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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11a. Storage Room This room has the smell of old iron and leather, like a blacksmith’s shop on a warm day. Mining supplies have been stacked against the walls. You see barrels filled with hammer hafts, picks, shovels, several spools of chain and at least two dozen sets of manacles, draped tidily over a stand. This is where the drow store the mining tools for the slaves and the irons with which to bind them. 12. Entrance to the Smelter Complex The passageway is blocked by a sturdy iron gate, with a lock set into it. The warm breeze in your faces has a burning, metallic smell to it that makes your throat sore. From the end of the corridor you can hear a low roaring sound like that of a furnace, as well as the scrape and rattle of workers shovelling something gritty. The lock is good quality, and requires an Open Lock check (DC 30) to open. The drow keep the passageway through to the smelter area locked at all times, as it is open to the air and would represent the best chance of a slave escape. 13. Slave Pens The door to this room is heavy and ironbound, with a strong lock requiring an Open Lock check (DC 30) to open. The wooden stalls built into this huge room suggest that it was once used to stable pit ponies or mules. Now it is being used to house people, though their treatment is, if anything, worse than that of the meanest labouring animal. There are around 15 dwarves here, filthy and half-naked. Once stout and gruff, they are now pale and haggard, more like grey dwarves than their old selves. Each one bears the red weals of a recent beating. A group of five drow stands guard over them, watching them with anxious contempt, as if they expected the dwarves to slip their shackles and attack. One of the dwarves coughs harshly, making the drow jump, and a few drops of blood trickle into his beard. These dwarves were separated off from the rest when the fighting began and were quickly overpowered. They are weak from the poison gases in the mine and their morale is all but broken. The Games Master should use the statistics for the drow warriors from Area 11 for four of the soldiers, plus the overseer, Braz Kapra. Braz Kapra is a ghastly drow even by the standards of his race. He is a devotee of Arkady and has filed his teeth down to points, in emulation of his goddess. He adores causing pain in others. The truly terrible thing is that he is not a mere sadist. He honestly believes that he is initiating his victims into new states of consciousness. Braz Kapra (Overseer), Male Drow Ftr17: CR 18; Medium humanoid (elf); HD 17d10; hp 93; Init +3; Spd 20 ft.; AC 19, touch 13, flat-footed 16; Base Atk +17; Grp +21; Atk +25 melee (1d3+8 nonlethal plus 1d6 electrical, whip of agony) or +23 melee (2d4+8/15– 20 plus poison, masterwork falchion) or +21 ranged (1d4+2/19–20 plus poison, masterwork hand crossbow); Full Atk +25/+20/+15/+10 melee (1d3+8 nonlethal plus 1d6 electrical, whip of agony) or +23/+18/+13/+8 melee (2d4+8/15–20 plus poison, masterwork falchion) or +21 ranged (1d4+2/19–20 plus poison, masterwork hand crossbow); SA poison, spell-like abilities; SQ darkvision 120 ft., drow traits, spell resistance 28; AL LE; SV Fort +10, Ref +8, Will +5; Str 18, Dex 16, Con 11, Int 12, Wis 10, Cha 14. Skills & Feats: Climb +6, Handle Animal +5, Intimidate +8, Jump +2, Listen +10, Ride +5, Search +4, Spot +13, Swim +4; Cleave, Dodge, Exotic Weapon Profi ciency (whip), Improved Critical (falchion), Improved Disarm, Improved Trip, Power Attack, Weapon Focus (falchion), Weapon Focus (hand crossbow), Weapon Specialisation (falchion), Weapon Specialisation (hand crossbow). Equipment & Treasure: +1 breastplate, crossbow bolts (10), drow blade venom, masterwork falchion, masterwork hand crossbow, whip of agony. Whip of Agony: This +2 whip appears to be an ordinary, if rare, enchanted weapon. In the hands of a dark elf it becomes a +4 shocking whip with the additional power to cause terrible pain in those it strikes. Those hit in melee for damage must make Fortitude saving throws (DC 17) or suffer wracking pains that bestow a –4 penalty to all attack rolls, skill checks and ability checks. These effects last for one hour. Note that creatures with an armour bonus of +1 or higher or a natural armour bonus of +3 or higher ignore the whip’s nonlethal damage, though they still suffer electrical damage. Moderate necromancy: CL 9 th ; Craft Magic Arms and Armour, call lightning or lightning bolt, symbol of pain; Price: 95,000 gp. Special: Creator must be a dark elf. Ibon Presno Gonzalez (order #73006) 8 199

