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
Bone. This was as far as his expedition got before they succumbed to the blue devils. They had already lost two members on the mountain ridge and were down to three. Gustave himself was the blue devils’ key victim. He became obsessed with the idea of killing and eating the other expedition members, believing that by doing this he could carry their souls safely into the citadel. They would get new bodies later on, though he was not sure how. As leader, it was his job to make sure that everyone reached the final destination. Believing that he was fulfilling his responsibility, he killed and partially devoured the other two men. He came to his senses suddenly, with blood on his hands and a dreadful taste in his mouth. In a moment of lucidity, he saw and killed the blue devil who had driven him mad. Then, surrounded by carnage and alone in the wilderness, he promptly went mad again. The rescue party found him wandering the ice sheets singing to himself; in his madness he had somehow climbed back across the mountains, following a memory of home. Characters investigating the ruined camp can find the following items, each one requiring a separate Search check (DC 20) to find: • The frozen, partly eaten remains of two explorers. • A compass that points towards the citadel instead of pointing north. On examination, all compasses are found to be pointing this way. This is because of the lodestone golem. • A dead blue devil with a +2 axiomatic dagger driven through it. • One or more living blue devils, disguised as useful pieces of camping equipment such as a mallet, a water bottle and a piton (climbing spike). • A cast-aside jerkin. In the pocket is a page torn from a diary, partly spoiled by the damp. The following can be made out with a Decipher Script check (DC 20): ‘The jungle witch-men of Kandang are right. The body is inconsequential. The soul is all. As leader, I must carry the souls to our final destination. (Here a passage is obliterated by water damage.) The men are beginning to fear me; were I to explain what I must do, they would fear me even more. It must be done quickly. They shall thank me when we have the Circlet and they are in new bodies. Their souls can stand to dwell in my body for a little while. I shall eat Cerdin first, I think, for he is the more eager to reach the Citadel. Jerg I shall eat as I walk, a little at a time.’ The Blue Devils: There are still blue devils (see page 162) lurking near the ruin of the camp. They attempt to weasel their way into the Player Characters’ equipment, either by disguising themselves as objects that are then picked up and stowed, or by jumping on board any vehicles or mounts that the Player Characters have. If there seems to be no other way to do it, then they use suggestion to make a Player Character pick them up. Once they are hiding in the equipment, the blue devils try to give the Player Characters the same delusions that Gustave Colombe suffered from, picking on the target who seems most susceptible (usually a fighter type). They avoid wizards, clerics and sorcerers. The Citadel on the Cusp Bastirak’s stronghold is built on a point of planar weakness where the fabric of the universe folds worlds closer together. He chose the site for this reason, finding it easier to bridge the planes from here. Using powerful magic, he was able to force open a planar rift, making access to other planes easy. He no longer needs to cast spells to open up the gateways. The citadel’s doors and passageways open onto different planes. The problem is not how to open them but how to keep them closed. The citadel is now a more hazardous place than ever. Along with the monsters that Bastirak commands, uninvited visitors from other planes roam the corridors and lurk in the shadows. Too busy to ward the problematic planes off, Bastirak instead isolates himself in his sanctum sanctorum and has his overworked minions deal with any incursion. First View of the Citadel From here, you can see that the mountainous barrier you have now crossed was part of a great circle of peaks, mile upon mile of mountains screening the inner region from view. This cannot have arisen naturally and you wonder what event raised these mountains – or flattened the region in the centre. In the middle of the plain of ice stands a structure that looks like the bald head of a buried colossus, wearing a crown of tall thin spikes. This must be the citadel of Bastirak. You have reached your destination at last! As you watch, it fades from view like a ghost vanishing into the ether; then, in an eyeblink, it is back. It stands so solid and firm that you wonder if what just happened was an illusion of the snow and ice. Then it flickers out of existence again and snowflakes wheel through the space where it stood. Once more, it returns after half a second. Ibon Presno Gonzalez (order #73006) 8 133
134 Surrounding the citadel are stationary figures, some large, some small. All of them are semitransparent and seem to be frozen in place. From the outside, it seems as though the whole citadel shimmers in and out of reality. One moment it is unquestionably solid, the next it is pale and transparent, barely there at all. A successful Knowledge (arcana) or Knowledge (the planes) check (DC 20) concludes that it is on a planar junction point of some kind, so its existence extends into multiple planes. This means that it is not quite on any of them. Inside the citadel, this effect does not occur and it seems to be quite solid and real. The outer world seen through the windows, however, shifts and blurs as if it were unreal. 1. The Planar Ghosts As you draw closer to the immobile figures, you see that many of them are of strange races you have never seen before. They seem to have no relation to their surroundings at all. A blue-skinned, eyeless ape is frozen in the act of pouring a yellow liquid from one alembic to another. A horned ogre with a tail is caught in mid-leap. A woman with a fox’s tail is brandishing a rapier. Three creatures like halflings, their bare feet oddly large, huddle around a fire. There are hundreds of similar images caught in the space around the citadel. The Games Master can let his imagination run riot here making up new ones. They have no effect on the Player Characters, nor can the Player Characters affect them. The curious flux around the planar junction point traps images from various planes parallel to this one, preserving them as incorporeal, transparent, frozen moments in time. They are not solid and can be walked through. The denizens of the citadel have grown used to them, since they do not do anything and are no threat, but they may take the Player Characters by surprise. The ghosts steadily fade into view and out again over the course of weeks. A Knowledge (the planes) check (DC 25) identifies this phenomenon for what it is. One of the phantoms is potentially useful to the Player Characters, as it gives a hint of what is coming. The Ibon Presno Gonzalez (order #73006) 8
