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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sounding more stupid than it is, and is immediately<br />
suspicious of strangers unless it is addressed by name.<br />
It takes orders only from the amma hadrak, Revekhal<br />
Sunspite or those to whom it has seen them delegate<br />
authority. If it believes that there is trouble afoot, it<br />
bellows out an alarm and calls the Sea Harriers to assist.<br />
It uses its breath weapon if anyone tries to attack it.<br />
Gugglehatch: CR 10; Huge construct, HD 18d10+40;<br />
HP 139; Init –1; Spd —; AC 29, touch 7, flat-footed<br />
29; Base Atk +13; Grp +32; Atk +22 melee (2d10+11,<br />
bite); Full Atk +22 melee (2d10+16, bite); Space/Reach<br />
15 ft./10 ft.; SA breath weapon, swallow whole; SQ<br />
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 />
12, Wis 11, Cha 1.<br />
Skills & Feats: Listen +18, Sense Motive +18, Spot<br />
+18.<br />
Breath Weapon (Su): Gugglehatch can breathe a 30-foot<br />
cone of superheated steam every 1d4 rounds. This deals<br />
16d6 fire damage, with a Reflex saving throw (DC 19)<br />
allowed for half damage.<br />
Improved Grab (Ex): To use this ability, Gugglehatch<br />
must hit a Medium-sized or smaller opponent with its<br />
bite attack. It can then attempt to start a grapple as a<br />
free action without provoking an attack of opportunity.<br />
If it wins the grapple check, it establishes a hold and can<br />
try to swallow the foe the following round<br />
Swallow Whole (Ex): Gugglehatch can try to swallow<br />
a grabbed opponent of Medium or smaller size by<br />
making a successful grapple check. Once past the jaws,<br />
opponents find themselves inside the brig proper (see<br />
below).<br />
Immunity to Magic (Ex): Gugglehatch is immune to any<br />
spell or spell-like ability that allows spell resistance.<br />
Inside the Brig: <strong>The</strong> brig proper consists of a metallined<br />
room, stark and cold and without any furniture<br />
at all save a bucket for slops. Currently the cell has<br />
only one occupant: Azbeth, the elven mage whom<br />
Archimandrus has led the party here to rescue.<br />
Characters who attempt to break through the walls<br />
or cast spells annoy Gugglehatch, who can activate a<br />
magical trap that brings the walls together like a waste<br />
compactor, in the hope that the prisoners will stop<br />
fooling around. As soon as it believes that they are<br />
behaving themselves again, it moves the walls back to<br />
their original positions. Gugglehatch is not supposed<br />
to kill troublesome prisoners, but it has squashed more<br />
than a few in the past when they became unruly.<br />
Crushing Walls Trap: CR 12; mechanical; manual<br />
trigger (Gugglehatch activates at will); automatic reset;<br />
walls move together (16d6, crush); multiple targets (all<br />
targets in a 10-ft. by 10-ft. room); never miss; onset<br />
delay (two rounds); Search DC 22; Disable Device DC<br />
30.<br />
Non-Player Character: Azbeth<br />
Azbeth Cellerinne is a skinny, suntanned elf with an<br />
overbite and the air of a runaway child. When she is<br />
found in the brig, she has her hands and feet bound<br />
and a gag in her mouth to prevent her from casting<br />
spells. <strong>The</strong> Sea Harriers only remove the gag twice a<br />
day, to feed her. <strong>The</strong>y are very wary of her spellcasting<br />
powers. Nimian Archimandrus feels like a failed parent<br />
where Azbeth is concerned; she is no relation, but he<br />
feels obliged to protect her, while she stubbornly insists<br />
that she can cope on her own. She is glad of the rescue,<br />
thanking the Player Characters sincerely while berating<br />
Archimandrus for ‘taking so damn long’.<br />
Azbeth, if she is freed, urges the Player Characters to<br />
find Revekhal Sunspite. <strong>The</strong> drow navigator is the one<br />
behind the drow-Sea Harrier alliance. If anyone knows<br />
the secret of the Sea Harriers’ control over the kraken,<br />
it is he. Besides, he took Azbeth’s staff of power and<br />
major cloak of displacement and she wants them back<br />
before she leaves. If the Player Characters already have<br />
them, she will politely ask for them back.<br />
She will be glad to help the Player Characters, though<br />
she reminds them that the Harriers come to check on<br />
her twice a day. If she is not in her cell where she is<br />
supposed to be, they will mobilise the entire ship to find<br />
her.<br />
Note: When the players find Azbeth she has no spells<br />
prepared. Those listed below are what she typically<br />
prepares when she has access to her spellbook.<br />
Azbeth Celerrine, Female Elf Wiz12: CR 12; HD<br />
12d4+12; HP 42; Init +3; Spd 30 ft.; AC 13; Base Atk<br />
+6; Grp +7; Atk +7 melee (1d3+1 nonlethal, unarmed<br />
strike); Full Atk +7/+2 melee (1d3+1 nonlethal, unarmed<br />
strike); SA spells; SQ elf traits, low-light vision; AL<br />
CG; SV Fort +5, Ref +7, Will +8; Str 12, Dex 16, Con<br />
12, Int 16, Wis 10, Cha 9.<br />
Skills & Feats: Concentration +7, Decipher Script<br />
+6, Knowledge (arcana) +9, Knowledge (geography)<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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