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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the past and old ghosts will return to haunt us before<br />
this is over.<br />
Know one thing more. Your victory will bring you<br />
another kind of fame. You are no longer hidden from<br />
the eyes of your enemies. <strong>The</strong>y know now what they<br />
face; and they will seek to slay you at every turn.<br />
In service to the Stars,<br />
N. A.<br />
Once he has delivered the message, the clockwork<br />
knight bows with a loud twang of springs, then returns<br />
to his mount. He then rides flat-out back to Jehannum.<br />
<strong>The</strong> Player Characters can choose what to do next,<br />
though the letter should have left them feeling that<br />
there is no time to lose. <strong>The</strong>y may be suspicious and<br />
attempt to research the messenger or the message by<br />
using augury spells or similar divinations; these will<br />
confirm that the sender of the message is indeed an ally<br />
as he claims to be.<br />
<strong>The</strong> Clockwork Knight: Medium construct; HD<br />
10d10+20; hp 75; Init +3; Spd 30 ft.; AC 28, touch 13,<br />
flat-footed 25; Base Atk +7; Grp +10; Atk +10 melee<br />
(1d10+3/19–20, heavy flail) or +10 melee (1d8+3/x3,<br />
heavy flail); Full Atk +10/+5 melee (1d10+4/19–20,<br />
heavy flail) or +10/+5 melee (1d8+3/x3, lance); SA<br />
none; SQ construct traits, dictation; SV: Fort +4, Ref<br />
+3, Will +4; Str 17, Dex 16, Con —, Int —, Wis 10,<br />
Cha 10.<br />
Skills & Feats: Ride +11<br />
Dictation (Ex): <strong>The</strong> clockwork knight can read and<br />
‘remember’ a message up to three pages in length. On<br />
fulfilment of a preset condition, it delivers this message<br />
by writing it out. <strong>The</strong> knight does not understand the<br />
content of the message (it is mindless). <strong>The</strong> knight<br />
can only store words, not images, though these may<br />
be in any language. It cannot store magical script or<br />
symbols.<br />
Skills: <strong>The</strong> clockwork knight has a +8 racial bonus to<br />
Ride skill checks.<br />
Event: Travelling to Crom Calamar<br />
<strong>The</strong>re are two obvious ways to reach Crom Calamar:<br />
the land route or the sea route. Travelling by land<br />
takes the Player Characters southeast through Ghael, a<br />
potentially hostile country, while taking the sea route<br />
involves riding back down to Crescent City and taking<br />
a ship directly to Crom Calamar. <strong>Of</strong> the two options,<br />
the sea route is fastest. <strong>The</strong> Player Characters may also<br />
have access to magic that can transport them quickly.<br />
Whichever option they take, the following encounters<br />
may occur en route, with the final encounter occurring<br />
no matter where they are.<br />
Event: Travelling Through Ghael<br />
Caldraza has only recently sued for peace with Ghael<br />
and the situation on the border is still very dangerous.<br />
Both the Caldrazans and the Ghaels have encampments<br />
of many hundreds of men massed on the river bank. In<br />
order to get across, the Player Characters will first have<br />
to find a boatman willing to ferry them across the River<br />
Schlass. <strong>The</strong>y must then persuade the Ghaels on the<br />
other side that they are neutral and not Caldrazan spies<br />
come to report on them, or assassins hoping to slay one<br />
of the lairds. <strong>The</strong> Ghaels will send one of their elite<br />
clansmen per party member to investigate as soon as<br />
they see the Player Characters arrive.<br />
<strong>The</strong> Player Characters could instead try to sneak through<br />
Ghael and into Jehannum. Once they are over the river<br />
and past the border camps, this will not be difficult,<br />
especially if they use magic, though the Ghaels are<br />
much more likely to be hostile if the Player Characters<br />
are caught sneaking around.<br />
Ghael is a foggy, hilly country of roaming sheep and<br />
rough stone cottages. <strong>The</strong> Player Characters can walk<br />
for hours without seeing a human being. Only the<br />
women and children will be at home in the towns, as<br />
the men have all gone to the border to prepare for war.<br />
Typical Ghael Elite Clansman, Human Ftr5: CR 5;<br />
Medium humanoid; HD 5d10; hp 27; Init +1; Spd 30 ft.;<br />
AC 15, touch 11, flat-footed 14; Base Atk +5; Grp +7;<br />
Atk +8 melee (2d6+5/19–20, greatsword) or +7 ranged<br />
(1d8+2/x3, composite longbow (+2 Str bonus)); Full<br />
Atk +8 melee (2d6+5/19–20, greatsword) or +7 ranged<br />
(1d8+2/x3, composite longbow (+2 Str bonus)); AL N;<br />
SV Fort +4, Ref +2, Will +1; Str 14, Dex 12, Con 11,<br />
Int 9, Wis 10, Cha 8.<br />
Skills & Feats: Climb +2, Handle Animal +1, Intimidate<br />
+1, Jump +4, Ride +3, Swim +2; Cleave, Great Cleave,<br />
Power Attack, Weapon Focus (greatsword), Weapon<br />
Focus (longbow), Weapon Specialisation (greatsword).<br />
Equipment & Treasure: 300 gp, Arrows (20), chain<br />
shirt, composite longbow, greatsword, potion of cure<br />
light wounds.<br />
Ibon Presno Gonzalez (order #73006) 8