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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These reptiles are often mistaken for the genuine (and much rarer) sea serpent, as the shape of their bodies is similar. The false serpent is merely an animal and has neither the intelligence nor the special abilities of the true serpent. Giant sea snakes are highly venomous, much more so than their land-based relatives. Amphibious (Ex): A giant sea snake can breathe in air and underwater. Poison (Ex): A giant sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Constitution. The Fortitude saving throw DC is 21 and includes a +4 racial bonus. The save DC is Constitution-based. Skills: A true sea serpent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Sea Harrier Raiding Party This is a shipload of 20 Sea Harriers led by a captain with two lieutenants. The statistics for captains, sailors and lieutenants can be found below in the Sea Harriers adventure section. A Sea Harrier encounter can segue into the Sea Harrier adventure (see below). Instead of Nimian Archimandrus receiving a message from Azbeth, he can find out about her from one of the Sea Harriers. The Player Characters can interrogate a surviving crewmember (using Intimidate checks and such spells as detect thoughts) to find out where the Sea Harrier mothership is and whereabouts on it Azbeth is being held. True Sea Serpent (Water) Gargantuan Magical Beast (Aquatic, water) Hit Dice: 16d10+112 (200 hp) Initiative: –2 Speed: Swim 40 ft. (8 squares) Armour Class: 19 (–4 size, –2 Dex, +15 natural), touch 4, flat-footed 19 Base Attack/Grapple: +16/+40 Attack: Bite +25 melee (2d8+12) Full Attack: Bite +25 melee (2d8+12) and tail slap +20 melee (2d8+6) Space/Reach: 20 ft./15 ft. Special Attacks: Breathe steam, improved grab, swallow whole, water spray Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +17, Ref +8, Will +4 Abilities: Str 35, Dex 6, Con 25, Int 6, Wis 8, Cha 8 Skills: Listen +18, Swim +20 Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (fin) Environment: Temperate aquatic Organisation: Solitary or pair Challenge Rating: 12 Treasure: Standard Alignment: Always neutral Advancement: 16–32 HD (Gargantuan); 33–48 HD (Colossal) Level Adjustment: — True sea serpents are rare but can sometimes be seen in tropical seas, undulating their scaly coils through the waves and creating a distinctive ‘humped’ appearance. They have heads similar to those of horses, with odd little protuberances like the horns of a giraffe. Their forward fins are much larger than their rear fins. A serpent’s behaviour depends entirely on its mood; it can be playful, rolling over and over like a dolphin, or murderously vicious, slamming its head into a ship’s hull and staving it in. Solitary serpents are far more likely to be hostile, which has led to the belief that their ‘play’ is a mating dance of some kind. True serpents despise the kraken and attack them on sight. A true sea serpent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Breathe Steam (Ex): A true serpent can breathe steam from its nostrils in a line 20 feet wide and 80 feet long once every 1d4 rounds. This deals 12d6 fire damage, with a Reflex saving throw for half damage (DC 25). This is effective underwater and on the surface. The save DC is Constitution-based. Improved Grab (Ex): To use this ability, a true serpent must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Swallow Whole (Ex): A true serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus eight points of acid damage per round from the serpent’s stomach. A swallowed creature can cut its way out by using a Ibon Presno Gonzalez (order #73006) 8 35

