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
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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