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
Ibon Presno Gonzalez (order #73006) 8 21
22 The people of Jehannum are not inclined to accept defeat, even when a terrible new phenomenon has ravaged their city without warning and an army stands ready to begin slaughtering them. A few arrows whiz into the ranks of the drow. The people cheer. The cheers become screams as the whole of the black spire pulses, once, like a huge heart beating. A shockwave rips outwards from it, flailing the streets and buildings like a whip. Yawning cracks grind open in the roads; people stagger back from the edge and some tumble in, their shrieks fading as they fall. A cart rocks on the edge of the chasm and the next moment is gone, horse and all, flailing down into the dark. Houses fall with crash after crash, toppling as easily as dominoes, sending choking clouds of dust into the dark air. Church steeples buckle and collapse. The region has just been hit by an earthquake effect. The Games Master should have the Player Characters make Reflex saving throws (DC 15) to avoid being knocked prone. In addition, there is a 25% chance that each Player is next to a fissure when it opens and must make a further Reflex saving throw (DC 20) to avoid falling in. Player Characters still trapped in fissures at the end of the next round are killed as the fissures grind shut: As the dust settles, the cracks in the ground close up with a groaning sound, swallowing the victims. The screams begin afresh, but this slaughter is not the cause. People in the crowds are pointing upwards to where the air above the spire is shimmering. A titanic shape comes slowly into view, clinging to the spire like a serpent twined around a tree. It is pitch black from the plates of its scales to the leathery sails of its wings; though it is half-invisible against the darkness of the dome, there is no mistaking the fierce green glow of its eyes or the whiteness of its teeth. ‘As we have said,’ the voice gloats, ‘you will submit to us.’ The Magical Darkness The dark radiance that the spire produces is not like magical darkness, which blocks darkvision. Instead, it is a replication of a moonless, starless night. Creatures with darkvision can see perfectly well. It does, however, stifle both natural and magical illumination. All light sources yield shadowy illumination where they would ordinarily yield bright illumination. Where they would yield shadowy illumination, they yield no light at all. Candles are useless; nothing less bright than a lamp will be any use. All natural lights have a strange green cast to them, like gaslight. Magical lights are merely dim. Characters with low-light vision double the effective range of shadowy illumination, as usual. Characters with darkvision see just as well as they would in ordinary darkness. This effect gives the drow a massive advantage over their opponents. Even in shadowy illumination, they always have concealment against opponents without darkvision (giving all attacks against them a 20% miss chance) and can make Hide checks to conceal themselves. Object Shadowy Illumination Duration Everburning torch 20 ft. Permanent Lamp, common 15 ft. 6 hr./pint Lantern, bullseye 60-ft. cone 6 hr./pint Lantern, hooded 30 ft. 6 hr./pint Sunrod 30 ft. 6 hr. Torch 20 ft. Shadowy 1 hr. Spell Illumination Duration Continual fl ame 20 ft. Permanent Dancing lights (torches) 20 ft. (each) 1 min. Daylight 60 ft. 30 min. Light 20 ft. 10 min. Non-Player Character Group: The Drow Army The following statistic blocks describe the generic soldiers in the drow army. The most common combination that the Player Characters will encounter involves approximately 20 infantry, one lieutenant (or war-mage) and one captain. Commanders are rare and will only be encountered in the vicinity of