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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Thicken Water (Su): The termador continually emanates a 30-foot-radius spherical field of magical energy that has a peculiar effect upon water. All creatures other than termador find the water in the area of effect to be thick as honey. It costs one additional square of movement to enter any square within the affected region. This ability is always on and requires no concentration, though it cannot be sustained if the termador balls itself up (see defensive armouring above). True Seeing (Su): A termador sees with true seeing constantly, as per the spell. Spectres of the Myrrik When the city sank, not all of the Myrrik were saved. Out of tens of thousands of inhabitants, only five hundred – the elite of the elite – qualified for soul preservation. The others were drowned, insane with terror and fired with hatred both for the elven archmagi who had condemned them and for their own leaders for allowing them to die. The green ghosts of Myrrik citizens still walk the streets of Lost Athul as if the city had never sunk. The termador and the chihulli ignore them and are ignored in return. In the darkness beneath the waves, the sun never troubles a spectre. Now that the city is suddenly hauled back to the surface, the spectres’ quiet dream is torn apart. If Lost Athul is raised during the day, the spectres flee into the dark shelter of the buildings as the city rises. At night their glowing forms move through the streets just as they always have done. For narrative purposes it is best if the city rises during the day, with the spectres emerging at night. However, the Games Master should allow events to play out as the Player Characters’ choices dictate. Myrrik Spectres: CR 9; Medium undead (incorporeal); HD 14d12; hp 91; Init +7; Spd 40 ft., fly 80 ft. (perfect); AC 15, touch 15, flat-footed 13; Base Atk +7; Grp —; Atk +11 melee (1d8 plus energy drain, incorporeal touch); Full Atk +11 melee (1d8 plus energy drain, 2 incorporeal touches); SA create spawn, energy drain; SQ +2 turn resistance, darkvision 60 ft., incorporeal traits, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort +4, Ref +7, Will +11; Str —, Dex 16, Con —, Int 14, Wis 14, Cha 18. Skills & Feats: Hide +20, Intimidate +21, Knowledge (religion) +19, Listen +21, Search +14, Spot +21, Survival +7 (+9 following tracks); Alertness, Blind- Fight, Flyby Attack, Improved Initiative, Weapon Focus (incorporeal touch). Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. A Fortitude saving throw (DC 21) removes a negative level. For each such negative level bestowed, the spectre gains five temporary hit points. The save DC is Charisma-based. Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round. The Myrrik spectres are the Player Characters’ only clue as to what the original city inhabitants looked like, and these are misty and incorporeal. They have huge unblinking eyes, broad nostrils, large head crests that continue down their backs, oddly human-like torsos and leathery tentacles where their arms and legs would be. They move by grabbing objects and hauling themselves along, slithering over horizontal and vertical surfaces with equal ease. Oddly, the Myrrik have no gills, and so should not have been able to survive in water. They were not a true aquatic race, though they were expert swimmers. Event: The Rise of Lost Athul The following event may or may not be witnessed by the Player Characters. Even if they are not physically present, they may attempt to scry it to find out what is going on. As they near the region where Lost Athul sank, Sunspite (if he is present) warns the Sea Harriers to stay well back. He explains curtly that if the island rises directly beneath the Celebration, the ship will be trapped. Leaving the Celebration stationed by the sea-portal, just in case any meddlers try to use it to disrupt the operation, Sunspite takes a small sailboat and a crew of six into the centre of the target region. The Stone of Melvek lies amidships in a rope cradle, ready to be lowered into the sea. Sunspite is not certain that he has the location right and will have the stone hauled back if anything goes wrong. Ibon Presno Gonzalez (order #73006) 8 85

