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
+4 ghost touch dagger; AL CN; Int 10, Wis 14, Cha 14; Speech, 120-ft. vision and hearing; Ego 15. Lesser Powers: Spot 10 ranks, Listen 10 ranks. Special Purpose: Defeat/slay non-spellcasters. Dedicated Power: Can use crushing despair. Personality: Nightwatch was forged to protect the young sorcerers of Kandang’s royal line. When on expeditions into the wild, they would drive the dagger into the ground and the unblinking eye would keep watch for them, alerting the designated wielder to any danger. Many noble lives have been saved by the weapon’s diligence; its harsh, metallic voice barks out a warning when it sees an enemy hiding in the shadows or a trap waiting to be sprung. Strong divination: CL 15 th . Note for the Games Master: If the Player Characters have Azarak with them, this final encounter may well be too easy. To increase the challenge, the Games Master may do any of the following: have Zamelak, if she is still alive, come to Bastirak’s aid (this is especially effective if she is already with the party, as she can turn traitor); give Bastirak two ice devils as bodyguards; have two devourers emerge from the gate to Noctulos, smash through the ice sheet and attack. The Ice: The ice is thin and fragile as well as slippery. Characters who place heavy weights on it risk breaking the surface. It can support weights of 33lb. or less without danger. A weight of 100 to 150 pounds has a 50% chance per round to break the ice. A weight of 151 to 300 pounds has an 80% chance per round to break the ice and any weight heavier than this automatically breaks it. Characters who are standing on ice when it breaks must make Reflex saving throws (DC 20) or fall through into the water beneath. Bastirak likes to catch foes floundering in the water with freezing sphere. Beneath the ice is a 60-foot shaft filled with ice-cold water. 20 feet below the surface is a swirling vortex of livid black and purple energies, the source of the motion that the Player Characters can see above the ice. This is the gateway to Noctulos, which Bastirak has cunningly concealed. Noctulos is dealt with in a subsequent chapter, Following Darkness Like a Dream. The Skull: The skull is all that remains of Azarak’s mother, a red dragon. Bastirak has kept it as a souvenir. Secreted within it are three gleaming treasures: a golden belt buckle (worth 1,200 gold pieces), a pectoral ornament in the shape of a falcon with spread wings (worth 1,000 gold pieces) and a sword hilt decorated with knotwork patterns (worth 1,400 gold pieces). An Appraise, Bardic Lore or Knowledge (history) check (DC 20) identifies these as grave-goods of the kind that used to be buried with tribal chieftains in places like Jehannum and Visk, about two thousand years ago. If the Player Characters return these to the chattermen, they gratefully return to their snowy graves. The Coffer: Inside the coffer are the skeletal remains and smashed skull of the lich Venderesc, kept by Bastirak partly as a trophy and partly because he fears the lich may reanimate and come back to claim the circlet. Venderesc is quite dead but Bastirak remains paranoid. The Planar Gateways The tunnels leading away from the Cyst end in planar rifts. These are ragged, blurry-edged holes in reality leading into other planes of existence. Bronderbok the planespider has woven its anchoring webs across them but the Player Characters can easily break these and enter the various planes. However, breaking the webbing may alert Bronderbok, who will not be at all pleased. The following sections allow the Player Characters to explore bizarre alternate realities and learn important information. None of this section is crucial to the campaign, nor do the different planes offer much in the way of traditional adventuring of the ‘combat and treasure’ kind. Each plane is deliberately constructed so that the Player Characters cannot travel far from the entry point. Their main purpose is to allow a complete break from the kind of adventures that the Player Characters have had up until now while supplying some interesting hints for the future. 14. The Halls of the Apathy Gods Beyond the gateway is a gigantic hallway, the roof many hundreds of feet above you, the walls held up by grey pillars. The air smells stale and tired. Slumped on thrones the size of houses are ten Colossal beings dressed in togas and crowned with withered laurels. They are all male, with beards down to their knees, seemingly endless hair tangled over everything and long fingernails that spiral in horrid corkscrew lengths. Their expressions are of utter boredom and apathy. They barely register your presence. The Player Characters can attempt to talk to these beings but the only answer is a disinterested groan. This is a group of deities who have been confined to their (extremely limited) universe for so long that they have given up on immortality altogether. There is nothing left to create, nothing to do, nothing to say. Ibon Presno Gonzalez (order #73006) 8 153
