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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30<br />
paws, adding cowardice and the puppetry of a lesser<br />
race to their sins.<br />
Nimian Archimandrus, Male Elf Wiz10: CR 10;<br />
Medium humanoid (elf); HD 10d4; hp 25; Init +3; Spd<br />
30 ft.; AC 17, touch 17, flat-footed 14; Base Atk +5;<br />
Grp +5; Atk +7 melee (1d8+2/19–20, +2 longsword) or<br />
+5 melee (1d6/1d6, staff of illumination) or +9 ranged<br />
(1d8/x3, masterwork longbow); Full Atk +7 melee<br />
(1d8+2/19–20, +2 longsword) or +5 melee (1d6/1d6,<br />
staff of illumination) or +9 ranged (1d8/x3, masterwork<br />
longbow); SA spells; SQ elf traits; AL LG; SV Fort +3,<br />
Ref +6, Will +8; Str 10, Dex 16, Con 11, Int 18, Wis<br />
12, Cha 8.<br />
Skills & Feats: Concentration +13, Decipher Script<br />
+11, Knowledge (arcana) +14, Knowledge (history)<br />
+14, Knowledge (the planes) +11, Listen +10, Search<br />
+6, Spellcraft +17, Spot +10; Combat Casting, Craft<br />
Magic Arms and Armour, Craft Wand, Enlarge Spell,<br />
Scribe Scroll, Spell Penetration.<br />
Spells prepared (4/5/5/4/4/2, save DC 14 + spell<br />
level): 0 th – detect magic, prestidigitation, read magic,<br />
resistance; 1 st – charm person, disguise self, endure<br />
elements, expeditious retreat, mount; 2 nd – detect<br />
thoughts, fog cloud, protection from arrows, resist<br />
energy, rope trick; 3 rd – dispel magic, magic circle<br />
against evil, tiny hut, water breathing; 4 th – detect<br />
scrying, ice storm, locate creature, scrying; 5 th – false<br />
vision, mage’s faithful hound.<br />
Equipment & Treasure: +2 longsword, arrows (20),<br />
masterwork longbow, ring of protection +4, staff of<br />
illumination.<br />
Location: <strong>The</strong> Sephardine Gull<br />
Archimandrus’ ship is a floating antique, seemingly<br />
held together with spells and optimism. She is an elven<br />
merchantman, over a thousand years old, dating from<br />
the times when there were not so many sea-portals in the<br />
world and longer sea voyages were a matter of course.<br />
She has a crew of 20 elven mariners and is anchored a<br />
couple of miles upriver from Crom Calamar.<br />
Typical Sephardine Gull Sailor, Elf Ftr5: CR 5;<br />
Medium humanoid (elf); HD 5d10; hp 27; Init +4;<br />
Spd 30 ft; AC 18, touch 14, flat-footed 14; Base Atk<br />
+5; Grp +7; Atk +8 melee (1d8+2/19–20, masterwork<br />
longsword) or +11 ranged (1d8+2/x3, masterwork<br />
composite longbow (+2 Str bonus)); Full Atk +8 melee<br />
(1d8+2/19–20, masterwork longsword) or +11 ranged<br />
(1d8+2/x3, masterwork composite longbow (+2 Str<br />
bonus)) or +9/+9 ranged (1d8+2/x3, masterwork<br />
composite longbow (+2 Str bonus)); SQ elf traits; AL<br />
NG; SV: Fort +4, Ref +5, Will +0; Str 14, Dex 18, Con<br />
11, Int 12, Wis 8, Cha 10.<br />
Skills & Feats: Handle Animal +4, Listen +1, Profession<br />
(sailor) +2, Ride +10, Search +3, Spot +1, Swim +6;<br />
Dodge, Far Shot, Point Blank Shot, Rapid Shot, Weapon<br />
Focus (composite longbow).<br />
Location: <strong>The</strong> Sea-Portal<br />
<strong>The</strong> fastest route to Xoth Sarandi lies through the seaportal<br />
off the western coast of Jehannum. If the Player<br />
Characters try to use this route, they discover something<br />
unexpected and terrifying.<br />
Gigantic tentacles are now waving on the horizon,<br />
smashing ships away from the portal hard enough to<br />
stave them in and sink them. <strong>The</strong> body of the creature<br />
to which they belong is partially visible. It seems to be<br />
a squid larger than any they have seen before.<br />
Unbeknownst to anyone, the drow have forged an<br />
alliance with the Sea Harriers, one of many barbaric<br />
tribes who roam the oceans of Ashfar. <strong>The</strong> Sea Harriers<br />
have called up a colossal kraken, Omorogg, from the<br />
ocean floor. <strong>The</strong>y are providing it with certain services<br />
(detailed in later chapters), in return for which it is<br />
destroying any ship that attempts to use the sea-portal.<br />
<strong>The</strong> drow stationed with the Sea Harriers, Revekhal<br />
Sunspite, has given the kraken a crystal ball as a gift<br />
so that the monster can observe the Harriers’ progress.<br />
<strong>The</strong>y have agreed to fetch some magical stones for it<br />
from the sunken city of Lost Athul. While Omorogg<br />
can check that the Harriers are working towards this<br />
goal, he is willing to keep up the blockade.<br />
<strong>The</strong> drow have thus managed to blockade the seaportal,<br />
preventing any naval forces from reaching<br />
Jehannum. <strong>The</strong>re will be no help coming from any<br />
friendly nations.<br />
<strong>The</strong> Player Characters may attempt to attack<br />
Omorogg, which will certainly earn them the respect<br />
of the residents of Crom Calamar. Such an act would<br />
probably be suicidal at this stage – Omorogg is a kraken<br />
of unusually vast size – but even if they fail, the Player<br />
Characters will still be cheered for their bravery.<br />
Omorogg, Kraken: CR 16; Colossal magical beast<br />
(aquatic); 33d10+363; hp 544; Init +4; Spd swim 20<br />
ft.; AC 22, touch 2, flat-footed 22; Base Atk +33; Grp<br />
+65; Atk +41 melee (3d8+16/19–20, tentacle); Full Atk<br />
+41 melee (3d8+16/19–20, 2 tentacles) and +39 melee<br />
Ibon Presno Gonzalez (order #73006) 8