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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one hour per Hit Die of the planespider. Creatures can reopen the gateway by slicing through the webs; these have 21 hit points, hardness 3 and damage reduction 10/chaos. 8. Zamelak’s Chambers As the Player Characters approach these rooms, they hear the following: A shrill scream comes from up ahead, followed by a torrent of insane laughter. Then there is the sound of a little girl’s voice speaking in a babyish singsong tone as if telling a story. There is silence for a moment, then a low keening moan. The room is curtained off with a fringe of silver wires on which quartz crystals have been strung (an array worth 120 gold pieces). Inside the room, the Player Characters find the following: An attempt has been made to cover the ice walls of this chamber with brightly coloured hangings, but they are soaked through and dark with damp. A brass bed, similarly sodden, stands against the wall, with a doll the size of a small child propped up on it. A wild-haired woman, barefoot in a tattered white dress, sits cross-legged next to the doll. On the woman’s lap is an open book and she is reading from it in a murmuring voice. You catch the words ‘…and then the Sun King of Elfland came and melted the snowmen all away, all away into puddles and steam.’ She looks up from the book. You see that her fingers end in talons and her face is not quite human. Her nostrils are reptilian slits and her eyes have hourglass pupils. These are the chambers of Zamelak the insane wind-witch, Bastirak’s unfortunate sister-spouse. Occasionally she goes raving up and down the battlements instead of lingering in her room, so the Games Master can have the Player Characters see her sooner than this if desired. The Games Master should portray Zamelak as completely mad and changeable as the winds. One moment she will welcome the Player Characters as if they were childhood playmates; the next, she will use her breath weapon on them, then burst into tears and beg their forgiveness. She is more evil than good, but her behaviour is so erratic that she can easily be mistaken for either depending on what mood she is in. Her dominant personality is one of a curious, playful and inventively cruel child. If the Player Characters treat her kindly and patiently, they can gain useful information from her. The Games Master should not, however, let the Player Characters gain this information without effort or without putting themselves in a vulnerable position. Zamelak should be an irritation at best and a major threat at worst, despite her potential usefulness. The information she can give the Player Characters includes the following: • The great black dragon who has risen with the drow, spreading his wings over Jehannum, is called Scallandriax. He is one and the same as the dragon who ravaged Kandang after the last war against the drow. • Her mother’s sister, the silver dragon Aristeele, is not dead. She is imprisoned in the mountains in the northeast of Svarth. • She, Bastirak and Azarak are all half-siblings descended from a king. • Bastirak has visitors right here in the citadel, right now. ‘Dark they are and silver-haired’. • Titans used to live in this place. Now the titans are all gone, back to their own world. • Bastirak often ventures into the places below the citadel, where the planes crack against one another like plates piled too high in a sink. He goes to strange places and brings back strange things – statues, creatures, stones that shed darkness instead of light. Ibon Presno Gonzalez (order #73006) 8 141