86 At Sunspite’s signal the crew manhandle the Stone of Melvek over the side. With a strangely silent splash it disappears from sight, the rope whipping down after it. More and more rope plays out as the stone drops, until finally the stone comes to rest far below. Sunspite puts his hand to his head and concentrates. Nothing happens. One of the crewmen looks at his friends and smirks, but his grin is not returned. The Harriers have grave faces, as if they are deeply conflicted about the enterprise that Sunspite has brought them on. If any of them has doubts, he does not voice them here. Sunspite does not move at all. Then he snaps his head back, his eyes wide. He screams at the crew to move, to get the boat out of there. They do not argue. The sailboat picks up speed, racing back towards the portal and the Celebration. Sunspite stays at the stern, staring intently back. What comes next happens with no more alarm or fuss than a wave drawing back from a beach. A single weedstraggled bump breaks the waves, like the head of some curious beast. It rises on a long neck of slime-glossed green masonry until the mass of the body appears below: a group of larger, darker buildings. Along with these, other shapes are appearing: corroded turrets, structures like tumours or fungi, a staved-in irregular dome. Foaming seawater sluices back from encrusted gutters that were once streets. The capital city of Lost Athul stands revealed to the surface world once more. Sunspite chose his location well. He smiles to himself; then the smile vanishes as he sees what else has been fetched up from the ocean floor. The crew gasp as the dying creatures come into view. Robbed of their grace, the chihulli lie beached and quivering across the rising land. The guardians of Lost Athul have been reduced to immobile mountains of translucent pulp, their tentacles lashing and flopping angrily. Warning the crew to stay clear of the tentacles, Sunspite moors the boat. He leads the group of six through the weed-bedraggled streets towards an ovoid structure that lacks any obvious windows or doors except for one ragged-looking opening in the side. Location: The Streets of Lost Athul The buildings of the city appear to have survived mostly intact, despite their long centuries of immersion. Not one of the buildings seems to have been built to any kind of a plan. They look like growths, like vegetables of stone. You notice that all of the vertical surfaces have lines of protruding stone rods trailing up them, set at regular intervals, with dark openings like doors or windows set in their paths. The Myrrik used their tentacular limbs to clamber up and over buildings; the stone rods are their equivalent of stairs. Climbing up the side of these buildings is easy, though it requires a Climb check (DC 10). The streets of the city were once flagged with smooth stones but are now thick with the slime and filth of the ocean floor. Parts of the city are still underwater, as their streets are below sea level. Characters moving through the city are likely to encounter any of the following: • Patches of slippery plant growth, 1d4x10 feet across. Creatures entering these must make a Reflex saving throw (DC 15) or fall over. This saving throw is repeated on the creature’s turn each round that the creature remains within the area. A creature can walk within or through the area of slippery plant matter at half normal speed with a Balance check (DC 15). Failure means it cannot move that round (and must then make a Reflex saving throw or fall), while failure by five or more means it falls prone. • The coral-encrusted skeletal remains of creatures with humanoid ribcages and skulls, with large eye sockets and a prominent ridge of bone up the centre of the cranium. The skeletons do not seem to have any arms or legs. These are the remains of those Myrrik who were unfortunate enough not to have soul-stones reserved for them. • Patrolling termador (see above). These move in continual, unchanging patrol routes through the city’s streets. • Sudden plunge pools. Steep shafts, covered with metal gratings that have long since rusted away, once ventilated the lower levels of the Myrrik city. Many streets have ten-foot-by-ten-foot square shafts that open in the centre of the road and drop down for 3d6x10 feet. If the street is above current sea level the shaft is visible, but many of the streets are still wholly or partly flooded and the shafts are hidden under the water. They thus require a Spot or Search check (DC 20) to detect. • Crater-like depressions from 100 to 200 feet across, still filled with sea water. Decorative tiles surround these, covered with glyphs so elaborate that it is unclear whether they are mere ornamentation or Ibon Presno Gonzalez (order #73006) 8

