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The Drow War Book Two. The Dying Of - RoseRed

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Bone. This was as far as his expedition got before they<br />

succumbed to the blue devils. <strong>The</strong>y had already lost<br />

two members on the mountain ridge and were down to<br />

three.<br />

Gustave himself was the blue devils’ key victim. He<br />

became obsessed with the idea of killing and eating<br />

the other expedition members, believing that by doing<br />

this he could carry their souls safely into the citadel.<br />

<strong>The</strong>y would get new bodies later on, though he was<br />

not sure how. As leader, it was his job to make sure<br />

that everyone reached the final destination. Believing<br />

that he was fulfilling his responsibility, he killed and<br />

partially devoured the other two men.<br />

He came to his senses suddenly, with blood on his<br />

hands and a dreadful taste in his mouth. In a moment of<br />

lucidity, he saw and killed the blue devil who had driven<br />

him mad. <strong>The</strong>n, surrounded by carnage and alone in the<br />

wilderness, he promptly went mad again. <strong>The</strong> rescue<br />

party found him wandering the ice sheets singing to<br />

himself; in his madness he had somehow climbed back<br />

across the mountains, following a memory of home.<br />

Characters investigating the ruined camp can find the<br />

following items, each one requiring a separate Search<br />

check (DC 20) to find:<br />

• <strong>The</strong> frozen, partly eaten remains of two explorers.<br />

• A compass that points towards the citadel instead<br />

of pointing north. On examination, all compasses<br />

are found to be pointing this way. This is because<br />

of the lodestone golem.<br />

• A dead blue devil with a +2 axiomatic dagger<br />

driven through it.<br />

• One or more living blue devils, disguised as useful<br />

pieces of camping equipment such as a mallet, a<br />

water bottle and a piton (climbing spike).<br />

• A cast-aside jerkin. In the pocket is a page torn from a<br />

diary, partly spoiled by the damp. <strong>The</strong> following can<br />

be made out with a Decipher Script check (DC 20):<br />

‘<strong>The</strong> jungle witch-men of Kandang are right. <strong>The</strong><br />

body is inconsequential. <strong>The</strong> soul is all. As leader,<br />

I must carry the souls to our final destination.<br />

(Here a passage is obliterated by water damage.)<br />

<strong>The</strong> men are beginning to fear me; were I to explain<br />

what I must do, they would fear me even more. It<br />

must be done quickly. <strong>The</strong>y shall thank me when<br />

we have the Circlet and they are in new bodies.<br />

<strong>The</strong>ir souls can stand to dwell in my body for a<br />

little while. I shall eat Cerdin first, I think, for he is<br />

the more eager to reach the Citadel. Jerg I shall eat<br />

as I walk, a little at a time.’<br />

<strong>The</strong> Blue Devils: <strong>The</strong>re are still blue devils (see page<br />

162) lurking near the ruin of the camp. <strong>The</strong>y attempt to<br />

weasel their way into the Player Characters’ equipment,<br />

either by disguising themselves as objects that are then<br />

picked up and stowed, or by jumping on board any<br />

vehicles or mounts that the Player Characters have. If<br />

there seems to be no other way to do it, then they use<br />

suggestion to make a Player Character pick them up.<br />

Once they are hiding in the equipment, the blue devils<br />

try to give the Player Characters the same delusions that<br />

Gustave Colombe suffered from, picking on the target<br />

who seems most susceptible (usually a fighter type).<br />

<strong>The</strong>y avoid wizards, clerics and sorcerers.<br />

<strong>The</strong> Citadel on the Cusp<br />

Bastirak’s stronghold is built on a point of planar<br />

weakness where the fabric of the universe folds worlds<br />

closer together. He chose the site for this reason, finding<br />

it easier to bridge the planes from here.<br />

Using powerful magic, he was able to force open a<br />

planar rift, making access to other planes easy. He no<br />

longer needs to cast spells to open up the gateways. <strong>The</strong><br />

citadel’s doors and passageways open onto different<br />

planes. <strong>The</strong> problem is not how to open them but how<br />

to keep them closed.<br />

<strong>The</strong> citadel is now a more hazardous place than ever.<br />

Along with the monsters that Bastirak commands,<br />

uninvited visitors from other planes roam the corridors<br />

and lurk in the shadows. Too busy to ward the<br />

problematic planes off, Bastirak instead isolates himself<br />

in his sanctum sanctorum and has his overworked<br />

minions deal with any incursion.<br />

First View of the Citadel<br />

From here, you can see that the mountainous barrier<br />

you have now crossed was part of a great circle of<br />

peaks, mile upon mile of mountains screening the inner<br />

region from view. This cannot have arisen naturally<br />

and you wonder what event raised these mountains – or<br />

flattened the region in the centre.<br />

In the middle of the plain of ice stands a structure that<br />

looks like the bald head of a buried colossus, wearing<br />

a crown of tall thin spikes. This must be the citadel of<br />

Bastirak. You have reached your destination at last!<br />

As you watch, it fades from view like a ghost vanishing<br />

into the ether; then, in an eyeblink, it is back. It stands<br />

so solid and firm that you wonder if what just happened<br />

was an illusion of the snow and ice. <strong>The</strong>n it flickers<br />

out of existence again and snowflakes wheel through<br />

the space where it stood. Once more, it returns after<br />

half a second.<br />

Ibon Presno Gonzalez (order #73006) 8<br />

133

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