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The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

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Thinking that this entity might be able to help tow the<br />

village somewhere more hospitable – preferably all the<br />

way back to Chillhame – they examined it and found<br />

what seemed to be a furnace. Logs were thrown down<br />

from the village above and the Tyrant was activated. It<br />

ignored the villagers completely and strode off to the<br />

south, where it began to destroy the oases, trying to<br />

finish its task.<br />

Boskin’s Story: ‘We didn’t mean to wake it up! It were<br />

just that, well, there were a place in the back of it where<br />

you could put wood or coals, like… we knew, ‘cause<br />

there was ash still in there… so it were clear what you<br />

was meant to do with it… and we thought it were some<br />

kind of golem, that could maybe help us pull the village<br />

back down to earth, help the people get off. You can’t<br />

blame us for thinkin’ that! We weren’t to know it would<br />

go stompin’ off into the desert and start torchin’ the<br />

oasiseses! Now there’s these ruddy great bugs climbin’<br />

over everything… I want to go home.’<br />

<strong>The</strong> Village: If the Player Characters fly or climb up to<br />

Astercote to investigate it, they find it to be a perfectly<br />

ordinary little country village with a population of<br />

around 1,200 humans. <strong>The</strong> village wizard disappeared<br />

shortly after the place was wrenched into the air. He<br />

absconded by means of a fly spell and left the villagers<br />

to their fate, fearing that he would be lynched if he<br />

stayed around.<br />

<strong>The</strong> Stone of Caradeth: <strong>The</strong> megalith responsible for<br />

raising the village is in the cellar of the wizard’s house,<br />

which he has now abandoned. <strong>The</strong> villagers have not<br />

dared to come here, as they are too frightened of what<br />

they may find.<br />

<strong>The</strong> command words for the Stone are nowhere to be<br />

found. <strong>The</strong>re is thus no way to bring the village gently<br />

back down to earth again. A dispel magic or antimagic<br />

field spell, if it can overcome the Stone’s CL of 30,<br />

will cause the village to drop out of the sky like a very<br />

big rock, dealing 20d6 points of falling damage to all<br />

creatures in it and burying them as if from a cave-in.<br />

Evacuating Astercote: <strong>The</strong> villagers of Astercote<br />

desperately want to get back home, or at least to a safe<br />

place. <strong>The</strong>y have little food and water left, enough for<br />

two weeks at most. No good-aligned character should<br />

be willing to leave them to die.<br />

Towing the village is possible but requires the aid of a<br />

creature with a Strength of at least 30. <strong>The</strong> village is<br />

weightless while it is levitating but is so vast an object<br />

that inertia and buffeting winds make it hard to control.<br />

Hauling it down to earth still leaves a drop of some<br />

forty feet for the villagers to contend with because the<br />

underside of the island bulges out. Even if the Player<br />

Characters do find a way to bring the villagers down,<br />

they are still in the middle of a desert with no way to<br />

get back to civilisation and a monster on the loose.<br />

Eventually the Tyrant will come for Astercote, as it<br />

contains living plants.<br />

Evacuating the village is not be easy; if the Player<br />

Characters manage it, they should receive a story award<br />

equivalent to a CR 16 challenge.<br />

Location: <strong>The</strong> Ruins<br />

<strong>The</strong> ruined structures on top of the plateau give no<br />

indication of what they might once have been. <strong>The</strong>re<br />

are only a few tumbled-down walls, the stump of a<br />

pillar here and there and loose blocks lying lopsided<br />

in the sand. <strong>The</strong> marks of many enormous legs and<br />

dragging bodies prove that the colossal scorpions you<br />

saw earlier have made this place their home.<br />

If appropriate, the Games Master can introduce more<br />

Colossal scorpions here (see above for statistics) or, if<br />

the Player Characters are sick of scorpions by now, they<br />

can just encounter the spoor.<br />

Crevice: This is the crack in the rocks where Boskin<br />

and Rummauld found the Tyrant. It is steep-sided, cut<br />

in a V shape into the side of the plateau. <strong>The</strong> Tyrant was<br />

wedged at the base, in the point of the V, concealed from<br />

view and partly buried in sand. <strong>The</strong>re is a 30-foot drop<br />

down to the spot where it lay. Characters investigating<br />

this discover the imprint of the Tyrant’s massive body,<br />

but no clue as to where it may have gone.<br />

Event: <strong>The</strong> Burning Ghosts<br />

If the Player Characters are still among the ruins at<br />

nightfall, they may encounter the undead spirits that<br />

roam abroad, crying out for revenge so that they may<br />

move on to the next world and find peace. <strong>The</strong> ghosts<br />

that walk here are the shades of elven and human<br />

foresters who were slaughtered en masse when the<br />

Tyrant devastated the region a thousand years ago.<br />

<strong>The</strong>y are terrifying to look at, as they still appear freshly<br />

burned, their bodies partly scorched and partly burned<br />

away by acid.<br />

<strong>The</strong> Tyrant’s re-awakening has stirred up the ghosts<br />

again. <strong>The</strong>y want it destroyed forever. While it was<br />

dormant, so were they. Now that it walks once more,<br />

the plateau is seething with pale ghosts like a smashed<br />

termite mound. From afar they look like translucent<br />

human shapes wreathed in flame, hovering in the air<br />

like will-o-wisps.<br />

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

185

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