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The Drow War Book Two. The Dying Of - RoseRed

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112<br />

from Svarth and 10,000 from Caldraza (if the country<br />

in question is on the Player Characters’ side).<br />

<strong>The</strong> Games Master should only include this objective if<br />

the Player Characters are likely to enjoy the experience.<br />

If the Player Characters really have no taste for a<br />

campaign involving intrigue, politics and diplomacy as<br />

well as adventuring, they can leave the military side of<br />

things up to Archimandrus and their other allies.<br />

Investigate Possible Tactical Strikes: <strong>The</strong> drow only<br />

hold Crom Calamar because they were able to plunge<br />

the city into darkness and call upon an ancient dragon.<br />

If the odds are to be improved, the Player Characters<br />

must find out as much as they can about what the drow<br />

have been up to and what they plan for the future.<br />

Nimian Archimandrus and his conclave are their best<br />

source of guidance here. Archimandrus is happy to<br />

carry out research and send the Player Characters on<br />

quests to gain new information or to strike at the drow.<br />

See the section below on the Conclave.<br />

Event: Playing Politics<br />

After the tempestuous meeting in the Halls of Concord,<br />

it is clear that there are three sides: those in support of<br />

the drow, those against them and those who are neutral.<br />

Visk, Kandang and the drow themselves form an axis of<br />

powers; they immediately begin to make plans and bind<br />

themselves to a formal alliance.<br />

<strong>The</strong> anti-drow countries, by contrast, are not even<br />

allied. <strong>The</strong>y all oppose the drow for their own reasons:<br />

Chillhame on principle, the Topaz Dominions through<br />

religious conviction and Svarth through loyalty to the<br />

humans of Jehannum. Caldraza may also be on this<br />

side, depending on how <strong>Book</strong> One played out. Unless<br />

there is a common rallying point, there is no chance of<br />

concerted action and victory will go to the drow.<br />

<strong>The</strong> Coalition: <strong>The</strong> Player Characters’ first task is to<br />

arrange an alliance. This means persuading the delegates<br />

of the anti-drow countries to meet and sign a treaty with<br />

one another. <strong>The</strong> Games Master should not make this<br />

an easy task. <strong>The</strong> dwarves of Svarth are suspicious of<br />

the sun-loving humans of the Topaz Dominions, while<br />

Chillhame and Caldraza have never been on good terms.<br />

Plenty of Diplomacy checks should be called for.<br />

<strong>The</strong> Games Master should bear in mind that the Player<br />

Characters, though heroes, do not have any political<br />

authority. Any one of the delegates can shout them<br />

down on the grounds that they are mere citizens with no<br />

right to represent anyone. If this becomes a problem,<br />

Lady Arigane steps down as Chillhame’s representative<br />

and gives the office to one of the Player Characters.<br />

Being spokesman for a small island is not much of an<br />

office but it does at least guarantee a seat in the Halls<br />

of Concord.<br />

If there are bored combatants in the group while all the<br />

politics is going on, the Shadow Troupe can always<br />

mount an attack!<br />

Successfully forming a coalition should net a story<br />

award equivalent to overcoming a CR 15 challenge, as<br />

it is such a critical objective.<br />

Bringing In New Countries: This is an ongoing task,<br />

not one that will be resolved in one session. As the war<br />

unfolds, the political map is likely to change and both<br />

the coalition and the axis will gain new allies.<br />

In order to bring a new ally onto their side, the Player<br />

Characters must of course meet with the country’s<br />

delegate and discuss terms but there are also hidden<br />

conditions that must be met. <strong>The</strong> list below explains<br />

what each country needs before it will even consider<br />

joining the coalition. <strong>The</strong> Player Characters must meet<br />

these conditions themselves and cannot look to the other<br />

countries to do so. For example, if a financial incentive<br />

is specified, they must provide the money out of their<br />

own pockets instead of asking a friendly country to<br />

come up with it.<br />

Every new ally that the Player Characters bring on<br />

board should grant them a story award equivalent to<br />

overcoming a CR 14 challenge. <strong>The</strong> game effects of<br />

these alliances are narrative rather than mechanical.<br />

<strong>The</strong>y determine how likely the Player Characters’<br />

assault on Crom Calamar is to succeed.<br />

Kahoor: <strong>The</strong> ruling Kahoori are chauvinists par<br />

excellence, totally convinced of their own superiority –<br />

a trait they inherited from the elves back when that race<br />

ran the country. <strong>The</strong> Player Characters must offer them<br />

tribute if they intend to open negotiations. Without a<br />

gift of at least 500,000 gold pieces in coin or items, the<br />

Kahoori will not spare them the time of day.<br />

King Parhav XXXI sees no obvious profit in helping the<br />

humans of Jehannum, who seem to him to be warlike.<br />

He does, however, want to expand his empire. <strong>The</strong><br />

legions of Kahoor are willing to participate in an attack<br />

on Jehannum to drive out the drow, so long as they can<br />

retain one-fifth of Jehannum as a dependency of Kahoor<br />

once it is reconquered, along with the city of Dun<br />

Brondel. Naturally, the Player Characters cannot speak<br />

for the people of Jehannum but they can guarantee that<br />

Ibon Presno Gonzalez (order #73006) 8

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