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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The cold here is severe (see the DMG) and causes damage to creatures who are not adequately protected. This is the home plane of many of the outsiders the Player Characters have encountered so far, including the skitterjinxes, the windshapers and the whiteladies. The sculptures are to mark the rift and have no magical effect. The denizens of the plane stay away from the rift, not wishing to be trapped on an alien world. Wandering from this point is likely to get the Player Characters lost in an endless wilderness of white. The only creatures they encounter are a pack of four skitterjinxes who attempt to trick them into wandering away from the gate so that they can steal their possessions. 20. The Necropolis The moment you step beyond the gateway you smell the unmistakable odours of damp, mould and turned earth that signify a freshly opened tomb. The gateway has led you to a low vaulted corridor with low niches set into the walls like shelves. Each of these contains a stone sarcophagus large enough to contain a single body. The corridor runs on as far as you can see, with coffin after coffin laid end-to-end into the distance. This must be some immense storehouse of the dead. The Player Characters can explore this labyrinth if they wish. They are inside a single edifice the size of a small city, with millions of biers holding the remains of the dead. None of the coffins is marked and each one contains a skeleton, whole or piecemeal. These skeletons are those of elves, humans, halflings and other familiar humanoid races. Once the Player Characters have explored for a while, the following happens: You hear the sound of echoing steps, and a figure comes into view at the end of the corridor, dragging a sack. The figure is a large humanoid made from black stone, with the face of a mourning angel. If statistics are needed for this creature, the Games Master should use those of a stone golem; however, it does not attack. It carries a sack of bones which it carefully deposits into coffins that were previously empty. If it notices the Player Characters, it hails them and asks their business here ‘on a dead world’. The Player Characters can learn the following: The world on which they have arrived is dead. The Player Characters are the only truly living things here. Only constructs move among the remains. The world’s population perished in a mighty war against the followers of a force called the Dark. Both sides were eventually annihilated and the Dark scoured the remaining life from the planet’s surface. The stone creature is a gravewarden, created by the former living occupants of this world to perform the duty of entombing the dead. It and its fellow gravewardens have spent the last 70,000 years building this tomb from the stones of dismantled cities. Every day they go out and collect the dead, then bring them back here to their places of rest. It is all they know how to do. The Player Characters may attempt to contact the spirits of the dead. If successful, they can learn that the Dark manifested itself in physical form on this world towards the end of the great war and enclosed the place in a globe of living darkness that blotted out the sun. This foreshadows the events of The Drow War, Book Three: The Darkest Hour. It should be obvious that the fate of this world is going to be shared by Ashfar if the Player Characters are unsuccessful in their quest. Unusual Creatures of the Cold Waste The gateways in Bastirak’s citadel have released extraplanar creatures into the world of Ashfar. Some of these were deliberately brought back and released to see how they would fare, while others escaped from captivity or came through open gates on their own initiative. As a result, the Waste is now infested with strange and terrible beings not found anywhere else on the planet. Arctic Light Small Aberration (Air) Hit Dice: 18d8 (81 hp) Initiative: +13 Speed: Fly 50 ft. (10 squares) (perfect) Armour Class: 32 (+1 size, +9 Dex, +12 deflection), touch 32, flat-footed 23 Base Attack/Grapple: +13/+4 Attack: Shock +23 melee touch (2d8 electrical) Full Attack: Shock +23 melee touch (2d8 electrical) Space/Reach: 5 ft./5 ft. Special Attacks: Electrical aura, electrical detonation, headflame, spell-like abilities Special Qualities: Darkvision 60 ft., electrical conductivity, immunity to electrical damage, immunity to magic, obvious, shimmer Saves: Fort +6, Ref +15, Will +15 Abilities: Str 1, Dex 29, Con 10, Int 15, Wis 18, Cha 12 Ibon Presno Gonzalez (order #73006) 8 157

