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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Magical investigation reveals that this city is where the shadows of evil deeds go. The shadows re-enact the scenes that gave rise to them, again and again, on simulacra of the walls and floors where they were originally cast. If a Player Character is within 30 feet of a shadow-scene when the violence occurs, it plays out to the end as usual, but then the shadow of the killer (or killers) stops and turns to look at the Player Characters. It and the other shadows rush forth from the wall as dread wraiths, summoned into being by the presence of living things. The wraiths are an emanation of the city, rather than conventional undead. From one to three dread wraiths attack at any one time. The shadows of the victims become normal wraiths, which also attack. A typical scene thus contains 1–3 dread wraiths and 2–6 wraiths. Dread Wraiths: CR 15; Large undead (incorporeal); HD 32d12; hp 208; Init +15; Spd fly 60 ft. (good); AC 27, touch 27, flat-footed 16; Base Atk +16; Grp —; Atk +27 melee (2d6 plus 1d8 Constitution drain, incorporeal touch); Full Atk +27 melee (2d6 plus 1d8 Constitution drain, incorporeal touch); Space/Reach 10 ft./10 ft.; SA constitution drain, create spawn; SQ darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura; AL CE; SV Fort +12, Ref +21, Will +25; Str —, Dex 32, Con —, Int 17, Wis 18, Cha 24. Skills & Feats: Diplomacy +25, Hide +42, Intimidate +42, Knowledge (religion) +22, Listen +41, Search +38, Sense Motive +23, Spot +35, Survival +26 (+22 following tracks); Ability Focus (Constitution drain), Alertness B , Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative B , Improved Natural Attack (incorporeal touch), Iron Will, Mobility, Spring Attack, Weapon Focus (incorporeal touch). Constitution Drain (Su): Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a Fortitude saving throw (DC 33) or take 1d8 points of Constitution drain. The saving throw DC is Charismabased. On each such successful attack, the dread wraith gains five temporary hit points. Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. 6. The Cathedral of Whispers The cathedral towers before you, its high spire sweeping its beam of pure blackness around and around. Images of blank-eyed angels peer down from the stonework, more sinister than angels have any right to be. The windows are black and shiny as treacle, dark diamond panes in a dark iron grille. The ironbound doors are closed. From within comes a sound like a thousand voices whispering together, as if some great conspiracy were taking place. No matter how hard the Player Characters listen, the whispered conversation never becomes intelligible. The doors are closed but not locked. If the Player Characters enter, the Games Master should proceed: Ibon Presno Gonzalez (order #73006) 8 215

