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The Drow War Book Two. The Dying Of - RoseRed

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suffer terrible pain, imposing a –4 penalty on attack<br />

rolls, skill checks and ability checks. Affected<br />

creatures remain agonised for as long as they remain<br />

in the area and for five rounds after.<br />

• Sculpture of Slumber: <strong>The</strong> soothing music that<br />

ululates from this ice figure has creatures yawning,<br />

nodding and keeling over. Creatures in the area of<br />

effect must make Will saving throws (DC 20) or<br />

fall asleep. If left undisturbed, they remain asleep<br />

for eight hours. Attempting to wake an affected<br />

creature, such as by shaking him, allows him a fresh<br />

saving throw for each such attempt.<br />

• Sculpture of Terror: <strong>The</strong> shrill screams from this<br />

sculpture cause panic in affected creatures. Those<br />

who fail their Will saving throws (DC 20) are<br />

panicked for as long as they remain in the area and<br />

for 3d6 rounds thereafter. A creature who re-enters<br />

the area of effect once the panic has worn off must<br />

make a fresh saving throw at a –2 circumstance<br />

penalty.<br />

Ice Shaping (Sp): Windshapers may shape ice three<br />

times per day as if by the stone shape spell cast by a 14 th<br />

level sorcerer, affecting solid ice rather than stone.<br />

Imbue Thunder (Su): Windshapers can temporarily<br />

imbue weapons with the thundering quality as a<br />

standard action. Weapons so imbued deal an additional<br />

1d8 points of sonic damage on a successful critical hit.<br />

If the weapon has a critical modifier of x3 it deals 2d8<br />

points, and if the modifier is x4 it deals 3d8 points.<br />

Subjects dealt a critical hit by a thundering weapon<br />

must make a Fortitude saving throw (DC 14) or be<br />

deafened permanently. This quality lasts for one hour.<br />

Windshapers imbue their own weapons before going<br />

into battle.<br />

Invisibility (Sp): A windshaper may become invisible at<br />

will, as per the spell cast by a 12 th level bard.<br />

Spells: A windshaper casts spells as a 12 th level bard.<br />

Weathermongering (Sp): Windshapers may use control<br />

weather at will, as per the spell cast by a 16 th level druid.<br />

<strong>The</strong>y commonly use this ability to ensure a continual<br />

supply of strong wind.<br />

Aftermath<br />

Once the Player Characters have overcome Bastirak<br />

and collected some tenebrium samples, they can return<br />

to Xoth Sarandi, where the Conclave of mages analyse<br />

the crystals thoroughly. <strong>The</strong>ir discoveries, along with<br />

Bastirak’s notes (if the Player Characters were smart<br />

enough to find these and bring them along), are sufficient<br />

to track down the origin plane of tenebrium – a place<br />

called ‘Noctulos’ in the elven scrolls. It proves to be,<br />

unsurprisingly, adjunct to the Plane of Shadow and only<br />

reachable through there.<br />

<strong>The</strong> tenebrium samples brought back from Bastirak’s<br />

citadel are not large enough to test properly. <strong>The</strong> Player<br />

Characters will have to travel into the Plane of Shadow<br />

and venture into Noctulos in order to bring back a<br />

suitably sized piece of tenebrium for testing. This<br />

expedition is covered in Chapter 8, Following Darkness<br />

Like a Dream.<br />

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

169

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