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
This is the Sun King (Ftr 10/Clr 5/Sor 5), who his people believe to be a god in the flesh. The ten trumpeters on the balcony above are not only musicians but highly trained warrior-priests (Clr 8/War 8) with bows at their feet, ready to grab them and fill any would-be assassin full of arrows. The Sun King does not actually expect the Player Characters to have brought gifts, and Ata Huara has not advised them that this is necessary, so unless they thought to do so themselves, they are forced to improvise on the spot. The Sun King is only doing this to test their reactions to the unexpected. So long as they respond intelligently, he is pleased. An especially clever or witty response brings a slight appreciative smile, which is as close as the king usually comes to laughter. The Sun King presents each Player Character with one of the tetzillim or Destriers of Heaven, his best horses (see sidebar), and proceeds to explain why he has need of them. The Sun King’s Story: ‘Like you, I yearn to strike down the dark ones and cast their souls into eternal torment. My army stands ready to bring the vengeance of Heaven down upon them. An army must eat and drink, however; and if we are to cross the desert to reach Jehannum, we must keep our mounts and our men well watered. ‘It seems the dark ones know this and seek to thwart us by rendering the desert impassable. Word has reached me that two of the oases, the Oasis of Sleeping Stars and the Oasis of Pashtar, are burned to the ground, their waters all but dried up and stinking like a dead thing. ‘We cannot cross the desert without the oases. I call upon you, my allies, to go into the desert, find what is doing this and put an end to it. I cannot send my own men, for I believe that the evil has come forth from the Plateau of Skulls, where none of my people may tread. My father the Sun has forbidden it. You are not of the faith, so you may go. When this is done, we shall take the fight to our enemies, and spill our blood together as brethren.’ The Player Characters may now ask questions. Some likely ones are given below: Why not just load the legions onto ships and sail them up to Jehannum? Why go through the desert? ‘We are a desert people. It is what we know. My people are not sailors; if they were to be attacked on board ship, they would have no experience of the proper way Ibon Presno Gonzalez (order #73006) 8 173
174 The Destriers of Heaven The Sun King’s most prized possessions are his white silver-maned horses, the tetzillim or heavenly destriers, which he firmly believes are descended from the steed of the Sun God himself. Since they are the descendants of half-celestial winged horses, the line was certainly sired by a good outsider at some point in the past. Tetzillim: Large outsider (native); HD 3d8+9; hp 22; Init +1; Spd 60 ft.; AC 14, touch 10, flat-footed 13; Base Atk +3; Grp +10; Atk +5 melee (1d4+3, hoof); Full Atk +5 melee (1d4+3, 2 hooves) and +0 melee (1d3+1, bite); Space/Reach 10 ft./5 ft.; SA daylight; SQ darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electrical 5, scent; AL NG; SV Fort +6, Ref +4, Will +5; Str 16, Dex 13, Con 17, Int 4, Wis 15, Cha 8. Skills & Feats: Listen +7, Jump +6, Spot +7; Endurance, Run. to fight. My spies tell me that the dark ones have made pacts with pirate tribes, who would have the advantage if we met at sea. I believe we should keep to the land, where we are invulnerable.’ Why not just have clerics provide food and water for the legions? Why depend on the oases? ‘The priests of my Father can, indeed, keep the soldiers fed; but to do so would require too many. We would need one priest for every three men. We have many priests, as you have seen! Yet I cannot spare that many. Also, outlanders, know that the oases are the gift of my Father. It is my duty as monarch to preserve them.’ Location: The Camp of the Phoenix Legions The tents massed here on the border of the desert are made from white silk, rippling in the light breeze. The men of the Phoenix Legions move among them, swarthy and confident, their golden armour shining like the sun they venerate. Seeing you approach, they greet you with salutes; their expressions show deep respect. Looking at the thousands of gold-clad warriors before you, each one ready to die in the fight to drive the drow back from Crom Calamar, you know that the odds have changed since you left that darkened city. There is much left to do, but with allies like this, you know that you at least have a fighting chance. The overall commander of the expeditionary force, General Mashoul Wassim (Ftr 12/Rgr 5), comes out to welcome the Player Characters to the camp and provides them with dates and sherbet. He is a strong man in the prime of life, eager to move against the drow and frustrated at the delays that have arisen. Over lunch, General Wassim tells the Player Characters that there have been strange phenomena in the sky. One man claims to have seen a floating island, while another saw a plume of black smoke that moved across the horizon. Shortly afterwards, nomads riding in from the desert reported that two of the oases to the south of the Plateau of Skulls had been destroyed, namely the Oasis of the Sleeping Stars and the Oasis of Pashtar. He is deeply saddened at the loss of the former; ‘the Sun King himself set up a shrine there’. General Wassim can provide the Player Characters with a rudimentary map of the desert showing where the oases and the Plateau of Skulls lie. He cautions them not to rely on compasses because the ‘spirits of the desert play tricks.’ They should navigate by the stars, or they will be misled (in fact, massive lodestone deposits under the sand are what confuse compasses). He recommends that they investigate the burned oases first, to see if any clues remain. Event: Into the Desert The border of the desert can hardly be plainer. On one side the cultivated terraces of the Topaz Dominions stretch away into the distance. White sheep and goats feast on the lush grasses and fishermen pole their boats down the coast spearing fat gleaming fish. On the other side lies a baked, sandy plain simmering under the sun, the sand an unhealthy grey colour like the flaking skin of a leper. The very land seems dead. It is no wonder that travellers do not like to cross the desert; it looks as though it would parch the life out of the soul as well as the body. Strange though it seems, there is green life out there (or so you have been told), and it is being destroyed. You have a new appreciation for the value of any water source or green shady place in a lifeless zone like this. You understand now why the Sun King is so troubled. Even if he did not have an army to bring across the desert, no monarch can allow some unknown force to destroy even one oasis upon which so many different lives depend, let alone all of them. The Desert of Sharn is not natural. It was created by the devastating magical fire of the Tyrant, aided by gouts of fire and acid from the dragon allies of the drow. It Ibon Presno Gonzalez (order #73006) 8
- Page 123 and 124: 122 Weremammoths (Frost Giant Lycan
- Page 125 and 126: 124 If the Player Characters make a
- Page 127 and 128: 126 Foundation Keepers Those who un
- Page 129 and 130: 128 perfectly preserved bodies of h
- Page 131 and 132: 130 Background: Characters who can
- Page 133 and 134: 132 Location: The Glacial Peaks If
- Page 135 and 136: 134 Surrounding the citadel are sta
- Page 137 and 138: 136 These are the ice devils that s
- Page 139 and 140: 138 6. The Tropical Garden As you e
- Page 141 and 142: 140 The spiders are able to open an
- Page 143 and 144: 142 • Her brother has angered the
- Page 145 and 146: 144 ways to create one. A dagger to
- Page 147 and 148: 146 Fellraven: +4 keen scythe; AL N
- Page 149 and 150: 148 The Letter On the wooden writin
- Page 151 and 152: 150 The books in the cases are almo
- Page 153 and 154: 152 The Family Azarak, Zamelak and
- Page 155 and 156: 154 Ibon Presno Gonzalez (order #73
- Page 157 and 158: 156 ‘The dark ones, little dark o
- Page 159 and 160: 158 Skills: Bluff +22, Diplomacy +3
- Page 161 and 162: 160 These dreadful creatures are th
- Page 163 and 164: 162 Special Qualities: All-around v
- Page 165 and 166: 164 Special Qualities: Construct tr
- Page 167 and 168: 166 Misdirection (Sp): To put hunte
- Page 169 and 170: 168 These misanthropic, pensive imm
