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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will never again return to forest. <strong>The</strong> absence of any<br />
plant life for miles means that wandering monsters are<br />
extremely rare. <strong>The</strong> desert cannot support life of any<br />
kind, human or monstrous. <strong>The</strong> only places where<br />
the Player Characters are likely to encounter anything<br />
living are at the oases themselves.<br />
Event: Tracking the Tyrant<br />
<strong>The</strong> layout of the adventure assumes that the Player<br />
Characters take the most obvious route, following the<br />
destroyed oases until they reach the Plateau of Skulls<br />
and discover that the villagers of Astercote have<br />
awakened the Tyrant, then heading north to look for it,<br />
since this is where the remaining oases are. Since it is<br />
clearly interested in destroying the oases, the sensible<br />
thing to do is to reach one that it has not yet ravaged,<br />
and wait.<br />
<strong>The</strong> Player Characters may, however, come up with<br />
ingenious ways to cut straight to the chase without<br />
going through the Plateau of Skulls, investigating<br />
Devourer’s Mound or bothering with any of the other<br />
(potentially rewarding) intervening sections. For<br />
example, they might do this by using overland flight to<br />
patrol the oases, or even scrying on the Tyrant by means<br />
of the brass fragment found at the Oasis of the Trodden<br />
Serpent<br />
This is only a problem if they are in need of experience<br />
or treasure. If they have been thorough so far then they<br />
can cut right to the Tyrant if they want to, but if the<br />
Games Master wants to prolong the action, the easiest<br />
way to do this is to have them encounter the Tyrant as<br />
it has just finished destroying one of the oases and is<br />
stomping toward Astercote at the plateau. If this is<br />
timed right, the Player Characters may be all that stand<br />
between Astercote and the ravaging Tyrant; unless it is<br />
stopped, the Tyrant will haul the village down from the<br />
sky, clamber up onto it and burn the whole place down.<br />
<strong>The</strong> sphinx, Heru Machos, is an ideal plot-straightening<br />
device. He can lead the party straight to the Tyrant if the<br />
Games Master wants and can also let them know about<br />
locations they might have missed, such as Devourer’s<br />
Mound.<br />
Location: <strong>The</strong> Oases<br />
This section gives brief information on the relevant<br />
oases of the southern part of the Desert of Sharn.<br />
1. Oasis of the Sleeping Stars: This oasis, the closest<br />
one to the border, was once a lush island of vegetation<br />
and animal life. <strong>The</strong> Sun King had it guarded by a<br />
retinue of his Phoenix Legions so that it would not be<br />
profaned, and built a shrine there to his deity. When the<br />
Player Characters find it, it is burned completely to the<br />
ground. <strong>The</strong> waters that flowed here are now a feeble<br />
trickle that smells foul. <strong>The</strong> shrine is almost entirely<br />
gone. Only a cracked marble stump remains where the<br />
image of the Sun God once stood.<br />
Ten simple graves have been dug around the oasis where<br />
the guards were hastily buried. If the Player Characters<br />
examine these (a morbid and blasphemous act by the<br />
standards of the Topaz Dominions, but the graves may<br />
hold clues), they find that the bodies seem to have been<br />
simultaneously crushed and burned to death. What<br />
remains is barely recognisable as human.<br />
<strong>The</strong> dry sand outside the oasis is one of the worst<br />
surfaces possible for holding tracks, but a Survival<br />
check (DC 20) coupled with the Tracking feat ascertains<br />
that the guards tried to flee to the south, so the threat<br />
evidently came from the north – the direction in which<br />
lies the Plateau of Skulls. Within the baked mud of<br />
the oasis, a Search check (DC 20) locates several huge<br />
footprints that were made by something like a heavy,<br />
spiked boot.<br />
2. Oasis of Pashtar: Much like the last site, this oasis<br />
is completely burned and devastated. It was centred<br />
upon a stone-lined pool around which ornamental<br />
gardens had been set up. <strong>The</strong> plants have been scorched<br />
as before but the water in the pool still appears fresh<br />
and uncontaminated. <strong>The</strong> guards from this oasis lie<br />
unburied, scattered black and twisted beneath the desert<br />
sun.<br />
When the Player Characters arrive at Pashtar, they find<br />
a group of five human merchants desperately searching<br />
for some sign of what has happened and watering their<br />
camels at the pool. <strong>The</strong>y are glad to see the Player<br />
Characters and ask them what evil could have done this.<br />
<strong>The</strong>y were heading south, away from Jehannum, where<br />
the drow have taken over.<br />
<strong>The</strong>y can supply the Player Characters with news of<br />
Jehannum (see the sidebar). In return, they ask for<br />
news of the desert to the south. On learning that the<br />
oases have been destroyed, they bewail their terrible ill<br />
fortune and determine to strictly ration their supplies<br />
until they reach the southern border. Any help the<br />
Player Characters can supply is received with heartfelt<br />
gratitude. <strong>The</strong> merchants’ cargo consists of sixteen<br />
hogsheads of Jehannese mead destined for the nobility.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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