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The Drow War Book Two. The Dying Of - RoseRed

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36<br />

light slashing or piercing weapon to deal 25 points of<br />

damage to the stomach walls (AC 17), though as the<br />

serpent is usually underwater, the victim’s problems do<br />

not end there. Once the creature exits, muscular action<br />

closes the hole; another swallowed opponent must cut<br />

its own way out. A Gargantuan serpent’s interior can<br />

hold two Large, eight Medium, 32 Small, 128 Tiny or<br />

512 Diminutive or smaller opponents.<br />

Water Spray (Ex): A true serpent can expel water from<br />

its mouth in a powerful jet once every 1d4 rounds. <strong>The</strong><br />

jet is 20 feet wide and 80 feet long; serpents like to<br />

spray water into the air in play, a phenomenon visible<br />

from miles away and often mistaken for whales venting.<br />

This jet deals no damage but knocks creatures off their<br />

feet and can wash them away. Creatures in the area<br />

of effect are affected as if a force of 35 Strength had<br />

made a bull rush attempt on them, intending to push<br />

them directly backwards as far as possible. Characters<br />

who are pushed back more than five feet by this attack<br />

must also make a Reflex saving throw (DC 30) or fall<br />

prone. Use of this ability does not provoke attacks of<br />

opportunity. <strong>The</strong> save DC is Strength-based.<br />

<strong>The</strong> Charybdis Device<br />

Summary: An undersea city, inhabited by sahuagin,<br />

uses a monstrous turbine to generate magical whirlpools,<br />

sucking ships down from the surface. <strong>The</strong> raiders then<br />

pick through the remains, salvaging what they want. <strong>The</strong><br />

Sea Harriers know about this and avoid the region. If<br />

the Player Characters can defeat the sahuagin warlords,<br />

they will earn the gratitude and assistance of a nearby<br />

clan of tritons who can help them solve the riddle of<br />

Omorogg the Kraken.<br />

This entire adventure is optional and can be omitted<br />

if desired. Its main purpose is to increase Player<br />

Character experience points and provide additional plot<br />

information.<br />

Event: And I Alone Survived<br />

<strong>The</strong> Player Characters see a group of creatures<br />

swimming towards them. Three of them are bluishskinned<br />

humanoids and one is human, seemingly<br />

unconscious or dead. One of the humanoids is holding<br />

the human’s head above water so that he can breathe.<br />

<strong>The</strong>y all have grim expressions.<br />

<strong>The</strong>y hail the Player Characters’ ship, introducing<br />

themselves abruptly as members of the triton race,<br />

neither friend nor foe but fellow voyagers in the ocean.<br />

<strong>The</strong> human, they explain, is a sailor they found drifting<br />

in the open sea, clinging to a spar:<br />

‘His ship was smashed to fragments. We did not wish to<br />

let him die. <strong>The</strong> other humans are dead. <strong>The</strong>y drowned.<br />

We know what did this. <strong>The</strong> creatures that did this are<br />

our enemies. We can show you where they are. If you<br />

are willing to stop them, then we can perhaps help you.<br />

You have the same enemy as us now.’<br />

<strong>The</strong> tritons are clearly uneasy about the situation. A<br />

Sense Motive check (DC 15) reveals that they want<br />

more than they are saying and that their gruffness is a<br />

front. If the Player Characters hesitate, they will snap<br />

that one of their own race is dying; what manner of<br />

creatures are they to let a man drown?<br />

Unless they have some special reason not to – in which<br />

case the tritons will simply fix the unconscious sailor<br />

to the ship’s hull with a dagger through his jacket<br />

and swim away, leaving him to his fate – the Player<br />

Characters will bring the sailor on board. He recovers<br />

consciousness in a few minutes (more quickly if helped<br />

with magic or restoratives) and begins to panic, not yet<br />

realising that he is safe. Once he has calmed down, he<br />

explains:<br />

‘<strong>The</strong> name’s Eldrad… Ben Eldrad, of the Sally Lunn.<br />

By hell, it’s good to be alive. I was sure I was bound<br />

for the black that time. Well, I don’t rightly know how<br />

to describe what happened. We were hauling it over<br />

the sea from Kandang, bound for the Eagle Nations,<br />

see, making good time under a fair breeze. <strong>The</strong>n out of<br />

the blue there’s this roaring like a cataract, see, and in<br />

front of us the ocean just opens up, in a huge wheel that<br />

looked to be miles wide!’<br />

‘A maelstrom it was, and out in the open sea, too, which<br />

don’t make no sense at all. Well, Captain Chard was<br />

hollering to wheel the ship about and get us out of there,<br />

but he may as well have ordered us to grow wings and<br />

fly, for all the good it did. We were caught in the pull of<br />

it, see, and next thing I knew the whole ship lurched and<br />

I went over. <strong>The</strong> last thing I remember is the cold, cold<br />

water closing over my head for the third time and me<br />

thinking this is it, it’s the third time that gets you…’<br />

Eldrad will ramble on in this vein for as long as the<br />

Player Characters are willing to let him. If they ask him<br />

any questions about his ship, he will respond in vague<br />

terms, saying that she was ‘a trader in spices, too poor<br />

to afford the sea-portal charges’.<br />

<strong>The</strong> tritons will wait patiently for the Player Characters<br />

to come to a decision. If they are willing to help, then<br />

the tritons will guide them to the limit of the safe area<br />

(see below); if not, they will abruptly vanish below with<br />

a flick of their tails, leaving the water empty as if they<br />

had never been there.<br />

Ibon Presno Gonzalez (order #73006) 8

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