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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

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