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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<strong>The</strong> Soul-Stones<br />
As the world of Ashfar has no magical means for<br />
anyone to return from the dead (with the exceptions<br />
of the Host and the Starborn), people are constantly<br />
seeking for ways to extend life and cheat death. <strong>The</strong><br />
wizards of the Myrrik created the soul-stones as<br />
their answer to the problem. It was a desperate, last<br />
minute solution but may yet prove to have saved one<br />
of the most evil civilisations ever known.<br />
A soul-stone is around the size of an ostrich egg,<br />
green in colour, faintly translucent and uncomfortably<br />
warm to the touch. A band of runes runs round the<br />
middle. <strong>The</strong>se magical glyphs identify the Myrrik<br />
whose soul is housed in the stone. <strong>The</strong> eggs must be<br />
prepared for one individual. Only the person named<br />
on the egg may use it as a storage receptacle for his<br />
soul.<br />
<strong>The</strong> stones have the power to preserve souls. When<br />
a spellcaster uses magic jar to move his soul into the<br />
stone, the time limit on the spell is suspended. <strong>The</strong><br />
soul can remain within the stone indefinitely. Even<br />
if the body dies, the soul is not compelled to leave<br />
the egg.<br />
A soul within a soul-stone can sense and attack life<br />
forms that come within range, exactly as described<br />
in the magic jar spell. In addition, if the soul-stone<br />
is installed into an Animus Operative (see above),<br />
the soul can see and hear what the Operative sees<br />
and hears, allowing it to choose the target it wishes<br />
to possess with much more precision.<br />
Spells prepared (4/5/5/5/5/4/2/1, save DC 15 + spell<br />
level): 0 th – detect magic, light, message, read magic;<br />
1 st – cause fear, comprehend languages, disguise<br />
self, obscuring mist, shield; 2 nd – alter self, false life,<br />
fox’s cunning, ghoul touch, invisibility; 3 rd – blink,<br />
nondetection, suggestion, tongues, water breathing;<br />
4 th – animate dead, dimension door, fear, greater<br />
invisibility, scrying; 5 th – contact other plane, dominate<br />
person, magic jar (cast), symbol of pain; 6 th – circle of<br />
death, true seeing; 7 th – finger of death.<br />
Attempting to possess a body is a full-round action. It<br />
is blocked by protection from evil or a similar ward.<br />
<strong>The</strong> Myrrik wizard possesses the body and forces the<br />
creature’s soul into the stone egg from whence it came<br />
unless the subject succeeds on a Will saving throw (DC<br />
21). Failure to take over the host leaves the Myrrik<br />
life force in the stone egg. <strong>The</strong> target automatically<br />
succeeds on further saving throws if the same Myrrik<br />
wizard attempts to possess its body again.<br />
If the Myrrik is successful, its life force occupies the<br />
host body and the host’s life force is imprisoned in the<br />
stone egg. <strong>The</strong> Myrrik wizard retains its Intelligence,<br />
Wisdom, Charisma, level, class, base attack bonus, base<br />
save bonuses, alignment and mental abilities. It also<br />
brings with it any spells that it had prepared. <strong>The</strong> body<br />
retains its Strength, Dexterity, Constitution, hit points,<br />
natural abilities and automatic abilities. A body with<br />
extra limbs does not allow the Myrrik to make more<br />
attacks (or more advantageous two-weapon attacks)<br />
than normal. It cannot choose to activate the body’s<br />
extraordinary or supernatural abilities. <strong>The</strong> creature’s<br />
spells and spell-like abilities do not stay with the body.<br />
<strong>The</strong> Workbenches: Nothing on the benches is of value.<br />
A Search check (DC 30) detects a tiny piece of crooked<br />
silver wire bent into a strangely regular pattern. This<br />
is the key to the lock bypass that disables the crushing<br />
wall trap at Location 5.<br />
Increasing the Challenge<br />
If the Player Characters are already higher than 14 th<br />
level by this stage, the Games Master should introduce<br />
a second Animus Operative but should not have it attack<br />
at the same time as the first. <strong>The</strong> second Operative waits<br />
inside the sealed inner sanctuary.<br />
4. <strong>The</strong> Inner Sanctuary<br />
This circular room has a single pillar in the centre.<br />
Its sides are honeycombed with hexagonal hollows.<br />
In each one, a green stone egg rests on some kind of<br />
spongy substance. A circle, marked with mystical signs<br />
and words in an arcane script, surrounds the pillar on<br />
the floor beneath.<br />
A Spellcraft skill check (DC 18) identifies the circle as<br />
some permanent variant of a magic circle of protection<br />
against evil, with the protection turned inward in order<br />
to confine what is placed inside. <strong>The</strong> Myrrik were<br />
distrustful of their brethren and wanted to make sure<br />
that when the five chief souls were free and came to free<br />
the others, they would not be attacked and possessed.<br />
<strong>The</strong>y built the confinement circle in order to keep the<br />
495 other souls securely within their eggs until there<br />
were enough bodies for all.<br />
<strong>The</strong> circle is effectively a magic item, whose creator<br />
was 13 th caster level. Any character foolish enough<br />
to step over the circle without a suitable ward (such<br />
as protection from evil) is immediately exposed to<br />
4d6 possession attempts from the congeries of souls.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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