154 Ibon Presno Gonzalez (order #73006) 8
- Page 103 and 104: 102 SA death attack, ki strike (mag
- Page 105 and 106: 104 Deathblade Poison: Injury DC 20
- Page 107 and 108: 106 Note for the Games Master: In g
- Page 109 and 110: 108 Ibon Presno Gonzalez (order #73
- Page 111 and 112: 110 Brexel commands the Shadow Trou
- Page 113 and 114: 112 from Svarth and 10,000 from Cal
- Page 115 and 116: 114 Non-Player Character Group: The
- Page 117 and 118: 116 Non-Player Character Group: The
- Page 119 and 120: 118 Warriors of Winter Following ma
- Page 121 and 122: 120 Player Characters will understa
- Page 123 and 124: 122 Weremammoths (Frost Giant Lycan
- Page 125 and 126: 124 If the Player Characters make a
- Page 127 and 128: 126 Foundation Keepers Those who un
- Page 129 and 130: 128 perfectly preserved bodies of h
- Page 131 and 132: 130 Background: Characters who can
- Page 133 and 134: 132 Location: The Glacial Peaks If
- Page 135 and 136: 134 Surrounding the citadel are sta
- Page 137 and 138: 136 These are the ice devils that s
- Page 139 and 140: 138 6. The Tropical Garden As you e
- Page 141 and 142: 140 The spiders are able to open an
- Page 143 and 144: 142 • Her brother has angered the
- Page 145 and 146: 144 ways to create one. A dagger to
- Page 147 and 148: 146 Fellraven: +4 keen scythe; AL N
- Page 149 and 150: 148 The Letter On the wooden writin
- Page 151 and 152: 150 The books in the cases are almo
- Page 153: 152 The Family Azarak, Zamelak and
- Page 157 and 158: 156 ‘The dark ones, little dark o
- Page 159 and 160: 158 Skills: Bluff +22, Diplomacy +3
- Page 161 and 162: 160 These dreadful creatures are th
- Page 163 and 164: 162 Special Qualities: All-around v
- Page 165 and 166: 164 Special Qualities: Construct tr
- Page 167 and 168: 166 Misdirection (Sp): To put hunte
- Page 169 and 170: 168 These misanthropic, pensive imm
- Page 171 and 172: 170 Tyrant of Brass This adventure
- Page 173 and 174: 172 Ibon Presno Gonzalez (order #73
- Page 175 and 176: 174 The Destriers of Heaven The Sun
- Page 177 and 178: 176 News from Jehannum The merchant
- Page 179 and 180: 178 Change Shape (Su): A rakshasa c
- Page 181 and 182: 180 Moch and Krunna, Mummy Lords, C
- Page 183 and 184: 182 Paralysing Touch (Su): Any livi
- Page 185 and 186: 184 Atk +18 melee (2d4+7, 2 claws);
- Page 187 and 188: 186 Many of these ghosts are mindle
- Page 189 and 190: 188 Aftermath With the threat to th
- Page 191 and 192: 190 simply gave a name, a location,
- Page 193 and 194: 192 these runes with a Search check
- Page 195 and 196: 194 If the soldiers here have not r
- Page 197 and 198: 196 Shikzen Baine, Female Drow Clr1
- Page 199 and 200: 198 Skills & Feats: Hide +8, Listen
- Page 201 and 202: 200 The Dwarves: The dwarves are am
- Page 203 and 204: 202 18. The Prisoners Four drow war
+4 ghost touch dagger; AL CN; Int 10, Wis 14, Cha 14;<br />
Speech, 120-ft. vision and hearing; Ego 15.<br />
Lesser Powers: Spot 10 ranks, Listen 10 ranks.<br />
Special Purpose: Defeat/slay non-spellcasters.<br />
Dedicated Power: Can use crushing despair.<br />
Personality: Nightwatch was forged to protect the<br />
young sorcerers of Kandang’s royal line. When on<br />
expeditions into the wild, they would drive the dagger<br />
into the ground and the unblinking eye would keep<br />
watch for them, alerting the designated wielder to<br />
any danger. Many noble lives have been saved by the<br />
weapon’s diligence; its harsh, metallic voice barks out<br />
a warning when it sees an enemy hiding in the shadows<br />
or a trap waiting to be sprung.<br />
Strong divination: CL 15 th .<br />
Note for the Games Master: If the Player Characters<br />
have Azarak with them, this final encounter may well be<br />
too easy. To increase the challenge, the Games Master<br />
may do any of the following: have Zamelak, if she is<br />
still alive, come to Bastirak’s aid (this is especially<br />
effective if she is already with the party, as she can turn<br />
traitor); give Bastirak two ice devils as bodyguards;<br />
have two devourers emerge from the gate to Noctulos,<br />
