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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Rage (Ex): While raging, Bodesca gains a +6 bonus to Strength and Constitution, a +3 bonus to Will saving throws and a –2 penalty to Armour Class. Equipment & Treasure: 20 arrows, chain shirt, masterwork composite longbow, masterwork greataxe. Note: Bodesca’s equipment is in a pile outside her cell. 14a, 14b. The Thews Both these rooms are identical except as described below. You must be inside one of the Colossus’ thighs. There is a passageway leading out at the far side of the room, but a deep pool of murky water lies between you and it. The pool spans the whole room and looks as if it is about ten feet deep. At the bottom of the pool is a mosaic. It depicts a noble-faced man clad in black with a mass of hair swirling around him. Around the portrait are found the words, ‘Thou shalt lave me with thy scourging waters, O Noctulos, and I shall be cleansed.’ Noctulos requires petitioners to his throne to immerse themselves in his version of a purification bath before they come any closer. The water here is unholy (dealing damage to good outsiders the way holy water damages evil outsiders and undead) and the pool has a potent additional effect. Any good divine spellcaster (or divine spellcaster who worships a good deity) who enters the waters voluntarily suffers profanation. He can no longer cast or prepare divine spells until he atones for this misdeed by means of an atonement spell. Divinations cast before entering the water reveal that the pool is one of evil baptism and will have a calamitous effect on one’s relationship with the good deities. Anyone examining the portrait and making a Sense Motive check (DC 15) concludes that it is a purposefully idealised image designed to flatter the person it depicts, especially in the areas of comeliness and hair length. 15. The Entrails The passage dips down into a network of winding passageways, filled to a depth of three feet with clear fluid. This fluid is magical in nature and radiates a powerful aura of Transmutation. Evil and neutral-aligned creatures who come into contact with it suffer no ill effects. If a good-aligned creature comes into contact with it, the fluid around him turns a livid yellow in colour and becomes highly corrosive, dealing 6d6 points of acid damage per round of contact, with a Fortitude saving throw (DC 22) for half damage. A good-aligned creature who has bathed in the unholy water pool in Area 14 is immune to this effect for one hour. An exceptionally large and deadly devourer roams through the Entrails seeking out failed petitioners to consume. Noctulos calls it ‘the Gorger’ and treats it as a beloved pet. The Gorger: CR 18; Huge undead (extraplanar); HD 36d12; hp 234; Init +4; Spd 40 ft.; AC 27, touch 8, flat-footed 27; Base Atk +18; Grp +39; Atk +30 melee (1d8+13, claw); Full Atk +30 melee (1d8+13, 2 claws); Space/Reach 15 ft./15 ft.; SA energy drain, spelllike abilities, trap essence; SQ darkvision 60 ft., spell deflection, spell resistance 28, undead traits; AL NE; SV Fort +12, Ref +12, Will +23; Str 36, Dex 10, Con —, Int 16, Wis 16, Cha 21. Skills & Feats: Climb +28, Concentration +30, Diplomacy +19, Jump +28, Listen +30, Move Silently +27, Search +34, Sense Motive +35, Spellcraft +15, Spot +32, Survival +27 (+30 following tracks); Blind- Fight, Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Improved Natural Armour, Improved Natural Attack (claw), Power Attack, Quicken Spell-Like Ability (confusion), Quicken Spell- Like Ability (ray of enfeeblement), Snatch, Weapon Focus (claw). Energy Drain (Su): Living creatures hit by the Gorger’s claw attack or spectral hand ability gain one negative level. Removing a negative level requires a Fortitude saving throw (DC 33). The save DC is Charismabased. Spell Deflection (Su): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the Gorger and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnosis, imprisonment, magic jar, maze, suggestion, trap the soul or any form of charm or compulsion. In many cases this deflection effectively neutralises the spell. Some of these effects might eliminate the trapped essence, depriving the gorger of its spell-like abilities until it can consume another victim. Ibon Presno Gonzalez (order #73006) 8 221

