The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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*When Maskin makes a sneak attack, the sword of<br />
subtlety confers a +4 bonus to attack and damage rolls<br />
instead of a +1 bonus.<br />
Location: Arosi’s Dancers<br />
On a green hill at the very heart of the inner city stand<br />
nine stones in a circle, each one white as sea foam, in<br />
graceful curved forms that suggest dancing figures.<br />
This is the node of Xoth Sarandi, the most sacred of all<br />
the elven stone circles outside of Shallenoi.<br />
Location: <strong>The</strong> Ambassadorial Docks<br />
This is a portion of the harbour set aside for the exclusive<br />
use of representatives from the Halls of Concord and<br />
members of the High Council. A stone wall 20 feet<br />
high divides it from the rest of the city and members of<br />
the Shining Host keep a constant watch for trouble.<br />
Currently, all the ambassadors’ ships are docked here.<br />
<strong>The</strong> Player Characters may want to investigate them; the<br />
only interesting ship is the Medusa, which is Honoured<br />
Fangthane Barbiculus’ private vessel.<br />
Characters who sneak aboard find that the ship seems<br />
to be unguarded, though a Listen skill check (DC 20)<br />
detects heavy slithering noises in the hold. <strong>The</strong> little<br />
present that Brexel gave Barbiculus (12 caskets of drow<br />
poison, each casket containing 50 doses) is sitting in<br />
the hold, along with a pair of guardians to keep it safe.<br />
<strong>The</strong>se are abyssal greater basilisks, gifts from dark<br />
powers who assist Kandang’s ruling monarchy. As<br />
each ambassador’s vessel counts as an embassy and<br />
thus as sovereign territory, Barbiculus is allowed to<br />
have dangerous creatures on board, so long as they do<br />
not leave the ship…<br />
Abyssal Greater Basilisks (2): CR 12; Large outsider<br />
(augmented magical beast, extraplanar); HD 18d10+90;<br />
hp 189; Init –1; Spd 20 ft.; AC 17, touch 8, flat-footed<br />
17; Base Atk +18; Grp +29; Atk +25 melee (2d8+10,<br />
bite); Full Atk +25 melee (2d8+10, bite); Space/Reach<br />
10 ft./5 ft; SA petrifying gaze, smite good; SQ damage<br />
reduction 10/magic, darkvision 60 ft., low-light vision,<br />
resistance to cold 10 and fire 10, spell resistance 23; AL<br />
CE; SV Fort +18, Ref +12, Will +8; Str 24, Dex 8, Con<br />
21, Int 3, Wis 10, Cha 15.<br />
Skills & Feats: Hide +0*, Listen +10, Spot +10;<br />
Alertness, Blind-Fight, Great Fortitude, Improved<br />
Natural Attack (bite), Iron Will, Lightning Reflexes,<br />
Weapon Focus (bite).<br />
Location: <strong>The</strong> Halls of Concord<br />
<strong>The</strong> Halls are a set of conference rooms inside a building<br />
of green marble. On the domed roof, a statue of Kyros<br />
Threadcutter, the elven god of reason and precision,<br />
stands with his hand raised in peaceful greeting. <strong>The</strong><br />
Halls have an ornamental garden at the rear, intended<br />
for meditation and quiet conversation.<br />
Background: In Xoth Sarandi, there has always been<br />
a clear divide between the elves who run the place and<br />
everyone else who pays to use it. This has led to friction,<br />
as the non-elven traders bickered and fought amongst<br />
themselves over who had the right to monopolise which<br />
commodity, whose ships should be given priority in the<br />
queue to use the portals, which nations should refuse to<br />
trade with which and whether or not a general boycott<br />
to force the elves to lower their rates was a good idea.<br />
<strong>The</strong> non-elven population of Xoth Sarandi originally<br />
founded the Halls of Concord as an assembly place<br />
where they could discuss business matters. <strong>The</strong> elves,<br />
with their elitist approach to diplomacy, were quite<br />
happy to set aside a building for the other nations to use.<br />
<strong>The</strong>y assigned them a disused magical academy in the<br />
Avenue of Silver Sounds and, in brief, let them get on<br />
with it. <strong>The</strong>ir empire was in retreat and they no longer<br />
owned most of the world. <strong>The</strong>y were tired of governing<br />
and did not want to bother trying to manage fractious<br />
humans any more. It was better to throw them all into<br />
one box and let them argue amongst themselves.<br />
<strong>The</strong> rule was simple. <strong>The</strong> elves insisted on peaceful<br />
discussion, even if one country was at war with another.<br />
<strong>The</strong> Halls of Concord would never know the sound of<br />
battle. So far, that rule has been adhered to.<br />
Several centuries after their original founding, the<br />
Halls have far outshone their original purpose. Under<br />
the elves’ aegis, representatives from all the civilised<br />
countries of Ashfar meet here to talk through their<br />
business in peace. To some countries, the Halls are a<br />
joke, a mere talking shop where everything is discussed<br />
and nothing is ever resolved. To others, the Halls are<br />
the key to a future in which world powers can work<br />
together, trading knowledge and produce alike.<br />
<strong>The</strong> Halls have been stagnant over the last 50 years<br />
or so. <strong>The</strong> representatives have had little to do here.<br />
However, reports of the invasion of Chillhame stirred<br />
the place up and now, with the far more successful<br />
invasion of Jehannum underway, the Halls are frantic<br />
with activity.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
105