smash through the ice sheet and attack.<br />
<strong>The</strong> Ice: <strong>The</strong> ice is thin and fragile as well as slippery.<br />
Characters who place heavy weights on it risk breaking<br />
the surface. It can support weights of 33lb. or less<br />
without danger. A weight of 100 to 150 pounds has a<br />
50% chance per round to break the ice. A weight of 151<br />
to 300 pounds has an 80% chance per round to break<br />
the ice and any weight heavier than this automatically<br />
breaks it. Characters who are standing on ice when it<br />
breaks must make Reflex saving throws (DC 20) or fall<br />
through into the water beneath. Bastirak likes to catch<br />
foes floundering in the water with freezing sphere.<br />
Beneath the ice is a 60-foot shaft filled with ice-cold<br />
water. 20 feet below the surface is a swirling vortex of<br />
livid black and purple energies, the source of the motion<br />
that the Player Characters can see above the ice. This is<br />
the gateway to Noctulos, which Bastirak has cunningly<br />
concealed. Noctulos is dealt with in a subsequent<br />
chapter, Following Darkness Like a Dream.<br />
<strong>The</strong> Skull: <strong>The</strong> skull is all that remains of Azarak’s<br />
mother, a red dragon. Bastirak has kept it as a souvenir.<br />
Secreted within it are three gleaming treasures: a<br />
golden belt buckle (worth 1,200 gold pieces), a pectoral<br />
ornament in the shape of a falcon with spread wings<br />
(worth 1,000 gold pieces) and a sword hilt decorated<br />
with knotwork patterns (worth 1,400 gold pieces). An<br />
Appraise, Bardic Lore or Knowledge (history) check<br />
(DC 20) identifies these as grave-goods of the kind that<br />
used to be buried with tribal chieftains in places like<br />
Jehannum and Visk, about two thousand years ago. If<br />
the Player Characters return these to the chattermen,<br />
they gratefully return to their snowy graves.<br />
<strong>The</strong> Coffer: Inside the coffer are the skeletal remains<br />
and smashed skull of the lich Venderesc, kept by<br />
Bastirak partly as a trophy and partly because he fears<br />
the lich may reanimate and come back to claim the<br />
circlet. Venderesc is quite dead but Bastirak remains<br />
paranoid.<br />
<strong>The</strong> Planar Gateways<br />
<strong>The</strong> tunnels leading away from the Cyst end in planar<br />
rifts. <strong>The</strong>se are ragged, blurry-edged holes in reality<br />
leading into other planes of existence. Bronderbok<br />
the planespider has woven its anchoring webs across<br />
them but the Player Characters can easily break these<br />
and enter the various planes. However, breaking the<br />
webbing may alert Bronderbok, who will not be at all<br />
pleased.<br />
<strong>The</strong> following sections allow the Player Characters to<br />
explore bizarre alternate realities and learn important<br />
information. None of this section is crucial to the<br />
campaign, nor do the different planes offer much in<br />
the way of traditional adventuring of the ‘combat and<br />
treasure’ kind. Each plane is deliberately constructed<br />
so that the Player Characters cannot travel far from the<br />
entry point. <strong>The</strong>ir main purpose is to allow a complete<br />
break from the kind of adventures that the Player<br />
Characters have had up until now while supplying some<br />
interesting hints for the future.<br />
14. <strong>The</strong> Halls of the Apathy Gods<br />
Beyond the gateway is a gigantic hallway, the roof<br />
many hundreds of feet above you, the walls held up by<br />
grey pillars. <strong>The</strong> air smells stale and tired. Slumped<br />
on thrones the size of houses are ten Colossal beings<br />
dressed in togas and crowned with withered laurels.<br />
<strong>The</strong>y are all male, with beards down to their knees,<br />
seemingly endless hair tangled over everything and<br />
long fingernails that spiral in horrid corkscrew lengths.<br />
<strong>The</strong>ir expressions are of utter boredom and apathy.<br />
<strong>The</strong>y barely register your presence.<br />
<strong>The</strong> Player Characters can attempt to talk to these<br />
beings but the only answer is a disinterested groan. This<br />
is a group of deities who have been confined to their<br />
(extremely limited) universe for so long that they have<br />
given up on immortality altogether. <strong>The</strong>re is nothing<br />
left to create, nothing to do, nothing to say.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
153