222 Spell-Like Abilities: At the start of this, the trapped essence within the Gorger has 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, the Gorger can use one of the following abilities: confusion (DC 19), control undead (DC 22), ghoul touch (DC 17), lesser planar ally, ray of enfeeblement (DC 16), spectral hand, suggestion (DC 18), true seeing. Caster level is 18 th and the saving throw DCs are Charisma-based. Trap Essence (Su): The Gorger can consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. The affected creature must succeed at a Fortitude saving throw (DC 33) or die instantly. A slain creature’s essence is trapped within the Gorger’s ribs and the tiny figure takes on that victim’s features. The trapped essence cannot be raised or resurrected while it remains imprisoned but a limited wish, miracle or wish spell frees it, as does destroying the Gorger. The Gorger can hold only one essence at a time. The trapped essence provides the Gorger with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended the twisted soul fades away until it evaporates completely. The trapped essence gains one negative level for every five times the devourer uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is destroyed. If an essence is freed, the restored creature must succeed on a Fortitude saving throw (DC 33) for each negative level or lose that level permanently. The save DCs are Charisma-based. 16. The Heart This huge open space echoes with the thunderous rhythm of a heartbeat. The passageway becomes a walkway that encircles the room, which is shaped like a hollow sphere. Hanging in the middle without support is a grotesque black heart the size of an ox. The upper and lower chambers spasm in turn, and the loose flesh of the heart shudders. The walls of this room are not made from rock like the other chambers. They are covered with a spongy-looking substance like wet leather. Only the ledge underfoot seems to be solid stone. Across the room, beyond the heart, a valve-like opening is clenched tightly shut. The walls are lined with undead flesh; the valve ‘door’ is made from the same substance. It is barely sentient and opens and closes at Noctulos’ command. Other creatures must hack their way though or channel divine energy to turn the door as if it were an ordinary undead monster. If the door is ‘turned’, it opens for as long as the turning lasts. Door of Undead Flesh: CR n/a; Huge undead object; HD 12d12; hp 78; Init +0; Spd 0 ft.; AC n/a (can be hit automatically); Space/Reach 15 ft./0 ft.; SQ damage reduction 10/silver and good, fast healing 5, spell resistance 21, undead traits; AL NE; SV Fort +4, Ref —, Will +8; Str 36, Dex —, Con —, Int 1, Wis 10, Cha 1. The heart, similarly, is an undead creature. It cannot attack but can manifest additional undead to defend itself. Heart of Undead Flesh: CR n/a; Huge undead object; HD 12d12; hp 78; Init +0; Spd 0 ft.; AC n/a (can be hit automatically); Space/Reach 15 ft./0 ft.; SA summon dread wraiths; SQ +4 turn resistance, damage reduction 15/silver and good, fast healing 3, spell resistance 21, undead traits; AL NE; SV Fort +4, Ref —, Will +8; Str 36, Dex —, Con —, Int 1, Wis 10, Cha 1. Summon Dread Wraiths: Attacking the door, walls or heart (a turning attempt counts as an attack) prompts the heart to begin emitting dread wraiths, the tortured shades of all those who have died within the Colossus since it was first built, long-forgotten aeons ago. If the heart is destroyed, all the dread wraiths it has produced are destroyed with it (see page 214 for dread wraith statistics). The heart produces 1d3 dread wraiths each time it uses this ability. Once it has summoned dread wraiths, it cannot do so again for 1d4+3 rounds. The heart cannot summon more than 20 dread wraiths in total on any given day. 17. The Throne of Noctulos This high, gloomy hall looks like a mausoleum built to house the corpse of a dead god. The bas-reliefs on the walls show stately figures in robes of some bygone age, making formal obeisance to a handsome longhaired man who sits on a crude throne of rock. Black moss spreads out from the crevices, obliterating the outer parts of the images. There are tall stone doors on the west wall and an arched passageway to the east; these seem to be the only exits. In the midst of the northern wall is a globe of darkness, extending out into the hall. The darkness swirls at the edges as ink does underwater. This is the roost of Noctulos, the lord of the plane. His throne is made from a slab of tenebrium with supports beneath, and a high back made from darkwood. The Ibon Presno Gonzalez (order #73006) 8

