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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

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