200 The Dwarves: The dwarves are amazed that anyone has come. The fight has all but gone out of them, but the sight of the Player Characters assaulting their tormentors (assuming this is what they do) revives their spirits. They help the Player Characters in any way they can, though without magical healing they are too weak to do more than give directions and information. They can tell the Player Characters the following: • Drozen Vellish has gone down into the mine with his lieutenants to deal with the latest slave revolt. He seemed furious. • The drow want iron. They seem desperate for it. This used to be a dwarf mine and smelter complex, but it was abandoned when the lower levels were found to be full of poison gas. • So as to get as much work out of the slaves as possible before they die, the drow are using a rotation system. There are four work gangs in total. Every day, one gang works the smelter while the others work the mines. This gives the smelter gang a chance to clear their lungs and breathe clean air. • The upper levels of the mine are all but exhausted of iron ore. The lower levels still have plenty left but the tunnels are filled with toxic vapours. The dwarves can handle the backbreaking work and they are more resilient to poison than most, but even they have their limits. • The drow seem reluctant to kill the slaves. They treat them cruelly, but so far have only killed a few, apparently as examples to the rest. All the other dwarves who have died have been victims of the gas. • Most of the slaves here were warriors who were helping to defend the temple of Thunor in Crom Calamar on the day the drow invaded. The priest, Corbin Eosker, betrayed them. Slaves, Dwarf War6 (15): CR 5; Medium humanoid (dwarf); HD 6d8-6; hp 21; Init +0; Spd 20 ft; AC 10, touch 10, flat-footed 10; Base Atk +6; Grp +5; Atk +5 melee (1d3–1 nonlethal, unarmed strike) or +6 ranged (1d3–1, rock); Full Atk +5/+0 melee (1d3–1 nonlethal, unarmed strike) or +6 ranged (1d3–1, rock); SA dwarf traits; SQ darkvision 60 ft., dwarf traits; AL LG; SV Fort +4, Ref +2, Will +1; Str 8, Dex 11, Con 8, Int 10, Wis 9, Cha 6. Skills & Feats: Appraise +3, Craft (blacksmithing) +3, Craft (stonemasonry) +4; Cleave, Power Attack, Weapon Focus (dwarven waraxe). 14. Little Ease This cell is the size of a small cupboard. The drow have rigged it with chains so that a person bound here can neither sit nor stand. There is a single dwarf bound here, his body quivering with agony. This slave is Bombas Groke, the dwarf responsible for leading his group of slaves against the drow. His special part in the riot has gained him this extra punishment. Note: Groke’s statistics are identical to those of the slaves in Area 13. 15. Battle in the Tunnels The sound of yelling voices rages through the tunnels. Drow soldiers shout shrilly to one another and dwarf voices boom back insults in response. You can see barricades made from upended ore baskets, chunks of rock, partly collapsed ceilings and other refuse partly blocking up the tunnels. A group of around a dozen drow is gathered in the centre of the cavern, firing off shots from their crossbows at the dwarven heads that occasionally appear over the barricades. Any character who makes a Sense Motive check (DC 15) realises that the dwarves are making much more noise than seems entirely necessary. The Dwarf Revolt: The dwarf slaves know that they are outnumbered and have no weapons other than their mining picks. Many of them are dying from the poison gases. However, they also know that the drow want to keep them alive if they can, because the mine has to be kept producing iron. So, they have taken some of the drow guards prisoner and are trying to ‘negotiate’ with the rest for as long as they can, demanding better treatment, more wholesome food and the occasional neutralise poison from the priestesses. This is all an attempt to buy time and keep the drow out of the lower levels while the dwarves put their plan into practice. The negotiation is just a front and the skirmishes are intended to keep the drow busy and provide background noise. The real plan is to tunnel out of the mines. It will be the hardest work these dwarves have ever done, but they are willing to try it. The drow have not thought for a moment that the dwarves might try something as crazy as digging a new tunnel out. The dwarves know that this strategy will only get a few of Ibon Presno Gonzalez (order #73006) 8

200<br />

<strong>The</strong> Dwarves: <strong>The</strong> dwarves are amazed that anyone<br />

has come. <strong>The</strong> fight has all but gone out of them,<br />

but the sight of the Player Characters assaulting their<br />

tormentors (assuming this is what they do) revives their<br />

spirits. <strong>The</strong>y help the Player Characters in any way they<br />

can, though without magical healing they are too weak<br />

to do more than give directions and information. <strong>The</strong>y<br />

can tell the Player Characters the following:<br />

• Drozen Vellish has gone down into the mine with<br />

his lieutenants to deal with the latest slave revolt.<br />

He seemed furious.<br />

• <strong>The</strong> drow want iron. <strong>The</strong>y seem desperate for it.<br />

