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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Location: The Plateau of Skulls Up ahead the desert is broken by a bulge of sheer rock rising up like the top of a loaf. The rock is whitish in colour, like bone. This can only be the plateau you were told about. Just above the plateau, hanging immobile in the air, is a strange dark shape like a disc or shield. You guess that it is perhaps half a mile in diameter. The outer edges of the plateau are steep and rocky, calling for Climb checks (DC 5). Such Climb checks are easy to make, but since the character is climbing, he cannot apply his Dexterity bonus to Armour Class. The rocky slopes soon show why the plateau was given its name. White bones lie among the rocks, bleached by the sun, in such profusion that it is impossible to avoid climbing over them. Smooth stones that look like good footholds turn out to be half-buried skulls. The pale colour of the rock and the ash-like dust and sand in the crevices blend the bones into the background. Event: Scuttling Doom This encounter takes place while the Player Characters are at the base of the rock slope or have just begun to climb: Ahead of you on the rocky slope, you see a huge black shape like a tree branch rise above the skyline. It is the limb of some gigantic insect or crustacean, as it ends in a pincer. The body heaves itself into view and you see that it is a scorpion larger than an elephant, the tail arching up high overhead. It is not alone. A second and a third lurch ponderously over the rise. The slopes are infested with these beasts. The Player Characters have time to avoid them before they charge but they are bound to encounter more on the way up the slope. If they end up in serious trouble, the Games Master should have Heru Machos the Androsphinx arrive early and use his healing spells to help. Colossal Giant Scorpions (6): CR 12; Colossal vermin; HD 40d8+120; hp 300; Init –1; Spd 50 ft.; AC 26, touch 1, flat-footed 26; Base Atk +30; Grp +58; Atk +34 melee (2d8+12, claw); Full Atk +34 melee (2d8+12, 2 claws) and +29 melee (2d8+6 plus poison, sting); Space/Reach 40 ft./30 ft.; SA constrict 2d8+12, improved grab, poison; SQ darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +25, Ref +12, Will +13; Str 35, Dex 8, Con 16, Int —, Wis 10, Cha 2. Skills & Feats: Climb +16, Hide –12, Spot +4. Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Poison (Ex): A monstrous scorpion has a poisonous sting. This deals primary and secondary damage of 1d10 Constitution, with a Fortitude saving throw DC of 33. Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide and Spot checks. Plot Event: Protector of the Dead Near the top of the cliff, the Player Characters meet a frightening creature: From far off you hear the sound of mighty wings beating, growing rapidly louder and louder. A creature is approaching from above and ahead of you. It comes into view over the top of the plateau: a creature with the body of a lion, huge wings like those of an eagle and a pitiless glaring expression. If the Player Characters do not conceal themselves or otherwise try to avoid the beast, the Games Master should continue: The lion-bodied entity makes a clumsy landing above you, sending scree rattling down the slope. It folds its wings, bares its teeth and glares, before speaking in a voice like stone millwheels grinding together: ‘Little people, do you think to plunder the bones of those who died without even a decent grave to their names? Turn back, or feel the wrath of one who does not warn twice.’ This is the androsphinx Heru Machos, who (as he has announced) has made it his business to guard the Plateau of Skulls against grave robbers. He assumes that the Player Characters are here for this reason. Although he knows about the destroyed oases and the arrival of Astercote, he has not yet sighted the Tyrant of Brass, nor has he spoken to the villagers. Even if he wants to, they all run away when they see him coming, afraid that he will eat them. Heru Machos, Male Androsphinx: CR 9; Large magical beast; HD 12d10+48; hp 114; Init +0; Spd 50 ft., fly 80 ft. (poor); AC 22, touch 9, flat-footed 22; Base Atk +12; Grp +23; Atk +18 melee (2d4+7, claw); Full Ibon Presno Gonzalez (order #73006) 8 183