216 Inside, the cathedral is desolate and empty as a hollow ribcage. The bare stone floor is bereft of pews and hassocks, and there is neither a pulpit nor any altar. Only a single wooden ladder at the end of the empty space, leading up into the spire, offers any kind of furnishing. The whispering continues all around you. If the Player Characters have brought lights into the cathedral, rather than using darkvision or something similar to see their way around, the Games Master should add the following: Your lights show a vast throng of shadowy figures squirming against the walls. You are not sure if they are fighting to get out or fighting to get in. The shadow people scream and beat their fists against the stonework but no sound comes forth other than the whispering. Unlike other parts of the city, no dread wraiths emerge. These are the shadows of the victims, not the murderers, begging for sanctuary. As there is so little of them left, all they can produce are faint whispers. 7. The Midnight Lantern At the top of the spire is a small room like a bell tower. There are no walls, just iron rods supporting the tip of the spire. A wrought iron object like a large street lantern hangs from a thick chain, rotating slowly around on a pivot, creaking as it moves. A beam of pure darkness lances from it and out across the city. A small iron plaque has been hung from one of the support rods. The message that it bears is badly corroded. A character attempting to decipher this message must make a Decipher Script check (DC 30). Failure on the check means that only the words in italics are legible: Above the streets the rancid steeples soar To keep the worms of darkness from the door Where shadows walk in stone forever more The effect of the darkness beam is to placate the nightcrawlers that burrow under the surface of the City of Memories. The nightcrawlers find even the preserved memories of living creatures intolerable and yearn to destroy them. So long as the beam sweeps by repeatedly, they are lulled into inertia. Should the beam ever stop rotating, the nightcrawlers will rise in fury and destroy the place. The Midnight Lantern: When active, the lantern projects a beam of darkness ten feet wide and 500 feet long, fading into shadowy illumination (if used in light) for a further 500 feet. It can be shuttered to shut the beam off. The lantern has an aura of strong evocation magic; the tenebrium is merely the raw material, amplified by the lantern’s enchantments. The lantern clearly has a core of tenebrium, so the Player Characters will undoubtedly take it somehow. The merest touch stops the lantern’s rotation. Once this happens, the Games Master should read the following: There is an ominous rumbling sound, like great stone doors opening somewhere beneath. Below, one of the buildings seems to shift slightly, as if it had tilted. The next moment a gigantic black body breaks upwards through the building’s roof, rearing as if in pain, then comes crashing down, sending stone fragments flying. It is a worm, a pitch-black worm wide enough to fill a city street. From the other side of the city comes a groaning crash and you see another worm flexing above the skyline, then slamming down into the houses. If the Player Characters head down into the cathedral, a nightcrawler smashes up through the floor before they can reach the exit. If the party is 18 th level on average, the Games Master should increase the number of nightcrawlers to two for a major challenge. Whichever way the Player Characters go to escape the city, they should confront a nightcrawler. Even if they escape by means of teleportation, the black worms are loose now and on the hunt. The amount of tenebrium in the Midnight Lantern is not quite enough for full testing purposes, but it will benefit the Conclave to have more of it to experiment with, so the Player Characters have not wasted their time fetching it. Nightcrawler: CR 18; Gargantuan undead (extraplanar); HD 25d12+50; hp 212; Init +4; Spd 30 ft., burrow 60 ft.; AC 35, touch 6, flat-footed 35; Base Atk +12; Grp +45; Atk +29 melee (4d6+21, bite); Full Atk +29 melee (4d6+21/19–20, bite) and +24 melee (2d8+11/19–20 plus poison, sting); Space/Reach 20 ft./15 ft.; SA desecrating aura, energy drain, poison, spell-like abilities, summon undead, swallow whole; SQ aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits; AL CE; SV Fort +12, Ref +10, Will +23; Str 48, Dex 10, Con —, Int 20, Wis 20, Cha 18. Ibon Presno Gonzalez (order #73006) 8

216<br />

Inside, the cathedral is desolate and empty as a hollow<br />

ribcage. <strong>The</strong> bare stone floor is bereft of pews and<br />

hassocks, and there is neither a pulpit nor any altar.<br />

Only a single wooden ladder at the end of the empty<br />

space, leading up into the spire, offers any kind of<br />

furnishing. <strong>The</strong> whispering continues all around you.<br />

If the Player Characters have brought lights into the<br />

cathedral, rather than using darkvision or something<br />

similar to see their way around, the Games Master<br />

should add the following:<br />

Your lights show a vast throng of shadowy figures<br />

squirming against the walls. You are not sure if they<br />

are fighting to get out or fighting to get in. <strong>The</strong> shadow<br />

people scream and beat their fists against the stonework<br />

but no sound comes forth other than the whispering.<br />

Unlike other parts of the city, no dread wraiths emerge.<br />

<strong>The</strong>se are the shadows of the victims, not the murderers,<br />

begging for sanctuary. As there is so little of them left,<br />

all they can produce are faint whispers.<br />

7. <strong>The</strong> Midnight Lantern<br />

At the top of the spire is a small room like a bell tower.<br />

<strong>The</strong>re are no walls, just iron rods supporting the tip of the<br />