- Page 171 and 172: 170 Tyrant of Brass This adventure
- Page 173: 172 Ibon Presno Gonzalez (order #73
- Page 177 and 178: 176 News from Jehannum The merchant
- Page 179 and 180: 178 Change Shape (Su): A rakshasa c
- Page 181 and 182: 180 Moch and Krunna, Mummy Lords, C
- Page 183 and 184: 182 Paralysing Touch (Su): Any livi
- Page 185 and 186: 184 Atk +18 melee (2d4+7, 2 claws);
- Page 187 and 188: 186 Many of these ghosts are mindle
- Page 189 and 190: 188 Aftermath With the threat to th
- Page 191 and 192: 190 simply gave a name, a location,
- Page 193 and 194: 192 these runes with a Search check
- Page 195 and 196: 194 If the soldiers here have not r
- Page 197 and 198: 196 Shikzen Baine, Female Drow Clr1
- Page 199 and 200: 198 Skills & Feats: Hide +8, Listen
- Page 201 and 202: 200 The Dwarves: The dwarves are am
- Page 203 and 204: 202 18. The Prisoners Four drow war
- Page 205 and 206: 204 power. There are five large bas
- Page 207 and 208: 206 Poison (Ex): Fortitude saving t
- Page 209 and 210: 208 Following Darkness Like a Dream
- Page 211 and 212: 210 Ibon Presno Gonzalez (order #73
- Page 213 and 214: 212 Flyby Attack, Great Fortitude,
- Page 215 and 216: 214 Song of the Night Hags Stoke th
- Page 217 and 218: 216 Inside, the cathedral is desola
- Page 219 and 220: 218 of the stuff on the whole plane
- Page 221 and 222: 220 against them. A magical attack
- Page 223 and 224: 222 Spell-Like Abilities: At the st
This is the Sun King (Ftr 10/Clr 5/Sor 5), who his people<br />
believe to be a god in the flesh. <strong>The</strong> ten trumpeters on<br />
the balcony above are not only musicians but highly<br />
trained warrior-priests (Clr 8/<strong>War</strong> 8) with bows at their<br />
feet, ready to grab them and fill any would-be assassin<br />
full of arrows.<br />
<strong>The</strong> Sun King does not actually expect the Player<br />
Characters to have brought gifts, and Ata Huara has<br />
not advised them that this is necessary, so unless they<br />
thought to do so themselves, they are forced to improvise<br />
on the spot. <strong>The</strong> Sun King is only doing this to test their<br />
reactions to the unexpected. So long as they respond<br />
intelligently, he is pleased. An especially clever or<br />
witty response brings a slight appreciative smile, which<br />
is as close as the king usually comes to laughter.<br />
<strong>The</strong> Sun King presents each Player Character with one<br />
of the tetzillim or Destriers of Heaven, his best horses<br />
(see sidebar), and proceeds to explain why he has need<br />
of them.<br />
<strong>The</strong> Sun King’s Story: ‘Like you, I yearn to strike<br />
down the dark ones and cast their souls into eternal<br />
torment. My army stands ready to bring the vengeance<br />
of Heaven down upon them. An army must eat and<br />
drink, however; and if we are to cross the desert to<br />
reach Jehannum, we must keep our mounts and our men<br />
well watered.<br />
‘It seems the dark ones know this and seek to thwart us<br />
by rendering the desert impassable. Word has reached<br />
me that two of the oases, the Oasis of Sleeping Stars<br />
and the Oasis of Pashtar, are burned to the ground, their<br />
waters all but dried up and stinking like a dead thing.<br />
‘We cannot cross the desert without the oases. I call<br />
upon you, my allies, to go into the desert, find what is<br />
doing this and put an end to it. I cannot send my own<br />
men, for I believe that the evil has come forth from the<br />
Plateau of Skulls, where none of my people may tread.<br />
My father the Sun has forbidden it. You are not of the<br />
faith, so you may go. When this is done, we shall take<br />
the fight to our enemies, and spill our blood together<br />
as brethren.’<br />
<strong>The</strong> Player Characters may now ask questions. Some<br />
likely ones are given below:<br />
Why not just load the legions onto ships and sail<br />
them up to Jehannum? Why go through the desert?<br />
‘We are a desert people. It is what we know. My people<br />
are not sailors; if they were to be attacked on board<br />
ship, they would have no experience of the proper way<br />
Ibon Presno Gonzalez (order #73006) 8<br />
173