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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 />

175

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