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The Drow War Book Two. The Dying Of - RoseRed

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4<br />

island of Chillhame, then in the land of Caldraza where<br />

the drow had hatched a wicked and cunning plot. <strong>The</strong>y<br />

had placed a doppelganger on the throne of Caldraza<br />

to impersonate the King. This impostor had signed<br />

treaties with the drow, opening Caldraza up to them and<br />

allowing them to use the country as a power base.<br />

With hard fighting, bravery and clever tactics, the<br />

Player Characters destroyed the impostor and broke<br />

the Terror’s hold on Caldraza. <strong>The</strong> Terror herself was<br />

defeated shortly afterward in a final massive attack,<br />

though the cost may have been terrible indeed.<br />

Player Levels<br />

<strong>The</strong> Player Characters should be no lower than 10 th<br />

level when they begin this adventure and ideally no<br />

higher than 12 th . If they have somehow managed to<br />

finish the last section of the campaign without reaching<br />

10 th level, then a story award to bring them up to this<br />

level is entirely legitimate; alternatively, they can earn<br />

experience by hunting down stragglers from the drow<br />

army.<br />

Although it is possible to play <strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong><br />

<strong>Two</strong>: <strong>The</strong> <strong>Dying</strong> of the Light without having run the first<br />

book, we strongly recommend that this adventure be<br />

played after <strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong> One: <strong>The</strong> Gathering<br />

Storm rather than as a standalone, as it requires a good<br />

deal of background information.<br />

<strong>The</strong> Aftermath of Victory<br />

After the Player Characters’ defeat of House Arakh in<br />

the events of <strong>Book</strong> One, it seems that there will be a<br />

time of peace and recovery. <strong>The</strong> kingdom of Caldraza<br />

temporarily calls a truce with its less civilised neighbour,<br />

Ghael; the armies of the Chthonic Alliance, broken and<br />

confused without the Terror to lead them, retreat from<br />

the light back into the darkness below Chillhame.<br />

Following the decisive battle at Underdell, the Player<br />

Characters should be given a few days to rest, recover<br />

and re-equip themselves. <strong>The</strong>y now have a chance to<br />

spend their reward for saving the throne of Caldraza (if<br />

they received one) and may wish to visit any property<br />

that they have bought or been awarded.<br />

News and Rumours<br />

While the Player Characters are resting and preparing,<br />

reports reach them of developments in other parts of<br />

the world.<br />

• <strong>The</strong> Chthonic Alliance has abandoned Chillhame<br />

and fled back below ground. <strong>The</strong>re are celebrations<br />

in the streets and the Player Characters are honoured<br />

with heroic (and wildly exaggerated) songs in the<br />

taverns. Eyewitness reports describe the drow and<br />

duergar forces fleeing as if in fear, though the human<br />

opposition was no stronger than before. Most of the<br />

citizens are so happy that they do not question the<br />

invader’s motives, though some are saying that it<br />

means something worse is yet to come.<br />

• Ships docking in Crescent City have reported<br />

encountering floating debris on the ocean, the<br />

remains of other ships smashed to pieces. Wreckage<br />

has begun to wash up on the shores of Jehannum.<br />

Strangely, there have been fewer reports of pirate<br />

activity than before. Perhaps some new threat is<br />

targeting pirates and merchant shipping alike.<br />

• <strong>The</strong> dwarves of Svarth have seen smoke rising<br />

from distant mountains in their country, as if forges<br />

other than their own were being worked. Nobody<br />

but a small population of grey dwarves is known<br />

to live in those areas, yet the smoke rises all day<br />

and all night. Either the grey dwarves are working<br />

hammer and tongs on some massive undertaking<br />

or there is something else smouldering under the<br />

mountainside.<br />

Information: Why Was Chillhame<br />

Abandoned?<br />

<strong>The</strong> real reason for this panicked retreat is not fear of<br />

the humans but fear of the other drow houses. If House<br />

Arakh had succeeded, its presumption in breaking its<br />

exile would have been forgotten, since it would have<br />

proven that it carried the favour of the Dark.<br />

However, since the Terror has been destroyed, House<br />

Arakh now appears as a collection of upstarts and fools<br />

who have moved against the upper world and given them<br />

warning before the Ennead can begin its own invasion.<br />

Now it can expect no mercy at the hands of its fellow<br />

drow. Its only hope is to retreat to Arakh Mur and hope<br />

that the humans are able to defeat the drow before they<br />

destroy House Arakh.<br />

<strong>The</strong> Player Characters should have a chance to learn<br />

this, as it will add an undertone of dread to their victory<br />

and remind them that they have won a battle but not<br />

the war. Surviving drow warriors can beg them to<br />

be allowed to return home or even plead for political<br />

asylum. <strong>The</strong>y will explain that any punishment the<br />

Player Characters can devise is bound to seem like<br />

paradise itself compared to the perverse tortures that<br />

their fellow drow will dream up.<br />

Ibon Presno Gonzalez (order #73006) 8

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