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
traders to discuss business, are now a place where delegates from the civilised nations can meet and decide where they stand with one another. The Halls of Concord are a microcosm in which feuding nations are represented by arguing ambassadors, while friendly nations settle major trade treaties over flagons of dwarven beer. • Xoth Sarandi’s wealth has come from the sea-portals, which cannot be used without the portal keys, special magical items that can only be obtained from the House of Trade. Rumours: The information below can be gleaned with a Gather Information check. The check result determines the quality of information. A high check result also gives all the information that would have been gained from lower results. • 10–14: If you are anything other than an elf, then the best person to talk to if you need unofficial help is Maskin Tythe. He can be found at the Brazen Trumpet Inn on Barter Street. Maskin can find you pretty much anything you might need, for the right price. If he does not have it, he knows a man who does. No humans are allowed to set foot on the Bridge of Pure Blood. If you try it, they will shoot you. • 15–20: There is a new representative for Jehannum in the Halls of Concord. The old representative, Karil Sturvin, has been recalled back to Jehannum. Several people watched him leave; he was shouting insults at the elves and humans alike as he stormed down to the docks and on to a waiting ship. The new representative is a strange, sardonic bald man called Brexel who claims to speak for the ‘lawful occupants of Jehannum’, presumably these drow that have come and taken the place over seemingly overnight. • 21–25: There is great confusion in the Halls of Concord concerning the invasion of Jehannum. The delegates have reported back to their sovereigns, who are now deciding whether or not to recognise the drow as the rightful occupants of the country. A meeting has been scheduled for noon tomorrow, at which the nations will announce their positions on the drow occupation. When Brexel arrived in the city he was in the company of four silent companions dressed like theatrical performers or acrobats. The High Council is in a state of denial about the massacres of drow non-combatants in Jehannum after the last Drow War. Although its members paid the humans of Jehannum to break their treaty with the drow, the official line is that no such action ever took place and that the council remained neutral throughout. Brexel has been seen speaking with the ambassador for Kandang, a strange fellow who wears a white dragon mask and has vapour surrounding his body. • 26–30: A crate large enough to conceal an ogre was loaded onto one of the ships in the ambassadorial dock last night. The dockhand who saw it happen believes it was the personal galleon of the Kandang ambassador. The people who loaded the crate were definitely not regular dockworkers. They were dressed more like circus performers. • 30+: Karil Sturvin never left Xoth Sarandi. Brexel and his companions, the Shadow Troupe, murdered the former Jehannum ambassador. They dumped his body somewhere in the city where it would never be found. Brexel and Fangthane Barbiculus have made a private deal involving future drow support for an invasion of Valjinn. A check result of five or less, or the whim of the Games Master, results in the following misinformation: • The High Council of Xoth Sarandi are sponsors of a slave trade. They use the ambassadorial docks to exchange cargoes of captured human slaves for magic items. Nobody ever finds out, because the ambassadorial dock is private and closely guarded. The slaves end up back in Shallenoi, being forced to serve, just as they used to back when the elves had the whole world in their grasp. Ibon Presno Gonzalez (order #73006) 8 97
