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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Skills & Feats: Concentration +48, Diplomacy<br />
+49, Escape Artist +40, Hide +24, Intimidate +45,<br />
Knowledge (history) +45, Listen +47, Move Silently<br />
+40, Sense Motive +45, Search +45, Spot +47, Swim<br />
+21; Alertness, Blind-Fight, Cleave, Flyby Attack,<br />
Hover, Improved Critical (bite), Improved Initiative,<br />
Multiattack, Power Attack, Snatch, Weapon Focus<br />
(bite), Weapon Focus (claw), Wing Over<br />
Breath Weapon (Su): Scallandriax’s breath weapon is a<br />
line of acid 140 ft. in length, 5 ft. wide and 5 ft. high. It<br />
deals 24d4 acid damage, with a Reflex saving throw for<br />
half damage (DC 36).<br />
Crush (Ex): See above. Saving throw DC is 36; the<br />
damage is 4d8+24. <strong>The</strong> crush only affects creatures of<br />
Large size or smaller.<br />
Frightful Presence (Su): See above. <strong>The</strong> saving throw<br />
DC is 33 and the ability affects creatures with fewer<br />
than 40 Hit Dice within 360 feet.<br />
Tail Sweep (Ex): As above. Half-circle radius is 40 feet,<br />
the sweep affects creatures of Medium size or smaller<br />
and it automatically deals 2d8+24 damage. Affected<br />
creatures can attempt Reflex saving throws to take half<br />
damage (DC 36).<br />
Water Breathing (Ex): Scallandriax can breathe<br />
underwater indefinitely and can freely use its breath<br />
weapon, spells, and other abilities while submerged.<br />
Corrupt Water (Sp): Once per day Scallandriax can<br />
stagnate ten cubic feet of water, making it become still,<br />
foul, and unable to support animal life. <strong>The</strong> ability<br />
spoils liquids containing water. Magic items (such<br />
as potions) and items in a creature’s possession must<br />
succeed on a Will saving throw (DC 33) or become<br />
fouled. This ability is the equivalent of a 1 st level spell,<br />
with a range of 360 feet.<br />
Charm Reptiles (Sp): Scallandriax can use this ability<br />
three times per day. It works as a mass charm spell<br />
that affects only reptilian animals. It can communicate<br />
with any charmed reptiles as though casting a speak<br />
with animals spell. This ability is the equivalent of a<br />
1 st level spell.<br />
Other Spell-Like Abilities: 3/day: darkness (radius 120<br />
feet), insect plague; 1/day: plant growth.<br />
Spells: Scallandriax casts spells as a 15 th level<br />
sorcerer.<br />
Spells Known (6/8/7/7/7/7/6/4; save DC 15 + spell<br />
level): 0 th – read magic, resistance, guidance, flare,<br />
touch of fatigue, detect magic, mage hand, open/close,<br />
ray of frost; 1 st – entropic shield, shield of faith, true<br />
strike, ray of enfeeblement, expeditious retreat; 2 nd<br />
– blur, ghoul touch, invisibility, cure moderate wounds,<br />
silence; 3 rd – dispel magic, protection from energy,<br />
stinking cloud, displacement; 4 th – stoneskin, black<br />
tentacles, dimension door, cure critical wounds; 5 th<br />
– cloudkill, dominate person, baleful polymorph,<br />
telekinesis; 6 th – chain lightning, mislead, disintegrate;<br />
7 th – forcecage, reverse gravity.<br />
Mopping Up<br />
<strong>The</strong> battle is all but over and the bodies of the dead lie<br />
in heaps in the streets. <strong>Drow</strong>, human and dwarf blood<br />
mingles in the gutters. Brigades of drow soldiers search<br />
through the ruins for survivors. <strong>The</strong> healthy are taken<br />
captive, while the wounded are dispatched with a quick<br />
crossbow bolt in the eye.<br />
<strong>The</strong> upper city still holds firm but the drow do not<br />
seem to care. <strong>The</strong>re is not much the Iron Dukes can<br />
do up there and they have only a fraction of the forces<br />
they would need to retake the city. Instead of trying to<br />
invade the upper city, the drow station a large force on<br />
the Shadrill Stair, keeping the Iron Dukes prisoners in<br />
their own fortified sanctuary.<br />
By now the Player Characters should have left for the<br />
Inn of Green Embers to meet their contact. If the Player<br />
Characters are still in the city at this stage, they had<br />
better have a very good reason for staying. <strong>The</strong> longer<br />
they remain, the more likely it is that Rannirak will scry<br />
their location and send something more deadly than<br />
Gugloth after them.<br />
During this phase, the Player Characters can encounter<br />
the following situations:<br />
• His identity concealed by a swift disguise and his<br />
pockets bulging with gems, Bomber Haggon tries to<br />
flee the city. He claims that he did not want to leave<br />
his business while the battle was still undecided.<br />
Now that the drow are victorious, he is taking what<br />
he can carry and running. <strong>The</strong> Player Characters<br />
recognise him (or he recognises them) and he tries to<br />
bargain for help to get out of Crom Calamar.<br />
• With the gates in drow hands, the Player Characters<br />
will be hard pressed to find a way out of the city.<br />
<strong>The</strong>y can clearly see Scallandriax breathing acid<br />
on people who try to fly over the walls; the halfdissolved<br />
bodies that fall out of the sky should put<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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