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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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