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The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

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40<br />

4. Hidden Entrance<br />

<strong>The</strong> main entrance to the sahuagin lair is here, a 5-foot<br />

wide tunnel covered with a stiff mat woven from weeds.<br />

Living plants have been attached to this and sand thrown<br />

over it, so that unless it is examined closely it seems to<br />

be nothing more than another patch of vegetation. A<br />

character can notice the hidden entrance with a Search<br />

check (DC 25).<br />

Immediately beneath the opening is a wide cave where<br />

the sahuagin guards wait for word from above. <strong>The</strong>re<br />

are three sahuagin lacerators present here at all times. If<br />

they hear anyone approaching, they train their crossbows<br />

on the opening in case it is not one of their own.<br />

At the point marked 4a is a ballista (see the DMG) taken<br />

from a deck mount on a wrecked ship. If outnumbered,<br />

the sahuagin will retreat back here to where they can<br />

fire the ballista at invaders.<br />

5. <strong>The</strong> Feasting Rooms<br />

<strong>The</strong> water in this cavern is filled with particles of matter,<br />

swirling like snow. Among these drift larger pieces of<br />

material, which are recognisable – a scrap of torn cloth,<br />

a matted tangle of hair, a toenail. <strong>The</strong> floor of the cave<br />

is a charnel house of gnawed bones, empty skulls and<br />

fragments of fish. You make out the remains of tritons,<br />

merfolk and a great many humans.<br />

<strong>The</strong> swirling matter is the result of the remains decaying<br />

and provides concealment to all creatures within the<br />

cavern.<br />

This is where the sahuagin gather to feast. <strong>The</strong>ir meals<br />

are taken together under the eyes of Scathla and Render<br />

Seaclaw, so there will either be no sahuagin here at all<br />

or all of them except for the sentries. If the entire tribe<br />

is gathered here, there will be ten wreckers and their<br />

shark companions, eight lacerators, Scathla and Render<br />

– an encounter that will almost certainly result in the<br />

players’ deaths. If the Games Master wants a tense<br />

encounter rather than a vicious fight, he can have the<br />

Player Characters present when a feasting is called, so<br />

that they have time to hide among the loathsome remains<br />

on the cave floor, or somewhere along the walls; the<br />

cloudy water makes it much easier to hide.<br />

Sahuagin feastings among the cult involve the spoils from<br />

the latest wreck being brought in, which in this case are<br />

the drowned crew of the Sally Lunn, their ankles bound<br />

together with seaweed. <strong>The</strong>re are 20 other corpses who<br />

seem to be from a different part of the world and have<br />

manacles binding them. A Knowledge (geography)<br />

check (DC 15) identifies them as the peasant people of<br />

Kandang.<br />

Scathla pronounces a blessing in Aquan, and then draws<br />

the twenty dead slaves out of the chamber while the rest<br />

of the tribe goes into a feeding frenzy. Characters who<br />

can understand Aquan can tell that the dead ones are<br />

an offering for <strong>The</strong> One Who Must Be Fed – whoever<br />

that may be. While the sahuagin are preoccupied<br />

with devouring their grisly dinner, they suffer a –4<br />

circumstance penalty on all Spot and Listen checks.<br />

Once the feasting is finished, the bones are dropped to<br />

the cave floor and the sea devils return to their stations.<br />

<strong>The</strong> Player Characters can search the noisome remains<br />

if they wish but they find nothing of value no matter<br />

how long they search. All valuables are removed and<br />

offered to the One.<br />

6. <strong>The</strong> Sacrifi ce Pit<br />

This domed cavern is cleaner than any other you have<br />

encountered so far. <strong>The</strong>re are no plants growing at all;<br />

the rock is bare and seems almost polished. On the floor<br />

in the chamber’s centre is a huge irregular disc, ten feet<br />

across, which seems to have been hacked from wooden<br />

planks and then had pieces of metal plate nailed across<br />

it, like a jerry-built shield for a titan. Four stout iron<br />

chains run from the disc through brackets in the cavern<br />

floor, with pegs thrust through the chains to keep them<br />

in place.<br />

Any Player Character examining the arrangement<br />

concludes that it would be easy to tug the restraining<br />

pins out and thus lift the disc up. This configuration<br />

is clearly supposed to keep something in the chamber<br />

beneath safely contained.<br />

<strong>Two</strong> sahuagin lacerators are on guard here. If they are<br />

attacked, they call out for help, bringing Scathla down<br />

from Room 8 and Render Seaclaw from Room 7.<br />

7. Chamber of Armaments<br />

<strong>The</strong> opening of this cave has been closed off with a<br />

large rock. Moving it requires a Strength check (DC<br />

20). <strong>The</strong> cave beyond is where Render Seaclaw keeps<br />

the tribe’s weapons, mending broken ones and making<br />

new ones from salvaged bits. This is crucial to the<br />

tribe’s survival, as it is impossible to forge new weapons<br />

underwater. He keeps the cave shut for privacy while he<br />

is working, not because he fears theft. No sahuagin in<br />

this lair would be that stupid.<br />

This cave is littered with weapons in various stages of<br />

repair. Someone has been cobbling together the pieces<br />

of broken weapons into makeshift tridents. In the room’s<br />

centre is a depression, with several grey rocks in it.<br />

Ibon Presno Gonzalez (order #73006) 8

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