the Darkspear. Typical Drow Infantryman, War4: CR 4; Medium humanoid (elf); HD 4d8; hp 18; Init +3; Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base Atk +4; Grp +5; Atk +6 melee (1d6+1/18–20, rapier) or +5 ranged (1d4/19– 20, hand crossbow); Full Atk +6 melee (1d6+1/18–20, rapier) or +5 ranged (1d4/19–20, hand crossbow); SA poison, spell-like abilities; SQ drow traits, spell resistance 15; AL NE; SV Fort +4, Ref +2, Will +1; Str 13, Dex 13, Con 10, Int 12, Wis 10, Cha 10. Skills & Feats: Hide +4, Listen +4, Search +5, Spot +3; Dodge, Weapon Focus (rapier). Ibon Presno Gonzalez (order #73006) 8
- Page 1 and 2: Ibon Presno Gonzalez (order #73006)
- Page 3 and 4: 2 Introduction Welcome to The Drow
- Page 5 and 6: 4 island of Chillhame, then in the
- Page 7 and 8: 6 the past and old ghosts will retu
- Page 9 and 10: 8 It is likely that at some point o
- Page 11 and 12: 10 that his office is not the same
- Page 13 and 14: 12 but it is considered very dishon
- Page 15 and 16: 14 for 1d3 hours after drinking. Ho
- Page 17 and 18: 16 Equipment & Treasure: Arrows (20
- Page 19 and 20: 18 dagger wounds in their chests. T
- Page 21: 20 break free. The control is also
- Page 25 and 26: 24 Skills & Feats: Balance +11, Cli
- Page 27 and 28: 26 they announce that one of the ca
- Page 29 and 30: 28 them off trying that route. Some
- Page 31 and 32: 30 paws, adding cowardice and the p
- Page 33 and 34: 32 Across Unkown Oceans This chapte
- Page 35 and 36: 34 and electricity 10, spider climb
- Page 37 and 38: 36 light slashing or piercing weapo
- Page 39 and 40: 38 Effects of the Vortex If they ar
- Page 41 and 42: 40 4. Hidden Entrance The main entr
- Page 43 and 44: 42 The One has a +8 racial bonus on
- Page 45 and 46: 44 Sahuagin Lacerators The lacerato
- Page 47 and 48: 46 other ships are sent out. Whole
- Page 49 and 50: 48 If a Harrier should die and his
- Page 51 and 52: 50 a hull, lacking any masts or sai
- Page 53 and 54: 52 Environment: Temperate aquatic O
- Page 55 and 56: 54 listeners than watchers, since t
- Page 57 and 58: 56 shark’s tooth set in silver (w
- Page 59 and 60: 58 Tizla Leaves These leaves are mi
- Page 61 and 62: 60 This room is where Revekhal Suns
- Page 63 and 64: 62 stronghold of tunnels as if it w
- Page 65 and 66: 64 reduction 2/-, illiteracy, trap
- Page 67 and 68: 66 faith and treated her with respe
- Page 69 and 70: 68 5. Galekki Lairs These dank, lig
- Page 71 and 72: 70 It is possible to shut the mangl
22<br />
<strong>The</strong> people of Jehannum are not inclined to accept<br />
defeat, even when a terrible new phenomenon has<br />
ravaged their city without warning and an army stands<br />
ready to begin slaughtering them. A few arrows whiz<br />
into the ranks of the drow. <strong>The</strong> people cheer.<br />
<strong>The</strong> cheers become screams as the whole of the black<br />
spire pulses, once, like a huge heart beating. A<br />
shockwave rips outwards from it, flailing the streets and<br />
buildings like a whip. Yawning cracks grind open in<br />
the roads; people stagger back from the edge and some<br />
tumble in, their shrieks fading as they fall. A cart rocks<br />
on the edge of the chasm and the next moment is gone,<br />
horse and all, flailing down into the dark. Houses fall<br />
with crash after crash, toppling as easily as dominoes,<br />
sending choking clouds of dust into the dark air. Church<br />
steeples buckle and collapse.<br />
<strong>The</strong> region has just been hit by an earthquake effect.<br />
<strong>The</strong> Games Master should have the Player Characters<br />
make Reflex saving throws (DC 15) to avoid being<br />
knocked prone. In addition, there is a 25% chance that<br />
each Player is next to a fissure when it opens and must<br />
