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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<strong>The</strong>re are six rakshasa males led by a sorceress,<br />
Jasmuheen, the most callous of them all. When they<br />
first appear they assume the appearance and character<br />
of a group of nomads:<br />
Camped in a rough circle are seven dark-skinned<br />
humans, six male and one female, their faces and bodies<br />
wrapped in gauze cloth. By their dress you can tell that<br />
they are desert nomads. Only their eyes can be seen<br />
clearly; the rest is protected against the dust. Rising to<br />
their feet, they raise their hands in what may be signs<br />
of greeting. As if to confirm this, the female holds out<br />
some sort of waterskin, gesturing for you to take it.<br />
<strong>The</strong> ‘nomads’ use few words, preferring signs, though<br />
they speak Common. <strong>The</strong>y claim to be concerned that<br />
these outsiders (the Player Characters) have come so far<br />
into such a hostile place. <strong>The</strong>y offer water for everyone<br />
and their mounts and suggest that the Player Characters<br />
accompany them to the nearest oasis (Jeshmal), which<br />
they confirm is undamaged.<br />
Whether or not the Player Characters accompany them<br />
to Jeshmal Oasis, the rakshasa attempt to establish<br />
trust by giving freely of what they have. If the Player<br />
Characters are most interested in information, they can<br />
certainly provide that. <strong>The</strong>y saw the great floating island<br />
pass overhead a few weeks or so ago; more recently<br />
they saw a huge fiery shape walking in the darkness,<br />
heading for Albeyahn Oasis, which was a smouldering<br />
ruin by morning.<br />
<strong>The</strong> rakshasa offer to escort the Player Characters to any<br />
location they may have in mind. If the Player Characters<br />
refuse, they feign offence, claiming that only an ill-bred<br />
ingrate refuses an offer of help in the desert. If this does<br />
not persuade the Player Characters to accept their offer,<br />
they leave petulantly but remain where they can watch<br />
the Player Characters from a safe distance and follow<br />
them. If challenged on this, they claim they are doing<br />
it out of a duty to watch over the foolish. If the Player<br />
Characters accept, the rakshasa lead them straight to<br />
Devourer’s Mound, no matter where they are supposed<br />
to be going.<br />
Note: If the Player Characters are 16 th level, the Games<br />
Master should reduce the number of rakshasa to four.<br />
If they are 15 th level, he should reduce the number to<br />
two.<br />
This is not supposed to be a heavy combat encounter<br />
but one of deceit and betrayal. <strong>The</strong> rakshasa do not<br />
like fighting up close and much prefer to inflict a slow<br />
and malicious death. <strong>The</strong> rakshasa hope that the Player<br />
Characters will deal with the occupants of the mound,<br />
after which the rakshasa will be able to go in and loot it.<br />
<strong>The</strong>y feign surprise when the undead attack and scurry<br />
back as if frightened, asking the Player Characters to<br />
help them against the ‘desert fiends’. If the occupants<br />
of the mound do not finish the Player Characters off,<br />
the rakshasa watch for a suitable moment, then try to<br />
subdue them all, take their equipment and leave them<br />
stranded in the desert. <strong>The</strong> Games Master should aim to<br />
end this encounter with the Player Characters crippled<br />
or left in an awkward situation, rather than dead.<br />
Non-Player Character Group: <strong>The</strong><br />
Rakshasa<br />
Male Rakshasa (6): CR 10; Medium outsider (native);<br />
HD 7d8+21; hp 52; Init +2; Spd 40 ft.; AC 21, touch<br />
12, flat-footed 19; Base Atk +7; Grp +8; Atk +8 melee<br />
(1d6+1/18–20, scimitar) or +8 melee (1d4+1, claw);<br />
Full Atk +8/+3 melee (1d6+1/18–20, scimitar) or +8<br />
melee (1d4+1, 2 claws) and +3 melee (1d6, bite); SA<br />
detect thoughts, spells; SQ change shape, damage<br />
reduction 15/good and piercing, darkvision 60 ft., spell<br />
resistance 27; AL LE; SV Fort +8, Ref +7, Will +6; Str<br />
12, Dex 14, Con 16, Int 13, Wis 13, Cha 17.<br />
Skills & Feats: Bluff +17, Concentration +13,<br />
Diplomacy +7, Disguise +17 (+19 acting), Intimidate<br />
+5, Listen +13, Move Silently +13, Perform (oratory)<br />
+13, Sense Motive +11, Spellcraft +11, Spot +11;<br />
Alertness, Combat Casting, Dodge.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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