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The Drow War Book Two. The Dying Of - RoseRed

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then, the tracks are numerous and deep. A Survival<br />

check (DC 13) and the Track feat are needed to find and<br />

follow each of these trails:<br />

• <strong>The</strong> tracks of multiple humanoid creatures lead<br />

south out of Ommersdale. <strong>The</strong>re were around 25<br />

creatures, heading hurriedly south, including some<br />

child-sized creatures. <strong>The</strong>se are the tracks left by<br />

Ommersdale’s women and children, who were sent<br />

south to the next town, Scarsby. It is 30 miles away<br />

over rough, cold ground, but by the time the Player<br />

Characters arrive on the scene they have already<br />

arrived in safety.<br />

• Heading into the town from due north are the<br />

tracks of around six Large creatures wearing boots,<br />

accompanied by a Huge quadruped, possibly an<br />

elephant or mammoth. <strong>The</strong>se are the tracks left by<br />

the wreckers as they descended upon Ommersdale.<br />

• Heading northeast out of the town are the tracks<br />

of approximately five Large booted creatures and<br />

two Huge bipeds with footprints like those of the<br />

quadruped from the north. <strong>The</strong>re are some chunks<br />

of frozen blood further down in the snow and a<br />

few scattered oats. <strong>The</strong>se are the tracks left by the<br />

wreckers as they headed away with their spoils,<br />

with some of the band in hybrid form. <strong>The</strong> Player<br />

Characters can follow these to the wreckers’ lair.<br />

Buildings: None of the buildings are left intact. A<br />

large, central building that seems to have been a supply<br />

depot is completely gutted, with marks left behind<br />

where barrels and sacks used to be. Oats are spilled<br />

over the floor from a burst sack. <strong>The</strong>re is still a large<br />

stockpile of furs here, which is unusual for a raiding<br />

party to leave behind. Either the raiders did not need<br />

furs to keep the cold off, or they were not intending to<br />

steal anything but foodstuffs.<br />

A Strange Lament: As the Player Characters explore<br />

the ruins, the Games Master should have them make<br />

Listen checks. <strong>The</strong> Player Character with the best result<br />

(irrespective of what the result is) hears a mournful<br />

sound from the northwest, like a simple and doleful<br />

melody played on a gigantic pipe organ. It is as if the<br />

wind is singing. If the Player Characters choose to<br />

investigate, they can follow the sound to the windshaper<br />

hills (see page 123).<br />

Event: <strong>The</strong> Kings in Darkness<br />

This event can be included at any point after the Player<br />

Characters leave Ommersdale. A group of three<br />

chattermen (see below) who have gone wandering,<br />

following the desecration of their graves, pick up on the<br />

Player Characters’ trail and start to follow them.<br />

Introduce the chattermen as distant figures glimpsed<br />

during a snowfall, too far off to see clearly. <strong>The</strong>y<br />

lope along behind the Player Characters, keeping their<br />

distance. If the Player Characters camp for the night,<br />

then they use the time to catch up, though they will not<br />

attack until they have watched them for several days,<br />

if possible. <strong>The</strong>y follow the Player Characters into the<br />

Great Tunnel or over the mountains if necessary. When<br />

they finally do attack, it should come as a shock.<br />

Background: Some months ago, Bastirak learned of a<br />

burial ground not far from Ommersdale where several<br />

tribal chieftains had been interred. <strong>The</strong> graves dated<br />

from a time when the earliest human colonists came to<br />

the land, before the elves built their sea-portals to span<br />

the ocean with magic. Curious to know what might have<br />

been buried with them, he sent his minions to dig up the<br />

mounds and fetch any treasure that might be there.<br />

<strong>The</strong> minions broke the mounds open and ransacked the<br />

contents. <strong>The</strong> dead within, outraged by the desecration,<br />

arose as chattermen (see Unusual Creatures of the Cold<br />

Waste, page 157) and now prowl the wastes seeking<br />

living creatures to drain of heat.<br />

<strong>The</strong>re are three undead chieftains hunting together.<br />

<strong>The</strong>y work as a team, stalking the Player Characters<br />

from a distance, pacing after them with tireless patience.<br />

If their initial attempt to devour the Player Characters’<br />

body heat fails, they fall back rather than fighting on.<br />

<strong>The</strong> chattermen are intelligent and see in the Player<br />

Characters a possible means to recover their stolen<br />

grave-goods.<br />

From this point on, they follow the Player Characters,<br />

not to attack them but to show them the truth. <strong>The</strong>y<br />

try to lead them towards their burial ground, so that the<br />

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

119

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