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Jason Andresen (order #1578489) - Jump page for Jubei

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as well. I care not to imagine what sort of horrid deity those<br />

beasts might worship, though I saw no overt signs of religion.<br />

The only thing keeping these creatures in check is the<br />

sunlight. Their skin blisters sickeningly, and they fall to the<br />

ground helpless and weak after even a few minutes of exposure.<br />

Needless to say it was the sun that came to our rescue that day.<br />

At the time I had acquired a small sunlight beaming clockwork<br />

locket. They had taken us into a crystalline cavern, which<br />

refracted and multiplied the light from my simple device. After<br />

we broke loose, much of it is a blur. Running, fighting, climbing,<br />

and eventually breaking the surface and thanking Morrow<br />

the sun had risen. The experience lent greater brilliance to the<br />

sight of a sunrise and a dark apprehension to the sight of that<br />

same sun sinking into dusk.<br />

Combat<br />

Dregg are very skilled combatants. They always<br />

strike in groups, and they work well in a group<br />

dynamic, using well-coordinated attack patterns.<br />

They are raiders by nature, striking<br />

only at night (unless they are encountered<br />

underground), using guerilla tactics<br />

where possible.<br />

Light Sensitive (Ex): Dregg<br />

suffer –2 to initiative and attack<br />

rolls made in light stronger than<br />

torchlight. This penalty<br />

rises to –4 in extremely<br />

bright light. Direct sunlight<br />

is even more inhibiting, causing<br />

their skin to blister and<br />

inflicting 1d4 points<br />

of subdual damage<br />

per round. Dregg rendered<br />

unconscious in<br />

this fashion will not<br />

die of exposure but<br />

will not regain consciousness<br />

until it becomes dark again.<br />

Masochist (Ex): Dregg delight in physical pain, and it has<br />

quite an unusual effect on them. Any spells, abilities, or skills<br />

meant specifically to cause pain fail to have their normal effect<br />

on a dregg, and instead the dregg gains a +2 morale bonus to<br />

all attacks and saves until combat has ceased (or 2d4 minutes in<br />

non-combat situations). They also receive this bonus after losing<br />

the first 25% of their hit points (2 hp, as above) in combat<br />

(it does not stack per multiple effects). This bonus is lost<br />

immediately if the dregg is healed in any way.<br />

Wide-angle Vision (Ex): Dregg are able to move their<br />

eyes independently of each other. This wide range of vision<br />

59<br />

<br />

Dregg<br />

makes it impossible to flank a dregg; rogues may still use<br />

sneak attack, however.<br />

Skills: Dreggs have a +2 racial bonus to Listen, Move Silently,<br />

and Spot checks and a +4 racial bonus to Intimidate checks.<br />

Special Note: The dregg’s armored plate armor has a –3<br />

armor penalty.<br />

Treasure<br />

Dregg prefer treasure that has direct military application,<br />

such as weapons, though they are known to keep anything that<br />

seems valuable when they commit a raid. Most items, however,<br />

are secreted away to well-hidden underground vaults. It<br />

is rumored the wealth in some of these vaults would make the<br />

royal Cygnaran coffers seem like a beggar’s purse.<br />

Legends & Lore<br />

CoMMoN: A race of strange, bony humanoids<br />

lives underground in many regions<br />

throughout the kingdoms.<br />

UNCoMMoN: The dregg<br />

have an intense<br />

aversion to sunlight.<br />

RARE: Dregg revel<br />

in pain so much that<br />

it actually strengthens<br />

them, making them fierce<br />

combatants.<br />

obSCURE: Dregg are so<br />

vile that even Toruk, the<br />

Lord of Wyrms has been<br />

unable to recruit them<br />

into his armies. In fact,<br />

they seem to have no allies<br />

whatsoever and attack whoever and<br />

whatever they please.<br />

Hooks<br />

There have been dregg sightings in the Undercity of Corvis,<br />

and people are disappearing. Un<strong>for</strong>tunately the watch has been<br />

instructed not to investigate the matter, <strong>for</strong> a naïve official has<br />

it in his head the dregg will eliminate some of the underworld<br />

scum taking root there. If the dregg are left unchallenged,<br />

however, Corvis might face an infestation problem that could<br />

threaten the whole populace. Several of the underworld’s gangs<br />

have banded together to fight the dregg be<strong>for</strong>e they take hold,<br />

and they are looking <strong>for</strong> adventurers to join their ranks.<br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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