Chalk and Koram returned to the group of adventurers.
‘For 300 silver we can use this pass twice without being bothered by the drossa,’ Chalk told the others.
‘Three hundred silver!’ balked Valance.
‘You lose more than that at dice, even when cheating,’ Koram said.
‘What is our other option?’ asked Navnen.
‘Being attacked at random by these things and possibly thrown off the bridge. And really, that bridge is pretty unstable already,’ the sorcerer said.
Valance produced a ring with a large green glowing stone.
‘Take it,’ said the priest of the Spider God. ‘If it gets us free passage so be it.’
‘There’s a good fellow!’ said Koram.
‘Not that good, you chumps owe me for this,’ replied the cleric.
Moments later Chalk offered the beautiful ring to the trio of large winged beastmen. The bull headed one snorted as if not satisfied, the bat headed one made a strange tittering sound while the eagle headed beastman nodded happily. And outstretched a taloned hand.
‘Two trips, no more,’ it hissed.
The adventurers all nodded and scurried across the dilapidated bridge.
No. Enc.: 1 (1d4)
Alignment: Neutral (Chaotic tendencies)
Movement: 90′ (30′)
Fly: 150′ (50′)
Armor Class: 6
Hit Dice: 7
Damage: 1d6 (punch or bite) 1d8 (charge/gore) 1d12+4 (pounce)
Hoard Class: XIV
The drossa are large winged beastmen, often with resembling flying minotaurs, goatmen, or even wolfmen, vampire bats or raptor men. Extremely rare, these creatures are generally smarter than their smaller, landbound kin and more interested in dealing with others over rushing into battle. When conflict is inevitable these large winged beasts can pounce once per turn (ten minutes) for a devastating 1d12+4 damage. These creatures try to separate themselves from their wingless cousins by wearing polished armor of bright metal colors, keeping their arms and armor in good condition.