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The Drow War Book Two. The Dying Of - RoseRed

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214<br />

Song of the Night Hags<br />

Stoke the fire and light the tapers,<br />

Strike a jig and cut some capers,<br />

Smell the foul and fuming vapours,<br />

‘Tis the Sabbath tide again!<br />

Now rehearse the best of sins,<br />

Prick the fatted child with pins,<br />

See how master death’s-head grins!<br />

’Tis the Sabbath tide again!<br />

Spin the circle faster, faster!<br />

Speak the spells of dark disaster!<br />

Praise unto the hornèd master!<br />

‘Tis the Sabbath tide again!<br />

in this manner becomes a disembodied shade in the<br />

service of the night hag. Unlike dream haunting, this<br />

ability is not limited to chaotic or evil victims. <strong>The</strong> hag<br />

cannot, however, drain Constitution from a child who<br />

is under the protection of a good or lawful Abjuration<br />

spell such as protection from evil.<br />

Disease (Ex): Demon fever: bite, Fortitude DC 18,<br />

incubation period 1 day, damage 1d6 Constitution. Each<br />

day after the first, on a failed saving throw, an afflicted<br />

creature must immediately succeed on another Fortitude<br />

saving throw (DC 18) or take one point of Constitution<br />

drain. <strong>The</strong> saving throw DC is Constitution-based.<br />

Spell-Like Abilities: At will – detect chaos, detect evil,<br />

detect good, detect law, detect magic, magic missile,<br />

polymorph (self only), ray of enfeeblement (DC 12),<br />

sleep (DC 12). Caster level is 8 th . A night hag can<br />

use etherealness at will (caster level 16 th ) so long as it<br />

possesses its heartstone (see below). <strong>The</strong> saving throw<br />

DCs are Charisma-based.<br />

Equipment & Treasure: Heartstone (see the MM for<br />

details).<br />

5. Tethered Nightmares<br />

Tethered to the trunks of the trees are thirteen nightblack<br />

horses, with manes that flame like crimson gas.<br />

<strong>The</strong>se are the nightmare steeds of the Hags of Noctulos.<br />

If the Player Characters disturb them, they attempt to<br />

break their tethers with a Strength check (DC 22) and<br />

take to the sky (see page 25 for nightmare statistics).<br />

6. <strong>The</strong> City of Memories<br />

From afar, this city seems to be an abandoned<br />

settlement:<br />

Now that you can see it up close, the small city before<br />

you seems to be completely empty; though there is a<br />

shadowy motion there that you find hard to focus on,<br />

as if tall trees were casting shadows over the streets.<br />

<strong>The</strong> buildings are all made from the usual materials –<br />

stone, brick, timber and thatch – and yet they all have a<br />

blackish cast to them, as if they had been dipped in ink.<br />

Above the other roofs rises the spire of a central<br />

cathedral. A beam of darkness sweeps past overhead,<br />

emitted from the spire like the ray from a lighthouse.<br />

You feel a brief chill in your bones as it passes, and<br />

there is a faint moaning noise.<br />

<strong>The</strong> thousands of red lights are now explained as fungal<br />

growths on the walls and roofs, which light up the areas<br />

around them with a hellish radiance. <strong>The</strong> whole place<br />

gleams in the gloom like a nest of fireflies.<br />

A low wooden sign just outside the city reads: ‘MEMORY<br />

VALE’<br />

.<br />

If the Player Characters enter the city and explore, they<br />

find out the following:<br />

<strong>The</strong> lumps of red fungus hanging from the walls cast<br />

a sallow light across the streets. From here, you can<br />

clearly see an unsettling sight.<br />

Although there is nobody there to cast them, the red light<br />

is casting the shadows of people. You see the shadows<br />

of men and women go by on the walls, as if the streets<br />

were busy, rather than empty. Through the windows,<br />

the red light shows wavering shadows of families sitting<br />

down to eat at table, in rooms that have no occupants<br />

and no furniture. <strong>The</strong> shadows talk, laugh and embrace<br />

one another, all in total silence.<br />

If the Player Characters watch the shadows for a while,<br />

they notice something even more disturbing. <strong>The</strong><br />

scenes always end in violence. <strong>The</strong> crowds in the<br />

street suddenly scream and run as a shadowy figure<br />

comes running down on them, hacking away with a<br />

greatsword. <strong>The</strong> dinner scene in the house dissolves<br />

into an argument; the woman stabs the man in the chest<br />

repeatedly. <strong>The</strong> happy tavern drinkers begin to fight<br />

and knives are drawn.<br />

Ibon Presno Gonzalez (order #73006) 8

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