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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know a way to to find out the exact whereabouts of an object they’ve handled. I’m sure you have something they’ve handled on you somewhere. If you can get into the iron storage shed and hide the object among the iron pigs, then your little friends will be able to home right in on it later. Trust me, you’ll want to know where they’re taking the iron. Hide the object well, by the way. My people aren’t stupid.’ This subplot is recommended, as it makes the smelter area more relevant. Without it, the Player Characters have no reason to go there other than for exploration. Ending the Adventure The adventure ends when the Player Characters return to Xoth Sarandi with Drozen Vellish. This book assumes that they take the recommended route of the scroll of word of recall. While an escape from behind enemy lines back to friendly territory would be an adventure in itself, it is beyond the scope of this supplement. Drozen’s Testament Once Drozen is safe in Xoth Sarandi and brought before the Conclave, he makes himself comfortable, demands a strong drink and, whether he gets one or not, begins his debrief: ‘You’ll be wondering whether it was worth breaking me out. I’ll tell you. Rannirak, the archmage who dreamed up the Darkspears, has another little project on the go. He had a vision, which he claims was sent by the Goddess, of dark elves encased in metal vessels, trampling the other races below their feet. He says the Goddess told him that the drow would never prevail unless they became creatures of iron. ‘Well, he’s determined to make the vision into a reality. They’ve already built and consecrated one prototype, possibly more by now. It’s a nightmare, and I say that as a man who knows nightmares. These blueprints were for the prototype. The design may have changed since they were created, but I doubt they will have altered the concept.’ With that, he pulls out a blueprint from his jerkin and rolls it out so you can see it. Nimian Archimandrus swears under his breath and the other elves gasp. The blueprint shows something half construct and half vehicle, a spider-like Ironclad piloted by two dark elves who look out through multifaceted stained glass eyes. The construct is emitting rays that burn the warriors in its path to screaming skeletons. Pincers like huge curved shears slash through the flanks of warhorses. ‘It’s like an Apparatus of the Crab,’ murmurs Cadrivaine, ‘but much larger and built as a war machine.’ ‘That’s what all that iron is destined for,’ says Drozen, unnecessarily. ‘Making the Darkspears and arming the troops exhausted our ready supply of metal and the duergar cannot open up any new seams without breaking into dwarven territory, which they’re not ready to do. The caverns of my home are not rich in minerals. That was why we had to travel further north, to the foothills near the Svarth border. ‘Somewhere not too far from the mine of Mencarth, my people are making these things. If they are ready in time to meet whatever armies you send against them, then you can forget about taking back Crom Calamar. The Ironclads will meet your armies in the field and cut them to pieces before you even come within sight of the city.’ He gestures to the artist’s impression of an Ironclad in battle. You look at the silently screaming skeletons covered in flame and the barded warhorses sliced in two by the great pincers, and you know that Drozen Vellish is not lying. If you are to have a hope of victory, the Ironclads must be stopped. Aftermath Extracting Drozen is worth a story award equivalent to a CR 17 challenge. The enslaved dwarves present a problem that has no obvious solution. The Player Characters may want to help them escape but unless they have powerful magic that can evacuate them all, some will be left behind. Even if the dwarves succeed with their escape tunnel plan, they will quickly be hunted down and recaptured. The point of the brave, doomed dwarves in the adventure is to give the Player Characters a problem that is not part of the mission objectives and which has no built-in way to win. In any war, there are battles that cannot be won. All that the dwarves expect to do is to try to escape, because to them it is better than giving up. However, if the Player Characters find some way to rescue the dwarves against all the odds, then more power to them and they deserve a substantial story award for it (the equivalent of a challenge of CR 18–19). Ibon Presno Gonzalez (order #73006) 8 207