158 Skills: Bluff +22, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +27, Search +23, Spot +27, Survival +4 (+6 following tracks) Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse B Environment: Cold mountains Organisation: Solitary, pair or cloud (3–4) Challenge Rating: 13 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually chaotic neutral Advancement: 19–36 HD (Small) Level Adjustment: — An arctic light is a glowing ripple shimmering like moonlight off water, found in extreme northern latitudes. Arctic lights are discharges from the Aurora Borealis, which is a weightless mass of electrical energy hanging in the sky over the North Pole, believed by some to be sentient. Those that espouse this belief note that the arctic lights are clearly intelligent, so the Aurora may well be, too. Arctic lights are fiercely territorial. They attack anything that enters their airspace, continuing the furious assault until the creature is a charred corpse. The only way to enter an arctic light’s airspace without being mobbed is to wait at the border and make a formal request for permission to cross. This is not necessarily granted; the lights are contemptuous of creatures who cannot fly and whose bodies cannot produce light comparable to theirs. The creatures are acutely sensitive to ‘disrespect’ and attempt to destroy any creature who shows it. Arctic lights are distantly related to will-o-wisps. They range from pale blue to a fierce white in colour. Electrical Aura (Ex): Arctic lights glow with a constant haze of electricity. Any creature who strikes one with a metal weapon is automatically shocked for 1d8 points of electrical damage. Electrical Conductivity (Ex): An arctic light is composed almost entirely of sentient electricity. As such, it can pass through metal as if it does not exist. Electrical Detonation (Su): An arctic light that is killed explodes in a 15-foot-radius ball of electrical energy, dealing 20 points of electrical damage to all creatures in range. A Constitution-based Reflex saving throw (DC 19). Headflame (Ex): An arctic light that scores a natural 20 on its attack roll (and subsequently confirms the attack as a critical hit) surges over the head of its target, electrifying the target’s brain and possibly damaging it. A creature subjected to this must make a Constitutionbased Fortitude saving throw (DC 19). A failed saving throw means that the creature is dealt 2d6 Intelligence and 2d6 Wisdom damage; a successful save merely deals 1d4 Intelligence damage to the creature. This attack is not effective against creatures who are immune to critical hits or electrical damage. Immunity to Magic (Ex): An arctic light is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze. Obvious: Arctic lights find it almost impossible to hide. As they are composed of sentient electricity, they stand out against dark backgrounds. An arctic light never benefits from concealment that would otherwise be granted by darkness, though it does benefit from concealment granted by vapours or magical displacement. Shimmer (Ex): The arctic light’s continual wavering makes it difficult to tell exactly where to strike to harm it. The creature benefits from concealment at all times, as if from the effects of a blur spell; all attacks aimed at it suffer from a 20% miss chance. Spell-like Abilities: 3/day, as an 18 th level wizard: chain lightning, hypnotic pattern, mirror image. Brocken Spectre Huge Undead (Incorporeal) Hit Dice: 16d12 (104 hp) Initiative: +3 Speed: Fly 40 ft. (8 squares) (good) Armour Class: 13 (–2 size, +3 Dex, +2 deflection), touch 13, flat-footed 10 Base Attack/Grapple: +8/— Attack: Incorporeal touch +9 melee (2d6 Str) Full Attack: Incorporeal touch +9 melee (2d6 Str) Space/Reach: 15 ft./15 ft. Special Attacks: Create spawn, shadow illusion, strength damage, vertiginous confusion Special Qualities: +2 turn resistance, darkvision 60 ft., incorporeal traits, undead traits Saves: Fort +5, Ref +8, Will +11 Abilities: Str —, Dex 17, Con —, Int 6, Wis 12, Cha 14 Ibon Presno Gonzalez (order #73006) 8

158<br />

Skills: Bluff +22, Diplomacy +3, Disguise +1 (+3<br />

acting), Intimidate +3, Listen +27, Search +23, Spot<br />

+27, Survival +4 (+6 following tracks)<br />

Feats: Alertness, Blind-Fight, Dodge, Improved<br />

Initiative, Weapon Finesse B<br />

Environment: Cold mountains<br />

Organisation: Solitary, pair or cloud (3–4)<br />

Challenge Rating: 13<br />

Treasure: 1/10 coins; 50% goods; 50% items<br />

Alignment: Usually chaotic neutral<br />

Advancement: 19–36 HD (Small)<br />

Level Adjustment: —<br />

An arctic light is a glowing ripple shimmering like<br />

moonlight off water, found in extreme northern latitudes.<br />

Arctic lights are discharges from the Aurora Borealis,<br />

which is a weightless mass of electrical energy hanging<br />

in the sky over the North Pole, believed by some to be<br />

sentient. Those that espouse this belief note that the<br />

arctic lights are clearly intelligent, so the Aurora may<br />

well be, too.<br />

Arctic lights are fiercely territorial. <strong>The</strong>y attack anything<br />

