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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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‘My friends, these enemies of ours have been busy on<br />

many fronts. I have received a magical distress signal<br />

from a fellow mage of Xoth Sarandi, the Lady Azbeth,<br />

who has spent the last six months investigating the<br />

motley pirate brotherhood that call themselves the Sea<br />

Harriers. She was convinced that they had made an<br />

alliance with the drow, and based her views on reports<br />

of ships seen in the mist, captained and crewed entirely<br />

by dark elves. Now, it seems, she has come a little too<br />

close to the truth. Her sending said that the Sea Harrier<br />

vessel A Dream of Pomegranates was closing on her<br />

and she had no chance of outrunning them.<br />

‘By now, Azbeth has undoubtedly been taken prisoner.<br />

<strong>The</strong> Sea Harriers have her. I cannot tell whether or<br />

not she still lives. From what she was able to tell me<br />

in the little time she had, the Sea Harriers have indeed<br />

struck some sort of a deal with the drow. <strong>The</strong>re is strong<br />

evidence to suggest that they are behind the kraken’s<br />

presence at the harbour. It is imperative that we go to<br />

her aid, both for her sake and for our own. If it is true<br />

that the Sea Harriers called up the kraken, then we may<br />

be able to undo their work and send it back to whatever<br />

ocean trench it crawled from.<br />

‘Azbeth was able to tell me her location before she was<br />

taken. According to the maps, she was in the open sea<br />

hundreds of miles from land, which can only mean that<br />

she is still on one of the Sea Harriers’ ships. I suggest<br />

that we seek that ship and attempt to intercept it before<br />

it reaches land.’<br />

If the Player Characters check the location that<br />

Archimandrus cites, they see that it is indeed in a region<br />

of open sea, only two or three days’ sailing away from<br />

their current location. <strong>The</strong> maps show nothing at all<br />

nearby, not even the tiniest of islands.<br />

Event: Hunting the Hunters<br />

Searching for the Sea Harriers that took Azbeth is a<br />

wearisome task. <strong>The</strong> Player Characters can do little but<br />

scour her last known location looking for clues, while<br />

Archimandrus repeatedly casts enlarged locate creature<br />

spells and tries to scry on Azbeth. His scrying reveals<br />

her to be alive, chained up in a tiny wooden-walled cell<br />

that is obviously part of a ship.<br />

<strong>The</strong> Games Master can extend this search as long as is<br />

appropriate for the story, throwing in red herrings and<br />

random encounters as needed. We suggest any of the<br />

following:<br />

A band of ‘helpful’ merfolk who lie about having seen<br />

the Sea Harriers and spin a tall story about where they<br />

went.<br />

A pair of whales fleeing past the Player Characters’ ship,<br />

closely followed by the cry of a sea serpent echoing<br />

across the waters (actually the Beast Bellower from the<br />

deck of the Celebration, for which see below).<br />

A group of tritons or aquatic elves who encountered<br />

Azbeth and spoke to her before she was captured.<br />

A gang of pirates from the Shard, who hate the Sea<br />

Harriers and know nothing of any prisoner.<br />

<strong>The</strong> Player Characters should, however, find a lead<br />

before they become bored. While they are searching,<br />

the Games Master should have one of them notice a fog<br />

bank off the port bow. At sea it is important to avoid<br />

fog if possible, as ships can easily collide with unseen<br />

hazards, so it would be wise to inform the crew. In<br />

fact, the Sea Harriers have been banking on just such<br />

caution in order to remain undetected, since nobody<br />

would purposefully steer into a fog bank. A Knowledge<br />

(nature) or Profession (sailor) check (DC 20) reveals<br />

that the weather conditions are not right for fog. <strong>The</strong>re<br />

is something unnatural about this cloud.<br />

If the Player Characters need even more encouragement<br />

to steer into it, Archimandrus exclaims that he has<br />

found Azbeth. His enlarged locate creature spells show<br />

that she is less than 1,600 feet away, in a direction that<br />

would take the ship right into the fog bank.<br />

<strong>The</strong> fog can work to the Player Characters’ advantage<br />

here. It conceals the mothership, but it also hides<br />

anything approaching it. <strong>The</strong> smaller the craft, the more<br />

efficient is the concealment. <strong>The</strong> Player Characters can<br />

choose how best to approach whatever lies inside the<br />

fog. Taking one of the ship’s rowing boats is better for<br />

stealth, while going in with the whole ship provides<br />

more warriors in the event of a fight. Archimandrus<br />

argues for stealth, since they have no idea what is in<br />

there.<br />

Event: Sighting the Celebration<br />

When the Player Characters first encounter the<br />

Celebration, the Games Master should read or<br />

paraphrase the following:<br />

<strong>The</strong>re seems to be no end to the chill fog that surrounds<br />

you. <strong>The</strong> only sound is the rhythmic sculling of oars<br />

in the water. <strong>The</strong>n, looming out of the fog, you see the<br />

vague shape of a ship, though it seems to be nothing but<br />

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

49

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