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
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
- Page 171 and 172: 170 Tyrant of Brass This adventure
- Page 173 and 174: 172 Ibon Presno Gonzalez (order #73
- Page 175 and 176: 174 The Destriers of Heaven The Sun
- Page 177 and 178: 176 News from Jehannum The merchant
- Page 179 and 180: 178 Change Shape (Su): A rakshasa c
- Page 181 and 182: 180 Moch and Krunna, Mummy Lords, C
- Page 183 and 184: 182 Paralysing Touch (Su): Any livi
- Page 185 and 186: 184 Atk +18 melee (2d4+7, 2 claws);
- Page 187 and 188: 186 Many of these ghosts are mindle
- Page 189 and 190: 188 Aftermath With the threat to th
- Page 191 and 192: 190 simply gave a name, a location,
- Page 193 and 194: 192 these runes with a Search check
- Page 195 and 196: 194 If the soldiers here have not r
- Page 197 and 198: 196 Shikzen Baine, Female Drow Clr1
- Page 199 and 200: 198 Skills & Feats: Hide +8, Listen
- Page 201 and 202: 200 The Dwarves: The dwarves are am
- Page 203 and 204: 202 18. The Prisoners Four drow war
- Page 205 and 206: 204 power. There are five large bas
- Page 207 and 208: 206 Poison (Ex): Fortitude saving t
- Page 209 and 210: 208 Following Darkness Like a Dream
- Page 211 and 212: 210 Ibon Presno Gonzalez (order #73
- Page 213 and 214: 212 Flyby Attack, Great Fortitude,
- Page 215 and 216: 214 Song of the Night Hags Stoke th
- Page 217 and 218: 216 Inside, the cathedral is desola
- Page 219 and 220: 218 of the stuff on the whole plane
- Page 221: 220 against them. A magical attack
- Page 225 and 226: 224 Skills & Feats: Bluff +33, Conc
- Page 227 and 228: 226 Genesis of the Ironclads Drozen
- Page 229 and 230: 228 The duergar suit resembles an e
- Page 231 and 232: 230 Ibon Presno Gonzalez (order #73
- Page 233 and 234: 232 Factory Floor A: Sheet Rolling
- Page 235 and 236: 234 or lying when he said that only
- Page 237 and 238: 236 Knowledge (the planes) check (D
- Page 239 and 240: 238 The drow twins Hester and Jazme
- Page 241 and 242: 240 The Ironclads An Ironclad is a
- Page 243 and 244: 242 Skills & Feats: Appraise +24, B
- Page 245 and 246: 244 Skills & Feats: Bluff +53, Conc
- Page 247 and 248: 246 If the Stars Should Fall In thi
- Page 249 and 250: 248 Explosion Damage: As the Concla
- Page 251 and 252: 250 Major Hero: Kandang Sorcerer Se
- Page 253 and 254: 252 and fire, immunity to poison, r
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