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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some kind of script. A Decipher Script skill check (DC 30) gleans that these are hymns of praise to the kraken-gods. The craters were temple-pools, where Lost Athul’s living gods could receive sacrifices and adoration from their hysterical followers. Each crater has a walkway leading into the centre. This is the point where the high priest would stand in order to petition the kraken. The pools are currently empty, though at the Games Master’s discretion, one of the chihulli might have been caught in one and spared the fate of its unfortunate fellows. Location: The Tower of Scollub This tower is as bulbous and twisted as a root ripped from the earth. At its top it widens out like the bell of a crocus. Incongruously, a hempen rope dangles down from it. This ugly structure is the first part of Lost Athul to break the surface. The Stone of Melvek is caught on top of it, leaning against the tower railing, with the rope trailing down beside it. A character can easily climb this rope to reach the tower top. Player Characters who hatch plans to send Lost Athul back to the ocean floor may try to reach the Stone of Melvek to destroy it or shut it down somehow. Currently the stone is keeping Lost Athul floating 1,000 feet above the seabed. Sending Lost Athul back down below is a worthy goal, but if the Player Characters do so before they have fetched the soul-stones, they leave themselves with no way to rid Crom Calamar of Omorogg. Both Archimandrus and Azbeth urge the Player Characters to find the stones, both to prevent the Sea Harriers from getting them first and to give themselves a bargaining tool with the kraken. Archimandrus adds the following additional note of caution: if Omorogg finds out that the Player Characters have interfered and denied him the stones he craves, then he will have a personal reason to oppose them. He might do a lot worse than simply blockading the portal. An angry kraken of his size and power could devastate a coastal town on his own if he chose – and he is bound to have allies, fellow kraken who also remember the days of being gods in Lost Athul. Location: The Sanctuary of Souls The Sanctuary of Souls is the vaguely egg-shaped building that Sunspite is making for. In this vault, the Myrrik wizards transferred the souls of the most important members of the race into enchanted stone receptacles. They expected that one day their kraken masters would return and free them. To that end they prepared stores of magical treasures, which they could claim and wield when their souls had entered new bodies. As an additional failsafe, they prepared cunning magical traps that would render comatose any treasure-seeker who came poking around in the ruins, preparing him for the entry of the soul of a Myrrik wizard into his body. This fate is almost certain to befall Sunspite’s crew and may well afflict one of the Player Characters, too, if they are not cautious... 1. Entrance The opening in the side of the structure is 30 feet up and has no platform, ramp or stairs. Instead, there is a line of stone protrusions, around a foot long, which lead up to it like rungs on a ladder. You can see from here that the gateway has evidently been barricaded from the inside. Clumps of some material like coral with bone fragments in it, or possibly compacted flesh, fill up the opening. If Sunspite has beaten the Player Characters here, the Games Master should add the following: A hole has been smashed in this barricade. Judging from the scattered debris, this happened recently. The corridors inside the Sanctuary all seem to be made from the same unpleasant coral-like substance. It is a suspiciously deep blood-red in colour and occasionally has pieces of white material in it that almost (but not quite) resemble bones and teeth. If that is what they are, then they have been severely deformed. 1a: At this point the Myrrik placed a powerful magical trap that would freeze any intruder in place. Myrrik and kraken are exempt from this effect. Simultaneously, the trap sends a signal to the Animus Operative in Area 3 to tell it that there are living beings in Lost Athul once again. When the trap is triggered, the Animus Operative hastens to the area (taking double moves each round) and examines the held creatures. If the souls it is carrying recognise any of them as worthy of occupancy, then it incapacitates them with its feeblemind ray. The foremost soul then attempts to possess the creature while the Animus Operative destroys its unneeded companions. Mass hold monster trap: CR 10; magic device; proximity trigger (alarm); automatic reset; spell effect (mass hold monster, 17 th level wizard, Will saving throw (DC 23) negates); multiple targets (one or more Ibon Presno Gonzalez (order #73006) 8 87

88 creatures, no two of which can be more than 30 feet apart); Search DC 34; Disable Device DC 34. 2. Ossuary This chamber reeks of death – not just the foul fish-like stench of something that has lain rotting in the water for years but the stifling, sickly smell of embalming fluid or putrid flower petals. Before you there stretches a hallway with stone pews on either side, as if for some great assembly or church service. If so, it is a service for the dead, because the pews are full of limbless skeletons, hundreds of them, huddled against one another. They are clearly not the remains of humans, as their eye sockets gape wide enough for a man’s fist and their crania have a bony ridge like a shark’s fin. From the sheer number of Myrrik skeletons in this room, one might think that there had been an act of mass ritual slaughter in the city’s final hours. In fact, the Myrrik in this chamber were more at peace than those left outside in the city streets. They waited patiently in their appointed places until the Animus Operative came for them. When their souls were transferred into the stone eggs, their empty bodies simply collapsed and eventually starved to death. 2a: There is another magical trap here, this time a mind fog trap to soften up exploring creatures’ minds before they enter the Animus Operative’s chamber. Mind fog trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (mind fog, 9 th level wizard, Will saving throw (DC 17) negates); Search DC 31; Disable Device DC 31. 3. The Animus Operative This chamber must at one time have been a workshop. The soapstone workbenches covered with unrecognisable tools, twists of silvery wire and pieces of curved glass give you no indication of what was built here or why. If the Animus Operative has not already been encountered and destroyed, the Games Master should add the following: Patches of coloured light move up, across and down the walls. They are shining from the device that Ibon Presno Gonzalez (order #73006) 8

