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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<strong>The</strong> plane does not extend beyond the boundaries of this<br />
hallway. Even if the Player Characters try to persuade<br />
them that they could leave, the titanic figures take no<br />
notice. As they are deities, the Player Characters cannot<br />
harm them at all.<br />
15. <strong>The</strong> Imprisoned Archangel<br />
<strong>The</strong> gateway opens onto a horrific scene. You stand<br />
in a cathedral-like chamber at the top of a broad shaft<br />
of stone blocks many hundreds of feet across. Empty<br />
windows in the walls look out over a scene of total<br />
devastation, with a boiling red sky raging above a<br />
parched landscape.<br />
Hanging from cruel iron hooks in the centre of the<br />
shaft is a beautiful male figure, the size of a titan, with<br />
bloodied swanlike wings. His skin is golden and his<br />
eyes pale blue. Turning his gaze to you, he gasps like<br />
the roaring of a furnace. ‘<strong>The</strong> heroes! <strong>The</strong> heroes are<br />
come! Surely it is the fated hour at last! Free me and<br />
we will begin the Last <strong>War</strong>!’<br />
If the Player Characters do attempt to free the creature,<br />
they find that their efforts are fruitless. It is imprisoned<br />
by a form of binding so strong that only a deity could<br />
have placed it.<br />
If the Player Characters ask it who it is, it is momentarily<br />
confused, as if it expects them to know already: ‘I am<br />
Adrastael, the head of the comet that shall awaken the<br />
world to war!’<br />
<strong>The</strong> archangel is awaiting the fulfilment of a prophecy<br />
and naturally believes that the Player Characters are<br />
those who are destined to release it, since no other<br />
creature has ever before come to this place. <strong>The</strong> more<br />
futile attempts the Player Characters make to set it free,<br />
the more it realises that they are the wrong heroes.<br />
Eventually it cries aloud:<br />
‘Alas! You are not those who are destined to free me!<br />
Where is Alliolyle with his trident? Where is Sudanha,<br />
bearer of the Cup of Violent Mercy? Alas! Most bitterly<br />
cruel the deception!’<br />
<strong>The</strong> Player Characters can gain nothing of use from this<br />
unfortunate creature, nor can they harm it. Its tears do<br />
have magical properties, however; any non-evil creature<br />
coming into contact with them is healed of 4d8+4 points<br />
of damage.<br />
16. <strong>The</strong> Web of the Stars<br />
Beyond the gateway is a stunning scene: a network of<br />
metallic walkways and balconies hanging against a<br />
black void. <strong>The</strong>re seems to be no end to it. Paths of<br />
shining metal fan out from the platform where you stand,<br />
leading to nodes where machines stand behind railings.<br />
<strong>The</strong>se machines resemble low tables with flywheels<br />
mounted on them and glass bell jars in the centre.<br />
Floating in each bell jar is a living brain made from<br />
translucent blue gel. You see the shapes of mechanical<br />
spider-like beings pacing to and fro along the balconies,<br />
attending to the machines and then moving on. One<br />
such being is hastily approaching you.<br />
This is the plane of Coax, where the planespiders dwell<br />
(see page 139). One of them has detected the breach and<br />
is hastening to repair it. It believes the Player Characters<br />
to be an ‘anomaly’, as they do not belong here. If the<br />
Player Characters prove themselves to be intelligent, it<br />
converses with them for a while before insisting that<br />
they return to their plane, asking that they do not disrupt<br />
any more webbing. It explains the arrangement between<br />
Bastirak and the resident planespider and can describe<br />
where the entrance to Noctulos is located, if the Player<br />
Characters have not found it already.<br />
Hostility towards the planespiders is a completely<br />
suicidal move. <strong>The</strong>re are so many of them here that the<br />
Player Characters cannot hope to prevail against them.<br />
17. <strong>The</strong> Council of Trees<br />
<strong>The</strong> space beyond the gateway is a lush forest of oak<br />
trees where the air smells clean and the noises of birds<br />
sound clearly from close by. You have stepped into a<br />
clearing. Shafts of honey-coloured light slant down<br />
through the leaves. <strong>The</strong>re is a feeling of profound peace<br />
and safety; but you also have a strong sense of being<br />
watched.<br />
This is a neutrally-aligned plane where plant life forms<br />
are dominant. <strong>The</strong> Player Characters have unwittingly<br />
stepped into the centre of a group of six elder tree lords,<br />
who are observing them before deciding what to do. If<br />
the Player Characters do not treat the forest with respect,<br />
the tree lords call for its guardians – an unlimited<br />
number of treants, who herd the Player Characters back<br />
to the gateway. If they are cautious and respectful, or if<br />
they address the trees directly, the trees speak to them.<br />
<strong>The</strong> trees know who they are and the nature of the crisis<br />
they face. <strong>The</strong>ir power allows them to scry other planes<br />
and observe the fates of the forests there. <strong>The</strong>y have<br />
this to say about the world of Ashfar:<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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