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The Drow War Book Two. The Dying Of - RoseRed

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Encounter Table: Decks A, B and C<br />

d% Encounter Purpose<br />

Average<br />

EL<br />

01 One of the amma hadrak’s<br />

prying eyes (see below)<br />

Roaming through the ship, watching over her people —<br />

02–10 1–3 ship’s cats (see below) Prowling the corridors, sniffi ng out trouble 10<br />

11–24 2d4 sailors On cleaning duty, scrubbing down the fl oors 10<br />

25–45 One lieutenant and 1d4 sailors Fetching new weapons from the armoury, prior to a raid 11<br />

45–57 A captain and her lieutenant On the way to (or from) the Map Room, planning a raid 12<br />

58–78 1d3 lieutenants Singing loudly, celebrating their recent victories 12<br />

79–94 1d3 captains Heading to the sick bay to have a wound looked at, or<br />

visiting the Hall of Claw and Fang<br />

12<br />

95–100 <strong>The</strong> amma hadrak herself with<br />

1d3 captains<br />

Discussing what to do about the prisoner 13<br />

Encounter Table: Decks D, E and F<br />

d% Encounter Purpose<br />

Average<br />

EL<br />

01 One of the amma hadrak’s<br />

prying eyes (see below)<br />

Roaming through the ship, watching over her people —<br />

02–15 1d4 unaccompanied children Playing in the corridors —<br />

16–24 3d6 children and one sailor Heading to or from the Tutelary Halls 5<br />

25–45 1d3 sailors Fetching provisions from the hold 6<br />

45–57 2d4 children and 1–2 ship’s cats Exploring the ship while the cats watch over them 10<br />

58–78 One captain or lieutenant plus<br />

one ship’s cat<br />

Trying to fi nd a family member who has wandered off 11<br />

79–94 One captain and 2d4 sailors Going for a meal 12<br />

95–100 One captain and one lieutenant Arguing loudly, heading for their cabin 12<br />

anywhere but Deck H, where nobody ever goes unless<br />

there is an emergency. If they are in a room, there is a<br />

10% chance per hour of an encounter. As the different<br />

decks have different populations, they have separate<br />

encounter tables.<br />

Note: As encounters with non-combatants, such as<br />

children, can still get the party killed (all the children<br />

have to do is scream for help) the Games Master may<br />

wish to assign CRs to them. We recommend a CR of<br />

between 6 and 8, depending on how shrewd the noncombatants<br />

are and how much trouble they give the<br />

Player Characters.<br />

Non-Player Character Group: <strong>The</strong> ‘Ship’s<br />

Cats’<br />

On board a ship as huge as the Celebration, rats are a<br />

problem. To keep their numbers down, Sea Harriers<br />

train amphibious catlike creatures called galekki<br />

(singular: galek) up from kittenhood as companions.<br />

Galek<br />

Large Magical Beast (Aquatic)<br />

Hit Dice: 8d10+24 (68 hp)<br />

Initiative: +7<br />

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

Armour Class: 19 (–1 size, +3 Dex, +7 natural), touch<br />

12, flat-footed 16<br />

Base Attack/Grapple: +8/+18<br />

Attack: Claw +13 melee (1d8+6)<br />

Full Attack: 2 claws +13 melee (1d8+6) and bite +8<br />

melee (2d8+3)<br />

Space/Reach: 15 ft./10 ft.<br />

Special Attacks: Enlarge self, improved grab, pounce,<br />

rake 1d8+3<br />

Special Qualities: Amphibious, darkvision 60 ft.,<br />

gelid, low-light vision, poison barbs, resistance to cold<br />

10, scent, spell resistance 19<br />

Saves: Fort +9, Ref +9, Will +4<br />

Abilities: Str 23, Dex 17, Con 17, Int 10, Wis 14, Cha<br />

10<br />

Skills: Balance +6, Climb +9, Hide +5, Jump +7, Listen<br />

+5, Move Silently +6, Spot +5, Swim +14<br />

Feats: Dodge, Improved Initiative, Track<br />

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

51

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