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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5a. The Chamber of Regalia Beyond the concealed door is a small chamber with flat, smooth walls, polished to a shine, unlike the rest of this strange edifice. Five statues stand in a semicircle facing the entrance. They resemble roughly humanoid creatures with large eyes and tentacles for limbs. The tentacles of each creature are entwined with the creature next to it. The statues have been dressed in strange armour and decked out with weapons and other items. Whether these are offerings of some kind or part of some peculiar ritual, you cannot tell. Although they were wizards, the Myrrik overlords had armour for ceremonial occasions. The characteristic Myrrik armour resembles a breastplate. It will not fit anything other than Myrrik anatomy. Each statue has a +4 breastplate that cannot be worn by any creature alive on the planet at present. The other items are more useful. Characters who collect the gear from the statues can come away with the following: Two amulets of natural armour, one +2, the other +4. Four ioun stones (dusty rose, scarlet and blue, dark blue, vibrant purple). A circlet of persuasion. A cloak of resistance +3. Two metamagic rods (silent and empower). A wand of dispel magic and one wand of slow, both with 50 charges. 6. The Altar of Consultation In the centre of this domed chamber is a pedestal, on which is a glass dish. The dish is delicately and beautifully made, with scalloped edges and intricate patterns suggestive of marine plants. It looks out of place against such ugly surroundings. The dish radiates a moderate aura of Necromantic magic. If the dish is filled with pure water and a soulstone is placed in it, the occupant of the stone can communicate verbally. This item was used to ensure that the occupants of the soul-stones had survived the transference process. Aftermath There are several ways this scenario can end. Sunspite may be alive or dead, the Player Characters may or may not have the stone eggs and Lost Athul may still be on the surface or it may have been returned to the sea. There is no incorrect way to play it. Leaving the island with the stone eggs qualifies the Player Characters for a story award equivalent to a CR 14 encounter. If they also submerged Lost Athul once again, the Games Master should grant them an additional story award equal to defeating a CR 10 encounter. Storing the Stones: The Games Master should bear in mind that the soul-stones are dangerous cargo to have on board a ship. If the Player Characters do not take precautions to protect the crew or ward the place where they are kept, their occupants will be free to make possession attempts against anyone within range. This could easily result in a whole ship full of reincarnated Myrrik. The best solution is to keep them on a separate plane by means of an item such as a bag of holding or a spell such as secret chest. Event: Bargaining with Omorogg Once they have the soul-stones, the Player Characters can buy Omorogg off. The kraken is only attacking shipping because it wants its people back and trusts that Sunspite can get this done. It blusters and threatens but beneath all the bombast it is willing to do what is necessary to persuade the Player Characters to hand the stones over. How this encounter proceeds is entirely down to how the Player Characters want to handle it. Some of the possible outcomes are detailed below: • A straightforward approach – ‘we will give you the stones if you leave the portal’ – will work. Omorogg insists that the Player Characters must make the first move by giving over the stones. If they do so, the kraken takes its prize and submerges, leaving the passage to Crom Calamar clear once more. The problem with this solution is that the Player Characters have now allowed it to begin rebuilding one of the most evil civilisations ever seen on Ashfar. Reinforcements can now be sent to combat the drow but the price of this tactical advantage is high. • The Player Characters may try to lure the kraken into a trap, with the promise of the soul-stones as bait. This can be a thrilling way to play out the encounter. Omorogg is a CR 16 creature, higher than the Player Characters can safely face in the first half of the adventure, so attempts to trap and kill it will probably require the help of numerous allies. The problem then arises of where to find them. If the Player Characters are on good terms with the current ruler of Caldraza following the events of Book One, then they can recruit a small force to help (up to 500 1 st level warriors). Otherwise they will have to wait Ibon Presno Gonzalez (order #73006) 8 93