36 light slashing or piercing weapon to deal 25 points of damage to the stomach walls (AC 17), though as the serpent is usually underwater, the victim’s problems do not end there. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan serpent’s interior can hold two Large, eight Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller opponents. Water Spray (Ex): A true serpent can expel water from its mouth in a powerful jet once every 1d4 rounds. The jet is 20 feet wide and 80 feet long; serpents like to spray water into the air in play, a phenomenon visible from miles away and often mistaken for whales venting. This jet deals no damage but knocks creatures off their feet and can wash them away. Creatures in the area of effect are affected as if a force of 35 Strength had made a bull rush attempt on them, intending to push them directly backwards as far as possible. Characters who are pushed back more than five feet by this attack must also make a Reflex saving throw (DC 30) or fall prone. Use of this ability does not provoke attacks of opportunity. The save DC is Strength-based. The Charybdis Device Summary: An undersea city, inhabited by sahuagin, uses a monstrous turbine to generate magical whirlpools, sucking ships down from the surface. The raiders then pick through the remains, salvaging what they want. The Sea Harriers know about this and avoid the region. If the Player Characters can defeat the sahuagin warlords, they will earn the gratitude and assistance of a nearby clan of tritons who can help them solve the riddle of Omorogg the Kraken. This entire adventure is optional and can be omitted if desired. Its main purpose is to increase Player Character experience points and provide additional plot information. Event: And I Alone Survived The Player Characters see a group of creatures swimming towards them. Three of them are bluishskinned humanoids and one is human, seemingly unconscious or dead. One of the humanoids is holding the human’s head above water so that he can breathe. They all have grim expressions. They hail the Player Characters’ ship, introducing themselves abruptly as members of the triton race, neither friend nor foe but fellow voyagers in the ocean. The human, they explain, is a sailor they found drifting in the open sea, clinging to a spar: ‘His ship was smashed to fragments. We did not wish to let him die. The other humans are dead. They drowned. We know what did this. The creatures that did this are our enemies. We can show you where they are. If you are willing to stop them, then we can perhaps help you. You have the same enemy as us now.’ The tritons are clearly uneasy about the situation. A Sense Motive check (DC 15) reveals that they want more than they are saying and that their gruffness is a front. If the Player Characters hesitate, they will snap that one of their own race is dying; what manner of creatures are they to let a man drown? Unless they have some special reason not to – in which case the tritons will simply fix the unconscious sailor to the ship’s hull with a dagger through his jacket and swim away, leaving him to his fate – the Player Characters will bring the sailor on board. He recovers consciousness in a few minutes (more quickly if helped with magic or restoratives) and begins to panic, not yet realising that he is safe. Once he has calmed down, he explains: ‘The name’s Eldrad… Ben Eldrad, of the Sally Lunn. By hell, it’s good to be alive. I was sure I was bound for the black that time. Well, I don’t rightly know how to describe what happened. We were hauling it over the sea from Kandang, bound for the Eagle Nations, see, making good time under a fair breeze. Then out of the blue there’s this roaring like a cataract, see, and in front of us the ocean just opens up, in a huge wheel that looked to be miles wide!’ ‘A maelstrom it was, and out in the open sea, too, which don’t make no sense at all. Well, Captain Chard was hollering to wheel the ship about and get us out of there, but he may as well have ordered us to grow wings and fly, for all the good it did. We were caught in the pull of it, see, and next thing I knew the whole ship lurched and I went over. The last thing I remember is the cold, cold water closing over my head for the third time and me thinking this is it, it’s the third time that gets you…’ Eldrad will ramble on in this vein for as long as the Player Characters are willing to let him. If they ask him any questions about his ship, he will respond in vague terms, saying that she was ‘a trader in spices, too poor to afford the sea-portal charges’. The tritons will wait patiently for the Player Characters to come to a decision. If they are willing to help, then the tritons will guide them to the limit of the safe area (see below); if not, they will abruptly vanish below with a flick of their tails, leaving the water empty as if they had never been there. Ibon Presno Gonzalez (order #73006) 8

<strong>The</strong>se reptiles are often mistaken for the genuine (and<br />

much rarer) sea serpent, as the shape of their bodies is<br />

similar. <strong>The</strong> false serpent is merely an animal and has<br />

neither the intelligence nor the special abilities of the<br />

true serpent. Giant sea snakes are highly venomous,<br />

much more so than their land-based relatives.<br />

Amphibious (Ex): A giant sea snake can breathe in air<br />

and underwater.<br />

Poison (Ex): A giant sea snake has a poisonous bite that<br />

deals initial and secondary damage of 1d6 Constitution.<br />

<strong>The</strong> Fortitude saving throw DC is 21 and includes a +4<br />

racial bonus. <strong>The</strong> save DC is Constitution-based.<br />

Skills: A true sea serpent has a +8 racial bonus on any<br />

Swim check to perform some special action or avoid<br />

a hazard. It can always choose to take 10 on a Swim<br />

check, even if distracted or endangered. It can use the<br />

run action while swimming, provided it swims in a<br />

straight line.<br />

Sea Harrier Raiding Party<br />

This is a shipload of 20 Sea Harriers led by a captain<br />

with two lieutenants. <strong>The</strong> statistics for captains, sailors<br />

