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
Change Shape (Su): A saidakh can assume any humanoid form, or revert to her own form, as a standard action. Saidakhu often take the forms of people known to have drowned at sea, in order to intimidate their victims and put them in mind of their crimes. When she is not in her own form, a saidakh cannot use her chilling gaze attack. A saidakh remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, but the saidakh reverts to her natural form when killed. A true seeing spell reveals her natural form. Chilling Gaze (Su): The empty eyes of a saidakh turn her victims’ muscles to icy water, leaving them without the strength to resist her embrace. The saidakh’s gaze attack has a range of 30 feet and deals 1d4 Strength drain. This can be resisted with a Fortitude saving throw (DC 24). The save DC is Charisma-based. Create Spawn (Su): Any humanoid female slain by a saidakh has a 20% chance to arise as a new saidakh 1d4 days after the event. Males never become saidakhu. Energy Drain (Su): The icy touch of a saidakh bestows two negative levels on the target. A negative level can be removed by a Fortitude saving throw (DC 24), which is Charisma-based. Each negative level bestowed grants the saidakh five temporary hit points. Energy Immunity: A saidakh is immune to all forms of energy damage, with the exception of cold damage, which slows her for one round per five points of damage dealt without harming her, and fire damage, which affects her normally. Find Victim (Sp): A saidakh single-mindedly pursues a creature or group of creatures who have disturbed a given corpse or location. She tracks them down unerringly, as though guided by discern location. Saidakhu prefer to dispose of their victims one at a time, rather than take them on in groups. Kiss of Drowning (Su): A saidakh who successfully pins an opponent of Large size or smaller can kiss him, which forces cold salt water into his lungs. This attack does not affect creatures who do not need to breathe or who have the ability to breathe water. A creature subjected to the saidakh’s kiss must make a Charismabased Fortitude saving throw (DC 23) or begin to drown. Immediately after the kiss, the creature falls unconscious. On the second round, if the pin has been maintained, the creature drops to –1 hit points and is dying. On the third round, the creature dies. A creature who holds its breath when the saidakh carries out this attack gains a +2 circumstance bonus to its saving throw. The save DC is Charisma-based. Mist Veil (Sp): At will, as a standard action, a saidakh can surround herself with a pall of sea mist. This functions identically to the obscuring mist spell, with the exception that the saidakh can see through her own mists without difficulty. Quench (Su): The saidakh’s touch extinguishes torches, campfires, exposed lanterns and other open flames of nonmagical origin if these are of Large size or smaller. She can dispel magical fire she touches as dispel magic (caster level 14 th ). In addition, she can attempt to counter any fire spell as it is cast by giving up one of her limited-use spell-like abilities. To counter, she must successfully identify the spell being cast with a Spellcraft check (DC 15 + spell’s level). The use of the spell-like ability is lost whether her check is successful or not. Spell-Like Abilities: At will, as 14 th level sorcerer – control water, curse water; 3/day – create undead, summon nature’s ally IV (water elemental only); 1/day – control weather. Skills: A saidakh 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. 2. Chamber of the Amma Hadrak The walls of this room are so crowded with objects that you can hardly see where they begin and end. They are hung with items from countless ships: nets, wheels, anchors large and small, boathooks, oars, hollow balls of green glass, rumpled and torn maps, coils of tarry rope, hanks of sailcloth, belaying pins in their hundreds and even black skillets and saucepans from the galleys. It is as if a fleet of ships had exploded in slow motion and plastered its fragments across the room’s walls and ceiling. In the midst of all this chaos is a low cradle of rope, like a hammock. A gimbal hangs beside it, containing something that fumes and smokes. The smell of it is acrid and sickly at the same time and makes you feel light-headed. The ship fragments are a second revered reliquary. Ships are treated like people in Sea Harrier culture and the walls of the amma hadrak’s chamber bear relics of beloved ships that have now been lost. Ibon Presno Gonzalez (order #73006) 8 57
