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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

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