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The Drow War Book Two. The Dying Of - RoseRed

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6<br />

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

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