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The Drow War Book Two. The Dying Of - RoseRed

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202<br />

18. <strong>The</strong> Prisoners<br />

Four drow warriors lie here, with chains wrapped round<br />

their arms and ankles. Though their faces are calm,<br />

hatred is burning in their eyes.<br />

<strong>The</strong> dwarves were able to overpower these guards by<br />

tripping them up with their chains and grappling them<br />

into submission. <strong>The</strong>y are now hostages. Ten dwarf<br />

slaves stand here, armed with picks and shovels, ready<br />

to bash the hostages’ brains out if they try to escape.<br />

<strong>The</strong>y have been told not to harm the prisoners unless<br />

they make trouble, but it is obvious that they are itching<br />

to repay the treatment they have endured.<br />

19. <strong>The</strong> Tunnel<br />

This narrow tunnel has been hastily dug. It leads<br />

upwards at an angle of 45 degrees. You can see daylight<br />

through a crack at the upper end.<br />

This is where the dwarf slaves are digging their escape<br />

tunnel. <strong>The</strong>ir expertise with rock led them to the best<br />

place to dig. <strong>The</strong>y have almost broken through to the<br />

surface. Another 20 minutes of work will widen the<br />

tunnel sufficiently for a Medium-sized creature to<br />

squeeze through it.<br />

20. <strong>The</strong> Negotiators<br />

As you approach, you hear voices engaged in calm<br />

discussion. One is a weary-sounding, aristocratic voice;<br />

the other is gravelly and deep, as if the speaker has a<br />

heavy cold. <strong>The</strong>y seem to be discussing arrangements<br />

for the handing over of prisoners.<br />

Drozen Vellish is here, discussing the settlement of the<br />

revolt with Grundin Derth, the self-appointed leader of<br />

the dwarves. Derth is dying from the poisonous fumes,<br />

so he has chosen to lead the rebellion, as he has nothing<br />

left to lose.<br />

Vellish’s Predicament: Vellish is in a very delicate<br />

situation. He fervently hopes that the Player Characters<br />

are in the mine somewhere, so that he can leave this<br />

mess behind him. His three lieutenants are bewildered<br />

at his concession to negotiate with the dwarves. <strong>The</strong>y<br />

want to know why he does not just storm the mines, kill<br />

the ringleaders, torture the rest and have done with it.<br />

<strong>The</strong> drow hostages were stupid and let themselves be<br />

caught. Since when has it been drow policy to rescue<br />

idiots?<br />

Vellish’s only answer to them has been to cite ‘secret<br />

orders’, which the lieutenants are now sceptical about,<br />

and to insist that ‘we need the slaves alive to make the<br />

mine work – unless you’d rather dig the ore yourself!’<br />

to which they have no answer.<br />

Enter the Player Characters: How this scene plays<br />

out depends entirely on how the Player Characters<br />

approach it. If they simply pile in and attack, Vellish<br />

has no choice but to turn on his three lieutenants, who<br />

try to alert the priestesses (see above) and the other<br />

guards. <strong>The</strong> moment Vellish is revealed to be a traitor,<br />

the lieutenants flee the scene. <strong>The</strong>y know they have no<br />

chance against the Player Characters and their former<br />

leader together.<br />

If the Player Characters opt to parley first (perhaps in<br />

the hope of reading Vellish’s subtle cues and finding out<br />

if this is a trap or not), Vellish tries to use his Bluff skill<br />

to send a secret message (see the Bluff skill description<br />

in the PHB). <strong>The</strong> message is ‘Get me out of here now,<br />

damn you!’ <strong>The</strong> Player Characters can make Sense<br />

Motive checks to notice and read the message. <strong>The</strong><br />

lieutenants should have a chance to notice this, so the<br />

Games Master should give them Sense Motive checks<br />

too.<br />

If the Games Master prefers to increase the tension at<br />

the expense of a little deus ex machina action, Zertivul<br />

(see below) can have detect thoughts running and<br />

accidentally pick up Vellish’s thoughts when the Player<br />

Characters enter the area. Zertivul’s first action is to<br />

tell Saranek to hit Vellish with a dimensional anchor,<br />

after which they teleport away to the nearest source<br />

of help (either the barracks or the chapel). <strong>The</strong> Player<br />

Characters can thus arrive just as Vellish is prevented<br />

from escaping with them and all hell breaks loose.<br />

Drozen Vellish has lank, stringy hair combed back from<br />

a widow’s peak. His face has heavy jowls, his eyes are<br />

sunken and his demeanour is that of a man who is jaded<br />

with decadence, as if he has indulged in every sin and<br />

vice available until nothing is interesting anymore. He<br />

seems so weary of everything that it is tiring to look at<br />

him.<br />

Vellish’s three lieutenants are Ca’varren, Zertivul and<br />

Saranek. Ca’varren is a narrow-eyed, pinch-faced dark<br />

elf whose teeth are in extremely bad condition; he has<br />

a habit of sucking on crystallised fruit. Zertivul has<br />

a round moon face, hamster cheeks and a perpetually<br />

surprised expression. Saranek, the youngest of the<br />

three, likes to glower and smirk and is proud of his long<br />

mane of white hair.<br />

Ibon Presno Gonzalez (order #73006) 8

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