonus on Listen and Spot checks,<br />

thanks to his multiple heads. He has a +8 racial bonus<br />

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

avoid a hazard. He can always choose to take 10 on a<br />

Swim check, even if distracted or endangered. He can<br />

use the run action while swimming, provided he swims<br />

in a straight line.<br />

Sibiliss’s Combat Reflexes feat allows him to use every<br />

one of his heads for attacks of opportunity.<br />

Sibiliss’s natural weapons are treated as magic weapons<br />

for the purposes of overcoming damage reduction.<br />

Sibiliss can be killed either by severing all his heads<br />

or by slaying his body. To sever a head, an opponent<br />

must make a successful sunder attempt with a slashing<br />

weapon; a Player Character should declare where the<br />

attack is aimed before making the attack roll. Making a<br />

sunder attempt provokes an attack of opportunity unless<br />

the foe has the Improved Sunder feat. An opponent can<br />

strike at Sibiliss’s heads from any position in which he<br />

could strike at the hydra itself, because the heads writhe<br />

and whip about in combat. An opponent can ready<br />

an action to attempt to sunder one of the heads when<br />

Sibiliss bites at him.<br />

Each of Sibiliss’s heads has ten hit points. Losing a<br />

head deals five hit points of damage to the body. A<br />

natural reflex seals the neck shut to prevent further<br />

blood loss. Sibiliss can no longer attack with a severed<br />

head but takes no other penalties. Each time a head is<br />

severed, two new heads spring from the stump in 1d4<br />

rounds. Sibiliss can never have more than 24 heads at<br />

any one time, and any extra heads he gains beyond his<br />

original number wither and die within a day.<br />

Ibon Presno Gonzalez (order #73006) 8

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