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The Drow War Book Two. The Dying Of - RoseRed

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2<br />

Introduction<br />

Welcome to <strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong> <strong>Two</strong>: <strong>The</strong><br />

<strong>Dying</strong> of the Light!<br />

This is a linked series of three 256-page books. Each<br />

one contains a single epic story broken into ten parts,<br />

thus making thirty discrete adventures in total, all tied<br />

in to one overarching saga.<br />

<strong>The</strong> adventures are structured to take the characters<br />

concerned from 1 st level to 30 th level. Each book covers<br />

a span of ten levels, meaning that every adventure will<br />

(if completed successfully) advance the characters by<br />

approximately one level of experience. Naturally, this<br />

outcome is not guaranteed, nor is the progress going to<br />

be one long grind!<br />

<strong>The</strong> story of the <strong>Drow</strong> <strong>War</strong> continues where it left off,<br />

in the aftermath of the war for Caldraza. A mysterious<br />

messenger brings the news that the threat of the drow<br />

is by no means wiped out. A strike from below will<br />

come any day now. Powerful friends wait to aid the<br />

Player Characters in the city of Crom Calamar, the<br />

unconquered capital of Jehannum, Nation of <strong>War</strong>riors.<br />

<strong>The</strong> attack comes in a way nobody could have foreseen<br />

– from below. Immense battle-spires, the Darkspears,<br />

smash up through the city streets and shed a pall of<br />

unending night across the rooftops and battlements. In<br />

the course of a day, a whole nation falls to the drow and<br />

the crowned heads of Ashfar are thrown into turmoil.<br />

<strong>The</strong> Player Characters are thrown centre stage, as the<br />

fate of the entire world is placed upon their shoulders.<br />

At Xoth Sarandi, the island called the Crossroads of the<br />

World, the diplomats convene and it is there that the<br />

Player Characters must make their stand.<br />

First, though, there is an ocean to cross, with strange<br />

secrets brooding in the deep. <strong>The</strong> menace of the<br />

maelstrom is not the mere ocean hazard that it appears,<br />

and the pirate tribe called the Sea Harriers prove to<br />

be more than just a band of opportunistic brigands.<br />

Legends tell of sunken cities far to the south, but not all<br />

sunken cities stay sunken, not when there are deals to be<br />

made with ancient creatures from times before mankind<br />

arose.<br />

Xoth Sarandi provides the opportunity to play politics<br />

and avoid the daggers of assassins in back alleys. New<br />

friends provide welcome help; the guidance of a Conclave<br />

of powerful elven mages, tired of their government’s<br />

endless neutrality, gives the Player Characters valuable<br />

leads to follow. To break the drow’s dark spell, the<br />

Players must find out how it was woven, which leads<br />

to quests into the most icy and remote corners of the<br />

world. From there, gateways to worlds darker and more<br />

sinister still offer new challenging dimensions.<br />

<strong>The</strong> long road to final confrontation with the drow<br />

takes the Player Characters to deep, accursed deserts,<br />

cities where the memories of the dead walk, mines<br />

deep underground where traitors plot and scheme,<br />

the workshops of the grey dwarves where mechanical<br />

monstrosities wait to be unleashed and ultimately to<br />

distant peaks where only dragons dwell.<br />

Ultimately, the Player Characters will be the force to<br />

unite the free nations against the drow, if they have the<br />

wit and the will to do so. In this series of adventures,<br />

they are doing more than avoiding traps and killing<br />

monsters. <strong>The</strong>y must mobilise armies, hold counsel<br />

with kings and give the orders that, as every oracle<br />

knows, always lead to death. Whether the Players or<br />

the Dark prevail remains to be seen; there are no set<br />

endings and no certain answers. Failure is always a<br />

possibility, as without the threat of failure, there is no<br />

reward in victory.<br />

<strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong> <strong>Two</strong>: <strong>The</strong> <strong>Dying</strong> of the Light<br />

continues the adventure begun in <strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong><br />

One: <strong>The</strong> Gathering Storm. <strong>The</strong> campaign concludes in<br />

<strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong> Three: <strong>The</strong> Darkest Hour.<br />

Ibon Presno Gonzalez (order #73006) 8

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