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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Spells prepared (4/4/3/3, save DC 12 + spell level): 1 st<br />
– disguise self, ghost sound, feather fall, true strike; 2 nd<br />
– cat’s grace, invisibility, spider climb, undetectable<br />
alignment; 3 rd – false life, misdirection, nondetection;<br />
4 th – clairaudience/clairvoyance, greater invisibility,<br />
modify memory.<br />
Equipment & Treasure: +4 dagger of elf bane, amulet<br />
of proof against detection and location (fashioned to<br />
look like an ornament on a slave collar), drow blade<br />
venom (3 doses).<br />
Event: Completing the Mission<br />
In order to succeed, the Player Characters have to<br />
cripple the factory and prevent the Ironclads from being<br />
deployed against the allied forces. <strong>The</strong>re are several<br />
ways in which they can do this.<br />
Storm Spirit Goes Critical: If the Player Characters<br />
feed Jien Zun Dum a massive overdose of charged<br />
mercury, he swells and glows with the brilliance of a<br />
dozen suns and his cage bars begin to melt. Exactly ten<br />
rounds later, the storm spirit explodes, sending waves<br />
of fire and lightning through the base, bringing down<br />
ceilings, collapsing walls and killing every creature<br />
present.<br />
Spanner in the Works: Sabotaging the machines<br />
(for example, by disintegrate) sets the manufacturing<br />
process back severely. <strong>The</strong> duergar can build more<br />
but it is not possible to have them ready in time for the<br />
invasion of Crom Calamar. However, any Ironclads<br />
that have already been built can be deployed, so this is<br />
only a partial victory.<br />
Smash the Machines: <strong>The</strong>re are several ways to render<br />
the Ironclads unusable. <strong>The</strong> Player Characters can<br />
physically smash them to bits, though this takes a long<br />
time. More inventive means, such<br />
as the use of transmute rock to mud<br />
and transmute mud to rock to embed<br />
them in granite, are preferable.<br />
Given that the drow have archmagi<br />
on their side, the Games Master<br />
must assess whether the Player<br />
Characters’ methods truly cripple<br />
the Ironclads or just make them<br />
harder to retrieve. If the drow can<br />
get any of the Ironclads back, they<br />
will. Rannirak believes that the<br />
drow cannot win without them,<br />
because of his prophetic vision.<br />
Event: Failing the Mission<br />
Without the possibility of failure,<br />
victory is meaningless. <strong>The</strong> Games<br />
Master should make it clear to the<br />
players that failure is an option. If<br />
the party is wiped out, the Conclave<br />
can use magic to bring them back<br />
to Xoth Sarandi and have them<br />
restored to life at the Node, but by<br />
then the advantage of surprise will<br />
have been lost and the Dolorous<br />
Peak will have triple the number<br />
of guards, outside and inside.<br />
If the mission is failed, Rannirak<br />
has the Ironclads moved to Crom<br />
Calamar, ready to send against the<br />
forces that he knows are coming.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
239