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The Drow War Book Two. The Dying Of - RoseRed

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will turn traitor if the chance presents itself. <strong>The</strong>y only<br />

care about their own survival and will happily exploit<br />

the good nature of any good-aligned Player Characters.<br />

Note: <strong>The</strong> mammoths of the Waste are omnivorous<br />

man-killers, not at all like their placid elephant relatives<br />

in Kahoor and Kandang. Were-elephants are an<br />

impossibility, as herbivores do not have lycanthrope<br />

relatives; weremammoths are, fortunately, extremely<br />

rare.<br />

Event: Questioning the Giants<br />

<strong>The</strong> Player Characters may attempt to interrogate the<br />

giants, as they have few other leads to go on in their<br />

search for Bastirak. Only the giantesses talk. Grommen<br />

and Gurt are more interested in splitting skulls.<br />

• <strong>The</strong>y used to live further north, in Grommen’s ice<br />

fortress, with a herd of mammoths as pets. Life was<br />

good until many strange creatures came from the<br />

northwest, the place where the lights dance in the<br />

sky and the giant shadows walk. At first little things<br />

came, like walking dogs that would sneak into your<br />

room and steal your weapons and your tools. <strong>The</strong>n<br />

there were the pale women whose laughter fills you<br />

with fear. Finally came the noises on the wind that<br />

gave everyone terrible headaches. Grommen could<br />

not tolerate this anymore and attempted to go and<br />

put an end to the ice wizard’s meddling. When this<br />

attempt failed, he commanded the giant gang to<br />

pack up and leave. <strong>The</strong> noises have followed the<br />

giants, though they are not so close as they were.<br />

• <strong>The</strong> raid on Ommersdale was Grommen and<br />

Gurt’s idea. <strong>The</strong> giantesses only went along with<br />

it because they were afraid not to. All they needed<br />

was food, in case the hunting in their new home<br />

was not good. Grommen and Gurt found wine and<br />

mead in Ommersdale, drank it all and smashed the<br />

entire town to pieces. Many little humans ran away.<br />

Everyone else was killed.<br />

• <strong>The</strong>y do not know of any wizard. <strong>The</strong>y are afraid of<br />

such things. If he were anywhere, he would be in<br />

the strange place northwest of Grommen’s fortress.<br />

Grommen went to the strange place just before the<br />

giant gang abandoned the fortress. He came back<br />

half mad, with a sack full of objects that he did not<br />

show to anyone. A few days later he told everyone<br />

to leave for the south. <strong>The</strong> fortress is empty now.<br />

Grommen left many of his possessions there. That<br />

is where the sack will be.<br />

Location: <strong>The</strong> Windshaper Hills<br />

<strong>The</strong> environment is becoming little more than an<br />

endless blank sky in which motes of snow dance above<br />

an endless plain of white that crunches underfoot. <strong>The</strong><br />

wind howls constantly, but despite this the peculiar<br />

music grows louder. You can make out more than one<br />

melody; there seem to be at least three, one slow and<br />

sorrowful, one shrill and whining, and another deep<br />

and ominous.<br />

Up ahead through the thickening snow, you see a cluster<br />

of low hills. On top of the nearest is a group of three<br />

shapes, each one around 15 feet high. At this distance it<br />

is hard to tell. <strong>The</strong> shapes are perfectly still and remind<br />

you of dancing people or petrified creatures of some<br />

kind. As the wind rises and falls, the melodies become<br />

louder and softer. You realise that these objects are the<br />

source of the music.<br />

To deter the giants from coming too close, the<br />

windshapers (see Unusual Creatures of the Cold Waste,<br />

page 157) have built a sculpture of terror, a sculpture of<br />

pain and a sculpture of sorrow on the hilltop.<br />

<strong>The</strong> windshaper coven lives in a set of small caves<br />

beneath the sculptures. <strong>The</strong>y are listening to the sounds<br />

the sculptures make, in silent contemplation. If they<br />

hear the melody from any of the sculptures cease,<br />

implying that the sculpture has been destroyed, they<br />

make themselves invisible and come out to investigate.<br />

1. Cave Entrance<br />

A six-inch-thick window of ice, over which snow has<br />

settled, closes off the entrance. A Search check (DC 25)<br />

is needed to find this concealed ice pane. It has 18 hit<br />

points and can be hit automatically. If the windshapers<br />

hear their door being smashed in, they imbue their<br />

weapons with thunder in preparation for a fight.<br />

2. Meditation Chamber<br />

This hemispherical room is lined with smooth ice.<br />

<strong>The</strong>re are four raised bumps on the floor, like seats.<br />

<strong>The</strong>re must be some acoustic trick at work here; every<br />

sound you make seems amplified.<br />

<strong>The</strong> windshapers have crafted the ice lining in this room<br />

to amplify sound. All Listen checks made here are at a<br />

+2 circumstance bonus.<br />

<strong>The</strong> four windshapers who dwell here are seated,<br />

invisible, on the ice pedestals. <strong>The</strong>y are hoping that<br />

they will not have to interact with the Player Characters.<br />

<strong>The</strong>y intend to ignore them until they go away. If the<br />

Player Characters attack, they defend themselves.<br />

Otherwise, they quietly wait for them to leave.<br />

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

123

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