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The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

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whose soul was lost. We’re only telling you this because<br />

you have a right to know. We need you to understand<br />

what the stakes really are.’<br />

With that, the elves step back from the table. <strong>The</strong> wands<br />

are there for you to take.<br />

Once the Player Characters have taken the wands and<br />

said anything they need to say, the Conclave transports<br />

them to the fields outside Crom Calamar, where the<br />

armies are assembling.<br />

Day of the Battle<br />

Crom Calamar has changed since the Player Characters<br />

were there last. Crucified bodies hang on the walls.<br />

Every road into the place is guarded, with bands of<br />

drow (and possibly Ironclads) patrolling the wilderness<br />

beyond. Even the sky is not safe, as Scallandriax circles<br />

above the city on the lookout for flying invaders.<br />

<strong>The</strong> Guards<br />

<strong>The</strong> Games Master should refer to De Profundis, page<br />

3, for statistics for the drow soldiery. A typical guard<br />

patrol consists of 14 to 20 soldiers, led by a captain,<br />

a lieutenant and a war-mage. If any of the Ironclads<br />

survived, these patrol the city in pairs.<br />

Event: Reaching the Tenebrium<br />

<strong>The</strong> most likely option is for the Player Characters to<br />

enter the city by stealth and make a surprise assault on<br />

the tenebrium. <strong>Two</strong> forces stand between them and<br />

their goal: the dragon and a vast army of drow.<br />

Fortunately for the Player Characters, the drow soldiers<br />

are all now much lower level than the Player Characters<br />

are. <strong>The</strong> only adversary who can present a serious<br />

challenge in his own right is Rannirak, who is far below<br />

at the Abyssal Altar. Nonetheless, detection will bring<br />

all the drow in the city down upon them, and even a 19 th<br />

level character cannot withstand an entire army. <strong>The</strong>ir<br />

chances of being detected depend upon the techniques<br />

they use. <strong>The</strong> drow war-mages have see invisibility<br />

running, so they detect invisible characters easily.<br />

Assume that every single street is patrolled every 15<br />

minutes. Otherwise the Player Characters are not likely<br />

to be detected unless they do something stupid.<br />

<strong>The</strong> dragon is another matter. If the Player Characters<br />

try to fly into the city (a likely choice for 19 th level<br />

characters), Scallandriax may detect them. If he hears<br />

them approaching, the dragon casts true seeing and<br />

hunts them down. He keeps to his post at the top of the<br />

spire specifically to defend the tenebrium, so he will be<br />

hard to sneak past. One possible strategy might be to<br />

call upon Aristeele to draw Scallandriax away from the<br />

Darkspear.<br />

<strong>The</strong> Darkspear: <strong>The</strong> Darkspear is 200 feet high. <strong>The</strong><br />

tenebrium is a single mass 20 feet across. <strong>The</strong> openings<br />

in the side of the Darkspear that allow the darkness to<br />

flood out grant the tenebrium a good deal of cover, and<br />

the darkness it emanates grants it total concealment<br />

(miss chance 50%). From outside, to hit the tenebrium<br />

with a ray attack from the wand requires a ranged touch<br />

attack against an Armour Class of 14.<br />

A character can guarantee a hit by attacking from inside<br />

the Darkspear, but to do this he must enter through the<br />

open front hatch without being detected and climb or<br />

fly up the inside.<br />

Plot Event: <strong>The</strong> Long Night Ends<br />

When a Player Character first attempts to fire a starwand<br />

into the tenebrium, the following occurs. <strong>The</strong><br />

dazzling brilliance of the beam gives his position<br />

away to all enemies in the area, who are immediately<br />

alerted to what is happening. Moreover, even if he hits<br />

the tenebrium first time, the dark mass merely begins<br />

to groan and vibrate, with tiny pieces pinging off.<br />

Evidently the Conclave’s tests on smaller pieces have<br />

led to a miscalculation. One blast is not enough.<br />

At this point all hell breaks loose. <strong>The</strong> character who<br />

fired the wand is now the target of every drow in the<br />

area, as well as of Scallandriax if he is present. <strong>The</strong><br />

advantage of surprise and stealth is gone. A second<br />

successful hit is needed to destroy the tenebrium.<br />

When that happens, the Games Master should read the<br />

following:<br />

For a second the beam of light stands out against the<br />

darkness. <strong>The</strong> vibrations become a howl and then a<br />

shriek. <strong>The</strong> next moment every single brick and tile in<br />

the city seems to explode with shattering force. <strong>The</strong><br />

sound is like the end of the world. Silence floods back<br />

in, only to be followed by a sound like a thousand<br />

voices screaming in pain. You realise, as you blink<br />

in the sudden daylight, that this is exactly what you<br />

are hearing. Blinded drow are running through the<br />

streets, crowding into the shadows, covering their eyes<br />

and screaming like tortured cats. <strong>The</strong> top half of the<br />

Darkspear is completely gone. Only a twisted wreck<br />

of metal casing, looking absurdly like a half-peeled<br />

banana, is left.<br />

And now a new sound begins. <strong>The</strong> sound is a cheer, and<br />

it comes from the windows of the houses in the city, the<br />

rooftops and the balconies. It is the sound of people<br />

who can see the sun again.<br />

Ibon Presno Gonzalez (order #73006) 8<br />

247

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