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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174<br />
<strong>The</strong> Destriers of Heaven<br />
<strong>The</strong> Sun King’s most prized possessions are his white<br />
silver-maned horses, the tetzillim or heavenly destriers,<br />
which he firmly believes are descended from the steed<br />
of the Sun God himself. Since they are the descendants<br />
of half-celestial winged horses, the line was certainly<br />
sired by a good outsider at some point in the past.<br />
Tetzillim: Large outsider (native); HD 3d8+9; hp 22;<br />
Init +1; Spd 60 ft.; AC 14, touch 10, flat-footed 13;<br />
Base Atk +3; Grp +10; Atk +5 melee (1d4+3, hoof);<br />
Full Atk +5 melee (1d4+3, 2 hooves) and +0 melee<br />
(1d3+1, bite); Space/Reach 10 ft./5 ft.; SA daylight;<br />
SQ darkvision 60 ft., low-light vision, resistance to<br />
acid 5, cold 5, and electrical 5, scent; AL NG; SV Fort<br />
+6, Ref +4, Will +5; Str 16, Dex 13, Con 17, Int 4, Wis<br />
15, Cha 8.<br />
Skills & Feats: Listen +7, Jump +6, Spot +7; Endurance,<br />
Run.<br />
to fight. My spies tell me that the dark ones have made<br />
pacts with pirate tribes, who would have the advantage<br />
if we met at sea. I believe we should keep to the land,<br />
where we are invulnerable.’<br />
Why not just have clerics provide food and water for<br />
the legions? Why depend on the oases? ‘<strong>The</strong> priests<br />
of my Father can, indeed, keep the soldiers fed; but to do<br />
so would require too many. We would need one priest<br />
for every three men. We have many priests, as you have<br />
seen! Yet I cannot spare that many. Also, outlanders,<br />
know that the oases are the gift of my Father. It is my<br />
duty as monarch to preserve them.’<br />
Location: <strong>The</strong> Camp of the Phoenix<br />
Legions<br />
<strong>The</strong> tents massed here on the border of the desert are<br />
made from white silk, rippling in the light breeze. <strong>The</strong><br />
men of the Phoenix Legions move among them, swarthy<br />
and confident, their golden armour shining like the sun<br />
they venerate. Seeing you approach, they greet you with<br />
salutes; their expressions show deep respect.<br />
Looking at the thousands of gold-clad warriors before<br />
you, each one ready to die in the fight to drive the drow<br />
back from Crom Calamar, you know that the odds have<br />
changed since you left that darkened city. <strong>The</strong>re is much<br />
left to do, but with allies like this, you know that you at<br />
least have a fighting chance.<br />
<strong>The</strong> overall commander of the expeditionary force,<br />
General Mashoul Wassim (Ftr 12/Rgr 5), comes out<br />
to welcome the Player Characters to the camp and<br />
provides them with dates and sherbet. He is a strong<br />
man in the prime of life, eager to move against the drow<br />
and frustrated at the delays that have arisen.<br />
Over lunch, General Wassim tells the Player Characters<br />
that there have been strange phenomena in the sky. One<br />
man claims to have seen a floating island, while another<br />
saw a plume of black smoke that moved across the<br />
horizon. Shortly afterwards, nomads riding in from the<br />
desert reported that two of the oases to the south of the<br />
Plateau of Skulls had been destroyed, namely the Oasis<br />
of the Sleeping Stars and the Oasis of Pashtar. He is<br />
deeply saddened at the loss of the former; ‘the Sun King<br />
himself set up a shrine there’.<br />
General Wassim can provide the Player Characters<br />
with a rudimentary map of the desert showing where<br />
the oases and the Plateau of Skulls lie. He cautions<br />
them not to rely on compasses because the ‘spirits of<br />
the desert play tricks.’ <strong>The</strong>y should navigate by the<br />
stars, or they will be misled (in fact, massive lodestone<br />
deposits under the sand are what confuse compasses).<br />
He recommends that they investigate the burned oases<br />
first, to see if any clues remain.<br />
Event: Into the Desert<br />
<strong>The</strong> border of the desert can hardly be plainer. On one<br />
side the cultivated terraces of the Topaz Dominions<br />
stretch away into the distance. White sheep and goats<br />
feast on the lush grasses and fishermen pole their boats<br />
down the coast spearing fat gleaming fish. On the other<br />
side lies a baked, sandy plain simmering under the sun,<br />
the sand an unhealthy grey colour like the flaking skin<br />
of a leper. <strong>The</strong> very land seems dead. It is no wonder<br />
that travellers do not like to cross the desert; it looks as<br />
though it would parch the life out of the soul as well as<br />
the body.<br />
Strange though it seems, there is green life out there<br />
(or so you have been told), and it is being destroyed.<br />
You have a new appreciation for the value of any water<br />
source or green shady place in a lifeless zone like this.<br />
You understand now why the Sun King is so troubled.<br />
Even if he did not have an army to bring across the<br />
desert, no monarch can allow some unknown force to<br />
destroy even one oasis upon which so many different<br />
lives depend, let alone all of them.<br />
<strong>The</strong> Desert of Sharn is not natural. It was created by the<br />
devastating magical fire of the Tyrant, aided by gouts<br />
of fire and acid from the dragon allies of the drow. It<br />
Ibon Presno Gonzalez (order #73006) 8