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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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