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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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