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
Characters put up a good fight and do not whimper like weaklings, she lets them live and keeps them prisoner instead of slaughtering them. It is not every grubbesh who dares to creep into the private rooms of a seamother. The Amma Hadrak, Female Human Sor10/Rog6: CR 16; Medium humanoid; HD 6d6 plus 10d4; hp 46; Init +2; Spd 30 ft.; AC 16, touch 16, flat-footed 16; Base Atk +9; Grp +8; Atk +13 melee (1d6+1/18–20, +2 rapier of puncturing) or +12 ranged (1d8/19–20, masterwork light crossbow); Full Atk +13/+8 melee (1d6+1/18–20, +2 rapier of puncturing) or +12 ranged (1d8/19–20, masterwork light crossbow); SA sneak attack +3d6, spells; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL LE; SV Fort +5, Ref +10, Will +10; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 19. Skills & Feats: Balance +5, Bluff +21, Climb +2, Concentration +11, Handle Animal +7, Intimidate +11, Jump +2, Knowledge (arcana) +9, Listen +12, Move Silently +8, Profession (sailor) +7, Search +7, Spellcraft +13, Spot +10, Swim +8, Tumble +8, Use Rope +6; Augment Summoning, Combat Casting, Combat Expertise, Greater Spell Focus (conjuration), Improved Familiar, Spell Focus (conjuration), Weapon Finesse. Spells known (9/5/4/3/2/1, save DC 14 + spell level): 0 th – detect magic, detect poison, mage hand, message, read magic, resistance, touch of fatigue; 1 st – animate rope, grease, mage armour, obscuring mist, shield, summon monster I, true strike; 2 nd – acid arrow, glitterdust, summon monster II, summon swarm, web; 3 rd – dispel magic, sleet storm, stinking cloud, summon monster III; 4 th – black tentacles, solid fog, summon monster IV; 5 th – prying eyes. Equipment & Treasure: +2 rapier of puncturing, crossbow bolts (10), masterwork light crossbow, ring of protection +4. The amma hadrak is a shrunken pot-bellied woman in a black shawl, wearing a headscarf from under which dangle hanks of white hair. She reeks of the sea. Her familiar, Rasquetto, wears a gaudy outfit, with ruff and jester’s hat. The children of the Sea Harriers are terrified of him. Rasquetto, Male Imp: CR –; Tiny outsider (evil, extraplanar, lawful); HD 3d8; hp 23; Init +3; Spd 20 ft., fly 50 ft. (perfect); AC 25, touch 15, flat-footed 22; Base Atk +9; Grp +1; Atk +14 melee (1d4 plus poison, sting); Full Atk +14 melee (1d4 plus poison, sting); Space/Reach 2½ ft./0 ft.; SA deliver touch spells, poison, spell-like abilities; SQ alternate form, damage reduction 5/good or silver, darkvision 60 ft., empathic link, fast healing 2, immunity to poison, improved evasion, resistance to fire 5, share spells; AL LE; SV Fort +5, Ref +11, Will +10; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14. Skills & Feats: Balance +6, Bluff +19, Concentration +12, Diplomacy +8, Hide +17, Intimidate +9, Knowledge (arcana) +8, Listen +10, Move Silently +12, Search +6, Spellcraft +12, Spot +10, Survival +1 (+3 following tracks), Tumble +9; Dodge, Weapon Finesse. 3. Witching Tower A steep spiral staircase leads up inside this tower. At the top is a domed room, with walls of curved glass. From here, you can see out over the whole ship and the sea beyond. There is no sign of any mist – perhaps it has lifted since you entered the ship. To one side is a wooden pedestal with a metal speaking tube bracketed onto it and a clip on one side that holds a spyglass. This tower is where a lookout, usually the amma hadrak herself (either in person or through a prying eye or her familiar) keeps watch and scans the sea for approaching ships. The glass walls are magically treated to allow sight through the obscuring mists emitted by the ship. This is the only place on the Celebration where the mists can be seen through. The speaking tube connects to the ship’s wheel, so the lookout can give instructions to the helmsman. If he has not already been encountered, then Rasquetto, the amma hadrak’s imp familiar, is in this room using the spyglass to look out over the waves. 4. Cabin of the Honoured Navigator This luxurious cabin contains a multitude of books, neatly stacked on shelves. A desk occupies the south wall, with a map unfolded on it and compasses and pencils nearby. A route has been drawn on a sheet of translucent paper overlaying the map. Lying open on top of this is a book bound in white leather, with twisting magical inscriptions across the pages. A quill pen and an assortment of coloured inks have been carefully laid out next to this. At the northern end of the room is a curtain and a capacious armchair. The book on the desk is Azbeth’s spellbook (see below). Revekhal Sunspite has been copying the spells he does not yet have. The curtain screens off a luxurious bed. Ibon Presno Gonzalez (order #73006) 8 59