58 Tizla Leaves These leaves are mildly narcotic and are used in many shamanic cultures. Kobold sorcerers and goblin adepts are known devotees of the herb. When burned and inhaled, tizla leaves enhance clairvoyant magic, though they make the user groggy at the same time. Any spell of the Divination school that has a duration of longer than one round, such as scrying, has its duration increased by 100% when cast by a caster under the influence of tizla. This effect stacks with other methods of increasing spell duration. However, the user is also slowed for as long as the influence lasts. A person inhaling tizla smoke partakes of the effects for as long as he continues to inhale it and for 1d6 rounds afterwards. In order to make sure that they continue to inhale the smoke for as long as possible, tizla users sit in lodges and burn fistfuls of it on coals, or do what the amma hadrak does and stack up an incense burner. The smoke is burning tizla leaves: a Craft (alchemy) or Knowledge (nature) check (DC 15) identifies it. See the sidebar for more information. Any Player Character approaching within five feet of the brazier who does not wish to inhale the smoke must make a Fortitude saving throw (DC 15) to avoid doing so. If she has not been encountered already, the amma hadrak is sitting in her hammock, rocking back and forth and inhaling the smoke. She rarely leaves her chambers, preferring to remain here and send out her prying eyes to keep watch over her people. She intends to totter forth and visit the prisoner at some point today, to find out how much the interfering elf scum found out. If the Player Characters confront her in her lair, she opts for parley rather than combat. She does not even rise from her hammock. While she engages them in halting conversation, her prying eyes scoot to Revekhal Sunspite (or, if he is not to be found, to the nearest captain) and jiggle frantically, to signal that she is in danger. She tries to stall the Player Characters until help arrives. If they attack her directly, she attempts to escape with dimension door and fetch backup. The amma hadrak looks like a smelly hag but she is the toughest adversary on the whole ship. Like all Sea Harriers, she respects courage and humour. If the Player Ibon Presno Gonzalez (order #73006) 8
- Page 7 and 8: 6 the past and old ghosts will retu
- Page 9 and 10: 8 It is likely that at some point o
- Page 11 and 12: 10 that his office is not the same
- Page 13 and 14: 12 but it is considered very dishon
- Page 15 and 16: 14 for 1d3 hours after drinking. Ho
- Page 17 and 18: 16 Equipment & Treasure: Arrows (20
- Page 19 and 20: 18 dagger wounds in their chests. T
- Page 21 and 22: 20 break free. The control is also
- Page 23 and 24: 22 The people of Jehannum are not i
- Page 25 and 26: 24 Skills & Feats: Balance +11, Cli
- Page 27 and 28: 26 they announce that one of the ca
- Page 29 and 30: 28 them off trying that route. Some
- Page 31 and 32: 30 paws, adding cowardice and the p
- Page 33 and 34: 32 Across Unkown Oceans This chapte
- Page 35 and 36: 34 and electricity 10, spider climb
- Page 37 and 38: 36 light slashing or piercing weapo
- Page 39 and 40: 38 Effects of the Vortex If they ar
- Page 41 and 42: 40 4. Hidden Entrance The main entr
- Page 43 and 44: 42 The One has a +8 racial bonus on
- Page 45 and 46: 44 Sahuagin Lacerators The lacerato
- Page 47 and 48: 46 other ships are sent out. Whole
- Page 49 and 50: 48 If a Harrier should die and his
- Page 51 and 52: 50 a hull, lacking any masts or sai
- Page 53 and 54: 52 Environment: Temperate aquatic O
- Page 55 and 56: 54 listeners than watchers, since t
- Page 57: 56 shark’s tooth set in silver (w
- Page 61 and 62: 60 This room is where Revekhal Suns
- Page 63 and 64: 62 stronghold of tunnels as if it w
- Page 65 and 66: 64 reduction 2/-, illiteracy, trap
- Page 67 and 68: 66 faith and treated her with respe
- Page 69 and 70: 68 5. Galekki Lairs These dank, lig
- Page 71 and 72: 70 It is possible to shut the mangl
- Page 73 and 74: 72 Ballast To add additional securi
- Page 75 and 76: 74 and activate or deactivate the f
- Page 77 and 78: 76 3. Desalinator Coils The air in
- Page 79 and 80: 78 +15, Knowledge (nature) +13, Lis
- Page 81 and 82: 80 opportunity. If it wins the grap
- Page 83 and 84: 82 If they decide to chase the Sea
- Page 85 and 86: 84 Special Qualities: Amphibious, c
- Page 87 and 88: 86 At Sunspite’s signal the crew
- Page 89 and 90: 88 creatures, no two of which can b
- Page 91 and 92: 90 The rays are grouped in sets of
- Page 93 and 94: 92 Possessed By a Myrrik It is quit
- Page 95 and 96: 94 until they have been to Xoth Sar
- Page 97 and 98: 96 Crossroads of the World In this
- Page 99 and 100: 98 Non-Player Character Group: The
- Page 101 and 102: 100 The bearer of such an orb can u
- Page 103 and 104: 102 SA death attack, ki strike (mag
- Page 105 and 106: 104 Deathblade Poison: Injury DC 20
- Page 107 and 108: 106 Note for the Games Master: In g
Change Shape (Su): A saidakh can assume any<br />
humanoid form, or revert to her own form, as a standard<br />
action. Saidakhu often take the forms of people known<br />
to have drowned at sea, in order to intimidate their<br />
victims and put them in mind of their crimes. When<br />
she is not in her own form, a saidakh cannot use her<br />
