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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

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