60 This room is where Revekhal Sunspite, the navigator of the Celebration and husband of the amma hadrak, lives and works. He is a drow of House Tzummu and a trusted servant of the Ennead who has been away from the underworld for more than 30 years, making preparations for the coming war. His services to the Sea Harriers have raised him from a mere grubbesh to an honorary member of the clan by marriage. He is also the father of Dark Mariah, who the Player Characters may have met in Book One. Sunspite’s is the mind behind the plan to blockade Crom Calamar. He is a schemer who prefers patience and careful planning to rash action. If attacked, he will try to escape rather than fight back. Note: The adventure in Lost Athul works much more smoothly if Sunspite survives. If the Player Characters kill him, then someone else will have to activate the Stone of Melvek and raise Lost Athul. Revekhal Sunspite, Male Drow Wiz13: CR 14; Medium (elf); HD 13d4; hp 32; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +6; Grp +5; Atk +9 melee (1d4+1/19–20 (plus 2d6+2 against humans) plus poison, +2 dagger of human bane) or +12 ranged (1d4+3/19–20 plus poison, +3 hand crossbow); Full Atk +9/+4 melee (1d4+1/19–20 (plus 2d6+2 against humans) plus poison, +2 dagger of human bane) or +12 ranged (1d4+3/19–20, +3 hand crossbow); SA poison, spell-like abilities, spells; SQ drow traits, scry on familiar, spell resistance 24; AL LE; SV Fort +4, Ref +7, Will +9; Str 8, Dex 16, Con 10, Int 18, Wis 12, Cha 16. Skills & Feats: Bluff +8, Concentration +16, Decipher Script +8, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (geography) +20, Listen +11, Profession (navigator) +20, Search +6, Spellcraft +20, Spot +5; Alertness B , Quicken Spell, Scribe Scroll, Skill Focus (Profession (navigator)), Spell Mastery (disguise self), Spell Mastery (dimension door), Spell Mastery (dispel magic), Weapon Finesse. Spells Prepared (4/5/5/5/5/3/2/1, save DC 14 + spell level): 0 th – detect magic, mage hand, message, read magic; 1 st – comprehend languages, disguise self, endure elements, mage armour, shield; 2 nd – blur, detect thoughts, false life, locate object, scorching ray; 3 rd – clairvoyance, dispel magic, hold person, nondetection, slow; 4 th – black tentacles, dimension door, lesser globe of invulnerability, resilient sphere, scrying,; 5 th – contact other plane, feeblemind, waves of fatigue; 6 th – invisibility (quickened), repulsion; 7 th – forcecage. Sunspite can prepare other spells if necessary; his spellbook is reproduced below. Equipment & Treasure: +2 dagger of human bane, +3 hand crossbow, crossbow bolts (10), major cloak of displacement, scarab of death in a wooden carrying box, scroll with a sepia snake sigil on it, staff of power (8 charges), tiny silver key. The scarab of death’s wooden box is Sunspite’s insurance against pickpockets. The scroll with the sepia snake sigil is to give to anyone who demands maps or papers. The silver key opens Sunspite’s spellbook, for which see below. The staff of power and major cloak of displacement are the property of Azbeth, who is currently shut up in the brig. Sunspite’s familiar is Pipeete, a bat: Pipeete, Female Bat: CR –; Diminutive magical beast; HD ¼ d8; hp 16; Init +2; Spd 5 ft., fly 40 ft. (good); AC 23, touch 16, flat-footed 21; Base Atk +6; Grp –11; Atk —; Full Atk —; Space/Reach 1 ft./0 ft.; SQ blindsense 20 ft., deliver touch spells, empathic link, improved evasion, low-light vision, share spells, speak with bats, speak with master, spell resistance 18; SV Fort +4, Ref +6, Will +10; Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 4. Skills & Feats: Hide +14, Listen +8*, Move Silently +6, Spot +8*; Alertness. *Pipeete has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if her blindsense is negated. Ibon Presno Gonzalez (order #73006) 8
- 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 and 58: 56 shark’s tooth set in silver (w
- Page 59: 58 Tizla Leaves These leaves are mi
- 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
- Page 109 and 110: 108 Ibon Presno Gonzalez (order #73
Characters put up a good fight and do not whimper like<br />
weaklings, she lets them live and keeps them prisoner<br />
instead of slaughtering them. It is not every grubbesh<br />
who dares to creep into the private rooms of a seamother.<br />
<strong>The</strong> Amma Hadrak, Female Human Sor10/Rog6: CR<br />
16; Medium humanoid; HD 6d6 plus 10d4; hp 46; Init<br />
+2; Spd 30 ft.; AC 16, touch 16, flat-footed 16; Base Atk<br />
+9; Grp +8; Atk +13 melee (1d6+1/18–20, +2 rapier<br />
of puncturing) or +12 ranged (1d8/19–20, masterwork<br />
light crossbow); Full Atk +13/+8 melee (1d6+1/18–20,<br />
+2 rapier of puncturing) or +12 ranged (1d8/19–20,<br />
