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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‘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 />
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