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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 />

91

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