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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Games Master should have the Player Characters make Spot checks (DC 25) to notice this group among all the rest. A group of three drow (the three from the ambassador’s chambers inside the citadel, for which see below) stands around a half-buried crystal in the earth. This crystal is a mass of raw tenebrium. If the Player Characters spend too much time investigating these phantoms, the Guardian of the Outer Gate sees them and stomps out to confront them. 2. The Guardian of the Outer Gate The entrance to Bastirak’s citadel is a great doorway sculpted from ice, including two female caryatids holding the lintel aloft. Their blank eyes watch you approach. Between them stands a giant made from black craggy rock, perhaps another one of the ghostly images you saw out on the plains. The citadel blinks momentarily out of existence, but the giant stays where it is. There is no door between the caryatids; nothing but a swirling white mist blocks access to the inner dome. The giant is a lodestone golem (see page 163) in service to Bastirak. Player Characters who approach within 120 feet feel a gentle tugging on all the metal gear they wear, as if a magnet was pulling them. This should give them some idea of what sort of rock the golem is made from. A Knowledge (dungeoneering) or Knowledge (geology) check (DC 20) identifies the golem as a creature made from lodestone. The golem is under instructions to accept visitors but to disarm them first. If it sees intruders, it comes out to meet them and speak to them in Bastirak’s voice (a hoarse whisper), demanding to know their business in the domain of the ice mage. Depending on their answers, the golem attacks them outright, disarms them and brings them in or ignores them altogether and stomps back to its post. The Citadel Walls: All of the walls, ceilings and floors within the citadel are made from solid ice unless otherwise specified. The outer walls are 40 feet thick and opaque. Between these walls and the inner section is a special five-foot-thick layer of vapour before the inner wall, in case creatures try to break in. This vapour is acid fog (see below) and is continually pumped around the hollow section. If the outer walls are breached, the acid fog slowly seeps out of the breach to a distance of 15 feet. Player Characters can avoid this easily if they are not immobilised. Beyond the acid fog layer is a five-foot-thick inner wall of glasslike, transparent ice. Creatures on the inside can clearly see other creatures floundering about in the fog layer, so long as they are adjacent to the wall. This allows the guards to mobilise quickly if a creature is trying to break into the citadel through the walls. Any guard on the inside of the citadel has a chance to overhear creatures breaking in, even if he is not watching the clear ice. Assuming the creatures smash through the outer ice, a Listen check (DC 20) is needed to hear them through the clear ice walls. If they melt their way in, a more difficult Listen check (DC 30) is required. The White Mist: This mist continually swirls from four black iron cauldrons set into the floor, embedded deep in the ice; these are marked on the map. This is acid fog, as per the spell (caster level 18 th ). All creatures entering the acid fog are dealt 2d6 points of acid damage per round (as is all their gear), as well as having their sight obscured and their movement slowed. Note: While the Player Characters’ magic items may have a good chance of making it through the fog intact, their warm clothing is almost certainly destroyed if they enter the fog, leaving them unprotected against the cold. Each cauldron has a hinged lid which, when closed, prevents the cauldron from emitting any more fog. When the lodestone golem needs to admit guests, it simply concentrates and pulls the lids shut, thus clearing the passageway of mist. The Player Characters can attempt to free the cauldrons from the ice if they wish. To do this, they must somehow melt or smash away the ice around the cauldrons, then lift the cauldrons out of their holes. Each one is three feet high and weighs 70 pounds. The cauldrons must be kept fed with ice in order to function. Each one consumes five pounds of ice per hour. 3. The Dome of Bastirak The inside of this stronghold is one vast hollow space, dimly lit by the cold light of day filtering through the ice mass. Rising through the centre is a frozen column like a mutated tree or fountain of ice, with pylons arching out from the trunk and connecting to walkways on the sides of the dome. Around the column’s base stands a group of hideous bipedal insectoid creatures 12 feet in height, with skin like white leather, mantis-like heads and wicked-looking spears. Ibon Presno Gonzalez (order #73006) 8 135

