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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120<br />
Player Characters will understand why the chattermen<br />
have arisen and how they might rest again.<br />
If the Player Characters recover the golden buckle,<br />
falcon pectoral and sword hilt from Bastirak’s citadel<br />
(see below) and return these items to the chattermen,<br />
they dig themselves back into the earth. <strong>The</strong> Player<br />
Characters should receive experience as if they had<br />
defeated the chattermen, along with a story award<br />
equivalent to overcoming a CR 14 challenge.<br />
Location: <strong>The</strong> Wreckers’ Lair<br />
With the giantesses laden down with plundered<br />
provisions, the giants who wrecked Ommersdale have<br />
clambered down into a crevasse and made a temporary<br />
lair on a broad shelf of ice. This keeps them out of the<br />
wind, which does not harm them (since they are cold<br />
creatures) but is annoying and noisy. At the instruction<br />
of their husband Grommen, the giantesses have hacked<br />
out some small caves in the crevasse wall in which they<br />
can hole up.<br />
<strong>The</strong> ice shelf is 40 feet down from the surface – an easy<br />
distance for a giant but not quite so easy for smaller<br />
beings. <strong>The</strong> crevasse walls are made from rock covered<br />
with a thick layer of ice and are difficult to negotiate,<br />
requiring a Climb check (DC 25).<br />
<strong>The</strong> main crevasse dropping down beyond the ice shelf<br />
is two hundred feet deep. A creature who falls into it<br />
has a 20% chance to bring a cascade of snow and ice<br />
down upon him when he hits the bottom; the Games<br />
Master should treat this as if he were in the bury zone<br />
of an avalanche, for which see the DMG.<br />
Fragile Region: <strong>The</strong> shaded area of the ice shelf is less<br />
sturdy than the rest. If weight is put upon it, there is a<br />
chance it will collapse. A Medium-sized creature has<br />
a 5% chance per round of causing a collapse, a Large<br />
creature has a 10% chance and a Huge creature has a<br />
20% chance. If a collapse occurs, the Games Master<br />
should mark a cone from the creature to the edge of the<br />
shelf and consider all squares within that cone to have<br />
crumbled away.<br />
Any character who studies the shelf for at least one round<br />
and succeeds at a Survival or Knowledge (architecture<br />
and engineering) check (DC 20) can discern the fragile<br />
region.<br />
1. Lookout Point<br />
<strong>The</strong> trail ends at the lip of a crevasse, plunging down<br />
into the snow. <strong>The</strong> wind is howling around you, but<br />
even this constant din does not drown out the sounds of<br />
something eating noisily within the crevasse.<br />
<strong>The</strong> noisy eater is Gurt, who is supposed to be keeping<br />
watch. He is sitting on a hummock of snow, guzzling a<br />
bowl of stew. Gurt is located at Point A on the map. <strong>The</strong><br />
Games Master should use the weremammoth statistics<br />
given below to represent Gurt. If Gurt is attacked, he<br />
bellows, assumes hybrid form and tries to shove his<br />
assailants into the crevasse. A fight that goes on for<br />
more than ten rounds and creates a lot of noise will<br />
bring one of the giantesses from Area 2 to investigate.<br />
Unearthly Music: While the Player Characters fighting<br />
Gurt (or just observe him), the Games Master should<br />
have them make Listen checks (DC 20). Those who<br />
succeed hear a weird ululating melody carried on the<br />
winds, as if the wind itself were singing. Gurt hears<br />
it too and shudders with fear. This is the song from<br />
the windshaper hills again, and Gurt’s reaction makes it<br />
plain that the sound is something of which he is afraid.<br />
2. Provisions Cave<br />
This small cavern looks as though it was smashed out of<br />
the ice by crude tools. <strong>The</strong>re are boxes and crates piled<br />
up haphazardly against the walls. Honey has leaked from<br />
one barrel and frozen into a solid amber lump. A drained<br />
cask of wine has been hurled against a wall, spattering<br />
the ice with crimson jewels of frost. A pile of timber<br />
beams is stacked next to them; the beams look as if they<br />
may have been wrenched from Ommersdale’s cottages.<br />
On the floor, mending what looks like a blanket of<br />
chainmail, are five pale-skinned giantesses. <strong>The</strong>ir hair<br />
is a dirty blonde colour and their expressions are vacant.<br />
<strong>The</strong>y are wearing clothing made from sackcloth.<br />
<strong>The</strong>se are Grovi, Runki, Yoka, Moora and Skungen, five<br />
of Grommen’s wives. <strong>The</strong>y are patching his armour,<br />
which suffered some damage during the destruction of<br />
Ommersdale. If attacked, they try to defend themselves<br />
with thrown crates and timbers used as improvised<br />
greatclubs.<br />
Grovi, Runki, Yoka, Moora and Skungen, Female<br />
Giants (5): CR 9; Large giants (cold); HD 14d8+70;<br />
hp 133; Init –1; Spd 40 ft.; AC 17, touch 8, flat-footed<br />
17; Base Atk +10; Grp +23; Atk +18 melee (2d8+13,<br />
greatclub) or +18 melee (1d4+9, slam) or +9 ranged<br />
(2d6+9, rock); Full Atk +18/+13 melee (2d8+13,<br />
greatclub) or +18 melee (1d4+9, 2 slams) or +9 ranged<br />
(2d6+9, rock); Space/Reach 10 ft./10 ft.; SA rock<br />
throwing; SQ immunity to cold, low-light vision, rock<br />
catching, vulnerability to fire; AL CE; SV Fort +14, Ref<br />
+3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha<br />
11.<br />
Ibon Presno Gonzalez (order #73006) 8