184 Atk +18 melee (2d4+7, 2 claws); Space/Reach 10 ft./5 ft.; SA pounce, rake 2d4+3, roar, spells; SQ darkvision 60 ft., low-light vision; AL CG; SV Fort +12, Ref +8, Will +7; Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17. Skills & Feats: Intimidate +17, Knowledge (the planes) +18, Listen +18, Spot +18, Survival +18; Alertness, Cleave, Flyby Attack, Great Cleave, Power Attack, Track. Rake (Ex): Attack bonus +18 melee, damage 2d4+3. Roar (Su): Three times per day, Heru Machos can loose a mighty roar. The first time he does this, all creatures within 500 feet must succeed on a Will saving throw (DC 19) or be affected as though by a fear spell for 2d6 rounds. If he roars a second time during the same encounter, all creatures within 250 feet must succeed on a Fortitude saving throw (DC 19) or be paralysed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no saving throw). If he roars a third time during the same encounter, all those within 250 feet must succeed on a Fortitude saving throw (DC 19) or be dealt 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a Fortitude saving throw (DC 19) or be thrown to the ground and be dealt 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a Reflex saving throw (DC 19). Other androsphinxes are immune to these effects. Spells: Heru Machos casts divine spells as a 6 th level cleric from the cleric spell list and from the Good, Healing and Protection domains. Spells prepared (5/4+1/4+1/3+1, save DC 13 + spell level): 0 th – cure minor wounds, detect magic, guidance, light, resistance; 1 st – divine favour, protection from evil*, remove fear, shield of faith, summon monster I; 2 nd – bull’s strength, remove paralysis, resist energy, shield other*, summon monster II; 3 rd – cure serious wounds*, daylight, invisibility purge, searing light. *Domain spell. Domains: Good (cast good spells at +1 caster level), Healing, (cast healing spells at +1 caster level). If the Player Characters can convince him of their good intentions, Heru Machos becomes their ally. He will not allow anyone to ride him – he is far too proud for that – but he fights alongside the Player Characters and offers such magical healing and protection as he can give, as well as scouting ahead on the wing to locate the Tyrant once the Player Characters have found out that it is behind the destruction. Once the Player Characters reach the top of the plateau, they can clearly see the village of Astercote floating in the air above. Location: Astercote You have seen some wondrous sights in your lives, but few have been stranger than this. A great shieldshaped island of earth is hovering in the air, about three hundred feet up, casting a massive shadow across the rocks of the plateau. A hawser of woven ropes connects the island to a large rock, which is somehow holding it anchored. On top of the island is, of all things, a small village. Sitting at the base of the rock are two men with glum expressions. The two men at the rock are Boskin and Rummald (see below). The Player Characters may remember Astercote from The Drow War, Book One: The Gathering Storm, in which the village was torn from the earth and sent drifting through the sky by the ill-advised use of an artefact. As they drifted aimlessly, the villagers made a plan. They found every single piece of rope there was in the village and lashed them all together, making as long and strong a hawser as they could. The idea was to send a volunteer to moor the island in place, if any suitable anchor came close enough. When the island drifted near to the Plateau of Skulls, the lookouts noticed that there were rock formations passing by very close that might be usable as anchors. Two of the braver villagers in Astercote, Boskin and Rummald, volunteered to go. The villagers threw the hawser overboard and the two men climbed down. They hastily dragged it around a nearby rock pillar, winding it tight. To everyone’s amazement the village stopped moving and hung tethered in the air. It seemed that their situation was at least slightly improved, since the village was no longer drifting, but they were nonetheless in the middle of a desert with no signs of life anywhere. Still, the ruins on the plateau were signs that a settlement had once stood here; maybe there was also a water source somewhere. Boskin and Rummald set off to explore the place and came across the inert Tyrant of Brass at the bottom of a cleft in the rocks. Ibon Presno Gonzalez (order #73006) 8

