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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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

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

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