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The Drow War Book Two. The Dying Of - RoseRed

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82<br />

If they decide to chase the Sea Harriers, they do not<br />

have a hard time keeping up with the Celebration.<br />

<strong>The</strong>ir most important concern is staying out of sight,<br />

as raiding vessels return to the Celebration on a regular<br />

basis and the Player Characters can easily be seen and<br />

attacked. Smart Player Characters should be able to<br />

reach Lost Athul in plenty of time to prepare for the Sea<br />

Harriers’ arrival.<br />

Lost Athul<br />

Summary: <strong>The</strong> Sea Harrier mothership heads for the<br />

legendary sunken city of Lost Athul, which the Sea<br />

Harriers intend to raise from the sea bed in search of<br />

submerged riches and to fulfil the drow bargain with<br />

Omorogg the kraken. <strong>The</strong>y have promised to fetch<br />

Omorogg hundreds of peculiar stone eggs, in exchange<br />

for which it is blockading the Crom Calamar seaportal.<br />

<strong>The</strong> Player Characters have the chance to thwart a major<br />

part of the drow plan by reaching the stone eggs before<br />

the Sea Harriers can. By paying the kraken off early, or<br />

by threatening to destroy the eggs, they can persuade it<br />

to leave, freeing the portal for reinforcements to come.<br />

Note: This adventure is optional. It provides the Player<br />

Characters with a way to remove the threat of Omorogg<br />

without having to confront it in open combat. If the<br />

Player Characters would rather tackle Omorogg headon<br />

once they are of sufficient level, that is up to them.<br />

Information: <strong>The</strong> Soul Eggs<br />

<strong>The</strong> secret of the stones is that they contain the souls<br />

of the inhabitants of Lost Athul, a species of sentient<br />

tentacled bipeds, known as the Myrrik, who have<br />

now died out. <strong>The</strong> Myrrik worshipped the kraken as<br />

incarnate deities and the highest of all these krakengods<br />

was Omorogg.<br />

<strong>The</strong> magicians of the Myrrik knew that Lost Athul would<br />

be destroyed long before it happened and realised that<br />

if they were to attempt evacuation, their enemies would<br />

pursue and destroy them. <strong>The</strong>re was nowhere on the<br />

planet they could hide with their power base destroyed.<br />

Instead they decided on a magical subterfuge. When<br />

the cataclysm approached, their spirits took refuge<br />

in magical soul-stones and abandoned their physical<br />

bodies. <strong>The</strong> kraken yearns for the time when it was<br />

worshipped, and thus craves the stones in the hope of<br />

re-establishing its people once again.<br />

If the Player Characters give the stones back to<br />

Omorogg, it will be able to hatch its plot and the souls<br />

of the Myrrik will begin to force their way into human<br />

vessels.<br />

Non-Player Character Group: <strong>The</strong><br />

Guardians of Lost Athul<br />

Sunspite’s journal mentions terrible sea-beasts, the<br />

guardians of the sunken island, whose role is to prevent<br />

the kraken from ever returning to their former home and<br />

re-establishing their civilisation.<br />

<strong>The</strong> Chihulli<br />

<strong>The</strong> most terrible of these guardians are the chihulli,<br />

jellyfish-like creatures the size of small islands, who<br />

drift in the silent waters around the drowned city,<br />

almost invisible despite their size because of their<br />

glassy transparency. Ships pass by overhead without<br />

ever knowing that creatures larger than whales are but a<br />

few fathoms below them.<br />

<strong>The</strong> chihulli are utterly hostile to krakens and attack any<br />

kraken on sight with murderous ferocity until it is dead<br />

or driven off. Any other creature is safe so long as it<br />

does not approach the ruins; if it does so, the chihulli<br />

move to block its path and attack it if it does not move<br />

away again.<br />

Chihulli<br />

Colossal Magical Beast (Aquatic)<br />

Hit Dice: 30d10+300 (465 hp)<br />

Initiative: –2<br />

Speed: Swim 20 ft. (4 squares)<br />

Armour Class: 26 (–8 size, –2 Dex, +26 natural), touch<br />

0, flat-footed 26<br />

Base Attack/Grapple: +30/+62<br />

Attack: Tentacle +39 melee (3d8+16 plus paralysis)<br />

Full Attack: 6 tentacles +39 melee (3d8+16 plus<br />

paralysis)<br />

Space/Reach: 30 ft./60 ft.<br />

Special Attacks: Engulf, improved grab, paralysis<br />

Special Qualities: Blindsight 120 ft., damage reduction<br />

30/blunt and adamantine, fast healing 15, immunity to<br />

acid, resistance to fire, cold and electricity 30, spell<br />

resistance 32, water transparency<br />

Saves: Fort +27, Ref +15, Will +11<br />

Abilities: Str 42, Dex 6, Con 30, Int 6, Wis 12, Cha 10<br />

Skills: Hide +2, Swim +37<br />

Feats: Ability Focus (paralysis), Cleave, Great Cleave,<br />

Improved Natural Armour, Improved Natural Attack<br />

(tentacle), Power Attack, Snatch, Weapon Focus<br />

(tentacle)<br />

Environment: Temperate aquatic (Lost Athul)<br />

Organisation: Solitary or patrol (2–4)<br />

Ibon Presno Gonzalez (order #73006) 8

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