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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92<br />
Possessed By a Myrrik<br />
It is quite likely that one or more of the Player Characters will end up temporarily possessed by a Myrrik wizard.<br />
Depending on how the player feels, the Games Master should either run the character as a Non-Player Character<br />
while the possession lasts, or pass a note to the affected player to tell him what has happened.<br />
Taking the character over as a Non-Player Character immediately alerts the players that something is wrong. It<br />
is easier to play this way, but it makes for a much more enjoyable game session (and plenty of paranoia among<br />
the Player Characters) if the player roleplays it out. Some players will not be comfortable doing this, so be ready<br />
with a fallback plan.<br />
<strong>The</strong> following guidelines are provided to help the Games Master or player decide how the possessed character<br />
behaves:<br />
<strong>The</strong> Myrrik wizard is highly intelligent and is not about to give up his one and only chance to re-establish his<br />
people. Immediately upon being possessed, he will pretend to fall unconscious or to be confused, depending on<br />
what the Player Character was doing immediately prior to the possession. He will then pretend to be feebleminded,<br />
using his time to study the other Player Characters and find out what sort of people they are. As soon as he has a<br />
chance, he will cast comprehend languages so that he can understand what the Player Characters are saying.<br />
<strong>The</strong> Myrrik’s first goal is to have as many characters possessed by fellow Myrrik as possible. He will be as subtle<br />
as he can in achieving this. If the Player Characters manage to destroy the Animus Operative, he will remove the<br />
stones from it and carry them around so that they can try to possess the other characters. If he needs to get rid of<br />
any of them, he will ‘discover’ the secret door at Location 5 and stand well back while those who attempt to open<br />
it are crushed. He can also cross the magic circle in Room 4 with impunity, since he is already possessed. This<br />
may encourage other characters to do the same.<br />
<strong>The</strong> Myrrik will do his best to take no action that might be seen as suspicious or odd. If he can get away with doing<br />
nothing, then that is what he will do, blaming his inactivity on the effects of the Animus Operative’s attacks. It has<br />
been a long, tedious imprisonment, but he can still wait a little longer before revealing who he is.<br />
Any player who states that his character is observing the possessed person’s actions closely may make a Sense<br />
Motive skill check (DC 20) to get a hunch that all is not quite right with him.<br />
Similarly, if an egg is removed from the protective<br />
circle, its occupant will attempt to possess the nearest<br />
suitable creature.<br />
In total, there are 495 stone eggs. Omorogg the Kraken<br />
has specified that it wants all of the eggs in the sanctuary,<br />
including the ones inside the Animus Operative.<br />
<strong>The</strong> five lords of the Myrrik whose souls are stored<br />
inside the Animus Operative wanted to be sure they<br />
could reclaim their possessions once they had new<br />
bodies. To this end they created effigies of themselves<br />
on which they placed their magic items. <strong>The</strong>se effigies<br />
would stand as defiant memorials (even if nobody<br />
ever saw them) and proclaim the undying pride of the<br />
Myrrik.<br />
5. Secret Door<br />
As the chamber beyond contains items of value that<br />
other Myrrik might try to steal, the door is better hidden<br />
and more secure than most. It is blended into the corallike<br />
wall, making it very hard to detect; a Search check<br />
(DC 30) is required. It is also trapped. Attempting<br />
to open the door without first unlocking the hidden<br />
bypass causes this section of the wall to slam outwards,<br />
crushing the target against the far wall, instead of<br />
moving inwards.<br />
Crushing Wall Trap: CR 16; mechanical; touch trigger;<br />
automatic reset; hidden lock bypass (Open Lock DC 30,<br />
Search DC 25); multiple targets (all characters in 10-ft.square<br />
section); attack +24 melee (18d6, crush); Search<br />
DC 30; Disable Device DC 30.<br />
Ibon Presno Gonzalez (order #73006) 8