98 Non-Player Character Group: The Elven Guards As Xoth Sarandi is an elven city and other races are not trusted with positions of authority, the guards are all members of the elf race. The majority of them are archers (see below) but the inner city has its own special guards who will also be dispatched to the outer city to deal with particularly serious threats. These are a band of elite archers who have also applied arcane study to their craft, training hard in the combat academy of General Vayne. These troops are called the territh rhi, literally ‘shining host’, a name given to them because of the brilliance of their mithral armour. As they also wear unusual swept-back mithral helmets that cover the hair entirely and taper to a point, the humans have given them a less flattering name – the ‘coneheads’. Somewhere along the line this name was applied to the elven city watch as a whole. The phrase ‘don’t make me call for the coneheads’ is commonly heard in the taverns of the outer city, though very few people follow through on the threat. Typical Regular Guardsman, Elf Ftr6: CR 6; Medium humanoid; HD 6d10; hp 33; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +6; Grp +7; Atk +9 melee (1d8+1/19–20, masterwork longsword) or +10 ranged (1d8+3/x3, masterwork composite longbow); Full Atk +9/+4 melee (1d8+1/19–20; masterwork longsword) or +10/+5 ranged (1d8+3/x3, masterwork composite longbow) or +8/+8/+3 ranged (1d8+3/x3, masterwork composite longbow); SQ elf traits; AL LN; SV Fort +5, Ref +4, Will +2; Str 13, Dex 14, Con 10, Int 9, Wis 10, Cha 8. Skills and Feats: Climb +2, Handle Animal +1, Intimidate +1, Jump +2, Ride +4, Swim +2; Dodge, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialisation (longbow). Possessions: Arrows (20), elven chain, masterwork composite longbow, masterwork longsword. Typical Shining Host Guard (‘Conehead’), Elf Ftr6/ Wiz1/Arc6: CR 13; Medium humanoid; HD 6d10+6 plus 1d4+1 plus 6d8+6; hp 75; Init +9; Spd 30 ft.; AC 19, touch 15, flat-footed 14; Base Atk +12; Grp +14; Atk +15 melee (1d6+2/19–20, masterwork short sword) or +22 ranged (1d8+7/19–20/x3, masterwork composite longbow (+2 Str bonus) and +3 enhanced arrow); Full Atk +15/+10/+5 melee (1d6+2/19–20, masterwork short sword) or +22/+17/+12 ranged (1d8+7/19–20/ x3, masterwork composite longbow (+2 Str bonus) and +3 enhanced arrow) or +20/+20/+15/+10 ranged (1d8+7/19–20/x3, masterwork composite longbow (+2 Str bonus) and +3 enhanced arrow); SA imbue arrow, phase arrow, seeker arrow, spells; SQ elf traits; AL LN; SV Fort +11, Ref +12, Will +6; Str 14, Dex 20, Con 12, Int 12, Wis 10, Cha 8. Skills & Feats: Climb +6, Concentration +4, Handle Animal +4, Hide +13, Intimidate +8, Listen +7, Move Silently +12, Ride +10, Spot +7, Swim +6, Use Rope +12; Dodge, Improved Critical (longbow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Shot on the Run, Weapon Focus (longbow), Weapon Specialisation (longbow). Possessions: +3 enhanced arrows (20), masterwork composite longbow, masterwork short sword, mithral shirt. Location: The Outer and Inner Cities The districts in Xoth Sarandi are organised concentrically. The outermost district is entirely dockland, which yields to the low-class residential district, then the higher-class district, then the civic sector. The further towards the centre one moves, the larger and more widely spaced the buildings become and the cleaner the streets are. This is a bizarre reversal of the way cities usually work, in that the centre is usually the most congested region. The main roads are like the spokes of a wheel, radiating out from the centre. These thoroughfares are 20 feet across and bear the brunt of the city’s traffic. The Outer City: Xoth Sarandi’s outer city is much like any human metropolis: overbuilt, noisy, smelly and crowded. Apart from the main thoroughfares, the streets are narrow (five feet across is the norm) and full of traffic. The buildings are often built up to three storeys high so as to accommodate more people and are made from stone only at the bottom storey. The Molten Moat: A circular moat 200 feet wide and 20 feet deep divides the outer city from the inner. This is filled to the brim with water on which a permanent and impressive illusion has been placed, giving it the appearance of liquid gold. Tradition has it that the elves have filled the moat with the melted-down riches they have extracted from other races over the millennia, though this is only a folk tale. There is a ten-foot-wide border around the moat, beyond which pedestrians are not allowed to approach. This is Ibon Presno Gonzalez (order #73006) 8