142 • Her brother has angered the dead by sending out ice devils to dig up old graves. There are dead chieftains out in the snow who wait patiently for the return of what he has stolen. • There was a time when the planes leaked into the world. Her brother came and went to the other planes as he pleased but the citadel was always full of confused creatures who had wandered in from other dimensions. Then the spider came and mended all the holes. Now Bastirak is not allowed to travel as much as he used to, but at least the citadel is quieter. Zamelak, Priestess of Gahaira, Female Half-Silver Dragon Clr13: CR 15; Medium dragon (augmented humanoid); HD 13d8+26; hp 84; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +9; Grp +14; Atk +14 melee (1d4+5, claw); Full Atk +14 melee (1d4+5, 2 claws) and +9 melee (1d6+2, bite); SA breath weapon, rebuke undead, spells; SQ darkvision 60 ft., immunity to cold, paralysis and sleep, low-light vision; AL CE; SV Fort +12, Ref +8, Will +12; Str 21, Dex 14, Con 14, Int 10, Wis 18, Cha 12. Skills & Feats: Concentration +10, Knowledge (arcana) +4, Knowledge (history) +10, Knowledge (religion) +4, Knowledge (the planes) +12, Spellcraft +10; Combat Casting, Dodge, Great Fortitude, Improved Counterspell, Lightning Reflexes, Spell Focus (Necromancy). Breath Weapon (Su): 30-ft. cone of cold, dealing 6d8 points of cold damage, Reflex saving throw (DC 12) allowed for half damage, usable once per day. Spells prepared (6/6+1/6+1/5+1/5+1/3+1/2+1/1+1, save DC 14 + spell level): 0 th – detect magic, detect poison, guidance, read magic, resistance (2); 1 st – command, divine favour, inflict light wounds, obscuring mist*, protection from good, sanctuary, shield of faith; 2 nd – bear’s endurance, bull’s strength, death knell, hold person, shatter*, owl’s wisdom, wind wall; 3 rd – bestow curse, blindness/deafness, contagion*, dispel magic, magic vestment, protection from energy; 4 th – death ward, divine power, inflict critical wounds*, poison (2), spell immunity; 5 th – dispel good, greater command, mass inflict light wounds*, spell resistance; 6 th – blade barrier, chain lightning*, harm; 7 th – destruction, disintegrate*. *Domain spell. Domains: Air (turn earth creatures and rebuke air creatures as if undead, 3 + Charisma modifier/day), Destruction (smite attack with +4 bonus on attack roll and +13 to damage, 1/day). Equipment & Treasure: Crystal orb, The Book of Fairytales. Crystal Orb: Zamelak’s only treasure is hidden in a box beneath her bed, protected by a glyph of warding (5d8 damage to target and all within five feet, Reflex saving throw (DC 17) for half damage). It is a crystal orb three inches across, set into a silver mount. Inside the orb is a continuous animated illusion of a silver dragon flying across a stormy sky. This is Zamelak’s mother, who was killed when the drow attacked Kandang. The orb is worth 1,400 gold pieces as a curio. The Book of Fairytales: This book has been handdrawn and contains many familiar folktales of Ashfar. Any character who has knowledge of folklore (such as a bard) who studies it can identify one tale that is not part of the oral tradition, the story of the Three Dragon Brides. The story tells of how King Hazrad of Argantia married many beautiful women, but none of his wives found greater favour than the three dragons who took on mortal form and bore him children, two sons and a daughter. This is the tale of how Azarak, Bastirak and Zamelak came to be born. The last page of this story has been torn from the book. 8a. Fake Ice Block Trap The walls at this point in the corridor are trapped. When a creature other than Bastirak, Zamelak or an ice devil passes the shaded area, two ten-foot cubes of translucent rock slide from the walls at the locations indicated and block off the corridor. They then slide inwards towards each other, moving at a rate of ten feet per round until they finally grind together. The translucent rock cubes look almost exactly like ice. Only deliberate investigation on the Player Characters’ part (chipping at the ‘ice’, attempting to melt it and so forth) reveals them to be anything else. Trying to melt the walls with fireballs and the like does not work, of course; the best way to escape is to melt a hole through the walls or floor. Crushing Walls: CR 16; mechanical; location trigger; automatic reset; walls move together (20d6, crush); multiple targets (all targets in enclosed area); never miss; onset delay (2 rounds); Search DC 30; Disable Device DC 30. Ibon Presno Gonzalez (order #73006) 8

