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The Drow War Book Two. The Dying Of - RoseRed

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Deep Sea Encounters<br />

d% Encounter Purpose Average EL<br />

01–03 Greater shadow (night only) A manifestation of the Dark, attracted to the Starborn 8<br />

04–08 1d4+2 sea hags plus calenture<br />

patch (see below)<br />

Lurking beneath a calenture patch, waiting for maddened sailors to jump<br />

overboard<br />

09–13 2d4+4 tritons Patrolling the waters, looking for sahuagin 8<br />

14–19 1d4+2 Huge sharks (animal) Looking for food 8<br />

20–26 Sahuagin patrol Defending their territory 9<br />

27–35 Dire shark Looking for food 9<br />

36–44 Dragon turtle Overturning ships and devouring the contents 9<br />

45–57 Giant squid (animal) Picking off the survivors from the debris of a Sea Harrier attack 9<br />

58–69 Sea Harrier raiding party Returning from a coastal raid (not expecting combat) 10<br />

70–78 1d4+1 water naga Demanding tribute from passing surface-dwellers who come through<br />

their waters<br />

10<br />

79–86 1d4+2 giant sea snakes (false<br />

sea serpents)<br />

Following ships in search of food 10<br />

87–94 Ghost ship Seeking living souls to devour: see below 10<br />

91–100 True sea serpent Either playing in the waves (50%) or attacking all who come near (50%) 12<br />

Handling Ship-to-Ship Combat<br />

Since most ships have a crew of low-level warriors<br />

and higher-level commanders, it is easiest just<br />

to assume that the crew on the Player Characters’<br />

ship is engaging the crew on the enemy vessel,<br />

leaving the commanders for the Player Characters to<br />

confront. Unless either crew is badly outmatched,<br />

there are roughly even losses on both sides, with the<br />

outcome of the commanders’ combat deciding the<br />

entire battle.<br />

Player Characters will have to move past (or through)<br />

areas occupied by enemy combatants in order to<br />

reach their opposite numbers, thus provoking attacks<br />

of opportunity unless they use the Tumble skill.<br />

Event: Random Sea Encounters<br />

<strong>Two</strong> encounter tables are given below, one for coastal<br />

encounters and one for the deep sea. <strong>The</strong> Games Master<br />

should use the Coastal Encounters table when the Player<br />

Characters are within 15 miles of land. <strong>The</strong>se tables<br />

show only those encounters that would be noteworthy<br />

or challenging; it is assumed that monsters too small to<br />

attack a ship avoid the Player Characters’ vessel.<br />

Ghost Ship<br />

This rotten hulk is covered with fungus that glows faint<br />

green. From afar, it seems to be a luminous blur in<br />

the shape of a ship, as if it were made from ectoplasm,<br />

but it is solid enough. Ghost ships swiftly bear down<br />

upon mortal vessels and slaughter their occupants<br />

without mercy, taking the strongest to be converted into<br />

undead and either setting the empty ship adrift or<br />

sending her to the ocean floor.<br />

<strong>The</strong> ghost ships are said to be casualties of Xoth Sarandi’s<br />

sea-portal system, the results of magical accidents in<br />

which ships are not sent to their proper destinations<br />

but to a place of shadow. While there, they undergo<br />

a horrible transformation. <strong>The</strong> captains are drained<br />

of their souls and transmuted into vampires, while the<br />

crewmembers become hunched, grey-skinned cannibal<br />

ghouls. Other scholars believe that ghost ships are the<br />

result of sailors breaking one of the numerous marine<br />

customs, from the trivial (never whistle at noon) to the<br />

extreme (never eat human flesh, even if the alternative<br />

is starvation).<br />

A ghost ship has a captain, a first mate and a boatswain<br />

who are all vampires and a crew of 20–30 ghouls. Ghost<br />

ships have ragged, tattered sails but move as if driven by<br />

high winds, even when there is no wind blowing.<br />

Typical Vampire Crewmember, Ftr5: CR 7; Medium<br />

undead (augmented humanoid); HD 5d12; hp 32; Init<br />

+7; Spd 30 ft.; AC 22, touch 13, flat-footed 19; Base<br />

Atk +5; Grp +11; Atk +11 melee (1d6+9 plus energy<br />

drain, slam) or +12 melee (2d4+12/18–20, +1 falchion)<br />

or +8 ranged (1d8+6/x3, composite longbow (+6 Str<br />

bonus)); Full Atk +11 melee (1d6+9 plus energy drain,<br />

slam) or +12 melee (2d4+12/18–20, +1 falchion) or<br />

+8 ranged (1d8+6/x3, composite longbow (+6 Str<br />

bonus)); SA blood drain, children of the night, create<br />

spawn, dominate, energy drain; SQ alternate form,<br />

damage reduction 10/silver and magic, darkvision 60<br />

ft., fast healing 5, gaseous form, resistance to cold 10<br />

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

8<br />

33

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