- Page 47 and 48: 46 other ships are sent out. Whole
- Page 49 and 50: 48 If a Harrier should die and his
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- Page 55 and 56: 54 listeners than watchers, since t
- Page 57 and 58: 56 shark’s tooth set in silver (w
- Page 59 and 60: 58 Tizla Leaves These leaves are mi
- Page 61 and 62: 60 This room is where Revekhal Suns
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- Page 67 and 68: 66 faith and treated her with respe
- Page 69 and 70: 68 5. Galekki Lairs These dank, lig
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- Page 75 and 76: 74 and activate or deactivate the f
- Page 77 and 78: 76 3. Desalinator Coils The air in
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- Page 83 and 84: 82 If they decide to chase the Sea
- Page 85 and 86: 84 Special Qualities: Amphibious, c
- Page 87 and 88: 86 At Sunspite’s signal the crew
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- Page 91 and 92: 90 The rays are grouped in sets of
- Page 93 and 94: 92 Possessed By a Myrrik It is quit
- Page 95 and 96: 94 until they have been to Xoth Sar
- Page 97: 96 Crossroads of the World In this
- Page 101 and 102: 100 The bearer of such an orb can u
- Page 103 and 104: 102 SA death attack, ki strike (mag
- Page 105 and 106: 104 Deathblade Poison: Injury DC 20
- Page 107 and 108: 106 Note for the Games Master: In g
- Page 109 and 110: 108 Ibon Presno Gonzalez (order #73
- Page 111 and 112: 110 Brexel commands the Shadow Trou
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- Page 115 and 116: 114 Non-Player Character Group: The
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- Page 119 and 120: 118 Warriors of Winter Following ma
- Page 121 and 122: 120 Player Characters will understa
- Page 123 and 124: 122 Weremammoths (Frost Giant Lycan
- Page 125 and 126: 124 If the Player Characters make a
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- Page 147 and 148: 146 Fellraven: +4 keen scythe; AL N
98<br />
Non-Player Character Group: <strong>The</strong> Elven<br />
Guards<br />
As Xoth Sarandi is an elven city and other races are<br />
not trusted with positions of authority, the guards are<br />
all members of the elf race. <strong>The</strong> majority of them are<br />
archers (see below) but the inner city has its own special<br />
guards who will also be dispatched to the outer city to<br />
deal with particularly serious threats. <strong>The</strong>se are a band<br />
of elite archers who have also applied arcane study<br />
to their craft, training hard in the combat academy of<br />
General Vayne.<br />
<strong>The</strong>se troops are called the territh rhi, literally ‘shining<br />
host’, a name given to them because of the brilliance<br />
of their mithral armour. As they also wear unusual<br />
swept-back mithral helmets that cover the hair entirely<br />
and taper to a point, the humans have given them a less<br />
flattering name – the ‘coneheads’. Somewhere along<br />
the line this name was applied to the elven city watch<br />
as a whole. <strong>The</strong> phrase ‘don’t make me call for the<br />
coneheads’ is commonly heard in the taverns of the<br />
outer city, though very few people follow through on<br />
the threat.<br />
Typical Regular Guardsman, Elf Ftr6: CR 6; Medium<br />
humanoid; HD 6d10; hp 33; Init +2; Spd 30 ft.; AC 17,<br />
touch 12, flat-footed 15; Base Atk +6; Grp +7; Atk +9<br />
melee (1d8+1/19–20, masterwork longsword) or +10<br />
ranged (1d8+3/x3, masterwork composite longbow);<br />
