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The Drow War Book Two. The Dying Of - RoseRed

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94<br />

until they have been to Xoth Sarandi, where they can<br />

ask any friendly nation for military assistance. See<br />

the next chapter for details.<br />

• Omorogg is suspicious of anything other than a<br />

straightforward deal. If it believes that the Player<br />

Characters are trying to trick it, it may decide to<br />

attack them and claim the stones from the wreck of<br />

their ship. Its arrogance and desire to be worshipped<br />

are more likely to win out though, so it will cooperate<br />

with them so long as doing so does not put it<br />

in an obviously vulnerable position.<br />

• Refusing to give Omorogg the stones straight away,<br />

for any reason, angers it. If the Player Characters<br />

have not taken steps to ensure that Omorogg cannot<br />

simply help itself to the stones, it tries to take them.<br />

• <strong>The</strong> Player Characters may opt to skip diplomacy<br />

altogether and just go for an all-out fight. Equally,<br />

the kraken may lose patience and decide that it would<br />

be simpler just to take the stones by force. In this<br />

case, Omorogg dives underwater and uses its reach to<br />

attack the underside of the Player Characters’ ship (if<br />

they have one). It tries to keep the fight in the water as<br />

much as it can, since that terrain is most advantageous<br />

to it. This means retreating into the depths and<br />

forcing the Player Characters to come after it.<br />

• If the Games Master thinks that the<br />

Player Characters can handle<br />

it, he can have Omorogg<br />

attack them once it has<br />

the stones, purely out of<br />

malice and pride. It<br />

has deeply resented<br />

being made into a<br />

sentry for a bunch<br />

of pathetic airbreathers;<br />

humans<br />

and drow alike.<br />

If Omorogg Is<br />

Not Frightening<br />

Enough<br />

Omorogg is meant to<br />

be a major adversary<br />

who cannot be dealt<br />

with by the usual<br />

approach of swords<br />

and spells. <strong>The</strong> Player<br />

Characters should not<br />

have a single obvious<br />

way to handle the<br />

situation and if Omorogg does not appear as enough of<br />

a threat they will simply shrug and attempt to slay him<br />

themselves instead of bothering with the Lost Athul<br />

adventure. Moreover, they may gain so much experience<br />

and power by going off and having other adventures<br />

that by the time they come to confront Omorogg they<br />

actually have a good chance of prevailing against him.<br />

If the Games Master needs to make Omorogg a more<br />

daunting opponent, the half-fiend version described<br />

below can be used instead of that on page 30. <strong>The</strong> idea<br />

is not to force the Player Characters to take the route of<br />

diplomacy instead of combat; it is to make Omorogg<br />

enough of a challenge that combat is not the obvious<br />

solution.<br />

Omorogg, Kraken (half-fiend): CR 19; Colossal<br />

outsider (aquatic, native); HD 33d10+396; hp 577; Init<br />

+6; Spd swim 20 ft.; AC 25, touch 4, flat-footed 23;<br />

Base Atk +33; Grp +67; Atk +43 melee (3d8+18/19–<br />

20, tentacle); Full Atk +43 melee (3d8+18/19–20,<br />

2 tentacles) and +41 melee (1d8+9, 6 arms) and +41<br />

melee (6d6+9, bite); Space/Reach 30 ft./20 ft. (80 ft.<br />

with tentacle, 40 ft. with arm); SA constrict 3d8+16<br />

or 1d8+8, improved grab, smite good; SQ damage<br />

reduction 10/magic, darkvision 60 ft., immunity to<br />

poison, ink cloud, jet, low-light vision, resistance to<br />

acid 10, cold 10, electricity 10 and fire 10, spell-like<br />

abilities, spell resistance 35; AL NE; SV Fort +30, Ref<br />

+20, Will +18; Str 46, Dex 14, Con 35, Int 25,<br />

Wis 20, Cha 25.<br />

Skills & Feats: Bluff +25,<br />

Concentration +47,<br />

Diplomacy +43,<br />

Hide +22, Intimidate<br />

+43, Knowledge<br />

(geography) +43,<br />

Knowledge (history)<br />

+43, Knowledge<br />

(nature) +25, Listen<br />

+41, Search +43,<br />

Sense Motive<br />

+41, Spot +41,<br />

Survival +41<br />

(+43 following<br />

tracks), Swim<br />

+54, Use Magic<br />

Device +43;<br />

Ibon Presno Gonzalez (order #73006) 8

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