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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 />

155

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