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