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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The Walker in Darkness: The darkness of the tunnel seems all at once to come alive, flowing into the form of a figure many times taller than a man, hunched over and loping towards you far more swiftly than anything that huge ought to move. You feel your very life force recoil at the sight of it. This is not just another foe to fight; this is one of the faces of the enemy itself, a soldier of darkness, sent from the shadow to snuff out your souls. The Dark is continually aware of the Starborn as a threat to itself. Now, with the Player Characters moving through the deep blackness under the mountains and so near to a weakness in the barrier between worlds, it can sense them more clearly. It sends a manifestation of itself, a nightwalker, to pursue and destroy them. The nightwalker becomes manifest only when the Player Characters are nearly at the gates at the end of the tunnel. There should be daylight outside for this encounter to work best (even if the Games Master has to ‘fudge’ the proceedings slightly). With a Challenge Rating of 16, it is a very tough monster for the Player Characters to face, so if they can flee from it into the daylight that it abhors, they stand a better chance of surviving. It does not pursue them into daylight. Of course, the door is stiff, so there is an opportunity for high drama as they fight to get it open while the horror bears down on them. It is technically a summoned creature, so it is vulnerable to magic that would return it to its own plane (such as dictum). The Walker in Darkness (Nightwalker): CR 16, Huge undead (extraplanar); HD 21d12+42; hp 178; Init +6; Spd 40 ft., fly 20 ft. (poor); AC 32, touch 10, flat-footed 30; Base Atk +10; Grp +34; Atk +24 melee (2d6+16, slam); Full Atk +24 melee (2d6+16, 2 slams); Space/Reach 15 ft./15 ft.; SA crush item, desecrating aura, evil gaze, spell-like abilities, summon undead; SQ aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits; SV Fort +11, Ref +11, Will +19; Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 18. Skills & Feats: Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks); Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight). *When hiding in a dark area, the walker in darkness gains a +8 racial bonus on Hide checks. Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), the walker in darkness takes a –4 penalty on all attack rolls, saving throws and skill checks. Crush Item (Su): The walker in darkness can destroy any weapon or item of Large size or smaller (even magic ones, but not artefacts such as the signature weapons) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a Fortitude saving throw (DC 34) to resist destruction. Desecrating Aura (Su): The creature gives off a 20foot-radius emanation of utter desecration, imbuing its surroundings with negative energy. This ability works much like a desecrate spell, except that the creature’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the walker in darkness (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a –6 penalty. The walker’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the creature can resume it as a free action on its next turn. Its desecrating aura is suppressed if it enters a consecrated or hallowed area, but the creature’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area. Evil Gaze (Su): Fear, 30 feet. A creature who meets the gaze of the walker in darkness must succeed on a Will saving throw (DC 24) or be paralysed with fear for 1d8 rounds. Whether or not the save is successful, the same nightshade’s gaze cannot affect that creature again for 24 hours. This is a mind-affecting fear effect. Spell-Like Abilities: At will – contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, unholy blight (DC 18); 3/day – confusion (DC 18), hold monster (DC 19), invisibility; 1/day – cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level is 21 st . The saving throw DCs are Charisma-based. Summon Undead (Su): The walker in darkness can summon undead creatures once per night: 7–12 shadows, 2–5 greater shadows or 1–2 dread wraiths. The undead arrive in 1d10 rounds and serve for one hour or until released. Ibon Presno Gonzalez (order #73006) 8 131

