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The Drow War Book Two. The Dying Of - RoseRed

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170<br />

Tyrant of Brass<br />

This adventure follows on from the Topaz<br />

Dominions’ pledge of assistance to the coalition<br />

against the drow. Ata Huara, the ambassador<br />

for the Topaz Dominions, asks the Player Characters<br />

to help his monarch, since they are now allies. If the<br />

Player Characters ask the Conclave for advice, they<br />

urge co-operation with the ambassador, so long as the<br />

Player Characters are of high enough level to tackle<br />

this adventure. If they are not, the Conclave suggests<br />

(after suitable divinations) that other concerns should<br />

come first. This way, the Games Master can use the<br />

Conclave to gently nudge the Player Characters towards<br />

adventures that are not too tough for them to handle,<br />

without railroading them.<br />

<strong>The</strong> Player Characters travel to the Topaz Dominions,<br />

where they receive the hospitality of the Sun King<br />

himself. He explains the situation: there is a dark<br />

presence in the desert, something unwholesome and<br />

corrupting, and it has scorched and dried out the few<br />

green places in the sandy waste.<br />

<strong>The</strong>re are tales of a desert horror that would do this,<br />

but such things inhabit the Plateau of Skulls, where<br />

nobody ever goes, nor would want to. All the desert<br />

people avoid it, and no foreigner could possibly reach<br />

the plateau without help. Some fool may have ventured<br />

there in defiance of taboo, but the Sun King cannot think<br />

of anyone who would want to thus imperil his soul.<br />

In any event, the Phoenix Legions cannot cross the desert<br />

to liberate Crom Calamar if the oases are destroyed, so<br />

the matter must be dealt with. No denizen of the Topaz<br />

Dominions is allowed to enter the Plateau of Skulls,<br />

because of ancient taboos; if the Sun King sends any<br />

of his men there, he will prevent their souls from ever<br />

entering paradise. <strong>The</strong> Player Characters, however,<br />

are foreigners, so they are ideally placed to enter the<br />

foul place and defeat the evil. He equips the Player<br />

Characters with the best mounts he has along with<br />

supplies for the journey, and sends them to talk with<br />

his men who are camped on the border of the Desert<br />

of Sharn.<br />

When the Player Characters reach their destination<br />

(passing withered oases on the way), they find an almost<br />

unbelievable sight. <strong>The</strong> village of Astercote, which was<br />

torn out of the ground by the magic of a potent artefact<br />

in <strong>Book</strong> One, hovers close to the ground, tethered there<br />

by an enormous length of rope as if it were a balloon.<br />

Humans have indeed ventured into the Plateau of Skulls,<br />

though not by choice. Astercote was carried here by the<br />

winds of random chance. <strong>The</strong> villagers have managed<br />

to tether the floating island in place and explore the<br />

ruins. <strong>The</strong>y have carelessly unleashed the entity that<br />

turned the forest into a desert so long ago, the entity<br />

called the Tyrant of Brass, which had lain dormant in<br />

the wreckage of the plateau for nearly a millennium.<br />

It has resumed its original task, namely to wipe out all<br />

plant life in the Sharn region.<br />

Levels: <strong>The</strong> Player Characters should undertake this<br />

adventure between 15 th and 18 th level if possible.<br />

Event: Arrival at the Topaz Dominions<br />

How the Player Characters reach the Topaz Dominions<br />

is up to them. <strong>The</strong> easiest route is to take the sea-portal,<br />

but teleportation can also be arranged through the<br />

Conclave if necessary. Ata Huara insists on escorting<br />

them to the Sun King’s palace, as he can vouch for their<br />

identities and present them to his monarch in person.<br />

<strong>The</strong> following description suffices for most Topaz<br />

Dominion settlements:<br />

<strong>The</strong> civilisation here seems to be a strange blend of<br />

a rigidly stratified society in which everyone keeps to<br />

his or her place, and an almost surreal dependence<br />

on magic. <strong>The</strong>re are sorcerers openly practising on<br />

the street corners, offering oracles to passers-by, and<br />

priests sell animals for sacrifice in the temples of the<br />

Sun God. It seems that whenever anything other than<br />

basic manual work needs doing, from mending broken<br />

tools to healing a child’s grazed knee, a spellcaster is<br />

visited to take care of it.<br />

<strong>The</strong> place seems trapped somehow, locked into an<br />

endless cycle of days in which nothing ever needs to<br />

change. <strong>The</strong> buildings, made from clay and reeds, seem<br />

more like those from books of history than from the<br />

times you know. <strong>The</strong> hunters hunt, the fishers fish, and<br />

nobody seems to want to be anything other than what he<br />

is. <strong>The</strong> people seem to be happy, at any rate.<br />

Ibon Presno Gonzalez (order #73006) 8

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