Full Atk +9/+4 melee (1d8+1/19–20; masterwork<br />
longsword) or +10/+5 ranged (1d8+3/x3, masterwork<br />
composite longbow) or +8/+8/+3 ranged (1d8+3/x3,<br />
masterwork composite longbow); SQ elf traits; AL LN;<br />
SV Fort +5, Ref +4, Will +2; Str 13, Dex 14, Con 10,<br />
Int 9, Wis 10, Cha 8.<br />
Skills and Feats: Climb +2, Handle Animal +1,<br />
Intimidate +1, Jump +2, Ride +4, Swim +2; Dodge,<br />
Point Blank Shot, Precise Shot, Rapid Shot, Weapon<br />
Focus (longbow), Weapon Focus (longsword), Weapon<br />
Specialisation (longbow).<br />
Possessions: Arrows (20), elven chain, masterwork<br />
composite longbow, masterwork longsword.<br />
Typical Shining Host Guard (‘Conehead’), Elf Ftr6/<br />
Wiz1/Arc6: CR 13; Medium humanoid; HD 6d10+6<br />
plus 1d4+1 plus 6d8+6; hp 75; Init +9; Spd 30 ft.; AC<br />
19, touch 15, flat-footed 14; Base Atk +12; Grp +14;<br />
Atk +15 melee (1d6+2/19–20, masterwork short sword)<br />
or +22 ranged (1d8+7/19–20/x3, masterwork composite<br />
longbow (+2 Str bonus) and +3 enhanced arrow); Full<br />
Atk +15/+10/+5 melee (1d6+2/19–20, masterwork<br />
short sword) or +22/+17/+12 ranged (1d8+7/19–20/<br />
x3, masterwork composite longbow (+2 Str bonus)<br />
and +3 enhanced arrow) or +20/+20/+15/+10 ranged<br />
(1d8+7/19–20/x3, masterwork composite longbow (+2<br />
Str bonus) and +3 enhanced arrow); SA imbue arrow,<br />
phase arrow, seeker arrow, spells; SQ elf traits; AL LN;<br />
SV Fort +11, Ref +12, Will +6; Str 14, Dex 20, Con 12,<br />
Int 12, Wis 10, Cha 8.<br />
Skills & Feats: Climb +6, Concentration +4, Handle<br />
Animal +4, Hide +13, Intimidate +8, Listen +7, Move<br />
Silently +12, Ride +10, Spot +7, Swim +6, Use Rope<br />
+12; Dodge, Improved Critical (longbow), Improved<br />
Initiative, Point Blank Shot, Precise Shot, Rapid<br />
Shot, Scribe Scroll, Shot on the Run, Weapon Focus<br />
(longbow), Weapon Specialisation (longbow).<br />
Possessions: +3 enhanced arrows (20), masterwork<br />
composite longbow, masterwork short sword, mithral<br />
shirt.<br />
Location: <strong>The</strong> Outer and Inner Cities<br />
<strong>The</strong> districts in Xoth Sarandi are organised<br />
concentrically. <strong>The</strong> outermost district is entirely<br />
dockland, which yields to the low-class residential<br />
district, then the higher-class district, then the civic<br />
sector. <strong>The</strong> further towards the centre one moves, the<br />
larger and more widely spaced the buildings become<br />
and the cleaner the streets are. This is a bizarre reversal<br />
of the way cities usually work, in that the centre is<br />
usually the most congested region.<br />
<strong>The</strong> main roads are like the spokes of a wheel, radiating<br />
out from the centre. <strong>The</strong>se thoroughfares are 20 feet<br />
across and bear the brunt of the city’s traffic.<br />
<strong>The</strong> Outer City: Xoth Sarandi’s outer city is much<br />
like any human metropolis: overbuilt, noisy, smelly<br />
and crowded. Apart from the main thoroughfares, the<br />
streets are narrow (five feet across is the norm) and<br />
full of traffic. <strong>The</strong> buildings are often built up to three<br />
storeys high so as to accommodate more people and are<br />
made from stone only at the bottom storey.<br />
<strong>The</strong> Molten Moat: A circular moat 200 feet wide and<br />
20 feet deep divides the outer city from the inner. This<br />
is filled to the brim with water on which a permanent<br />
and impressive illusion has been placed, giving it the<br />
appearance of liquid gold. Tradition has it that the<br />
elves have filled the moat with the melted-down riches<br />
they have extracted from other races over the millennia,<br />
though this is only a folk tale.<br />
<strong>The</strong>re is a ten-foot-wide border around the moat, beyond<br />
which pedestrians are not allowed to approach. This is<br />
Ibon Presno Gonzalez (order #73006) 8