Rage (Ex): While raging, Bodesca gains a +6 bonus to<br />

Strength and Constitution, a +3 bonus to Will saving<br />

throws and a –2 penalty to Armour Class.<br />

Equipment & Treasure: 20 arrows, chain shirt,<br />

masterwork composite longbow, masterwork greataxe.<br />

Note: Bodesca’s equipment is in a pile outside her<br />

cell.<br />

14a, 14b. <strong>The</strong> <strong>The</strong>ws<br />

Both these rooms are identical except as described<br />

below.<br />

You must be inside one of the Colossus’ thighs. <strong>The</strong>re<br />

is a passageway leading out at the far side of the room,<br />

but a deep pool of murky water lies between you and<br />

it. <strong>The</strong> pool spans the whole room and looks as if it<br />

is about ten feet deep. At the bottom of the pool is a<br />

mosaic. It depicts a noble-faced man clad in black with<br />

a mass of hair swirling around him.<br />

Around the portrait are found the words, ‘Thou shalt<br />

lave me with thy scourging waters, O Noctulos, and I<br />

shall be cleansed.’<br />

Noctulos requires petitioners to his throne to immerse<br />

themselves in his version of a purification bath before<br />

they come any closer. <strong>The</strong> water here is unholy (dealing<br />

damage to good outsiders the way holy water damages<br />

evil outsiders and undead) and the pool has a potent<br />

additional effect. Any good divine spellcaster (or divine<br />

spellcaster who worships a good deity) who enters the<br />

waters voluntarily suffers profanation. He can no longer<br />

cast or prepare divine spells until he atones for this<br />

misdeed by means of an atonement spell. Divinations<br />

cast before entering the water reveal that the pool is one<br />

of evil baptism and will have a calamitous effect on<br />

one’s relationship with the good deities.<br />

Anyone examining the portrait and making a Sense<br />

Motive check (DC 15) concludes that it is a purposefully<br />

idealised image designed to flatter the person it depicts,<br />

especially in the areas of comeliness and hair length.<br />

15. <strong>The</strong> Entrails<br />

<strong>The</strong> passage dips down into a network of winding<br />

passageways, filled to a depth of three feet with clear<br />

fluid.<br />

This fluid is magical in nature and radiates a powerful<br />

aura of Transmutation. Evil and neutral-aligned<br />

creatures who come into contact with it suffer no ill<br />

effects. If a good-aligned creature comes into contact<br />

with it, the fluid around him turns a livid yellow in<br />

colour and becomes highly corrosive, dealing 6d6 points<br />

of acid damage per round of contact, with a Fortitude<br />

saving throw (DC 22) for half damage. A good-aligned<br />

creature who has bathed in the unholy water pool in<br />

Area 14 is immune to this effect for one hour.<br />

An exceptionally large and deadly devourer roams<br />

through the Entrails seeking out failed petitioners to<br />

consume. Noctulos calls it ‘the Gorger’ and treats it as<br />

a beloved pet.<br />

<strong>The</strong> Gorger: CR 18; Huge undead (extraplanar); HD<br />

36d12; hp 234; Init +4; Spd 40 ft.; AC 27, touch 8,<br />

flat-footed 27; Base Atk +18; Grp +39; Atk +30 melee<br />

(1d8+13, claw); Full Atk +30 melee (1d8+13, 2 claws);<br />

Space/Reach 15 ft./15 ft.; SA energy drain, spelllike<br />

abilities, trap essence; SQ darkvision 60 ft., spell<br />

deflection, spell resistance 28, undead traits; AL NE;<br />

SV Fort +12, Ref +12, Will +23; Str 36, Dex 10, Con<br />

—, Int 16, Wis 16, Cha 21.<br />

Skills & Feats: Climb +28, Concentration +30,<br />

Diplomacy +19, Jump +28, Listen +30, Move Silently<br />

+27, Search +34, Sense Motive +35, Spellcraft +15,<br />

Spot +32, Survival +27 (+30 following tracks); Blind-<br />

Fight, Cleave, Combat Casting, Combat Expertise,<br />

Great Cleave, Improved Initiative, Improved Natural<br />

Armour, Improved Natural Attack (claw), Power Attack,<br />

Quicken Spell-Like Ability (confusion), Quicken Spell-<br />

Like Ability (ray of enfeeblement), Snatch, Weapon<br />

Focus (claw).<br />

Energy Drain (Su): Living creatures hit by the Gorger’s<br />

claw attack or spectral hand ability gain one negative<br />

level. Removing a negative level requires a Fortitude<br />

saving throw (DC 33). <strong>The</strong> save DC is Charismabased.<br />

Spell Deflection (Su): <strong>The</strong> trapped essence provides a<br />

measure of magical protection. If any of the following<br />

spells are cast at the Gorger and overcome its spell<br />

resistance, they affect the imprisoned essence instead:<br />

banishment, chaos hammer, confusion, crushing<br />

despair, detect thoughts, dispel evil, dominate person,<br />

fear, geas/quest, holy word, hypnosis, imprisonment,<br />

magic jar, maze, suggestion, trap the soul or any form<br />

of charm or compulsion. In many cases this deflection<br />

effectively neutralises the spell. Some of these effects<br />

might eliminate the trapped essence, depriving the<br />

gorger of its spell-like abilities until it can consume<br />

another victim.<br />

Ibon Presno Gonzalez (order #73006) 8<br />

221

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