Durgg-Gontag
(Upper Deep Wastes)
Durgg-Gontag is not a place; it's a band of nomadic galeb duhr. Wherever they are is where Durgg-Gontag is, and when they stop moving, Durgg-Gontag does also. The name Durgg-Gontag refers both to their tribe (they always refer to themselves in the plural) and to any place they stop.
Durgg-Gontag has no enemies, even in the malicious depths of the Underdark. Galeb duhr are stubborn, slow, inedible by most creatures and, most importantly, completely without possessions of value. They make poor slaves because they can easily escape from bondage, and they're virtually impossible to distinguish from natural rock formations. As a result, all but the unintelligent and the thoughtlessly cruel tend to leave them alone.
Durgg-Gontag's members are not interested in politics, but they're friends of the Harpers and often act as agents and spies for that organization in the Upperdark and Middledark. The galeb duhr travel with light loads of nonmagical adventuring necessities such as water, hardtack, torches, arrows, bolts, rope, and various tools. They happily restock adventuring parties they meet in the Underdark in exchange for a song and news of where another being has been. Durgg-Gontag can also give directions to lost adventurers, and certain individuals (such as the galeb duhr ranger Dun-Durgg) sometimes act as native guides for creatures that can resign themselves to a galeb duhr's pace.
Dun-Durgg: Male galeb duhr ranger 6; CR 15; Medium elemental (earth HD 8d8+40 plus 6d10+30; hp 139; Int -2; Spd 10 ft., burrow 10 ft.; AC 23 (touch 8, flat-footed 23 Atk +14/+9 melee (1d6+2, slam) or +10 ranged; SQ damage reduction 15/+1, elemental traits, favored enemies (goblinoids +2, drow +1), freeze, spell resistance 21, tremorsense; AL N; SV Fort +16, Ref +2, Will +9; Str 14, Dex 6, Con 20, Int 11, Wis 16, Cha 12.
Skills and Feats: Climb +11, Concentration +12, Diplomacy +3, Heal +12, Knowledge (geography) +7, Listen +12, Perform +10 (singing), Sense Motive +14, Survival +12; Cleave, Iron Will, Power Attack, Sunder.
Spells Prepared (0/2; save DC 13 + spell level): 1st - magic fang (2).
Possessions: 50 feet of rope, rations (tenday), sunrod, waterskins (4).
Durgg-Gontag is not a place; it's a band of nomadic galeb duhr. Wherever they are is where Durgg-Gontag is, and when they stop moving, Durgg-Gontag does also. The name Durgg-Gontag refers both to their tribe (they always refer to themselves in the plural) and to any place they stop.
Durgg-Gontag has no enemies, even in the malicious depths of the Underdark. Galeb duhr are stubborn, slow, inedible by most creatures and, most importantly, completely without possessions of value. They make poor slaves because they can easily escape from bondage, and they're virtually impossible to distinguish from natural rock formations. As a result, all but the unintelligent and the thoughtlessly cruel tend to leave them alone.
Durgg-Gontag's members are not interested in politics, but they're friends of the Harpers and often act as agents and spies for that organization in the Upperdark and Middledark. The galeb duhr travel with light loads of nonmagical adventuring necessities such as water, hardtack, torches, arrows, bolts, rope, and various tools. They happily restock adventuring parties they meet in the Underdark in exchange for a song and news of where another being has been. Durgg-Gontag can also give directions to lost adventurers, and certain individuals (such as the galeb duhr ranger Dun-Durgg) sometimes act as native guides for creatures that can resign themselves to a galeb duhr's pace.
Dun-Durgg: Male galeb duhr ranger 6; CR 15; Medium elemental (earth HD 8d8+40 plus 6d10+30; hp 139; Int -2; Spd 10 ft., burrow 10 ft.; AC 23 (touch 8, flat-footed 23 Atk +14/+9 melee (1d6+2, slam) or +10 ranged; SQ damage reduction 15/+1, elemental traits, favored enemies (goblinoids +2, drow +1), freeze, spell resistance 21, tremorsense; AL N; SV Fort +16, Ref +2, Will +9; Str 14, Dex 6, Con 20, Int 11, Wis 16, Cha 12.
Skills and Feats: Climb +11, Concentration +12, Diplomacy +3, Heal +12, Knowledge (geography) +7, Listen +12, Perform +10 (singing), Sense Motive +14, Survival +12; Cleave, Iron Will, Power Attack, Sunder.
Spells Prepared (0/2; save DC 13 + spell level): 1st - magic fang (2).
Possessions: 50 feet of rope, rations (tenday), sunrod, waterskins (4).
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