- Page 83 and 84: 82 If they decide to chase the Sea
- Page 85 and 86: 84 Special Qualities: Amphibious, c
- Page 87 and 88: 86 At Sunspite’s signal the crew
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- Page 91 and 92: 90 The rays are grouped in sets of
- Page 93 and 94: 92 Possessed By a Myrrik It is quit
- Page 95 and 96: 94 until they have been to Xoth Sar
- Page 97 and 98: 96 Crossroads of the World In this
- Page 99 and 100: 98 Non-Player Character Group: The
- Page 101 and 102: 100 The bearer of such an orb can u
- Page 103 and 104: 102 SA death attack, ki strike (mag
- Page 105 and 106: 104 Deathblade Poison: Injury DC 20
- Page 107 and 108: 106 Note for the Games Master: In g
- Page 109 and 110: 108 Ibon Presno Gonzalez (order #73
- Page 111 and 112: 110 Brexel commands the Shadow Trou
- Page 113 and 114: 112 from Svarth and 10,000 from Cal
- Page 115 and 116: 114 Non-Player Character Group: The
- Page 117 and 118: 116 Non-Player Character Group: The
- Page 119 and 120: 118 Warriors of Winter Following ma
- Page 121 and 122: 120 Player Characters will understa
- Page 123 and 124: 122 Weremammoths (Frost Giant Lycan
- Page 125 and 126: 124 If the Player Characters make a
- Page 127 and 128: 126 Foundation Keepers Those who un
- Page 129 and 130: 128 perfectly preserved bodies of h
- Page 131 and 132: 130 Background: Characters who can
- Page 133: 132 Location: The Glacial Peaks If
- Page 137 and 138: 136 These are the ice devils that s
- Page 139 and 140: 138 6. The Tropical Garden As you e
- Page 141 and 142: 140 The spiders are able to open an
- Page 143 and 144: 142 • Her brother has angered the
- Page 145 and 146: 144 ways to create one. A dagger to
- Page 147 and 148: 146 Fellraven: +4 keen scythe; AL N
- Page 149 and 150: 148 The Letter On the wooden writin
- Page 151 and 152: 150 The books in the cases are almo
- Page 153 and 154: 152 The Family Azarak, Zamelak and
- Page 155 and 156: 154 Ibon Presno Gonzalez (order #73
- Page 157 and 158: 156 ‘The dark ones, little dark o
- Page 159 and 160: 158 Skills: Bluff +22, Diplomacy +3
- Page 161 and 162: 160 These dreadful creatures are th
- Page 163 and 164: 162 Special Qualities: All-around v
- Page 165 and 166: 164 Special Qualities: Construct tr
- Page 167 and 168: 166 Misdirection (Sp): To put hunte
- Page 169 and 170: 168 These misanthropic, pensive imm
- Page 171 and 172: 170 Tyrant of Brass This adventure
- Page 173 and 174: 172 Ibon Presno Gonzalez (order #73
- Page 175 and 176: 174 The Destriers of Heaven The Sun
- Page 177 and 178: 176 News from Jehannum The merchant
- Page 179 and 180: 178 Change Shape (Su): A rakshasa c
- Page 181 and 182: 180 Moch and Krunna, Mummy Lords, C
- Page 183 and 184: 182 Paralysing Touch (Su): Any livi
134<br />
Surrounding the citadel are stationary figures, some<br />
large, some small. All of them are semitransparent and<br />
seem to be frozen in place.<br />
From the outside, it seems as though the whole citadel<br />
shimmers in and out of reality. One moment it is<br />
unquestionably solid, the next it is pale and transparent,<br />
barely there at all. A successful Knowledge (arcana)<br />
or Knowledge (the planes) check (DC 20) concludes<br />
that it is on a planar junction point of some kind, so its<br />
existence extends into multiple planes. This means that<br />
it is not quite on any of them.<br />
Inside the citadel, this effect does not occur and it seems<br />
to be quite solid and real. <strong>The</strong> outer world seen through<br />
the windows, however, shifts and blurs as if it were<br />
unreal.<br />
1. <strong>The</strong> Planar Ghosts<br />
As you draw closer to the immobile figures, you see<br />
that many of them are of strange races you have never<br />
seen before. <strong>The</strong>y seem to have no relation to their<br />
surroundings at all. A blue-skinned, eyeless ape is<br />
frozen in the act of pouring a yellow liquid from one<br />
alembic to another. A horned ogre with a tail is caught<br />
in mid-leap. A woman with a fox’s tail is brandishing<br />
a rapier. Three creatures like halflings, their bare feet<br />
oddly large, huddle around a fire.<br />
<strong>The</strong>re are hundreds of similar images caught in the<br />
space around the citadel. <strong>The</strong> Games Master can let his<br />
imagination run riot here making up new ones. <strong>The</strong>y<br />
have no effect on the Player Characters, nor can the<br />
Player Characters affect them.<br />
<strong>The</strong> curious flux around the planar junction point<br />
traps images from various planes parallel to this one,<br />
preserving them as incorporeal, transparent, frozen<br />
moments in time. <strong>The</strong>y are not solid and can be walked<br />
through. <strong>The</strong> denizens of the citadel have grown used<br />
to them, since they do not do anything and are no threat,<br />
but they may take the Player Characters by surprise.<br />
<strong>The</strong> ghosts steadily fade into view and out again over<br />
the course of weeks. A Knowledge (the planes) check<br />
(DC 25) identifies this phenomenon for what it is.<br />
One of the phantoms is potentially useful to the Player<br />
Characters, as it gives a hint of what is coming. <strong>The</strong><br />
Ibon Presno Gonzalez (order #73006) 8