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228<br />
Skills: A morgoshe has a +8 racial bonus on any Swim<br />
check to perform some special action or avoid a hazard.<br />
He can always choose to take 10 on a Swim check, even<br />
if distracted or endangered. He can use the run action<br />
while swimming, provided he swims in a straight line.<br />
*Morgoshe also have a +4 racial bonus to Hide, Listen and<br />
Spot while in the water. <strong>The</strong>y have a +4 bonus to Survival<br />
while within 25 miles of their home.<br />
Morgoshe Society<br />
<strong>The</strong> morgoshe live in a theocratic society, governed by<br />
priest-kings. <strong>The</strong> rule of law is suffocatingly strict, and<br />
rebellions are not infrequent (though they are almost never<br />
successful). Morgoshe live in villages and communities<br />
of differing sizes, but rarely more than a few thousand<br />
individuals. <strong>The</strong>y prefer networks of caves at the bottom of<br />
a deep body of water, but are more than capable of building<br />
structures for themselves when no suitable cave network<br />
exists.<br />
<strong>The</strong> unifying aspect of all morgoshe clans and tribes is the<br />
worship of Jelvreah Hundredarms, an octopus deity who,<br />
according to morgoshian lore, lives at the bottom of the<br />
deepest body of water in the Underdeep.<br />
Morgoshe Characters<br />
<strong>The</strong> favoured class of morgoshe is cleric, though there<br />
are many rangers and sorcerers in their society as well.<br />
A cleric of Jelvreah Hundredarms has access to two of<br />
the following domains: Evil, Strength, War or Water. <strong>The</strong><br />
favoured weapon of the War domain is the longspear.<br />
Pol’Tah (<strong>The</strong> Deep <strong>Drow</strong>)<br />
Pol’Tah, 1 st Level Warrior<br />
Medium Humanoid (Elf)<br />
Hit Dice: 1d8 (4 hp)<br />
Initiative: +1<br />
Speed: 30 ft. (6 squares)<br />
Armour Class: 14 (+1 Dex, +2 leather armour,<br />
+1 buckler), touch 11, flat-footed 14<br />
Base Attack/Grapple: +1/+2<br />
Attack: Scimitar +3 melee (1d6+1/18-20) or<br />
light pick +2 melee (1d4+1/x4) or spiked chain<br />
+2 melee (2d4+1)<br />
Full Attack: Scimitar +3 melee (1d6+1/18-20)<br />
or light pick +2 melee (1d4+1/x4) or spiked<br />
chain +2 melee (2d4+1)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Spell-like abilities<br />
Special Qualities: Blindsight 30ft, immunity to<br />
gaze attacks, Pol’Tah traits, tremorsense 120ft.<br />
Saves: Fort +2, Ref +1, Will -1<br />
Abilities: Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10<br />
Skills: Handle Animal +3, Hide +3, Listen +8, Move<br />
Silently +3<br />
Feats: Weapon Focus (scimitar)<br />
Climate/Terrain: Underground<br />
Organisation: Squad (2-4), patrol (5-8 plus two 2 nd level<br />
sergeants and one leader of 3 rd to 6 th level), or band (20-<br />
50 plus 10% noncombatants plus one 2 nd level sergeant<br />
per five adults, 1d4 6 th level lieutenants and 1d4 9 th level<br />
captains). <strong>The</strong>re is a 10 percent chance a patrol will include<br />
a wormrider mounted on a purple worm, and a 50 percent<br />
chance a band will have 1d3 wormriders escorting it.<br />
Challenge Rating: 1<br />
Treasure: Standard<br />
Alignment: Usually neutral evil<br />
Advancement: By character class<br />
Level Adjustment: +2<br />
This humanoid appears to be like any other drow, until one<br />
takes a closer look at its eyes. <strong>The</strong> bright red seen in the<br />
eyes of other drow is gone; instead, the pupil is a blotch<br />
of pink. <strong>The</strong> deep drow are almost completely blind, but,<br />
as their fighting abilities make clear, they have more than<br />
compensated for the loss of their sight.<br />
Millennia spent in the misty tunnels of Drez Khelim<br />
have had a profound influence on the Pol’Tah. <strong>The</strong>y are<br />
all but completely blind now, their sight atrophied by its<br />
uselessness here. <strong>The</strong>ir eyes appear as milky-white orbs,<br />
with a faded blotch of pink where the pupil would be.<br />
Only the brightest of lights can still register on their failed<br />
vision, a sensation they find uncomfortable but fascinating.<br />
Vermthizzl, the aspect of Kez’Skul they still worship, is<br />
known as the Light in the Deep for that very reason.<br />
<strong>The</strong> Pol’Tah have more than compensated for their<br />
blindness, however. <strong>The</strong>ir hearing is uncommonly sharp,<br />
even for elves. More importantly, they have developed<br />
tremorsense and blindsight as innate abilities. <strong>The</strong> Pol’Tah