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
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Skills: A filth nixie has a +8 racial bonus on any Swim<br />
check to perform some special action or avoid a hazard.<br />
It can always choose to take 10 on a Swim check, even<br />
if distracted or endangered. It can use the run action<br />
while swimming, provided it swims in a straight line.<br />
*Filth nixies have a +5 racial bonus on Hide checks<br />
when in the water.<br />
Event: If It All Goes Wrong<br />
This section is intended to be a tense stealthy run<br />
through the enormous vessel, filled with close calls<br />
and desperate fights, rather than a slugfest. To give<br />
the Sea Harriers a fair break, the Games Master should<br />
allow for the possibility of the Player Characters being<br />
caught, rather than using deus ex machina devices to<br />
bail them out for the sake of the story. After all, the<br />
Celebration is a huge ship filled with enemies. If the<br />
Player Characters’ luck runs out even once, they could<br />
have hundreds of Sea Harriers after them and nowhere<br />
to run. Instead of heading back out to sea with Azbeth<br />
freed and Sunspite’s diary in their possession, they<br />
could end up alongside her in the brig.<br />
If the Player Characters screw up, run with it. This is<br />
not as much of a disaster as it seems. <strong>The</strong> Sea Harriers<br />
are heading for Lost Athul anyway, which is where<br />
the Player Characters will need to go next. Any of the<br />
following situations could put them back on their feet<br />
again:<br />
• Although they have made a bargain to enter Lost<br />
Athul and retrieve the stones for Omorogg, the Sea<br />
Harriers find the actual task more daunting than they<br />
expected. Faced with a black, dripping city newly<br />
risen from the sea bed, the Sea Harriers will be<br />
inclined to send prisoners in first to test the ground<br />
instead of risking their own lives. With a few lucky<br />
breaks, the Player Characters can slip free of the Sea<br />
Harriers and reach the soul-stones before they do.<br />
• One of the Sea Harriers takes a shine to a Player<br />
Character. As spoils of war, the Player Characters<br />
are there for the taking, so any unmarried Harrier can<br />
claim one. <strong>The</strong> Harrier connives to have the Player<br />
Character taken away from the rest and brought to<br />
a private cabin. Ways to incapacitate the lustful<br />
Harrier will no doubt suggest themselves…<br />
• <strong>The</strong> Celebration is attacked by an enraged sea<br />
serpent, which smashes one of the stabilising hulls<br />
almost entirely off and makes the ship list badly.<br />
As hundreds of Harriers rush to the deck to man<br />
the catapults and see the brute off, the brig is left<br />
without guards. This is an ideal time to attempt<br />
to batter the door down. With all the noise of the<br />
fighting, nobody will notice a few more bangs and<br />
crashes. Alternatively, the serpent’s lashing tail can<br />
smash through some planks right in the side of the<br />
brig. <strong>The</strong> good news is that there is now a way out, if<br />
the Player Characters can squeeze through. <strong>The</strong> bad<br />
news is that the way out is gushing water and will<br />
flood the brig completely in ten rounds!<br />
Aftermath<br />
If the Player Characters have been cunning and<br />
fortunate, they will be able to escape the Celebration<br />
with Azbeth and return to their own vessel. Retrieving<br />
Azbeth is worth a story award equivalent to a CR 12<br />
challenge. <strong>The</strong> Games Master should raise this to a CR<br />
14 challenge if the Player Characters are also able to<br />
find and make away with Sunspite’s journal.<br />
<strong>The</strong> Player Characters must now make a difficult<br />
decision. If they have the journal and know the sea<br />
raiders’ plans, they can now attempt to follow them to<br />
Lost Athul and retrieve the eggs. Azbeth will argue<br />
fervently in favour of this plan, saying that they must<br />
act now while there is time. Archimandrus is more<br />
concerned with bringing the Player Characters to Xoth<br />
Sarandi, where they can finally meet up with the Council<br />
and discuss the next phase of the <strong>Drow</strong> <strong>War</strong>. Some of<br />
the possible outcomes are as follows:<br />
If the Player Characters decide to head straight to Xoth<br />
Sarandi and ignore the Sea Harriers, they may miss out<br />
on the Lost Athul adventure below and are still saddled<br />
with the problem of Omorogg. <strong>The</strong> Games Master<br />
may, however, opt to delay the Sea Harriers’ trip to<br />
Lost Athul until the Player Characters decide to oppose<br />
it, which is something of a plot juggle but does mean<br />
that the Player Characters do not miss any adventure<br />
content. Making straight for Xoth Sarandi means that<br />
the Player Characters encounter fewer hazards when<br />
they reach their destination, as their enemies have less<br />
time to organise a counter-strike; see the next chapter<br />
for details.<br />
It is also possible for them to head to Xoth Sarandi and<br />
then take the sea-portal from there to Lost Athul, which<br />
still brings them there faster than the Sea Harriers can<br />
travel. <strong>The</strong> Celebration may be vast, but she is also<br />
slow. This is the most efficient plan, as it allows the<br />
Player Characters to meet with the Council (albeit<br />
briefly) and intercept the Harriers, possibly with elven<br />
backup. However, they first have to persuade the<br />
Council to allow them to open the portal, which has<br />
been disused for decades.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
81