94 until they have been to Xoth Sarandi, where they can ask any friendly nation for military assistance. See the next chapter for details. • Omorogg is suspicious of anything other than a straightforward deal. If it believes that the Player Characters are trying to trick it, it may decide to attack them and claim the stones from the wreck of their ship. Its arrogance and desire to be worshipped are more likely to win out though, so it will cooperate with them so long as doing so does not put it in an obviously vulnerable position. • Refusing to give Omorogg the stones straight away, for any reason, angers it. If the Player Characters have not taken steps to ensure that Omorogg cannot simply help itself to the stones, it tries to take them. • The Player Characters may opt to skip diplomacy altogether and just go for an all-out fight. Equally, the kraken may lose patience and decide that it would be simpler just to take the stones by force. In this case, Omorogg dives underwater and uses its reach to attack the underside of the Player Characters’ ship (if they have one). It tries to keep the fight in the water as much as it can, since that terrain is most advantageous to it. This means retreating into the depths and forcing the Player Characters to come after it. • If the Games Master thinks that the Player Characters can handle it, he can have Omorogg attack them once it has the stones, purely out of malice and pride. It has deeply resented being made into a sentry for a bunch of pathetic airbreathers; humans and drow alike. If Omorogg Is Not Frightening Enough Omorogg is meant to be a major adversary who cannot be dealt with by the usual approach of swords and spells. The Player Characters should not have a single obvious way to handle the situation and if Omorogg does not appear as enough of a threat they will simply shrug and attempt to slay him themselves instead of bothering with the Lost Athul adventure. Moreover, they may gain so much experience and power by going off and having other adventures that by the time they come to confront Omorogg they actually have a good chance of prevailing against him. If the Games Master needs to make Omorogg a more daunting opponent, the half-fiend version described below can be used instead of that on page 30. The idea is not to force the Player Characters to take the route of diplomacy instead of combat; it is to make Omorogg enough of a challenge that combat is not the obvious solution. Omorogg, Kraken (half-fiend): CR 19; Colossal outsider (aquatic, native); HD 33d10+396; hp 577; Init +6; Spd swim 20 ft.; AC 25, touch 4, flat-footed 23; Base Atk +33; Grp +67; Atk +43 melee (3d8+18/19– 20, tentacle); Full Atk +43 melee (3d8+18/19–20, 2 tentacles) and +41 melee (1d8+9, 6 arms) and +41 melee (6d6+9, bite); Space/Reach 30 ft./20 ft. (80 ft. with tentacle, 40 ft. with arm); SA constrict 3d8+16 or 1d8+8, improved grab, smite good; SQ damage reduction 10/magic, darkvision 60 ft., immunity to poison, ink cloud, jet, low-light vision, resistance to acid 10, cold 10, electricity 10 and fire 10, spell-like abilities, spell resistance 35; AL NE; SV Fort +30, Ref +20, Will +18; Str 46, Dex 14, Con 35, Int 25, Wis 20, Cha 25. Skills & Feats: Bluff +25, Concentration +47, Diplomacy +43, Hide +22, Intimidate +43, Knowledge (geography) +43, Knowledge (history) +43, Knowledge (nature) +25, Listen +41, Search +43, Sense Motive +41, Spot +41, Survival +41 (+43 following tracks), Swim +54, Use Magic Device +43; Ibon Presno Gonzalez (order #73006) 8