some kind of script. A Decipher Script skill check<br />

(DC 30) gleans that these are hymns of praise to the<br />

kraken-gods. <strong>The</strong> craters were temple-pools, where<br />

Lost Athul’s living gods could receive sacrifices<br />

and adoration from their hysterical followers.<br />

Each crater has a walkway leading into the centre.<br />

This is the point where the high priest would stand in<br />

order to petition the kraken. <strong>The</strong> pools are currently<br />

empty, though at the Games Master’s discretion, one<br />

of the chihulli might have been caught in one and<br />

spared the fate of its unfortunate fellows.<br />

Location: <strong>The</strong> Tower of Scollub<br />

This tower is as bulbous and twisted as a root ripped<br />

from the earth. At its top it widens out like the bell of<br />

a crocus. Incongruously, a hempen rope dangles down<br />

from it.<br />

This ugly structure is the first part of Lost Athul to break<br />

the surface. <strong>The</strong> Stone of Melvek is caught on top of it,<br />

leaning against the tower railing, with the rope trailing<br />

down beside it. A character can easily climb this rope<br />

to reach the tower top. Player Characters who hatch<br />

plans to send Lost Athul back to the ocean floor may<br />

try to reach the Stone of Melvek to destroy it or shut<br />

it down somehow. Currently the stone is keeping Lost<br />

Athul floating 1,000 feet above the seabed.<br />

Sending Lost Athul back down below is a worthy<br />

goal, but if the Player Characters do so before they<br />

have fetched the soul-stones, they leave themselves<br />

with no way to rid Crom Calamar of Omorogg. Both<br />

Archimandrus and Azbeth urge the Player Characters<br />

to find the stones, both to prevent the Sea Harriers from<br />

getting them first and to give themselves a bargaining<br />

tool with the kraken.<br />

Archimandrus adds the following additional note of<br />

caution: if Omorogg finds out that the Player Characters<br />

have interfered and denied him the stones he craves,<br />

then he will have a personal reason to oppose them. He<br />

might do a lot worse than simply blockading the portal.<br />

An angry kraken of his size and power could devastate a<br />

coastal town on his own if he chose – and he is bound to<br />

have allies, fellow kraken who also remember the days<br />

of being gods in Lost Athul.<br />

Location: <strong>The</strong> Sanctuary of Souls<br />

<strong>The</strong> Sanctuary of Souls is the vaguely egg-shaped<br />

building that Sunspite is making for. In this vault,<br />

the Myrrik wizards transferred the souls of the most<br />

important members of the race into enchanted stone<br />

receptacles. <strong>The</strong>y expected that one day their kraken<br />

masters would return and free them. To that end they<br />

prepared stores of magical treasures, which they could<br />

claim and wield when their souls had entered new<br />

bodies.<br />

As an additional failsafe, they prepared cunning magical<br />

traps that would render comatose any treasure-seeker<br />

who came poking around in the ruins, preparing him for<br />

the entry of the soul of a Myrrik wizard into his body.<br />

This fate is almost certain to befall Sunspite’s crew and<br />

may well afflict one of the Player Characters, too, if<br />

they are not cautious...<br />

1. Entrance<br />

<strong>The</strong> opening in the side of the structure is 30 feet up and<br />

has no platform, ramp or stairs. Instead, there is a line<br />

of stone protrusions, around a foot long, which lead up<br />

to it like rungs on a ladder. You can see from here that<br />

the gateway has evidently been barricaded from the<br />

inside. Clumps of some material like coral with bone<br />

fragments in it, or possibly compacted flesh, fill up the<br />

opening.<br />

If Sunspite has beaten the Player Characters here, the<br />

Games Master should add the following:<br />

A hole has been smashed in this barricade. Judging<br />

from the scattered debris, this happened recently.<br />

<strong>The</strong> corridors inside the Sanctuary all seem to be made<br />

from the same unpleasant coral-like substance. It is a<br />

suspiciously deep blood-red in colour and occasionally<br />

has pieces of white material in it that almost (but not<br />

quite) resemble bones and teeth. If that is what they are,<br />

then they have been severely deformed.<br />

1a: At this point the Myrrik placed a powerful magical<br />

trap that would freeze any intruder in place. Myrrik and<br />

kraken are exempt from this effect. Simultaneously, the<br />

trap sends a signal to the Animus Operative in Area 3<br />

to tell it that there are living beings in Lost Athul once<br />

again. When the trap is triggered, the Animus Operative<br />

hastens to the area (taking double moves each round)<br />

and examines the held creatures. If the souls it is<br />

carrying recognise any of them as worthy of occupancy,<br />

then it incapacitates them with its feeblemind ray. <strong>The</strong><br />

foremost soul then attempts to possess the creature<br />

while the Animus Operative destroys its unneeded<br />

companions.<br />

Mass hold monster trap: CR 10; magic device;<br />

proximity trigger (alarm); automatic reset; spell effect<br />

(mass hold monster, 17 th level wizard, Will saving<br />

throw (DC 23) negates); multiple targets (one or more<br />

Ibon Presno Gonzalez (order #73006) 8<br />

87

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