spire. A wrought iron object like a large street lantern<br />

hangs from a thick chain, rotating slowly around on a<br />

pivot, creaking as it moves. A beam of pure darkness<br />

lances from it and out across the city.<br />

A small iron plaque has been hung from one of the<br />

support rods. <strong>The</strong> message that it bears is badly<br />

corroded.<br />

A character attempting to decipher this message must<br />

make a Decipher Script check (DC 30). Failure on the<br />

check means that only the words in italics are legible:<br />

Above the streets the rancid steeples soar<br />

To keep the worms of darkness from the door<br />

Where shadows walk in stone forever more<br />

<strong>The</strong> effect of the darkness beam is to placate the<br />

nightcrawlers that burrow under the surface of the<br />

City of Memories. <strong>The</strong> nightcrawlers find even the<br />

preserved memories of living creatures intolerable and<br />

yearn to destroy them. So long as the beam sweeps by<br />

repeatedly, they are lulled into inertia. Should the beam<br />

ever stop rotating, the nightcrawlers will rise in fury and<br />

destroy the place.<br />

<strong>The</strong> Midnight Lantern: When active, the lantern<br />

projects a beam of darkness ten feet wide and 500 feet<br />

long, fading into shadowy illumination (if used in light)<br />

for a further 500 feet. It can be shuttered to shut the<br />

beam off. <strong>The</strong> lantern has an aura of strong evocation<br />

magic; the tenebrium is merely the raw material,<br />

amplified by the lantern’s enchantments. <strong>The</strong> lantern<br />

clearly has a core of tenebrium, so the Player Characters<br />

will undoubtedly take it somehow.<br />

<strong>The</strong> merest touch stops the lantern’s rotation. Once this<br />

happens, the Games Master should read the following:<br />

<strong>The</strong>re is an ominous rumbling sound, like great stone<br />

doors opening somewhere beneath. Below, one of the<br />

buildings seems to shift slightly, as if it had tilted. <strong>The</strong><br />

next moment a gigantic black body breaks upwards<br />

through the building’s roof, rearing as if in pain, then<br />

comes crashing down, sending stone fragments flying.<br />

It is a worm, a pitch-black worm wide enough to fill<br />

a city street. From the other side of the city comes a<br />

groaning crash and you see another worm flexing above<br />

the skyline, then slamming down into the houses.<br />

If the Player Characters head down into the cathedral, a<br />

nightcrawler smashes up through the floor before they<br />

can reach the exit. If the party is 18 th level on average,<br />

the Games Master should increase the number of<br />

nightcrawlers to two for a major challenge. Whichever<br />

way the Player Characters go to escape the city, they<br />

should confront a nightcrawler. Even if they escape by<br />

means of teleportation, the black worms are loose now<br />

and on the hunt.<br />

<strong>The</strong> amount of tenebrium in the Midnight Lantern is<br />

not quite enough for full testing purposes, but it will<br />

benefit the Conclave to have more of it to experiment<br />

with, so the Player Characters have not wasted their<br />

time fetching it.<br />

Nightcrawler: CR 18; Gargantuan undead (extraplanar);<br />

HD 25d12+50; hp 212; Init +4; Spd 30 ft., burrow 60<br />

ft.; AC 35, touch 6, flat-footed 35; Base Atk +12; Grp<br />

+45; Atk +29 melee (4d6+21, bite); Full Atk +29 melee<br />

(4d6+21/19–20, bite) and +24 melee (2d8+11/19–20<br />

plus poison, sting); Space/Reach 20 ft./15 ft.; SA<br />

desecrating aura, energy drain, poison, spell-like<br />

abilities, summon undead, swallow whole; SQ aversion<br />

to daylight, damage reduction 15/silver and magic,<br />

darkvision 60 ft., immunity to cold, spell resistance 31,<br />

telepathy 100 ft, tremorsense 60 ft., undead traits; AL<br />

CE; SV Fort +12, Ref +10, Will +23; Str 48, Dex 10,<br />

Con —, Int 20, Wis 20, Cha 18.<br />

Ibon Presno Gonzalez (order #73006) 8

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