208 Following Darkness Like a Dream The Player Characters’ quest to thwart the Dark takes them into the Plane of Shadow and from there to the sub-plane of Noctulos where the tenebrium crystals are found. Their journey to the gates of Noctulos leads them through a strange city that seems to be composed of the bad memories of a city on the Material Plane, in which ghosts (metaphorical and literal) roam. Noctulos is a plane of nightmare, ruled over by a bloated vampire tyrant of the same name. His servitors, enormous bat-like undead creatures called nightwings, glide across the landscape pursuing fleeing souls. The hag-like minions of Noctulos feed him energy by slipping into the Material Plane, draining life from mortal children as they sleep and transferring it to their lord when they return. Unfortunately for the Player Characters, most of the tenebrium in this area has already been taken. There is one huge mass that is still available, though – the throne of Noctulos himself. This is the only piece of the darkness-emitting crystal that is large enough for the Conclave’s purposes. Noctulos is a devotee of the Dark, the selfsame force that is in eternal opposition to the Starborn. Should the Player Characters defeat Noctulos, they will catch a glimpse of their enemy, the Dark itself, in humanoid form for the briefest of moments. The Player Characters should be 16 th to 18 th level before undergoing this adventure. Plot Event: Cadfannan’s Briefi ng Cadfannan, the straggle-haired unshaven elf who works with the Conclave and specialises in alchemy, explains the situation to the Player Characters as follows: ‘The tenebrium crystals you brought back were, uh, a bit on the small side. No disrespect to you, we’ve learned a lot from them, but the thing is, we can’t do much in the way of testing. That is, we know we can create an energy emission that’ll set up a resonance strong enough to destroy, say, a sliver the size of a copper piece, but we don’t know that the same techniques will work on a larger mass. It’s definitely going to take a special spell to do this, though. The stuff’s resistant to shattering spells and it shrugs off most of what we can throw at it. Intrinsically magical, y’see. Not like ordinary rock. Where was I? Um, yeah. So. ‘You’re going to have to go and fetch a large enough piece for us to test the disruptor spell on. That means going to Noctulos, the plane where chummy was fetching the crystals from and selling them on to the drow. You might want to pack some decent protection against negative energy, because from what we can tell, it’s undead paradise over there. Eternal gloom, great big cliffs of black rock, ruddy great bat-winged shapes flying across the sky… Yeah. Anyway. You’ve got a choice here. We can either plane shift you to Noctulos, or you can head back to the ice citadel and use the gate that wossname used. Once you have a nice big lump of tenebrium, say, about a cubic foot or so at least, contact us and we’ll get you home.’ Note: The briefing above assumes that the Player Characters return to Xoth Sarandi once they take the small tenebrium crystals from Bastirak. It is however possible that the Player Characters decide not to return to Xoth Sarandi at the end of that adventure, but instead head through the gate to Noctulos under Bastirak’s citadel. So long as the players understand (out of character) that the gate marks the beginning of a new section rather than an additional bit on the end of that adventure, there is no reason why they should not just carry straight on. Location: The Plane of Noctulos Noctulos is a place of shadow and murk, adjunct to the Plane of Shadow and strongly drawn towards evil. Many of its denizens are servants of the Dark. The vista before you is not pitch black, but rather crepuscular and gloomy. The sky is perpetually overcast with indigo clouds, dimly visible from the thin glow of light that comes through them. Distant shapes like vast deformed bats wing their way across the horizon. The landscape is one of rocky outcrops, patches of sand, scrub and bleak leafless trees that seem to be dead but still growing. The highest points are mountain peaks as jagged as broken bottles, while the lowest are marshes Ibon Presno Gonzalez (order #73006) 8