This used to be a dwarf mine and smelter complex,<br />

but it was abandoned when the lower levels were<br />

found to be full of poison gas.<br />

• So as to get as much work out of the slaves as possible<br />

before they die, the drow are using a rotation system.<br />

<strong>The</strong>re are four work gangs in total. Every day, one<br />

gang works the smelter while the others work the<br />

mines. This gives the smelter gang a chance to clear<br />

their lungs and breathe clean air.<br />

• <strong>The</strong> upper levels of the mine are all but exhausted<br />

of iron ore. <strong>The</strong> lower levels still have plenty left<br />

but the tunnels are filled with toxic vapours. <strong>The</strong><br />

dwarves can handle the backbreaking work and they<br />

are more resilient to poison than most, but even they<br />

have their limits.<br />

• <strong>The</strong> drow seem reluctant to kill the slaves. <strong>The</strong>y<br />

treat them cruelly, but so far have only killed a few,<br />

apparently as examples to the rest. All the other<br />

dwarves who have died have been victims of the<br />

gas.<br />

• Most of the slaves here were warriors who were<br />

helping to defend the temple of Thunor in Crom<br />

Calamar on the day the drow invaded. <strong>The</strong> priest,<br />

Corbin Eosker, betrayed them.<br />

Slaves, Dwarf <strong>War</strong>6 (15): CR 5; Medium humanoid<br />

(dwarf); HD 6d8-6; hp 21; Init +0; Spd 20 ft; AC 10,<br />

touch 10, flat-footed 10; Base Atk +6; Grp +5; Atk +5<br />

melee (1d3–1 nonlethal, unarmed strike) or +6 ranged<br />

(1d3–1, rock); Full Atk +5/+0 melee (1d3–1 nonlethal,<br />

unarmed strike) or +6 ranged (1d3–1, rock); SA dwarf<br />

traits; SQ darkvision 60 ft., dwarf traits; AL LG; SV<br />

Fort +4, Ref +2, Will +1; Str 8, Dex 11, Con 8, Int 10,<br />

Wis 9, Cha 6.<br />

Skills & Feats: Appraise +3, Craft (blacksmithing)<br />

+3, Craft (stonemasonry) +4; Cleave, Power Attack,<br />

Weapon Focus (dwarven waraxe).<br />

14. Little Ease<br />

This cell is the size of a small cupboard. <strong>The</strong> drow have<br />

rigged it with chains so that a person bound here can<br />

neither sit nor stand. <strong>The</strong>re is a single dwarf bound<br />

here, his body quivering with agony.<br />

This slave is Bombas Groke, the dwarf responsible for<br />

leading his group of slaves against the drow. His special<br />

part in the riot has gained him this extra punishment.<br />

Note: Groke’s statistics are identical to those of the<br />

slaves in Area 13.<br />

15. Battle in the Tunnels<br />

<strong>The</strong> sound of yelling voices rages through the tunnels.<br />

<strong>Drow</strong> soldiers shout shrilly to one another and dwarf<br />

voices boom back insults in response. You can see<br />

barricades made from upended ore baskets, chunks of<br />

rock, partly collapsed ceilings and other refuse partly<br />

blocking up the tunnels. A group of around a dozen<br />

drow is gathered in the centre of the cavern, firing off<br />

shots from their crossbows at the dwarven heads that<br />

occasionally appear over the barricades.<br />

Any character who makes a Sense Motive check (DC<br />

15) realises that the dwarves are making much more<br />

noise than seems entirely necessary.<br />

<strong>The</strong> Dwarf Revolt: <strong>The</strong> dwarf slaves know that they<br />

are outnumbered and have no weapons other than their<br />

mining picks. Many of them are dying from the poison<br />

gases. However, they also know that the drow want to<br />

keep them alive if they can, because the mine has to<br />

be kept producing iron. So, they have taken some of<br />

the drow guards prisoner and are trying to ‘negotiate’<br />

with the rest for as long as they can, demanding better<br />

treatment, more wholesome food and the occasional<br />

neutralise poison from the priestesses.<br />

This is all an attempt to buy time and keep the drow<br />

out of the lower levels while the dwarves put their plan<br />

into practice. <strong>The</strong> negotiation is just a front and the<br />

skirmishes are intended to keep the drow busy and<br />

provide background noise. <strong>The</strong> real plan is to tunnel out<br />

of the mines. It will be the hardest work these dwarves<br />

have ever done, but they are willing to try it. <strong>The</strong> drow<br />

have not thought for a moment that the dwarves might<br />

try something as crazy as digging a new tunnel out. <strong>The</strong><br />

dwarves know that this strategy will only get a few of<br />

Ibon Presno Gonzalez (order #73006) 8

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