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The Drow War Book Two. The Dying Of - RoseRed

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<strong>The</strong> cold here is severe (see the DMG) and causes<br />

damage to creatures who are not adequately protected.<br />

This is the home plane of many of the outsiders the<br />

Player Characters have encountered so far, including<br />

the skitterjinxes, the windshapers and the whiteladies.<br />

<strong>The</strong> sculptures are to mark the rift and have no magical<br />

effect. <strong>The</strong> denizens of the plane stay away from the<br />

rift, not wishing to be trapped on an alien world.<br />

Wandering from this point is likely to get the Player<br />

Characters lost in an endless wilderness of white.<br />

<strong>The</strong> only creatures they encounter are a pack of four<br />

skitterjinxes who attempt to trick them into wandering<br />

away from the gate so that they can steal their<br />

possessions.<br />

20. <strong>The</strong> Necropolis<br />

<strong>The</strong> moment you step beyond the gateway you smell the<br />

unmistakable odours of damp, mould and turned earth<br />

that signify a freshly opened tomb. <strong>The</strong> gateway has led<br />

you to a low vaulted corridor with low niches set into<br />

the walls like shelves. Each of these contains a stone<br />

sarcophagus large enough to contain a single body.<br />

<strong>The</strong> corridor runs on as far as you can see, with coffin<br />

after coffin laid end-to-end into the distance. This must<br />

be some immense storehouse of the dead.<br />

<strong>The</strong> Player Characters can explore this labyrinth if<br />

they wish. <strong>The</strong>y are inside a single edifice the size of<br />

a small city, with millions of biers holding the remains<br />

of the dead. None of the coffins is marked and each<br />

one contains a skeleton, whole or piecemeal. <strong>The</strong>se<br />

skeletons are those of elves, humans, halflings and other<br />

familiar humanoid races. Once the Player Characters<br />

have explored for a while, the following happens:<br />

You hear the sound of echoing steps, and a figure comes<br />

into view at the end of the corridor, dragging a sack.<br />

<strong>The</strong> figure is a large humanoid made from black stone,<br />

with the face of a mourning angel.<br />

If statistics are needed for this creature, the Games<br />

Master should use those of a stone golem; however,<br />

it does not attack. It carries a sack of bones which it<br />

carefully deposits into coffins that were previously<br />

empty. If it notices the Player Characters, it hails them<br />

and asks their business here ‘on a dead world’. <strong>The</strong><br />

Player Characters can learn the following:<br />

<strong>The</strong> world on which they have arrived is dead. <strong>The</strong><br />

Player Characters are the only truly living things<br />

here. Only constructs move among the remains. <strong>The</strong><br />

world’s population perished in a mighty war against<br />

the followers of a force called the Dark. Both sides<br />

were eventually annihilated and the Dark scoured the<br />

remaining life from the planet’s surface.<br />

<strong>The</strong> stone creature is a gravewarden, created by the<br />

former living occupants of this world to perform the duty<br />

of entombing the dead. It and its fellow gravewardens<br />

have spent the last 70,000 years building this tomb from<br />

the stones of dismantled cities. Every day they go out<br />

and collect the dead, then bring them back here to their<br />

places of rest. It is all they know how to do.<br />

<strong>The</strong> Player Characters may attempt to contact the spirits<br />

of the dead. If successful, they can learn that the Dark<br />

manifested itself in physical form on this world towards<br />

the end of the great war and enclosed the place in a<br />

globe of living darkness that blotted out the sun. This<br />

foreshadows the events of <strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong> Three:<br />

<strong>The</strong> Darkest Hour. It should be obvious that the fate of<br />

this world is going to be shared by Ashfar if the Player<br />

Characters are unsuccessful in their quest.<br />

Unusual Creatures of the Cold Waste<br />

<strong>The</strong> gateways in Bastirak’s citadel have released<br />

extraplanar creatures into the world of Ashfar. Some<br />

of these were deliberately brought back and released<br />

to see how they would fare, while others escaped from<br />

captivity or came through open gates on their own<br />

initiative. As a result, the Waste is now infested with<br />

strange and terrible beings not found anywhere else on<br />

the planet.<br />

Arctic Light<br />

Small Aberration (Air)<br />

Hit Dice: 18d8 (81 hp)<br />

Initiative: +13<br />

Speed: Fly 50 ft. (10 squares) (perfect)<br />

Armour Class: 32 (+1 size, +9 Dex, +12 deflection),<br />

touch 32, flat-footed 23<br />

Base Attack/Grapple: +13/+4<br />

Attack: Shock +23 melee touch (2d8 electrical)<br />

Full Attack: Shock +23 melee touch (2d8 electrical)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Electrical aura, electrical detonation,<br />

headflame, spell-like abilities<br />

Special Qualities: Darkvision 60 ft., electrical<br />

conductivity, immunity to electrical damage, immunity<br />

to magic, obvious, shimmer<br />

Saves: Fort +6, Ref +15, Will +15<br />

Abilities: Str 1, Dex 29, Con 10, Int 15, Wis 18, Cha<br />

12<br />

Ibon Presno Gonzalez (order #73006) 8<br />

157

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