136 These are the ice devils that serve Bastirak as guards and retainers. By means of the gateway to Hell (see below), Bastirak has been able to bargain with certain infernal powers. In return for frequent sacrifices and similar tributes, he is allowed a small retinue of ice devils for his personal use. As the ice devils have come through planar gateways rather than being summoned by a spell, they can stay here indefinitely. The number of ice devils depends on the party’s strength. The Games Master should set an EL for the party according to the Player Characters’ average level of experience. A 14 th level party should encounter two devils, a 15 th level party three and a 14 th level party four. This is a very strong encounter, as it is Bastirak’s second line of defence. The devils challenge anyone who approaches, rather than attacking immediately. What with all of the planar disturbances, the citadel frequently has unexpected guests running around inside, some of whom prove to be echoes and illusions. The party may conceivably talk its way past these guards, so long as the Player Characters have a very convincing story and have not obviously smashed their way in. Bronderbok the Planespider (see page 139) has been persuaded to leave these ice devils alone, as they are here by contract rather than as the result of interplanar confusion. Ice Devil Guards: CR 13; Large outsider (evil, extraplanar, lawful); HD 14d8+84; hp 147; Init +5; Spd 40 ft.; AC 32, touch 14, flat-footed 27; Base Atk +14; Grp +24; Atk +20 melee (2d6+9/x3 plus slow, spear) or +19 melee (1d10+6, claw); Full Atk +20/+15/+10 melee (2d6+9/x3 plus slow, spear) and +14 melee (2d6+3, bite) and +14 melee (3d6+3 plus slow, tail); or +19 melee (1d10+6, 2 claws) and +14 melee (2d6+3, bite) and +14 melee (3d6+3 plus slow, tail); Space/Reach 10 ft./10 ft.; SA fear aura, slow, spell-like abilities, summon devil; SQ damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 25, telepathy 100 ft.; AL LE; SV Fort +15, Ref +14, Will +15; Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20. Skills & Feats: Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (planes) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks); Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear). The Ice Column: The central pillar does not hold up the roof of the dome, as that is self-supporting. Its purpose is to provide a stairway up to the various rooms in the dome’s interior. The very heart of the pillar is hollow, providing a drop shaft down to the underground sections of the citadel. The ice walkways that branch out from the column are much more structurally fragile than the column itself. Each one is five feet across and consists of a mere threefoot thickness of ice, arched in the centre for greater structural strength. Destruction of any part of the walkway results in the collapse of the whole thing. 4. The Aged Sages A single sheet of ice one foot thick closes off the doorway to this room. Bastirak uses his circlet of chill bone to remove and recreate the barrier when he needs to gain access. Sitting around a table on which a heatless green lamp burns are four peculiar creatures. Their hair is long and grey, their faces shrivelled and wrinkled. They look like human beings who have lived twice as long as any human should. They nod their heads in a monotonous rhythm, seemingly oblivious to your presence. These four wretches are counsellors of Bastirak’s who should have died long ago, who are being kept alive by the cold. Bastirak has discovered a way to lengthen a creature’s lifespan, though its quality of life afterwards is not enviable. The creature must be fed a glutinous potion at the moment of death. If the creature is thereafter kept bathed in a particular kind of alchemically produced light and not allowed to thaw out, it will remain animate and articulate. The aged sages beg the party to end their agony and slay them. They answer any questions that the Player Characters have, so long as it is within their power to do so. Each sage is 15 th level expert specialises in arcana and religion, another in the planes and their denizens, another in geography and history and the last in flora and fauna. For game purposes, the Games Master should assume that the sages can answer any questions that would be useful to the furthering of the story, such as ‘how did Bastirak build this citadel?’, ‘why are there extraplanar creatures running around in the Waste?’ and ‘where can we find tenebrium?’. The sages answer that tenebrium is found on the sub-plane of Noctulos and that Bastirak has some means of access to it, but beyond that, they cannot help. Ibon Presno Gonzalez (order #73006) 8

