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
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
176<br />
News from Jehannum<br />
<strong>The</strong> merchants encountered at the Oasis of Pashtar have<br />
this to say:<br />
‘<strong>The</strong> situation is worse than anyone could have<br />
imagined, outlander! <strong>The</strong> dark domes still keep the<br />
blessed Sun from shining His light upon the people of<br />
the Five Cities, and now the drow have entrenched their<br />
rule by executing the captured soldiery en masse. <strong>The</strong>y<br />
hang outside the city walls as a warning to the others.<br />
<strong>The</strong> rumours from inside the city say that they sometimes<br />
spare those who do… degrading things. <strong>The</strong>y make the<br />
men beg for their lives and promise them that the pain<br />
will stop, if only they do the unmanly things that are<br />
asked, with the drow, or with each other. Ai, it is not<br />
good to talk of this.<br />
‘Some of the city people have fled to the northern limits<br />
of the desert, others into the countryside of Jehannum.<br />
<strong>The</strong>re is talk of a resistance but it is only words, words<br />
to keep alive the dream of having once been free. <strong>The</strong><br />
drow let the people talk, for it is cruel to give them hope<br />
and then to take it away. To break the people’s spirit<br />
would rob the drow of their sport.<br />
‘<strong>The</strong> Bright Lord knows that no real resistance ever has<br />
a chance. Even now, drow captains mounted upon black<br />
horses that snort flame like things of Hell are leading<br />
troops into the villages to hunt for escaped warriors.<br />
Sheltering an infantryman means death for the family<br />
who provided the shelter, while villages where a human<br />
is found guilty of sheltering a commander are put to the<br />
torch. Surely these are the last days. Surely this can<br />
get no worse.’<br />
3. Fazz’avoq Oasis: <strong>The</strong> smoke is still billowing from<br />
this inferno as the Player Characters approach. From<br />
the scale of the destruction, this was not merely an oasis<br />
but a small, fertile valley fed by a plentiful underground<br />
water supply. <strong>The</strong> blackened patches that were once<br />
areas of light vegetation stretch for several acres on<br />
each side and the variety of different scorched animal<br />
corpses testify to the abundant life that was once found<br />
here. Most of them are goats but there is one lion<br />
carcass, burned along with its prey. <strong>The</strong>y seem to have<br />
been roasted alive.<br />
Rocs Fall: <strong>The</strong> oasis has never been built upon nor<br />
guarded, as it is unsafe. <strong>The</strong> goats that drank and grazed<br />
here were the habitual prey of a pair of rocs, unusually<br />
large even by their standards, roosting on the hills to<br />
the west. <strong>The</strong>y are hungry, since there have been no<br />
animals nearby for several days, and swoop down to<br />
attack the Player Characters on sight, thinking them to<br />
be easy meat.<br />
Rocs (2): CR 16; Colossal animal; HD 33d8+297; hp<br />
445; Init +4; Spd 20 ft., fly 80 ft. (average); AC 18,<br />
touch 6, flat-footed 14; Base Atk +24; Grp +56; Atk<br />
+33 melee (2d8+16/19–20, talon); Full Atk +33 melee<br />
(2d6+16/19–20, 2 talons) and +31 melee (4d6+8, bite);<br />
Space/Reach 30 ft./20 ft.; SQ low-light vision; AL N;<br />
SV Fort +27, Ref +22, Will +15; Str 42, Dex 18, Con<br />
28, Int 2, Wis 14, Cha 11.<br />
Skills & Feats: Hide –5, Listen +18, Spot +19; Alertness,<br />
Flyby Attack, Hover, Improved Critical (talon),<br />
Improved Natural Armour, Iron Will, Multiattack,<br />
Power Attack, Snatch, Weapon Focus (bite), Weapon<br />
Focus (talon), Wingover.<br />
4. Oasis of the Trodden Serpent: This oasis presents<br />
a now familiar scene of scorched plants, dead animals<br />
and humans and a water source turned sluggish and<br />
stinking. This oasis was marshier than the others, so the<br />
marks of spike-soled feet can be seen clearly without the<br />
need to make Search or Spot checks. If the prints are<br />
examined further, a Search check (DC 25) finds a single<br />
brass spike left behind in one of the indentations.<br />
5. Jeshmal Oasis: This is an underground spring rather<br />
than a patch of vegetation, so the Tyrant has ignored it.<br />
Granite steps lead down into a cool, shadowy chamber<br />
rather like a tomb, with troughs in the walls where the<br />
water collects. <strong>The</strong> walls have been partly decorated<br />
with ceramic tiles in geometric designs, now old and<br />
cracked.<br />
6. Albeyahn Oasis: This oasis has not yet been<br />
assaulted. <strong>The</strong> Tyrant is heading towards it even now.<br />
Event: Seven Ragged Tigers<br />
This encounter can be slotted in anywhere in the desert<br />
but works best close to Jeshmal Oasis or Devourer’s<br />
Mound.<br />
<strong>The</strong> desert close to the Plateau of Skulls is home to<br />
numerous evils, among them a clan of rakshasa. <strong>The</strong>se<br />
cunning shapeshifters love to masquerade as friends,<br />
leading travellers into peril – especially by bringing<br />
them close to the lairs of monsters – and then looting<br />
their bodies. For several months now they have been<br />
searching through the ruins at the Plateau of Skulls,<br />
looking for buried art objects and other treasures to loot<br />
from the dead. Rakshasa have no fear of tribal taboos.<br />
<strong>The</strong>y want to investigate old legends of treasures in<br />
Devourer’s Mound but fear the creatures that lie within,<br />
so they hope to trick some do-gooder adventurers into<br />
going in first.<br />
Ibon Presno Gonzalez (order #73006) 8