and lieutenants can be found below in the Sea Harriers<br />

adventure section.<br />

A Sea Harrier encounter can segue into the Sea Harrier<br />

adventure (see below). Instead of Nimian Archimandrus<br />

receiving a message from Azbeth, he can find out about<br />

her from one of the Sea Harriers. <strong>The</strong> Player Characters<br />

can interrogate a surviving crewmember (using<br />

Intimidate checks and such spells as detect thoughts)<br />

to find out where the Sea Harrier mothership is and<br />

whereabouts on it Azbeth is being held.<br />

True Sea Serpent (Water)<br />

Gargantuan Magical Beast (Aquatic, water)<br />

Hit Dice: 16d10+112 (200 hp)<br />

Initiative: –2<br />

Speed: Swim 40 ft. (8 squares)<br />

Armour Class: 19 (–4 size, –2 Dex, +15 natural), touch<br />

4, flat-footed 19<br />

Base Attack/Grapple: +16/+40<br />

Attack: Bite +25 melee (2d8+12)<br />

Full Attack: Bite +25 melee (2d8+12) and tail slap +20<br />

melee (2d8+6)<br />

Space/Reach: 20 ft./15 ft.<br />

Special Attacks: Breathe steam, improved grab,<br />

swallow whole, water spray<br />

Special Qualities: Darkvision 60 ft., low-light vision<br />

Saves: Fort +17, Ref +8, Will +4<br />

Abilities: Str 35, Dex 6, Con 25, Int 6, Wis 8, Cha 8<br />

Skills: Listen +18, Swim +20<br />

Feats: Awesome Blow, Cleave, Improved Bull Rush,<br />

Power Attack, Weapon Focus (bite), Weapon Focus<br />

(fin)<br />

Environment: Temperate aquatic<br />

Organisation: Solitary or pair<br />

Challenge Rating: 12<br />

Treasure: Standard<br />

Alignment: Always neutral<br />

Advancement: 16–32 HD (Gargantuan); 33–48 HD<br />

(Colossal)<br />

Level Adjustment: —<br />

True sea serpents are rare but can sometimes be seen in<br />

tropical seas, undulating their scaly coils through the<br />

waves and creating a distinctive ‘humped’ appearance.<br />

<strong>The</strong>y have heads similar to those of horses, with odd<br />

little protuberances like the horns of a giraffe. <strong>The</strong>ir<br />

forward fins are much larger than their rear fins.<br />

A serpent’s behaviour depends entirely on its mood; it<br />

can be playful, rolling over and over like a dolphin, or<br />

murderously vicious, slamming its head into a ship’s<br />

hull and staving it in. Solitary serpents are far more<br />

likely to be hostile, which has led to the belief that their<br />

‘play’ is a mating dance of some kind. True serpents<br />

despise the kraken and attack them on sight.<br />

A true sea serpent has a +8 racial bonus on any Swim<br />

check to perform some special action or avoid a hazard.<br />

It can always choose to take 10 on a Swim check, even<br />

if distracted or endangered. It can use the run action<br />

while swimming, provided it swims in a straight line.<br />

Breathe Steam (Ex): A true serpent can breathe steam<br />

from its nostrils in a line 20 feet wide and 80 feet long<br />

once every 1d4 rounds. This deals 12d6 fire damage,<br />

with a Reflex saving throw for half damage (DC 25).<br />

This is effective underwater and on the surface. <strong>The</strong><br />

save DC is Constitution-based.<br />

Improved Grab (Ex): To use this ability, a true serpent<br />

must hit with its bite attack. It can then attempt to start<br />

a grapple as a free action without provoking an attack of<br />

opportunity. If it wins the grapple check, it establishes<br />

a hold and can attempt to swallow the foe the following<br />

round.<br />

Swallow Whole (Ex): A true serpent can try to swallow a<br />

grabbed opponent of a smaller size than itself by making<br />

a successful grapple check. Once inside, the opponent<br />

takes 2d8+12 points of crushing damage plus eight points<br />

of acid damage per round from the serpent’s stomach.<br />

A swallowed creature can cut its way out by using a<br />

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

35

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