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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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