15.01.2013 Views

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

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

184<br />

Atk +18 melee (2d4+7, 2 claws); Space/Reach 10 ft./5<br />

ft.; SA pounce, rake 2d4+3, roar, spells; SQ darkvision<br />

60 ft., low-light vision; AL CG; SV Fort +12, Ref +8,<br />

Will +7; Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha<br />

17.<br />

Skills & Feats: Intimidate +17, Knowledge (the planes)<br />

+18, Listen +18, Spot +18, Survival +18; Alertness,<br />

Cleave, Flyby Attack, Great Cleave, Power Attack,<br />

Track.<br />

Rake (Ex): Attack bonus +18 melee, damage 2d4+3.<br />

Roar (Su): Three times per day, Heru Machos can loose<br />

a mighty roar. <strong>The</strong> first time he does this, all creatures<br />

within 500 feet must succeed on a Will saving throw<br />

(DC 19) or be affected as though by a fear spell for<br />

2d6 rounds. If he roars a second time during the same<br />

encounter, all creatures within 250 feet must succeed<br />

on a Fortitude saving throw (DC 19) or be paralysed for<br />

1d4 rounds, and all those within 90 feet are deafened for<br />

2d6 rounds (no saving throw). If he roars a third time<br />

during the same encounter, all those within 250 feet<br />

must succeed on a Fortitude saving throw (DC 19) or<br />

be dealt 2d4 points of Strength damage for 2d4 rounds.<br />

In addition, any Medium or smaller creature within 90<br />

feet must succeed on a Fortitude saving throw (DC 19)<br />

or be thrown to the ground and be dealt 2d8 points of<br />

damage. <strong>The</strong> force of this roar is so great that it deals<br />

50 points of damage to any stone or crystalline object<br />

within 90 feet. Magic items and held or carried items<br />

can avoid damage with a Reflex saving throw (DC 19).<br />

Other androsphinxes are immune to these effects.<br />

Spells: Heru Machos casts divine spells as a 6 th level<br />

cleric from the cleric spell list and from the Good,<br />

Healing and Protection domains.<br />

Spells prepared (5/4+1/4+1/3+1, save DC 13 + spell<br />

level): 0 th – cure minor wounds, detect magic, guidance,<br />

light, resistance; 1 st – divine favour, protection from<br />

evil*, remove fear, shield of faith, summon monster I;<br />

2 nd – bull’s strength, remove paralysis, resist energy,<br />

shield other*, summon monster II; 3 rd – cure serious<br />

wounds*, daylight, invisibility purge, searing light.<br />

*Domain spell.<br />

Domains: Good (cast good spells at +1 caster level),<br />

Healing, (cast healing spells at +1 caster level).<br />

If the Player Characters can convince him of their good<br />

intentions, Heru Machos becomes their ally. He will<br />

not allow anyone to ride him – he is far too proud for<br />

that – but he fights alongside the Player Characters and<br />

offers such magical healing and protection as he can<br />

give, as well as scouting ahead on the wing to locate the<br />

Tyrant once the Player Characters have found out that it<br />

is behind the destruction.<br />

Once the Player Characters reach the top of the plateau,<br />

they can clearly see the village of Astercote floating in<br />

the air above.<br />

Location: Astercote<br />

You have seen some wondrous sights in your lives,<br />

but few have been stranger than this. A great shieldshaped<br />

island of earth is hovering in the air, about three<br />

hundred feet up, casting a massive shadow across the<br />

rocks of the plateau. A hawser of woven ropes connects<br />

the island to a large rock, which is somehow holding it<br />

anchored. On top of the island is, of all things, a small<br />

village.<br />

Sitting at the base of the rock are two men with glum<br />

expressions.<br />

<strong>The</strong> two men at the rock are Boskin and Rummald (see<br />

below). <strong>The</strong> Player Characters may remember Astercote<br />

from <strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong> One: <strong>The</strong> Gathering Storm,<br />

in which the village was torn from the earth and sent<br />

drifting through the sky by the ill-advised use of an<br />

artefact.<br />

As they drifted aimlessly, the villagers made a plan.<br />

<strong>The</strong>y found every single piece of rope there was in the<br />

village and lashed them all together, making as long and<br />

strong a hawser as they could. <strong>The</strong> idea was to send a<br />

volunteer to moor the island in place, if any suitable<br />

anchor came close enough.<br />

When the island drifted near to the Plateau of Skulls,<br />

the lookouts noticed that there were rock formations<br />

passing by very close that might be usable as anchors.<br />

<strong>Two</strong> of the braver villagers in Astercote, Boskin and<br />

Rummald, volunteered to go. <strong>The</strong> villagers threw the<br />

hawser overboard and the two men climbed down. <strong>The</strong>y<br />

hastily dragged it around a nearby rock pillar, winding<br />

it tight. To everyone’s amazement the village stopped<br />

moving and hung tethered in the air.<br />

It seemed that their situation was at least slightly<br />

improved, since the village was no longer drifting, but<br />

they were nonetheless in the middle of a desert with no<br />

signs of life anywhere. Still, the ruins on the plateau<br />

were signs that a settlement had once stood here; maybe<br />

there was also a water source somewhere. Boskin and<br />

Rummald set off to explore the place and came across<br />

the inert Tyrant of Brass at the bottom of a cleft in the<br />

rocks.<br />

Ibon Presno Gonzalez (order #73006) 8

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!