chilling gaze attack. A saidakh remains in one form<br />
until she chooses to assume a new one. A change in<br />
form cannot be dispelled, but the saidakh reverts to her<br />
natural form when killed. A true seeing spell reveals<br />
her natural form.<br />
Chilling Gaze (Su): <strong>The</strong> empty eyes of a saidakh turn<br />
her victims’ muscles to icy water, leaving them without<br />
the strength to resist her embrace. <strong>The</strong> saidakh’s gaze<br />
attack has a range of 30 feet and deals 1d4 Strength<br />
drain. This can be resisted with a Fortitude saving<br />
throw (DC 24). <strong>The</strong> save DC is Charisma-based.<br />
Create Spawn (Su): Any humanoid female slain by a<br />
saidakh has a 20% chance to arise as a new saidakh 1d4<br />
days after the event. Males never become saidakhu.<br />
Energy Drain (Su): <strong>The</strong> icy touch of a saidakh bestows<br />
two negative levels on the target. A negative level can<br />
be removed by a Fortitude saving throw (DC 24), which<br />
is Charisma-based. Each negative level bestowed grants<br />
the saidakh five temporary hit points.<br />
Energy Immunity: A saidakh is immune to all forms<br />
of energy damage, with the exception of cold damage,<br />
which slows her for one round per five points of damage<br />
dealt without harming her, and fire damage, which<br />
affects her normally.<br />
Find Victim (Sp): A saidakh single-mindedly pursues a<br />
creature or group of creatures who have disturbed a given<br />
corpse or location. She tracks them down unerringly, as<br />
though guided by discern location. Saidakhu prefer to<br />
dispose of their victims one at a time, rather than take<br />
them on in groups.<br />
Kiss of <strong>Drow</strong>ning (Su): A saidakh who successfully<br />
pins an opponent of Large size or smaller can kiss him,<br />
which forces cold salt water into his lungs. This attack<br />
does not affect creatures who do not need to breathe<br />
or who have the ability to breathe water. A creature<br />
subjected to the saidakh’s kiss must make a Charismabased<br />
Fortitude saving throw (DC 23) or begin to<br />
drown. Immediately after the kiss, the creature falls<br />
unconscious. On the second round, if the pin has been<br />
maintained, the creature drops to –1 hit points and is<br />
dying. On the third round, the creature dies. A creature<br />
who holds its breath when the saidakh carries out this<br />
attack gains a +2 circumstance bonus to its saving<br />
throw. <strong>The</strong> save DC is Charisma-based.<br />
Mist Veil (Sp): At will, as a standard action, a saidakh<br />
can surround herself with a pall of sea mist. This<br />
functions identically to the obscuring mist spell, with<br />
the exception that the saidakh can see through her own<br />
mists without difficulty.<br />
Quench (Su): <strong>The</strong> saidakh’s touch extinguishes torches,<br />
campfires, exposed lanterns and other open flames of<br />
nonmagical origin if these are of Large size or smaller.<br />
She can dispel magical fire she touches as dispel<br />
magic (caster level 14 th ). In addition, she can attempt<br />
to counter any fire spell as it is cast by giving up one<br />
of her limited-use spell-like abilities. To counter, she<br />
must successfully identify the spell being cast with a<br />
Spellcraft check (DC 15 + spell’s level). <strong>The</strong> use of the<br />
spell-like ability is lost whether her check is successful<br />
or not.<br />
Spell-Like Abilities: At will, as 14 th level sorcerer<br />
– control water, curse water; 3/day – create undead,<br />
summon nature’s ally IV (water elemental only); 1/day<br />
– control weather.<br />
Skills: A saidakh 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 />
2. Chamber of the Amma Hadrak<br />
<strong>The</strong> walls of this room are so crowded with objects that<br />
you can hardly see where they begin and end. <strong>The</strong>y<br />
are hung with items from countless ships: nets, wheels,<br />
anchors large and small, boathooks, oars, hollow balls<br />
of green glass, rumpled and torn maps, coils of tarry<br />
rope, hanks of sailcloth, belaying pins in their hundreds<br />
and even black skillets and saucepans from the galleys.<br />
It is as if a fleet of ships had exploded in slow motion<br />
and plastered its fragments across the room’s walls and<br />
ceiling.<br />
In the midst of all this chaos is a low cradle of rope,<br />
like a hammock. A gimbal hangs beside it, containing<br />
something that fumes and smokes. <strong>The</strong> smell of it is<br />
acrid and sickly at the same time and makes you feel<br />
light-headed.<br />
<strong>The</strong> ship fragments are a second revered reliquary.<br />
Ships are treated like people in Sea Harrier culture and<br />
the walls of the amma hadrak’s chamber bear relics of<br />
beloved ships that have now been lost.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
57