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The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

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plus disease, bite); Full Atk +4 melee (1d4 plus disease,<br />

bite); SA disease; SQ low-light vision, scent; AL N; SV<br />

Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1,<br />

Wis 12, Cha 4.<br />

Skills & Feats: Climb +11, Hide +8, Listen +4, Move<br />

Silently +4, Spot +4, Swim +11; Alertness, Weapon<br />

Finesse B .<br />

Disease (Ex): <strong>The</strong> rats’ bite transmits filth fever, unless<br />

prevented by a Fortitude saving throw (DC 11); the<br />

incubation period is 1d3 days and the damage is 1d3<br />

Dex and 1d3 Con.<br />

Skills: Dire rats have a +8 racial bonus on Swim checks.<br />

Dire rats have a +8 racial bonus on Climb checks and<br />

can always choose to take 10 on Climb checks, even if<br />

rushed or threatened.<br />

7. Laundry Room<br />

<strong>The</strong> smell of soapy water and the humid feeling of<br />

hot steamy air hit you. You hear the hiss and rattle of<br />

machinery. Through the mist you see that this chamber<br />

is filled with steaming tubs of soaking clothing. At one<br />

end of the room, wooden bins overflow with garments<br />

and sheets. At the other end, the two wooden cylinders<br />

of a huge mangle rotate, pressing water out of wet<br />

clothes.<br />

This area is plumbed directly into the desalination room<br />

below. Three sailors, stripped to the waist, can be found<br />

working in this room, along with one basking ship’s cat<br />

who enjoys the steam. <strong>The</strong> heavy mists from the hot<br />

water give concealment (20% miss chance).<br />

Mangle: <strong>The</strong> mechanised mangle is dangerous to those<br />

who come too close. Loose clothing can get caught<br />

in the works and drag creatures in. Any creature who<br />

occupies a space adjacent to the mangle at the end of<br />

its turn must make a Reflex saving throw (DC 20) or<br />

be dragged in, taking 6d6 points of crushing damage.<br />

Characters caught in the machinery cannot move until<br />

they free themselves. Trapped characters may make<br />

Strength checks or Escape Artist checks (DC 25) to<br />

free themselves. On every round thereafter on which<br />

they remain trapped, they take a further 10d6 points of<br />

crushing damage, with a Reflex saving throw (DC 25)<br />

for half damage.<br />

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

69

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