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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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