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The Drow War Book Two. The Dying Of - RoseRed

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126<br />

Foundation Keepers<br />

Those who uncover the buried ruins of primeval<br />

temples occasionally find the skeletons of sacrificial<br />

victims buried down among the foundations.<br />

Primitive superstition holds that the soul of the<br />

sacrificed creature will guard the building and make<br />

sure that it stands firm.<br />

A foundation keeper is a ghost created according to a<br />

complicated ritual. First the victim must be prepared<br />

by being fed a cocktail of hallucinogenic herbs and<br />

fungi that require a Craft (herbalism) or Knowledge<br />

(religion) check (DC 20) to prepare properly. Next<br />

the victim must be ritually slain within the precincts<br />

he is to guard, with a single blow (such as a coup<br />

de grace). If more than one blow proves necessary,<br />

a foundation keeper is not created. <strong>The</strong> creature’s<br />

blood is then used to anoint the boundaries of the<br />

space to be protected, which cannot exceed ten<br />

square feet per Hit Die or character level that the<br />

creature had. Finally, the body must be interred in<br />

the place to be guarded.<br />

Foundation keepers have the following special<br />

features:<br />

• +5 turn resistance, which replaces the ghost’s<br />

standard turn resistance of +4.<br />

• Foundation keepers never have the malevolence<br />

special ability.<br />

• A foundation keeper reforms itself 1d6 hours<br />

after being destroyed, rather than taking 2d4 days.<br />

A foundation keeper cannot leave the marked region<br />

that it has been set to guard. It cannot be ‘laid to<br />

rest’, but if its remains are dug up and moved from<br />

the site it is permanently destroyed. Otherwise it<br />

reforms itself after being dispelled, as is usual for<br />

a ghost.<br />

4. Mammoth Pens<br />

<strong>The</strong>se vast stalls must have been used to house animals.<br />

<strong>The</strong>y have been recently abandoned, as there are<br />

mounds of fresh dung and elephantine footprints in the<br />

frozen muck on the floor. Scattered about are chunks of<br />

chewed bone, too crushed to be identifiable.<br />

Grommen’s band kept a herd of domesticated mammoths<br />

in these stalls, caring for them like family. As they were<br />

omnivorous, he mostly fed them captured humanoids<br />

from the forest. <strong>The</strong> arrival of the whiteladies made<br />

the mammoths skittish. Eventually they panicked and<br />

broke through their stall gates, and they now roam the<br />

waste again.<br />

A character searching through the refuse and making a<br />

Search check (DC 15) can find a chewed goblin skull.<br />

With a Knowledge (nature) check (DC 15) or Survival<br />

check (DC 15), a character examining the footprints can<br />

conclude that a mammoth made them.<br />

4a: Winter Wolf Cadavers<br />

<strong>The</strong> stiff, frost-sparkling bodies of five white wolves lie<br />

here, twisted as if they had died in pain. <strong>The</strong>re is no<br />

sign of any blood.<br />

<strong>The</strong>se predators came sniffing around the fortress and<br />

were unlucky enough to run into the whiteladies, who<br />

drained their life essence in moments. <strong>The</strong> positions<br />

of the bodies suggests that they were backed into the<br />

corner and desperate to get away.<br />

5. Blocked Stairs<br />

This set of stone steps leads down only a few feet<br />

before a gleaming wall of ice blocks it off. You glimpse<br />

something pale embedded in the ice, perhaps a body or<br />

swatch of white cloth.<br />

<strong>The</strong>re is a whitelady (see page 166) at the bottom of<br />

the stairs, hovering behind five feet of ice. If the Player<br />

Characters come close without disturbing her, they<br />

are able to get a good look. She resembles a beautiful<br />

human woman, her long hair hanging veil-like in the<br />

ice, looking somehow artificial like a carnival exhibit.<br />

Assuming the Player Characters do not do anything<br />

hostile, she remains asleep. If they attempt to break<br />

the ice or affect her in any way, her eyes suddenly flick<br />

open and she darts away into the ice like a vanishing<br />

mermaid.<br />

6. Partially Blocked Stairs<br />

White mist seeps up these huge steps, chilling against<br />

your flesh. <strong>The</strong> steps lead down into a cellar built for<br />

giants. <strong>The</strong> stairs are partly blocked by fallen rubble,<br />

but you believe you can squeeze through. <strong>The</strong> roof<br />

above does not look sound.<br />

A Knowledge (dungeoneering) check (DC 15) ascertains<br />

that the roof is not especially robust, but should hold up<br />

so long as nothing disturbs the supports or shakes the<br />

ground too much.<br />

Ibon Presno Gonzalez (order #73006) 8

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