142<br />

• Her brother has angered the dead by sending out<br />

ice devils to dig up old graves. <strong>The</strong>re are dead<br />

chieftains out in the snow who wait patiently for<br />

the return of what he has stolen.<br />

• <strong>The</strong>re was a time when the planes leaked into the<br />

world. Her brother came and went to the other<br />

planes as he pleased but the citadel was always<br />

full of confused creatures who had wandered in<br />

from other dimensions. <strong>The</strong>n the spider came and<br />

mended all the holes. Now Bastirak is not allowed<br />

to travel as much as he used to, but at least the<br />

citadel is quieter.<br />

Zamelak, Priestess of Gahaira, Female Half-Silver<br />

Dragon Clr13: CR 15; Medium dragon (augmented<br />

humanoid); HD 13d8+26; hp 84; Init +2; Spd 30 ft.; AC<br />

16, touch 12, flat-footed 14; Base Atk +9; Grp +14; Atk<br />

+14 melee (1d4+5, claw); Full Atk +14 melee (1d4+5, 2<br />

claws) and +9 melee (1d6+2, bite); SA breath weapon,<br />

rebuke undead, spells; SQ darkvision 60 ft., immunity<br />

to cold, paralysis and sleep, low-light vision; AL CE;<br />

SV Fort +12, Ref +8, Will +12; Str 21, Dex 14, Con 14,<br />

Int 10, Wis 18, Cha 12.<br />

Skills & Feats: Concentration +10, Knowledge (arcana)<br />

+4, Knowledge (history) +10, Knowledge (religion) +4,<br />

Knowledge (the planes) +12, Spellcraft +10; Combat<br />

Casting, Dodge, Great Fortitude, Improved Counterspell,<br />

Lightning Reflexes, Spell Focus (Necromancy).<br />

Breath Weapon (Su): 30-ft. cone of cold, dealing 6d8<br />

points of cold damage, Reflex saving throw (DC 12)<br />

allowed for half damage, usable once per day.<br />

Spells prepared (6/6+1/6+1/5+1/5+1/3+1/2+1/1+1,<br />

save DC 14 + spell level): 0 th – detect magic, detect<br />

poison, guidance, read magic, resistance (2); 1 st –<br />

command, divine favour, inflict light wounds, obscuring<br />

mist*, protection from good, sanctuary, shield of faith;<br />

2 nd – bear’s endurance, bull’s strength, death knell, hold<br />

person, shatter*, owl’s wisdom, wind wall; 3 rd – bestow<br />

curse, blindness/deafness, contagion*, dispel magic,<br />

magic vestment, protection from energy; 4 th – death<br />

ward, divine power, inflict critical wounds*, poison (2),<br />

spell immunity; 5 th – dispel good, greater command,<br />

mass inflict light wounds*, spell resistance; 6 th – blade<br />

barrier, chain lightning*, harm; 7 th – destruction,<br />

disintegrate*.<br />

*Domain spell.<br />

Domains: Air (turn earth creatures and rebuke air<br />

creatures as if undead, 3 + Charisma modifier/day),<br />

Destruction (smite attack with +4 bonus on attack roll<br />

and +13 to damage, 1/day).<br />

Equipment & Treasure: Crystal orb, <strong>The</strong> <strong>Book</strong> of<br />

Fairytales.<br />

Crystal Orb: Zamelak’s only treasure is hidden in a box<br />

beneath her bed, protected by a glyph of warding (5d8<br />

damage to target and all within five feet, Reflex saving<br />

throw (DC 17) for half damage). It is a crystal orb three<br />

inches across, set into a silver mount. Inside the orb is<br />

a continuous animated illusion of a silver dragon flying<br />

across a stormy sky. This is Zamelak’s mother, who<br />

was killed when the drow attacked Kandang. <strong>The</strong> orb<br />

is worth 1,400 gold pieces as a curio.<br />

<strong>The</strong> <strong>Book</strong> of Fairytales: This book has been handdrawn<br />

and contains many familiar folktales of Ashfar.<br />

Any character who has knowledge of folklore (such as<br />

a bard) who studies it can identify one tale that is not<br />

part of the oral tradition, the story of the Three Dragon<br />

Brides. <strong>The</strong> story tells of how King Hazrad of Argantia<br />

married many beautiful women, but none of his wives<br />

found greater favour than the three dragons who took<br />

on mortal form and bore him children, two sons and a<br />

daughter. This is the tale of how Azarak, Bastirak and<br />

Zamelak came to be born. <strong>The</strong> last page of this story<br />

has been torn from the book.<br />

8a. Fake Ice Block Trap<br />

<strong>The</strong> walls at this point in the corridor are trapped. When<br />

a creature other than Bastirak, Zamelak or an ice devil<br />

passes the shaded area, two ten-foot cubes of translucent<br />

rock slide from the walls at the locations indicated and<br />

block off the corridor. <strong>The</strong>y then slide inwards towards<br />

each other, moving at a rate of ten feet per round until<br />

they finally grind together.<br />

<strong>The</strong> translucent rock cubes look almost exactly like ice.<br />

Only deliberate investigation on the Player Characters’<br />

part (chipping at the ‘ice’, attempting to melt it and so<br />

forth) reveals them to be anything else. Trying to melt<br />

the walls with fireballs and the like does not work, of<br />

course; the best way to escape is to melt a hole through<br />

the walls or floor.<br />

Crushing Walls: CR 16; mechanical; location trigger;<br />

automatic reset; walls move together (20d6, crush);<br />

multiple targets (all targets in enclosed area); never<br />

miss; onset delay (2 rounds); Search DC 30; Disable<br />

Device DC 30.<br />

Ibon Presno Gonzalez (order #73006) 8

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