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The Drow War Book Two. The Dying Of - RoseRed

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unseat the Architect of Flame on the Elemental Plane<br />

of Fire. <strong>The</strong>ir fate was harsh; eternal servitude to the<br />

masters of the ship, whoever they may be. <strong>The</strong> efreeti<br />

absolutely despise the Harriers but have no choice<br />

in their servitude. <strong>The</strong>y spend their time eternally<br />

reprimanding each other.<br />

<strong>The</strong> physical correlate of the efreeti’s curse is the<br />

adamantine cage, which is a magic item emanating a<br />

continual antimagic shell effect within its boundaries.<br />

<strong>The</strong> efreeti cannot use any spell-like or supernatural<br />

abilities but continue to emit searing heat, as this is<br />

an extraordinary ability. It thus keeps them bound<br />

physically and magically, while allowing them to carry<br />

out the steam generation that is part of their duty of<br />

service. Player Characters who attempt to set the efreeti<br />

free must somehow negate the magic of the cage (caster<br />

level 30 th ) and break the adamantine grating.<br />

If the efreeti encounter the Player Characters without<br />

the Harriers being present, they put on a pitiful show,<br />

claiming to be slaves of the cruel pirates, taken away<br />

from their home and forced to work as part of this<br />

terrible engine. <strong>The</strong>y beg the Player Characters to<br />

release them in the name of the Gods, of mercy, of the<br />

spirit of freedom, of the brotherhood of all living things<br />

and in the name of any other platitude they can think<br />

up.<br />

If petitions to the Player Characters’ better natures do<br />

not work, the efreeti attempt bribery instead, promising<br />

that each one of them will grant a single wish to the<br />

person who releases them. Under no circumstances<br />

will they grant any more than three wishes in total.<br />

Naturally they have no intention of granting even a<br />

single wish, but if the Player Characters force them to<br />

swear that they will, then they keep to their word if they<br />

are released.<br />

Each of the three efreeti have identical statistics, as<br />

follows:<br />

Massum, Jahammid and Zah, Male Efreeti: CR 8;<br />

Large outsider (extraplanar, fire); HD 10d8+20; hp 65;<br />

Init +7; Spd 20 ft., fly 40 ft. (perfect); AC 18, touch 12,<br />

flat-footed 15; Base Atk +10; Grp +20; Atk +15 melee<br />

(1d8+6 plus 1d6 fire, slam); Full Atk +15 melee (1d8+6<br />

plus 1d6 fire, 2 slams); Space/Reach 10 ft./10 ft.; SA<br />

change size, heat, spell-like abilities; SQ darkvision<br />

60 ft., immunity to fire, plane shift, telepathy 100 ft.,<br />

vulnerability to cold; AL LE; SV Fort +9, Ref +10, Will<br />

+9; Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15.<br />

Skills & Feats: Bluff +15, Concentration +15, Craft<br />

(alchemy) +14, Diplomacy +6, Disguise +2 (+4 acting),<br />

Intimidate +17, Listen +15, Move Silently +16, Sense<br />

Motive +15, Spellcraft +14, Spot +15; Combat Casting,<br />

Combat Reflexes, Dodge, Improved Initiative B , Quicken<br />

Spell-Like Ability (scorching ray).<br />

Change Size (Sp): Twice per day, an efreeti can<br />

magically change a creature’s size. This works just like<br />

an enlarge person or reduce person spell (the efreeti<br />

chooses when using the ability), except that the ability<br />

can work on the efreeti. A Fortitude saving throw (DC<br />

13) negates the effect. This is the equivalent of a 2 nd<br />

level spell.<br />

Heat (Ex): An efreeti’s red-hot body deals 1d6 points of<br />

extra fire damage whenever it hits in melee, or in each<br />

round it maintains a hold when grappling.<br />

Spell-Like Abilities: At will – detect magic, produce<br />

flame, pyrotechnics (DC 14), scorching ray (1 ray<br />

only); 3/day – invisibility, wall of fire (DC 16); 1/day<br />

– grant up to three wishes (to non-genies only), gaseous<br />

form, permanent image (DC 18), polymorph (self only).<br />

Caster level is 12 th .<br />

2. Coil Defence Barrier<br />

A portcullis-like steel grating closes off the region<br />

beyond. It gives off a quiet, ominous hum. <strong>The</strong>re<br />

are four black, glittering jewels set into it in a square<br />

pattern.<br />

As the desalinator coils are so crucial to the crew’s<br />

continued survival, the Harriers have taken pains to<br />

defend them. Before the coils can be accessed, the<br />

jewels must be touched with the black glass rod in<br />

Dunstan’s possession, in the correct order (clockwise,<br />

beginning at the bottom left). If the grating is touched<br />

in any other way or the sequence is wrong, an identical<br />

chain lightning trap is triggered from each jewel.<br />

<strong>The</strong>re are thus four traps in total, each one requiring a<br />

separate skill check to find and disable. Once the trap is<br />

deactivated, the grating can be lifted manually.<br />

Chain Lightning Trap (4): CR 7; magic device; touch<br />

trigger (alarm); automatic reset; spell effect (chain<br />

lightning, 11 th level wizard, 11d6 electrical to target<br />

touching trigger area plus 5d6 electrical to each of up to<br />

eleven secondary targets, Reflex saving throw (DC 19)<br />

half damage); Search DC 31; Disable Device DC 31.<br />

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

75

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