132 Location: The Glacial Peaks If the Player Characters do not want to risk the tunnel, they can always hike over the mountains. The going is rough but bearable for a well-equipped party. The Games Master should have one of the Player Characters make a suitable Survival check and give the group this information, so that they are aware that they have a choice and are not being railroaded into the tunnel. Rather than detailing every stretch of the journey and having the Player Characters make Climb checks every five minutes, the Games Master can introduce the following events: Spectres in the Mist: As the Player Characters skirt around the side of a mountain on a narrow ledge (five feet across), they encounter a difficult section to negotiate. The ledge is broken in several places, with gaps of between five and 15 feet. To make matters worse, there is a thin mist in the air, making visibility poor. All vision is obscured beyond 20 feet and creatures 20 feet away have concealment. As the Player Characters work out how to traverse this obstacle, a pair of brocken spectres (see page 158) rise up out of the valley to the west. The spectres use their shadow illusion abilities to confuse the Player Characters, making broken sections of ledge seem sound. If the Player Characters think to investigate the area from whence the brocken spectres come, they may find the remains of the climbers who became the spectres. The Player Characters have to descend into the valley to do this, which means climbing down the sheer mountainside. A Search check (DC 25) uncovers the bodies of two male humans preserved by the ice. They are wearing winter clothing and are clearly adventurers who died from falling. In addition to rope and climber’s kits, one carries a type IV bag of holding and the other has a pair of boots of the winterlands. The bag of holding contains a two-man tent, enough iron rations for four weeks, a pot-belly stove, five sacks of coal, a shovel, two bedrolls and four barrels of water. The iron rations are musty but still edible; everything else is in good condition. If the Player Characters use magic to find out who they were, they discover that they were part of a group led by Gustave Colombe of Chillhame two years ago. Gustave was attempting to find a legendary artefact called the Circlet of Chill Bone. The Living Avalanche: As the Player Characters progress along the floor of a small valley between two mountain slopes, they hear the loud cawing of birds and see a flock of arctic terns take to the air ahead of them. Immediately afterwards there is a rumble from above and to the east and a few loose chunks of ice come scattering down. The Games Master should have all the characters make Spot checks (DC 20); those who succeed notice a huge mass of snow beginning to come loose on the upper slopes to the east. This is not an avalanche, but a glacial ooze (see page 161) charging down the mountain slope. It is responding to the stimulus of the tern flock taking off and is heading towards what it thinks is food. If the Player Characters run around to escape the ‘avalanche’, it homes in on them instead. They may try to head for the opposite slope, in which case they see the white mass crash into the base of the valley and then slide up the opposite slope in pursuit of them. Encounters in the Air: The Player Characters may try to fly over the peaks with a fly spell or something similar. Even the sky is not safe. There are arctic lights (see page 157) hovering in the air above the mountains. These rabidly territorial energy beings do not like strangers invading their space unannounced. 2–3 arctic lights descend on any Player Character who enters their airspace. The brocken spectres can also fly, though not so dextrously, and look upon flying adventurers with special hate. The spectres are cursed to remain here because they fell from the crags, and seeing a group of smug adventurers go sailing overhead is an insult to them. Two brocken spectres rise like smoky giants from the mountains and try to cast the Player Characters down to their deaths. Location: The Colombe Camp On the edge of the mountains, where the crags meet the flat ice sheet, you see a collection of vague shapes that you recognise as the collapsed remains of a camp. This is no recent disaster like Ommersdale. By the looks of it, these tents were set up more than a year ago. The snow has piled against them, and many of the canvas walls have collapsed under the weight, leaving only a skeletal tangle of ice-crusted tent poles. There are no signs of life – not that you expected any. The Player Characters may remember Gustave Colombe, the mad noble from The Drow War, Book One: The Gathering Storm, who was driven insane on a trip into the Waste to seek out the Circlet of Chill Ibon Presno Gonzalez (order #73006) 8