Thicken Water (Su): <strong>The</strong> termador continually emanates<br />

a 30-foot-radius spherical field of magical energy that<br />

has a peculiar effect upon water. All creatures other than<br />

termador find the water in the area of effect to be thick<br />

as honey. It costs one additional square of movement to<br />

enter any square within the affected region. This ability<br />

is always on and requires no concentration, though it<br />

cannot be sustained if the termador balls itself up (see<br />

defensive armouring above).<br />

True Seeing (Su): A termador sees with true seeing<br />

constantly, as per the spell.<br />

Spectres of the Myrrik<br />

When the city sank, not all of the Myrrik were saved.<br />

Out of tens of thousands of inhabitants, only five<br />

hundred – the elite of the elite – qualified for soul<br />

preservation. <strong>The</strong> others were drowned, insane with<br />

terror and fired with hatred both for the elven archmagi<br />

who had condemned them and for their own leaders for<br />

allowing them to die.<br />

<strong>The</strong> green ghosts of Myrrik citizens still walk the<br />

streets of Lost Athul as if the city had never sunk. <strong>The</strong><br />

termador and the chihulli ignore them and are ignored<br />

in return. In the darkness beneath the waves, the sun<br />

never troubles a spectre. Now that the city is suddenly<br />

hauled back to the surface, the spectres’ quiet dream is<br />

torn apart. If Lost Athul is raised during the day, the<br />

spectres flee into the dark shelter of the buildings as the<br />

city rises. At night their glowing forms move through<br />

the streets just as they always have done.<br />

For narrative purposes it is best if the city rises during<br />

the day, with the spectres emerging at night. However,<br />

the Games Master should allow events to play out as the<br />

Player Characters’ choices dictate.<br />

Myrrik Spectres: CR 9; Medium undead (incorporeal);<br />

HD 14d12; hp 91; Init +7; Spd 40 ft., fly 80 ft. (perfect);<br />

AC 15, touch 15, flat-footed 13; Base Atk +7; Grp —;<br />

Atk +11 melee (1d8 plus energy drain, incorporeal<br />

touch); Full Atk +11 melee (1d8 plus energy drain, 2<br />

incorporeal touches); SA create spawn, energy drain;<br />

SQ +2 turn resistance, darkvision 60 ft., incorporeal<br />

traits, sunlight powerlessness, undead traits, unnatural<br />

aura; AL LE; SV Fort +4, Ref +7, Will +11; Str —, Dex<br />

16, Con —, Int 14, Wis 14, Cha 18.<br />

Skills & Feats: Hide +20, Intimidate +21, Knowledge<br />

(religion) +19, Listen +21, Search +14, Spot +21,<br />

Survival +7 (+9 following tracks); Alertness, Blind-<br />

Fight, Flyby Attack, Improved Initiative, Weapon Focus<br />

(incorporeal touch).<br />

Energy Drain (Su): Living creatures hit by a spectre’s<br />

incorporeal touch attack gain two negative levels. A<br />

Fortitude saving throw (DC 21) removes a negative<br />

level. For each such negative level bestowed, the<br />

spectre gains five temporary hit points. <strong>The</strong> save DC is<br />

Charisma-based.<br />

Create Spawn (Su): Any humanoid slain by a spectre<br />

becomes a spectre in 1d4 rounds. Spawn are under the<br />

command of the spectre that created them and remain<br />

enslaved until its death. <strong>The</strong>y do not possess any of the<br />

abilities they had in life.<br />

Unnatural Aura (Su): Animals, whether wild or<br />

domesticated, can sense the unnatural presence of a<br />

spectre at a distance of 30 feet. <strong>The</strong>y do not willingly<br />

approach nearer than that and panic if forced to do so;<br />

they remain panicked as long as they are within that<br />

range.<br />

Sunlight Powerlessness (Ex): Spectres are powerless in<br />

natural sunlight (not merely a daylight spell) and flee<br />

from it. A spectre caught in sunlight cannot attack and<br />

can take only a single move or attack action in a round.<br />

<strong>The</strong> Myrrik spectres are the Player Characters’ only<br />

clue as to what the original city inhabitants looked like,<br />

and these are misty and incorporeal. <strong>The</strong>y have huge<br />

unblinking eyes, broad nostrils, large head crests that<br />

continue down their backs, oddly human-like torsos and<br />

leathery tentacles where their arms and legs would be.<br />

<strong>The</strong>y move by grabbing objects and hauling themselves<br />

along, slithering over horizontal and vertical surfaces<br />

with equal ease. Oddly, the Myrrik have no gills, and<br />

so should not have been able to survive in water. <strong>The</strong>y<br />

were not a true aquatic race, though they were expert<br />

swimmers.<br />

Event: <strong>The</strong> Rise of Lost Athul<br />

<strong>The</strong> following event may or may not be witnessed by<br />

the Player Characters. Even if they are not physically<br />

present, they may attempt to scry it to find out what is<br />

going on.<br />

As they near the region where Lost Athul sank, Sunspite<br />

(if he is present) warns the Sea Harriers to stay well<br />

back. He explains curtly that if the island rises directly<br />

beneath the Celebration, the ship will be trapped.<br />

Leaving the Celebration stationed by the sea-portal,<br />

just in case any meddlers try to use it to disrupt the<br />

operation, Sunspite takes a small sailboat and a crew<br />

of six into the centre of the target region. <strong>The</strong> Stone<br />

of Melvek lies amidships in a rope cradle, ready to be<br />

lowered into the sea. Sunspite is not certain that he has<br />

the location right and will have the stone hauled back if<br />

anything goes wrong.<br />

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

85

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