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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simply gave a name, a location, a portrait and a dab of<br />
blood. Clearly, it was an invitation to scry the sender.<br />
Cadrivaine was able to establish a scrying link and send<br />
him a message to let him know when we’d be watching<br />
next, following which he’s been writing down what he<br />
wants to say at a prearranged time, so he wouldn’t have<br />
to speak out loud and risk being overheard. It’s all very<br />
convoluted.’<br />
Doesn’t this whole set-up look like a trap?: ‘Yes, it<br />
does. It stinks of treachery. Unfortunately, that’s a<br />
risk you are going to have to take and I only hope what<br />
Vellish can tell us is worth the risk. I’m sure you can<br />
handle it if the mission doesn’t go entirely according to<br />
plan, but if the situation becomes desperate, then get<br />
out of there. Vellish’s information isn’t worth the loss<br />
of your lives. As I said, we will give you the means to<br />
travel back here instantaneously. Just make sure you<br />
stay away from any magic that can lock down planar<br />
travel; dimensional anchors, dimensional locks, that<br />
kind of thing.’<br />
Tying Into Former Discoveries: If the Player<br />
Characters visited the Council of Trees in the <strong>War</strong>riors<br />
of Winter chapter, they may already know something<br />
about the Ironclad Project. If they shared this information<br />
with the Conclave, then Nimian Archimandrus theorises<br />
that Drozen Vellish is highly likely to be involved in this<br />
mysterious ‘machine’ project, and that this is what he<br />
wants to talk about. Machines need metal and metal<br />
comes from mines, so it makes sense for the drow to be<br />
mining right now.<br />
Event: Eddies in the Ether<br />
Obviously, the adventure is not going to be as easy as<br />
‘teleport in, teleport out’. When the Player Characters<br />
are ready to teleport across, with Cadrivaine taking the<br />
role of spellcaster as before (unless one of the Player<br />
Characters wants to do this, in which case they need<br />
greater teleport because of the range), the spell begins:<br />
<strong>The</strong> Conclave have cast their scrying spells and<br />
confirmed that Drozen Vellish is in his chambers,<br />
waiting for you to come and collect him.<br />
<strong>The</strong> spell takes hold and you feel the familiar sensation<br />
of the world falling away from under you. <strong>The</strong> cosy<br />
surroundings of the tavern room blur and fade. <strong>The</strong><br />
next moment you are somewhere else – but not the dark<br />
cell you expected. You are falling through an endless<br />
vortex, with amber and pearl colours racing past and a<br />
roar like the sea in a hollow cave. <strong>The</strong> speed at which<br />
you are moving is dizzyingly fast and yet everything<br />
seems much slower than it should be. You realise that<br />
this is the Ethereal Plane and that you are still in the<br />
midst of teleportation. Has something gone wrong?<br />
In answer to the unspoken question, darkness rises up<br />
from beneath you, building in a pillar like a column of<br />
water. It smokes and ripples, sending tendrils of shadow<br />
through the ether. <strong>The</strong> sides of it spread out and up like<br />
mounting waves, or arms lifted within a robe.<br />
<strong>The</strong> immense shadow is directly in your path, lifting its<br />
head, spreading its arms. It looms, impossibly huge,<br />
unavoidable, and with a sudden freezing shock you<br />
plunge into it. Everything around you shakes crazily;<br />
there is a strangely mundane sound of tearing fabric<br />
and abruptly you are flung tumbling over the floor of<br />
an elegantly furnished room, with the blood pounding<br />
in your ears.<br />
<strong>The</strong> Dark, sensing that the Starborn are drawing close<br />
once again, has attempted to stop the Player Characters<br />
from reaching their destination. It cannot throw them<br />
off course or harm them physically, so it has slowed<br />
down time by a crucial few minutes while they pass<br />
through its body.<br />
In the time between the Player Characters’ departure<br />
and their arrival at Vellish’s chambers, Vellish is called<br />
to a disturbance in the mines and has to leave. <strong>The</strong><br />
Player Characters arrive in Vellish’s room to find him<br />
gone…<br />
Location: <strong>The</strong> Mencarth Mines<br />
<strong>The</strong> dwarves abandoned this mine even though the<br />
iron ore deposits were very rich, because toxic vapours<br />
welling up from the lowest levels made the miners ill.<br />
Rather than risk lives, they closed the mine down.<br />
Now the drow send captured dwarves down into the<br />
tunnels to dig the ore out. <strong>The</strong> drow do not care if a few<br />
dwarves cough up blood and die, so long as plenty of<br />
iron is mined for the new war machines.<br />
1. Vellish’s Chambers<br />
This room is nothing but a hollow dug out of the rock,<br />
and the luxurious furnishings here cannot disguise that.<br />
<strong>The</strong> thick carpets underfoot, covered with a pattern<br />
showing stylised spiders with their legs intertwined, are<br />
squishy with water. <strong>The</strong> hangings on the walls have<br />
become mildewed and the bed smells musty and damp.<br />
A dress uniform hangs on an iron stand, positioned<br />
carefully away from the wall.<br />
A writing desk of polished black wood stands beside the<br />
bed, with a quill, inkstand and parchment upon it. A<br />
Ibon Presno Gonzalez (order #73006) 8