5a. <strong>The</strong> Chamber of Regalia<br />

Beyond the concealed door is a small chamber with<br />

flat, smooth walls, polished to a shine, unlike the rest of<br />

this strange edifice. Five statues stand in a semicircle<br />

facing the entrance. <strong>The</strong>y resemble roughly humanoid<br />

creatures with large eyes and tentacles for limbs. <strong>The</strong><br />

tentacles of each creature are entwined with the creature<br />

next to it.<br />

<strong>The</strong> statues have been dressed in strange armour and<br />

decked out with weapons and other items. Whether<br />

these are offerings of some kind or part of some peculiar<br />

ritual, you cannot tell.<br />

Although they were wizards, the Myrrik overlords had<br />

armour for ceremonial occasions. <strong>The</strong> characteristic<br />

Myrrik armour resembles a breastplate. It will not fit<br />

anything other than Myrrik anatomy. Each statue has<br />

a +4 breastplate that cannot be worn by any creature<br />

alive on the planet at present.<br />

<strong>The</strong> other items are more useful. Characters who<br />

collect the gear from the statues can come away with<br />

the following:<br />

<strong>Two</strong> amulets of natural armour, one +2, the other +4.<br />

Four ioun stones (dusty rose, scarlet and blue, dark<br />

blue, vibrant purple).<br />

A circlet of persuasion.<br />

A cloak of resistance +3.<br />

<strong>Two</strong> metamagic rods (silent and empower).<br />

A wand of dispel magic and one wand of slow, both<br />

with 50 charges.<br />

6. <strong>The</strong> Altar of Consultation<br />

In the centre of this domed chamber is a pedestal,<br />

on which is a glass dish. <strong>The</strong> dish is delicately and<br />

beautifully made, with scalloped edges and intricate<br />

patterns suggestive of marine plants. It looks out of<br />

place against such ugly surroundings.<br />

<strong>The</strong> dish radiates a moderate aura of Necromantic<br />

magic. If the dish is filled with pure water and a soulstone<br />

is placed in it, the occupant of the stone can<br />

communicate verbally. This item was used to ensure<br />

that the occupants of the soul-stones had survived the<br />

transference process.<br />

Aftermath<br />

<strong>The</strong>re are several ways this scenario can end. Sunspite<br />

may be alive or dead, the Player Characters may or may<br />

not have the stone eggs and Lost Athul may still be<br />

on the surface or it may have been returned to the sea.<br />

<strong>The</strong>re is no incorrect way to play it.<br />

Leaving the island with the stone eggs qualifies the<br />

Player Characters for a story award equivalent to a CR<br />

14 encounter. If they also submerged Lost Athul once<br />

again, the Games Master should grant them an additional<br />

story award equal to defeating a CR 10 encounter.<br />

Storing the Stones: <strong>The</strong> Games Master should bear in<br />

mind that the soul-stones are dangerous cargo to have<br />

on board a ship. If the Player Characters do not take<br />

precautions to protect the crew or ward the place where<br />

they are kept, their occupants will be free to make<br />

possession attempts against anyone within range. This<br />

could easily result in a whole ship full of reincarnated<br />

Myrrik. <strong>The</strong> best solution is to keep them on a separate<br />

plane by means of an item such as a bag of holding or a<br />

spell such as secret chest.<br />

Event: Bargaining with Omorogg<br />

Once they have the soul-stones, the Player Characters<br />

can buy Omorogg off. <strong>The</strong> kraken is only attacking<br />

shipping because it wants its people back and trusts that<br />

Sunspite can get this done. It blusters and threatens<br />

but beneath all the bombast it is willing to do what is<br />

necessary to persuade the Player Characters to hand the<br />

stones over.<br />

How this encounter proceeds is entirely down to how<br />

the Player Characters want to handle it. Some of the<br />

possible outcomes are detailed below:<br />

• A straightforward approach – ‘we will give you the<br />

stones if you leave the portal’ – will work. Omorogg<br />

insists that the Player Characters must make the<br />

first move by giving over the stones. If they do so,<br />

the kraken takes its prize and submerges, leaving<br />

the passage to Crom Calamar clear once more.<br />

<strong>The</strong> problem with this solution is that the Player<br />

Characters have now allowed it to begin rebuilding<br />

one of the most evil civilisations ever seen on Ashfar.<br />

Reinforcements can now be sent to combat the drow<br />

but the price of this tactical advantage is high.<br />

• <strong>The</strong> Player Characters may try to lure the kraken into<br />

a trap, with the promise of the soul-stones as bait.<br />

This can be a thrilling way to play out the encounter.<br />

Omorogg is a CR 16 creature, higher than the<br />

Player Characters can safely face in the first half<br />

of the adventure, so attempts to trap and kill it will<br />

probably require the help of numerous allies. <strong>The</strong><br />

problem then arises of where to find them. If the<br />

Player Characters are on good terms with the current<br />

ruler of Caldraza following the events of <strong>Book</strong> One,<br />

then they can recruit a small force to help (up to 500<br />

1 st level warriors). Otherwise they will have to wait<br />

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

93

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