Location: <strong>The</strong> Plateau of Skulls<br />

Up ahead the desert is broken by a bulge of sheer rock<br />

rising up like the top of a loaf. <strong>The</strong> rock is whitish in<br />

colour, like bone. This can only be the plateau you were<br />

told about. Just above the plateau, hanging immobile<br />

in the air, is a strange dark shape like a disc or shield.<br />

You guess that it is perhaps half a mile in diameter.<br />

<strong>The</strong> outer edges of the plateau are steep and rocky,<br />

calling for Climb checks (DC 5). Such Climb checks<br />

are easy to make, but since the character is climbing, he<br />

cannot apply his Dexterity bonus to Armour Class.<br />

<strong>The</strong> rocky slopes soon show why the plateau was given<br />

its name. White bones lie among the rocks, bleached by<br />

the sun, in such profusion that it is impossible to avoid<br />

climbing over them. Smooth stones that look like good<br />

footholds turn out to be half-buried skulls. <strong>The</strong> pale<br />

colour of the rock and the ash-like dust and sand in the<br />

crevices blend the bones into the background.<br />

Event: Scuttling Doom<br />

This encounter takes place while the Player Characters<br />

are at the base of the rock slope or have just begun to<br />

climb:<br />

Ahead of you on the rocky slope, you see a huge black<br />

shape like a tree branch rise above the skyline. It is the<br />

limb of some gigantic insect or crustacean, as it ends<br />

in a pincer. <strong>The</strong> body heaves itself into view and you<br />

see that it is a scorpion larger than an elephant, the tail<br />

arching up high overhead. It is not alone. A second<br />

and a third lurch ponderously over the rise.<br />

<strong>The</strong> slopes are infested with these beasts. <strong>The</strong> Player<br />

Characters have time to avoid them before they charge<br />

but they are bound to encounter more on the way up<br />

the slope. If they end up in serious trouble, the Games<br />

Master should have Heru Machos the Androsphinx<br />

arrive early and use his healing spells to help.<br />

Colossal Giant Scorpions (6): CR 12; Colossal vermin;<br />

HD 40d8+120; hp 300; Init –1; Spd 50 ft.; AC 26, touch<br />

1, flat-footed 26; Base Atk +30; Grp +58; Atk +34 melee<br />

(2d8+12, claw); Full Atk +34 melee (2d8+12, 2 claws)<br />

and +29 melee (2d8+6 plus poison, sting); Space/Reach<br />

40 ft./30 ft.; SA constrict 2d8+12, improved grab,<br />

poison; SQ darkvision 60 ft., tremorsense 60 ft., vermin<br />

traits; AL N; SV Fort +25, Ref +12, Will +13; Str 35,<br />

Dex 8, Con 16, Int —, Wis 10, Cha 2.<br />

Skills & Feats: Climb +16, Hide –12, Spot +4.<br />

Constrict (Ex): A monstrous scorpion deals automatic<br />

claw damage on a successful grapple check.<br />

Improved Grab (Ex): To use this ability, a monstrous<br />

scorpion must hit with a claw attack. It can then attempt<br />

to start a grapple as a free action without provoking an<br />

attack of opportunity.<br />

Poison (Ex): A monstrous scorpion has a poisonous<br />

sting. This deals primary and secondary damage of<br />

1d10 Constitution, with a Fortitude saving throw DC<br />

of 33.<br />

Skills: A monstrous scorpion has a +4 racial bonus on<br />

Climb, Hide and Spot checks.<br />

Plot Event: Protector of the Dead<br />

Near the top of the cliff, the Player Characters meet a<br />

frightening creature:<br />

From far off you hear the sound of mighty wings<br />

beating, growing rapidly louder and louder. A creature<br />

is approaching from above and ahead of you. It comes<br />

into view over the top of the plateau: a creature with the<br />

body of a lion, huge wings like those of an eagle and a<br />

pitiless glaring expression.<br />

If the Player Characters do not conceal themselves or<br />

otherwise try to avoid the beast, the Games Master<br />

should continue:<br />

<strong>The</strong> lion-bodied entity makes a clumsy landing above<br />

you, sending scree rattling down the slope. It folds its<br />

wings, bares its teeth and glares, before speaking in a<br />

voice like stone millwheels grinding together: ‘Little<br />

people, do you think to plunder the bones of those<br />

who died without even a decent grave to their names?<br />

Turn back, or feel the wrath of one who does not warn<br />

twice.’<br />

This is the androsphinx Heru Machos, who (as he has<br />

announced) has made it his business to guard the Plateau<br />

of Skulls against grave robbers. He assumes that the<br />

Player Characters are here for this reason. Although<br />

he knows about the destroyed oases and the arrival of<br />

Astercote, he has not yet sighted the Tyrant of Brass,<br />

nor has he spoken to the villagers. Even if he wants to,<br />

they all run away when they see him coming, afraid that<br />

he will eat them.<br />

Heru Machos, Male Androsphinx: CR 9; Large<br />

magical beast; HD 12d10+48; hp 114; Init +0; Spd 50<br />

ft., fly 80 ft. (poor); AC 22, touch 9, flat-footed 22; Base<br />

Atk +12; Grp +23; Atk +18 melee (2d4+7, claw); Full<br />

Ibon Presno Gonzalez (order #73006) 8<br />

183

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