that enters their airspace, continuing the furious assault<br />

until the creature is a charred corpse. <strong>The</strong> only way to<br />

enter an arctic light’s airspace without being mobbed<br />

is to wait at the border and make a formal request for<br />

permission to cross. This is not necessarily granted;<br />

the lights are contemptuous of creatures who cannot fly<br />

and whose bodies cannot produce light comparable to<br />

theirs. <strong>The</strong> creatures are acutely sensitive to ‘disrespect’<br />

and attempt to destroy any creature who shows it.<br />

Arctic lights are distantly related to will-o-wisps. <strong>The</strong>y<br />

range from pale blue to a fierce white in colour.<br />

Electrical Aura (Ex): Arctic lights glow with a constant<br />

haze of electricity. Any creature who strikes one with a<br />

metal weapon is automatically shocked for 1d8 points<br />

of electrical damage.<br />

Electrical Conductivity (Ex): An arctic light is composed<br />

almost entirely of sentient electricity. As such, it can<br />

pass through metal as if it does not exist.<br />

Electrical Detonation (Su): An arctic light that is killed<br />

explodes in a 15-foot-radius ball of electrical energy,<br />

dealing 20 points of electrical damage to all creatures in<br />

range. A Constitution-based Reflex saving throw (DC<br />

19).<br />

Headflame (Ex): An arctic light that scores a natural<br />

20 on its attack roll (and subsequently confirms the<br />

attack as a critical hit) surges over the head of its target,<br />

electrifying the target’s brain and possibly damaging it.<br />

A creature subjected to this must make a Constitutionbased<br />

Fortitude saving throw (DC 19). A failed saving<br />

throw means that the creature is dealt 2d6 Intelligence<br />

and 2d6 Wisdom damage; a successful save merely<br />

deals 1d4 Intelligence damage to the creature. This<br />

attack is not effective against creatures who are immune<br />

to critical hits or electrical damage.<br />

Immunity to Magic (Ex): An arctic light is immune<br />

to most spells or spell-like abilities that allow spell<br />

resistance, except magic missile and maze.<br />

Obvious: Arctic lights find it almost impossible to<br />

hide. As they are composed of sentient electricity,<br />

they stand out against dark backgrounds. An arctic<br />

light never benefits from concealment that would<br />

otherwise be granted by darkness, though it does benefit<br />

from concealment granted by vapours or magical<br />

displacement.<br />

Shimmer (Ex): <strong>The</strong> arctic light’s continual wavering<br />

makes it difficult to tell exactly where to strike to harm<br />

it. <strong>The</strong> creature benefits from concealment at all times,<br />

as if from the effects of a blur spell; all attacks aimed at<br />

it suffer from a 20% miss chance.<br />

Spell-like Abilities: 3/day, as an 18 th level wizard: chain<br />

lightning, hypnotic pattern, mirror image.<br />

Brocken Spectre<br />

Huge Undead (Incorporeal)<br />

Hit Dice: 16d12 (104 hp)<br />

Initiative: +3<br />

Speed: Fly 40 ft. (8 squares) (good)<br />

Armour Class: 13 (–2 size, +3 Dex, +2 deflection),<br />

touch 13, flat-footed 10<br />

Base Attack/Grapple: +8/—<br />

Attack: Incorporeal touch +9 melee (2d6 Str)<br />

Full Attack: Incorporeal touch +9 melee (2d6 Str)<br />

Space/Reach: 15 ft./15 ft.<br />

Special Attacks: Create spawn, shadow illusion,<br />

strength damage, vertiginous confusion<br />

Special Qualities: +2 turn resistance, darkvision 60 ft.,<br />

incorporeal traits, undead traits<br />

Saves: Fort +5, Ref +8, Will +11<br />

Abilities: Str —, Dex 17, Con —, Int 6, Wis 12, Cha<br />

14<br />

Ibon Presno Gonzalez (order #73006) 8

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