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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64<br />
reduction 2/–, illiteracy, trap sense +3, improved<br />
uncanny dodge; AL N; SV Fort +11, Ref +5, Will +4;<br />
Str 17, Dex 14, Con 12, Int 13, Wis 13, Cha 11.<br />
Skills & Feats: Climb +13, Craft (weed weaving) +13,<br />
Handle Animal +3, Intimidate +5, Jump +6, Listen<br />
+16, Survival +14, Spot +6, Swim +11; Weapon Focus<br />
(longspear).<br />
Equipment & Treasure: Amulet of Air Breathing<br />
3. Arsenal<br />
<strong>The</strong> door to this room is made from iron and has a<br />
stylised medusa face glowering from it. It is locked<br />
securely, but may be opened with an Open Lock check<br />
(DC 40). All captains carry keys to the arsenal. In<br />
order to open it safely, a command phrase known only<br />
to those of lieutenant rank and above must be spoken.<br />
Attempting to open the door without the command<br />
phrase triggers a flesh to stone trap:<br />
Flesh to Stone trap: CR 7; magic device; touch trigger<br />
(alarm); automatic reset; spell effect (flesh to stone, 13 th<br />
level wizard, Fortitude saving throw (DC 20) negates;<br />
Search DC 31, Disable Device DC 31.<br />
This storeroom smells of oily rags, old iron and tar.<br />
Mounted on the walls and hanging from racks are<br />
hundreds of weapons, enough to equip a small army.<br />
You notice an excessive number of billhooks, boarding<br />
pikes and handaxes. Slumped against the far wall is<br />
a large armoured figure, like a giant made from iron.<br />
Someone has jammed a floppy black hat on his head.<br />
<strong>The</strong> hat has a skull-and-crossbones patch sewn onto it.<br />
This inert figure is Crunk, the Sea Harriers’ pet iron<br />
golem. He has not been properly maintained and is<br />
badly rusted in places. <strong>The</strong>y keep him in the arsenal as<br />
a backup weapon in case the ship is ever invaded. He<br />
was originally supposed to accompany them on raids<br />
but was too ungainly to leap from ship to ship and kept<br />
falling overboard, which meant hours of work hauling<br />
him back up again. If the Player Characters approach<br />
closer than ten feet, he awakens and attacks them but<br />
will not pursue them beyond the arsenal.<br />
Crunk, Iron Golem: CR 14; Large construct; HD<br />
18d10+30; hp 129; Init –1; Spd 20 ft.; AC 30, touch<br />
8, flat-footed 30; Base Atk +12; Grp +28; Atk +23<br />
melee (2d10+11, slam); Full Atk +23 melee (2d10+11,<br />
2 slams); Space/Reach 10 ft./10 ft.; SA breath weapon;<br />
SQ construct traits, damage reduction 15/adamantine,<br />
darkvision 60 ft., immunity to magic, low-light vision;<br />
SV Fort +6, Ref +5, Will +6; Str 33, Dex 9, Con —, Int<br />
—, Wis 11, Cha 1.<br />
Breath Weapon (Su): Ten-foot cube, cloud of poisonous<br />
gas lasting one round, emitted as a free action once<br />
every 1d4+1 rounds; initial damage 1d4 Con, secondary<br />
damage 3d4 Con, Fortitude saving throw (DC 19)<br />
negates.<br />
Immunity to Magic (Ex): Crunk is immune to any spell<br />
or spell-like ability that allows spell resistance. In<br />
addition, certain spells and effects function differently<br />
against him. A magical attack that deals electrical<br />
damage slows Crunk (as the slow spell) for three rounds<br />
with no saving throw. A magical attack that deals fire<br />
damage breaks any slow effect on Crunk and heals one<br />
point of damage for each three points of damage the<br />
attack would otherwise deal. If the amount of healing<br />
would cause Crunk to exceed his full normal hit points,<br />
he gains any excess as temporary hit points. Crunk<br />
receives no saving throw against fire effects. He is<br />
affected normally by rust attacks, such as those of a rust<br />
monster or a rusting grasp spell.<br />
<strong>The</strong> weapons in the arsenal are all of ordinary quality.<br />
Most of the Sea Harriers have weapons of their own<br />
but it is cumbersome to lug a pike around all day, so<br />
the arsenal is there to act as a central repository. If<br />
the ship were ever to be attacked by a large force, one<br />
of the captains would open up the arsenal and begin<br />
distributing weapons to the Harriers.<br />
D. Upper Living Level<br />
This deck of the ship is smelly, noisy and busy. <strong>The</strong><br />
majority of the Harrier crews live here, so the chance<br />
of encountering Harriers moving from place to place is<br />
very high.<br />
If they are working their way through the ship by<br />
stealth, the Player Characters may wish to hide in plain<br />
sight at this point, disguising themselves as Harriers.<br />
<strong>The</strong>re are so many people that a few new faces will<br />
not be that much of a surprise. <strong>The</strong> Harriers do not all<br />
know each other and it is quite possible for a ship to be<br />
away from the Celebration for months before returning,<br />
during which time the crew can change its appearance<br />
considerably.<br />
1. Cabins<br />
This small room is obviously lived in. You see rumpled<br />
bedclothes, scattered clothing and wooden toys. A tiny<br />
porthole lets in a little natural light.<br />
Ibon Presno Gonzalez (order #73006) 8