Games Master should have the Player Characters make<br />

Spot checks (DC 25) to notice this group among all<br />

the rest. A group of three drow (the three from the<br />

ambassador’s chambers inside the citadel, for which see<br />

below) stands around a half-buried crystal in the earth.<br />

This crystal is a mass of raw tenebrium.<br />

If the Player Characters spend too much time<br />

investigating these phantoms, the Guardian of the Outer<br />

Gate sees them and stomps out to confront them.<br />

2. <strong>The</strong> Guardian of the Outer Gate<br />

<strong>The</strong> entrance to Bastirak’s citadel is a great doorway<br />

sculpted from ice, including two female caryatids<br />

holding the lintel aloft. <strong>The</strong>ir blank eyes watch you<br />

approach. Between them stands a giant made from<br />

black craggy rock, perhaps another one of the ghostly<br />

images you saw out on the plains. <strong>The</strong> citadel blinks<br />

momentarily out of existence, but the giant stays where<br />

it is.<br />

<strong>The</strong>re is no door between the caryatids; nothing but a<br />

swirling white mist blocks access to the inner dome.<br />

<strong>The</strong> giant is a lodestone golem (see page 163) in service<br />

to Bastirak. Player Characters who approach within<br />

120 feet feel a gentle tugging on all the metal gear they<br />

wear, as if a magnet was pulling them. This should give<br />

them some idea of what sort of rock the golem is made<br />

from. A Knowledge (dungeoneering) or Knowledge<br />

(geology) check (DC 20) identifies the golem as a<br />

creature made from lodestone.<br />

<strong>The</strong> golem is under instructions to accept visitors but<br />

to disarm them first. If it sees intruders, it comes out<br />

to meet them and speak to them in Bastirak’s voice (a<br />

hoarse whisper), demanding to know their business<br />

in the domain of the ice mage. Depending on their<br />

answers, the golem attacks them outright, disarms<br />

them and brings them in or ignores them altogether and<br />

stomps back to its post.<br />

<strong>The</strong> Citadel Walls: All of the walls, ceilings and<br />

floors within the citadel are made from solid ice unless<br />

otherwise specified. <strong>The</strong> outer walls are 40 feet thick<br />

and opaque. Between these walls and the inner section<br />

is a special five-foot-thick layer of vapour before the<br />

inner wall, in case creatures try to break in. This vapour<br />

is acid fog (see below) and is continually pumped around<br />

the hollow section. If the outer walls are breached, the<br />

acid fog slowly seeps out of the breach to a distance of<br />

15 feet. Player Characters can avoid this easily if they<br />

are not immobilised.<br />

Beyond the acid fog layer is a five-foot-thick inner wall<br />

of glasslike, transparent ice. Creatures on the inside<br />

can clearly see other creatures floundering about in the<br />

fog layer, so long as they are adjacent to the wall. This<br />

allows the guards to mobilise quickly if a creature is<br />

trying to break into the citadel through the walls.<br />

Any guard on the inside of the citadel has a chance to<br />

overhear creatures breaking in, even if he is not watching<br />

the clear ice. Assuming the creatures smash through the<br />

outer ice, a Listen check (DC 20) is needed to hear them<br />

through the clear ice walls. If they melt their way in, a<br />

more difficult Listen check (DC 30) is required.<br />

<strong>The</strong> White Mist: This mist continually swirls from four<br />

black iron cauldrons set into the floor, embedded deep<br />

in the ice; these are marked on the map. This is acid fog,<br />

as per the spell (caster level 18 th ). All creatures entering<br />

the acid fog are dealt 2d6 points of acid damage per<br />

round (as is all their gear), as well as having their sight<br />

obscured and their movement slowed.<br />

Note: While the Player Characters’ magic items may<br />

have a good chance of making it through the fog intact,<br />

their warm clothing is almost certainly destroyed if<br />

they enter the fog, leaving them unprotected against the<br />

cold.<br />

Each cauldron has a hinged lid which, when closed,<br />

prevents the cauldron from emitting any more fog.<br />

When the lodestone golem needs to admit guests, it<br />

simply concentrates and pulls the lids shut, thus clearing<br />

the passageway of mist. <strong>The</strong> Player Characters can<br />

attempt to free the cauldrons from the ice if they wish.<br />

To do this, they must somehow melt or smash away the<br />

ice around the cauldrons, then lift the cauldrons out of<br />

their holes. Each one is three feet high and weighs 70<br />

pounds. <strong>The</strong> cauldrons must be kept fed with ice in<br />

order to function. Each one consumes five pounds of<br />

ice per hour.<br />

3. <strong>The</strong> Dome of Bastirak<br />

<strong>The</strong> inside of this stronghold is one vast hollow space,<br />

dimly lit by the cold light of day filtering through the ice<br />

mass. Rising through the centre is a frozen column like<br />

a mutated tree or fountain of ice, with pylons arching<br />

out from the trunk and connecting to walkways on the<br />

sides of the dome. Around the column’s base stands a<br />

group of hideous bipedal insectoid creatures 12 feet in<br />

height, with skin like white leather, mantis-like heads<br />

and wicked-looking spears.<br />

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

135

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