masterwork light crossbow); SA sneak attack +3d6,<br />
spells; SQ evasion, trapfinding, trap sense +2, uncanny<br />
dodge; AL LE; SV Fort +5, Ref +10, Will +10; Str 8,<br />
Dex 14, Con 10, Int 13, Wis 12, Cha 19.<br />
Skills & Feats: Balance +5, Bluff +21, Climb +2,<br />
Concentration +11, Handle Animal +7, Intimidate<br />
+11, Jump +2, Knowledge (arcana) +9, Listen +12,<br />
Move Silently +8, Profession (sailor) +7, Search +7,<br />
Spellcraft +13, Spot +10, Swim +8, Tumble +8, Use<br />
Rope +6; Augment Summoning, Combat Casting,<br />
Combat Expertise, Greater Spell Focus (conjuration),<br />
Improved Familiar, Spell Focus (conjuration), Weapon<br />
Finesse.<br />
Spells known (9/5/4/3/2/1, save DC 14 + spell level): 0 th<br />
– detect magic, detect poison, mage hand, message, read<br />
magic, resistance, touch of fatigue; 1 st – animate rope,<br />
grease, mage armour, obscuring mist, shield, summon<br />
monster I, true strike; 2 nd – acid arrow, glitterdust,<br />
summon monster II, summon swarm, web; 3 rd – dispel<br />
magic, sleet storm, stinking cloud, summon monster III;<br />
4 th – black tentacles, solid fog, summon monster IV; 5 th<br />
– prying eyes.<br />
Equipment & Treasure: +2 rapier of puncturing,<br />
crossbow bolts (10), masterwork light crossbow, ring<br />
of protection +4.<br />
<strong>The</strong> amma hadrak is a shrunken pot-bellied woman in<br />
a black shawl, wearing a headscarf from under which<br />
dangle hanks of white hair. She reeks of the sea. Her<br />
familiar, Rasquetto, wears a gaudy outfit, with ruff<br />
and jester’s hat. <strong>The</strong> children of the Sea Harriers are<br />
terrified of him.<br />
Rasquetto, Male Imp: CR –; Tiny outsider (evil,<br />
extraplanar, lawful); HD 3d8; hp 23; Init +3; Spd 20<br />
ft., fly 50 ft. (perfect); AC 25, touch 15, flat-footed 22;<br />
Base Atk +9; Grp +1; Atk +14 melee (1d4 plus poison,<br />
sting); Full Atk +14 melee (1d4 plus poison, sting);<br />
Space/Reach 2½ ft./0 ft.; SA deliver touch spells,<br />
poison, spell-like abilities; SQ alternate form, damage<br />
reduction 5/good or silver, darkvision 60 ft., empathic<br />
link, fast healing 2, immunity to poison, improved<br />
evasion, resistance to fire 5, share spells; AL LE; SV<br />
Fort +5, Ref +11, Will +10; Str 10, Dex 17, Con 10, Int<br />
10, Wis 12, Cha 14.<br />
Skills & Feats: Balance +6, Bluff +19, Concentration<br />
+12, Diplomacy +8, Hide +17, Intimidate +9, Knowledge<br />
(arcana) +8, Listen +10, Move Silently +12, Search +6,<br />
Spellcraft +12, Spot +10, Survival +1 (+3 following<br />
tracks), Tumble +9; Dodge, Weapon Finesse.<br />
3. Witching Tower<br />
A steep spiral staircase leads up inside this tower. At<br />
the top is a domed room, with walls of curved glass.<br />
From here, you can see out over the whole ship and the<br />
sea beyond. <strong>The</strong>re is no sign of any mist – perhaps it<br />
has lifted since you entered the ship. To one side is a<br />
wooden pedestal with a metal speaking tube bracketed<br />
onto it and a clip on one side that holds a spyglass.<br />
This tower is where a lookout, usually the amma hadrak<br />
herself (either in person or through a prying eye or her<br />
familiar) keeps watch and scans the sea for approaching<br />
ships. <strong>The</strong> glass walls are magically treated to allow<br />
sight through the obscuring mists emitted by the ship.<br />
This is the only place on the Celebration where the<br />
mists can be seen through. <strong>The</strong> speaking tube connects<br />
to the ship’s wheel, so the lookout can give instructions<br />
to the helmsman.<br />
If he has not already been encountered, then Rasquetto,<br />
the amma hadrak’s imp familiar, is in this room using<br />
the spyglass to look out over the waves.<br />
4. Cabin of the Honoured Navigator<br />
This luxurious cabin contains a multitude of books,<br />
neatly stacked on shelves. A desk occupies the south<br />
wall, with a map unfolded on it and compasses and<br />
pencils nearby. A route has been drawn on a sheet of<br />
translucent paper overlaying the map. Lying open on<br />
top of this is a book bound in white leather, with twisting<br />
magical inscriptions across the pages. A quill pen and<br />
an assortment of coloured inks have been carefully laid<br />
out next to this. At the northern end of the room is a<br />
curtain and a capacious armchair.<br />
<strong>The</strong> book on the desk is Azbeth’s spellbook (see below).<br />
Revekhal Sunspite has been copying the spells he does<br />
not yet have. <strong>The</strong> curtain screens off a luxurious bed.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
59