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The Drow War Book Two. The Dying Of - RoseRed

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124<br />

If the Player Characters make a concerted, respectful<br />

attempt to talk to the windshapers and do not vandalise<br />

their home, the windshapers grudgingly appear and<br />

converse with them. <strong>The</strong>y want nothing more than to<br />

be left in peace. <strong>The</strong>y can also reveal the following:<br />

• <strong>The</strong>y came to this plane as prisoners of the ice mage<br />

Bastirak, taken from their home plane of Baiiko.<br />

By the careful use of magic and the manipulation<br />

of stupid guards, they were able to escape and set<br />

up this humble retreat. <strong>The</strong>y miss their home; one<br />

snowy wilderness is as good as another, so long<br />

as the wind keeps up, but this place has too many<br />

annoying little mortal creatures in it.<br />

• <strong>The</strong> windshapers observed Bastirak’s citadel<br />

invisibly after they escaped, and heard him giving<br />

instructions to a pack of bipedal canine creatures.<br />

Bastirak was furious that a ‘lumbering oaf’,<br />

presumably the weremammoth Grommen, had<br />

stolen something of value to him and offered to<br />

reward the canines if they brought the items back.<br />

<strong>The</strong> skitterjinx pack made a tentative attempt to<br />

sneak into the fortress, but the giants had already<br />

fled by then and the whiteladies proved too<br />

frightening for them.<br />

• If the Player Characters explain that they are intent<br />

on confronting Bastirak, the windshapers offer to<br />

help. If the Player Characters can find a way to<br />

return them to their home plane, then they will do<br />

what they can to assist, including leading them<br />

to the fortress. <strong>The</strong>y will not re-enter Bastirak’s<br />

fortress or engage in combat, but they will create<br />

ice sculptures for the Player Characters’ use.<br />

• <strong>The</strong> lands near Bastirak’s citadel are extremely<br />

dangerous. <strong>The</strong>re is something roaming among the<br />

mountains that looks like a living avalanche or an<br />

immense tidal wave of snow. <strong>The</strong> weremammoths<br />

have fled the region, but worse creatures have<br />

moved into their fortress home.<br />

Location: <strong>The</strong> Ransacked Graves<br />

<strong>The</strong> snow here has been dug through and a group of<br />

three hollows exposed, each one lined with wet, rotting<br />

leather hides. Based on the sizes and shapes of the<br />

hollows, they can only have been burial mounds. <strong>The</strong>re<br />

are no signs of the bodies, nor of any of the goods with<br />

which they might have been buried.<br />

<strong>The</strong>se graves are those from which the chattermen arose<br />

(see <strong>The</strong> Kings in Darkness, above). <strong>The</strong>y return here if<br />

their treasures are retrieved and given back to them.<br />

Location: <strong>The</strong> Abandoned Fortress<br />

<strong>The</strong> edifice up ahead of you looks like a sandcastle built<br />

by a child, only made from boulders and grey cement<br />

and built to a massive scale. <strong>The</strong> walls are crudely<br />

built and uneven. <strong>The</strong>re are no signs of life. A single<br />

doorway leads into the place. <strong>The</strong> door, ten feet high<br />

and made from ironbound planks, stands ajar.<br />

Even when this fortress was inhabited, there was<br />

little in the rooms save rough furniture. Now that the<br />

giants have abandoned it, the majority of the rooms are<br />

empty, home to nothing but shadows and gloom. <strong>The</strong><br />

exceptions are noted below.<br />

1. Skitterjinx Lair<br />

This area has an odd reek to it, unmistakably animal and<br />

yet acrid and unfamiliar. You hear quiet conversation in<br />

yapping, breathy voices.<br />

<strong>The</strong> five skitterjinxes that Bastirak sent have made<br />

themselves at home in this empty gatehouse. <strong>The</strong>y are<br />

discussing what to do next. A character who approaches<br />

quietly enough not to be heard can hear their whiny<br />

voices arguing:<br />

‘I say we forget white wizard! Baldy head jag-jaw!<br />

His fault we here anyway. Forget giant sack and just<br />

run-run aways. If we stayings, the laughing ones will<br />

gets us, break our bones and suck the marrow they will.<br />

Seen them do it.’<br />

‘Pah. You sing a runt’s song. Is easy job. <strong>The</strong> ice ladies<br />

have no quarrel with us. <strong>The</strong>y wants to live just as we<br />

do. We can sneak past stupid one. <strong>The</strong>n we speak nice<br />

to many-legs and she let us take what wizard wants. Is<br />

all easy. <strong>The</strong>n wizard sends us back home. Or gives us<br />

shiny things.’<br />

‘Too many things are not knowing. I say you both<br />

wrong. We waits. See what the ladies do. If they comes<br />

and talks peace-things, then perhaps we go down, fetch<br />

what we sent to bring. But not now. Now is for stealth.<br />

Now is for the waiting.’<br />

If the skitterjinxes are disturbed they immediately scatter<br />

like cockroaches. <strong>The</strong>y do not want a fight. Once the<br />

Player Characters have given up pursuit (assuming they<br />

do) the skitterjinxes sneak back to watch them, always<br />

curious to see what will happen. If they think they can<br />

manipulate the Player Characters into disposing of the<br />

whiteladies for them, then they will. <strong>The</strong>y promise to<br />

lead the Player Characters to stores of buried treasure,<br />

help them to find a secret way into Bastirak’s castle,<br />

show them where to find his stores of tenebrium and<br />

Ibon Presno Gonzalez (order #73006) 8

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