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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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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

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