208<br />

Following Darkness Like a Dream<br />

<strong>The</strong> Player Characters’ quest to thwart the Dark<br />

takes them into the Plane of Shadow and from<br />

there to the sub-plane of Noctulos where the<br />

tenebrium crystals are found. <strong>The</strong>ir journey to the<br />

gates of Noctulos leads them through a strange city that<br />

seems to be composed of the bad memories of a city on<br />

the Material Plane, in which ghosts (metaphorical and<br />

literal) roam.<br />

Noctulos is a plane of nightmare, ruled over by a<br />

bloated vampire tyrant of the same name. His servitors,<br />

enormous bat-like undead creatures called nightwings,<br />

glide across the landscape pursuing fleeing souls.<br />

<strong>The</strong> hag-like minions of Noctulos feed him energy<br />

by slipping into the Material Plane, draining life from<br />

mortal children as they sleep and transferring it to their<br />

lord when they return.<br />

Unfortunately for the Player Characters, most of the<br />

tenebrium in this area has already been taken. <strong>The</strong>re<br />

is one huge mass that is still available, though – the<br />

throne of Noctulos himself. This is the only piece of<br />

the darkness-emitting crystal that is large enough for<br />

the Conclave’s purposes.<br />

Noctulos is a devotee of the Dark, the selfsame force<br />

that is in eternal opposition to the Starborn. Should<br />

the Player Characters defeat Noctulos, they will catch<br />

a glimpse of their enemy, the Dark itself, in humanoid<br />

form for the briefest of moments.<br />

<strong>The</strong> Player Characters should be 16 th to 18 th level before<br />

undergoing this adventure.<br />

Plot Event: Cadfannan’s Briefi ng<br />

Cadfannan, the straggle-haired unshaven elf who works<br />

with the Conclave and specialises in alchemy, explains<br />

the situation to the Player Characters as follows:<br />

‘<strong>The</strong> tenebrium crystals you brought back were, uh, a bit<br />

on the small side. No disrespect to you, we’ve learned<br />

a lot from them, but the thing is, we can’t do much in<br />

the way of testing. That is, we know we can create an<br />

energy emission that’ll set up a resonance strong enough<br />

to destroy, say, a sliver the size of a copper piece, but<br />

we don’t know that the same techniques will work on a<br />

larger mass. It’s definitely going to take a special spell<br />

to do this, though. <strong>The</strong> stuff’s resistant to shattering<br />

spells and it shrugs off most of what we can throw at<br />

it. Intrinsically magical, y’see. Not like ordinary rock.<br />

Where was I? Um, yeah. So.<br />

‘You’re going to have to go and fetch a large enough<br />

piece for us to test the disruptor spell on. That means<br />

going to Noctulos, the plane where chummy was<br />

fetching the crystals from and selling them on to the<br />

drow. You might want to pack some decent protection<br />

against negative energy, because from what we can tell,<br />

it’s undead paradise over there. Eternal gloom, great<br />

big cliffs of black rock, ruddy great bat-winged shapes<br />

flying across the sky… Yeah. Anyway. You’ve got a<br />

choice here. We can either plane shift you to Noctulos,<br />

or you can head back to the ice citadel and use the gate<br />

that wossname used. Once you have a nice big lump of<br />

tenebrium, say, about a cubic foot or so at least, contact<br />

us and we’ll get you home.’<br />

Note: <strong>The</strong> briefing above assumes that the Player<br />

Characters return to Xoth Sarandi once they take the<br />

small tenebrium crystals from Bastirak. It is however<br />

possible that the Player Characters decide not to return<br />

to Xoth Sarandi at the end of that adventure, but instead<br />

head through the gate to Noctulos under Bastirak’s<br />

citadel. So long as the players understand (out of<br />

character) that the gate marks the beginning of a new<br />

section rather than an additional bit on the end of that<br />

adventure, there is no reason why they should not just<br />

carry straight on.<br />

Location: <strong>The</strong> Plane of Noctulos<br />

Noctulos is a place of shadow and murk, adjunct to<br />

the Plane of Shadow and strongly drawn towards evil.<br />

Many of its denizens are servants of the Dark.<br />

<strong>The</strong> vista before you is not pitch black, but rather<br />

crepuscular and gloomy. <strong>The</strong> sky is perpetually overcast<br />

with indigo clouds, dimly visible from the thin glow of<br />

light that comes through them. Distant shapes like vast<br />

deformed bats wing their way across the horizon.<br />

<strong>The</strong> landscape is one of rocky outcrops, patches of sand,<br />

scrub and bleak leafless trees that seem to be dead but<br />

still growing. <strong>The</strong> highest points are mountain peaks as<br />

jagged as broken bottles, while the lowest are marshes<br />

Ibon Presno Gonzalez (order #73006) 8

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