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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(Conjuration), Spell Focus (Evocation), Spell Focus<br />
(Illusion), Spell Penetration, Weapon Finesse.<br />
Spells prepared (4/5/5/5/5/4/4/3/3/2, save DC 14 +<br />
spell level): 0 th – detect magic, message, read magic,<br />
resistance; 1 st – charm person, magic missile, shield,<br />
true strike (2); 2 nd – acid arrow, cat’s grace, fox’s<br />
cunning, mirror image, web; 3 rd – blink, dispel magic,<br />
fireball, sleet storm, slow; 4 th – black tentacles, greater<br />
invisibility, resilient sphere, stoneskin, wall of fire; 5 th<br />
– summon monster V, transmute rock to mud, wall of<br />
force, waves of fatigue; 6 th – globe of invulnerability,<br />
greater dispel magic, mislead, repulsion; 7 th – forcecage,<br />
mass hold person, project image; 8 th – iron body, maze,<br />
summon monster VIII; 9 th – meteor swarm, time stop.<br />
Arcane Fire (Su): Bezenkai can change arcane spell<br />
energy into arcane fire, manifesting it as a bolt of raw<br />
magical energy. <strong>The</strong> bolt is a ranged touch attack with<br />
long range (440 feet) that deals 1d6 points of damage<br />
plus 1d6 points of damage per level of the spell used to<br />
create the effect.<br />
Familiar: Bezenkai’s familiar is Kronk, a raven.<br />
Equipment & Treasure: +4 rapier of speed, +3 hand<br />
crossbow, crossbow bolts (10), drow blade venom, key<br />
to maintenance room, key to testing area, robe of the<br />
archmagi (black), staff of transmutation (34 charges).<br />
<strong>The</strong> bonuses from these items have been factored in<br />
already, with the exception of the +2 bonus to caster level<br />
checks made to overcome creatures’ spell resistance.<br />
Kronk (Raven): CR –; Tiny Magical Beast; HD 1/4<br />
d8 (22 hp); Init +2; Spd 10 ft., fly 40 ft. (average); AC<br />
23, touch 14, flat-footed 21; Base Atk +8; Grp –5; Atk<br />
+12 melee (1d2–5, claws); Full Atk +12 melee (1d2–5,<br />
claws); Space/Reach 2-1/2 ft./0 ft.; SA deliver touch<br />
spells; SQ empathic link, improved evasion, lowlight<br />
vision, share spells, speak with birds, speak with<br />
master, spell resistance 22; AL N; SV Fort +5, Ref +7,<br />
Will +14; Str 1, Dex 15, Con 10, Int 14, Wis 14, Cha 6.<br />
Skills & Feats: Concentration +18, Decipher Script +11,<br />
Knowledge (arcana) +20, Knowledge (architecture and<br />
engineering) +11, Knowledge (history) +11, Knowledge<br />
(the planes) +11, Listen +5, Spellcraft +18, Spot +7;<br />
Alertness, Weapon Finesse B .<br />
Speak Undercommon (Su): Kronk can speak the<br />
Undercommon tongue.<br />
Non-Player Character: Jien Zun Dum the<br />
Storm Spirit<br />
<strong>The</strong> storm spirit has been held captive in this specially<br />
wrought duergar cage for six months. It is not very<br />
intelligent but it does understand anger. <strong>The</strong> cage<br />
prevents escape; all it can do is rage and hurl electric<br />
wrath against the bars of its prison. <strong>The</strong> duergar bottle<br />
this electricity and power the machines with it.<br />
Statistics are not given for Jien Zun Dum, as it is<br />
essentially a minor deity. While it is imprisoned, it<br />
cannot return to its own plane. If it wholly discharged<br />
itself, it could discorporate and escape that way, but the<br />
duergar have allowed for this. <strong>The</strong>y regularly ‘feed’ it<br />
with ampoules of magically charged mercury, which<br />
refresh its powers of lightning production. If Jien Zun<br />
Dum were not fed, it would expend itself and escape; if<br />
it were fed too much, it would become strong enough<br />
to deliver all of its stored electricity in one immense<br />
explosion and break the cage.<br />
<strong>The</strong> Player Characters can attempt to communicate<br />
with the spirit. It has an effective Intelligence of 6. It<br />
wants to get out but does not know how this could be<br />
achieved.<br />
<strong>The</strong> Cage: <strong>The</strong> cage is made from magically reinforced<br />
steel. It has a +20 resistance bonus to saving throws<br />
against magic and a hardness of 20.<br />
Maintenance Room<br />
<strong>The</strong> door to this room is kept wizard locked; Archmage<br />
Bezenkai is the caster.<br />
This small room is lined with shelves of plain dark<br />
wood and has a single workbench which resembles an<br />
alchemy lab. <strong>The</strong> work here seems to involve filling<br />
glass shells with mercury. <strong>The</strong> shelves hold books<br />
with peeling leather covers and a single unremarkable<br />
wooden box.<br />
This is where the storm spirit’s mercury ampoules<br />
are prepared. Every day, Bezenkai drops one down<br />
the metal tube and into the spirit’s body, where it is<br />
absorbed.<br />
<strong>The</strong> <strong>Book</strong>s: <strong>The</strong> tomes are rare volumes on monsters<br />
of the various planes, theology and extraplanar magic.<br />
<strong>The</strong>y all have bookplates in the front that identify them<br />
as the property of Archmage Bezenkai.<br />
A character searching through the books and making<br />
a successful Knowledge (arcana) check (DC 30) or<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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