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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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