132<br />

Location: <strong>The</strong> Glacial Peaks<br />

If the Player Characters do not want to risk the tunnel,<br />

they can always hike over the mountains. <strong>The</strong> going<br />

is rough but bearable for a well-equipped party. <strong>The</strong><br />

Games Master should have one of the Player Characters<br />

make a suitable Survival check and give the group this<br />

information, so that they are aware that they have a<br />

choice and are not being railroaded into the tunnel.<br />

Rather than detailing every stretch of the journey and<br />

having the Player Characters make Climb checks every<br />

five minutes, the Games Master can introduce the<br />

following events:<br />

Spectres in the Mist: As the Player Characters skirt<br />

around the side of a mountain on a narrow ledge<br />

(five feet across), they encounter a difficult section to<br />

negotiate. <strong>The</strong> ledge is broken in several places, with<br />

gaps of between five and 15 feet. To make matters worse,<br />

there is a thin mist in the air, making visibility poor. All<br />

vision is obscured beyond 20 feet and creatures 20 feet<br />

away have concealment.<br />

As the Player Characters work out how to traverse this<br />

obstacle, a pair of brocken spectres (see page 158)<br />

rise up out of the valley to the west. <strong>The</strong> spectres use<br />

their shadow illusion abilities to confuse the Player<br />

Characters, making broken sections of ledge seem<br />

sound.<br />

If the Player Characters think to investigate the area<br />

from whence the brocken spectres come, they may find<br />

the remains of the climbers who became the spectres.<br />

<strong>The</strong> Player Characters have to descend into the valley<br />

to do this, which means climbing down the sheer<br />

mountainside.<br />

A Search check (DC 25) uncovers the bodies of two<br />

male humans preserved by the ice. <strong>The</strong>y are wearing<br />

winter clothing and are clearly adventurers who died<br />

from falling. In addition to rope and climber’s kits,<br />

one carries a type IV bag of holding and the other has<br />

a pair of boots of the winterlands. <strong>The</strong> bag of holding<br />

contains a two-man tent, enough iron rations for four<br />

weeks, a pot-belly stove, five sacks of coal, a shovel,<br />

two bedrolls and four barrels of water. <strong>The</strong> iron rations<br />

are musty but still edible; everything else is in good<br />

condition. If the Player Characters use magic to find<br />

out who they were, they discover that they were part<br />

of a group led by Gustave Colombe of Chillhame two<br />

years ago. Gustave was attempting to find a legendary<br />

artefact called the Circlet of Chill Bone.<br />

<strong>The</strong> Living Avalanche: As the Player Characters<br />

progress along the floor of a small valley between two<br />

mountain slopes, they hear the loud cawing of birds and<br />

see a flock of arctic terns take to the air ahead of them.<br />

Immediately afterwards there is a rumble from above<br />

and to the east and a few loose chunks of ice come<br />

scattering down. <strong>The</strong> Games Master should have all<br />

the characters make Spot checks (DC 20); those who<br />

succeed notice a huge mass of snow beginning to come<br />

loose on the upper slopes to the east.<br />

This is not an avalanche, but a glacial ooze (see page 161)<br />

charging down the mountain slope. It is responding to<br />

the stimulus of the tern flock taking off and is heading<br />

towards what it thinks is food. If the Player Characters<br />

run around to escape the ‘avalanche’, it homes in on<br />

them instead. <strong>The</strong>y may try to head for the opposite<br />

slope, in which case they see the white mass crash into<br />

the base of the valley and then slide up the opposite<br />

slope in pursuit of them.<br />

Encounters in the Air: <strong>The</strong> Player Characters may<br />

try to fly over the peaks with a fly spell or something<br />

similar. Even the sky is not safe. <strong>The</strong>re are arctic lights<br />

(see page 157) hovering in the air above the mountains.<br />

<strong>The</strong>se rabidly territorial energy beings do not like<br />

strangers invading their space unannounced. 2–3 arctic<br />

lights descend on any Player Character who enters their<br />

airspace.<br />

<strong>The</strong> brocken spectres can also fly, though not so<br />

dextrously, and look upon flying adventurers with<br />

special hate. <strong>The</strong> spectres are cursed to remain here<br />

because they fell from the crags, and seeing a group<br />

of smug adventurers go sailing overhead is an insult<br />

to them. <strong>Two</strong> brocken spectres rise like smoky giants<br />

from the mountains and try to cast the Player Characters<br />

down to their deaths.<br />

Location: <strong>The</strong> Colombe Camp<br />

On the edge of the mountains, where the crags meet the<br />

flat ice sheet, you see a collection of vague shapes that<br />

you recognise as the collapsed remains of a camp. This<br />

is no recent disaster like Ommersdale. By the looks of<br />

it, these tents were set up more than a year ago. <strong>The</strong><br />

snow has piled against them, and many of the canvas<br />

walls have collapsed under the weight, leaving only a<br />

skeletal tangle of ice-crusted tent poles. <strong>The</strong>re are no<br />

signs of life – not that you expected any.<br />

<strong>The</strong> Player Characters may remember Gustave<br />

Colombe, the mad noble from <strong>The</strong> <strong>Drow</strong> <strong>War</strong>, <strong>Book</strong><br />

One: <strong>The</strong> Gathering Storm, who was driven insane<br />

on a trip into the Waste to seek out the Circlet of Chill<br />

Ibon Presno Gonzalez (order #73006) 8

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