make a further Reflex saving throw (DC 20) to avoid<br />
falling in. Player Characters still trapped in fissures at<br />
the end of the next round are killed as the fissures grind<br />
shut:<br />
As the dust settles, the cracks in the ground close up<br />
with a groaning sound, swallowing the victims. <strong>The</strong><br />
screams begin afresh, but this slaughter is not the cause.<br />
People in the crowds are pointing upwards to where the<br />
air above the spire is shimmering.<br />
A titanic shape comes slowly into view, clinging to the<br />
spire like a serpent twined around a tree. It is pitch<br />
black from the plates of its scales to the leathery sails of<br />
its wings; though it is half-invisible against the darkness<br />
of the dome, there is no mistaking the fierce green glow<br />
of its eyes or the whiteness of its teeth.<br />
‘As we have said,’ the voice gloats, ‘you will submit to<br />
us.’<br />
<strong>The</strong> Magical Darkness<br />
<strong>The</strong> dark radiance that the spire produces is not like<br />
magical darkness, which blocks darkvision. Instead, it<br />
is a replication of a moonless, starless night. Creatures<br />
with darkvision can see perfectly well. It does, however,<br />
stifle both natural and magical illumination.<br />
All light sources yield shadowy illumination where they<br />
would ordinarily yield bright illumination. Where they<br />
would yield shadowy illumination, they yield no light at<br />
all. Candles are useless; nothing less bright than a lamp<br />
will be any use. All natural lights have a strange green<br />
cast to them, like gaslight. Magical lights are merely<br />
dim.<br />
Characters with low-light vision double the effective<br />
range of shadowy illumination, as usual. Characters<br />
with darkvision see just as well as they would in<br />
ordinary darkness.<br />
This effect gives the drow a massive advantage over their<br />
opponents. Even in shadowy illumination, they always<br />
have concealment against opponents without darkvision<br />
(giving all attacks against them a 20% miss chance) and<br />
can make Hide checks to conceal themselves.<br />
Object<br />
Shadowy<br />
Illumination Duration<br />
Everburning torch 20 ft. Permanent<br />
Lamp, common 15 ft. 6 hr./pint<br />
Lantern, bullseye 60-ft. cone 6 hr./pint<br />
Lantern, hooded 30 ft. 6 hr./pint<br />
Sunrod 30 ft. 6 hr.<br />
Torch 20 ft.<br />
Shadowy<br />
1 hr.<br />
Spell<br />
Illumination Duration<br />
Continual fl ame 20 ft. Permanent<br />
Dancing lights (torches) 20 ft. (each) 1 min.<br />
Daylight 60 ft. 30 min.<br />
Light 20 ft. 10 min.<br />
Non-Player Character Group: <strong>The</strong> <strong>Drow</strong><br />
Army<br />
<strong>The</strong> following statistic blocks describe the generic<br />
soldiers in the drow army. <strong>The</strong> most common<br />
combination that the Player Characters will encounter<br />
involves approximately 20 infantry, one lieutenant (or<br />
war-mage) and one captain. Commanders are rare<br />
and will only be encountered in the vicinity of the<br />
Darkspear.<br />
Typical <strong>Drow</strong> Infantryman, <strong>War</strong>4: CR 4; Medium<br />
humanoid (elf); HD 4d8; hp 18; Init +3; Spd 30 ft.; AC<br />
16, touch 11, flat-footed 15; Base Atk +4; Grp +5; Atk<br />
+6 melee (1d6+1/18–20, rapier) or +5 ranged (1d4/19–<br />
20, hand crossbow); Full Atk +6 melee (1d6+1/18–20,<br />
rapier) or +5 ranged (1d4/19–20, hand crossbow);<br />
SA poison, spell-like abilities; SQ drow traits, spell<br />
resistance 15; AL NE; SV Fort +4, Ref +2, Will +1; Str<br />
13, Dex 13, Con 10, Int 12, Wis 10, Cha 10.<br />
Skills & Feats: Hide +4, Listen +4, Search +5, Spot +3;<br />
Dodge, Weapon Focus (rapier).<br />
Ibon Presno Gonzalez (order #73006) 8