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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156<br />
‘<strong>The</strong> dark ones, little dark ones, thousands in number,<br />
in thought most cruel, we counsel you this of them.<br />
Every thousand years they think to rise and ravage,<br />
even as dark meets light at dusk and dawn, but now,<br />
now is different.<br />
‘Machines it is they make. First they fashioned their<br />
stabbing steeples that rise and rip the earth raw. Now<br />
other constructs they create, taking the bright bones of<br />
the earth, her metals and minerals, melting all down<br />
with fierce fire for their forges. <strong>War</strong>e the Ironclads! In<br />
the mountains of the dwarves they make them! Engines<br />
of war, bred from burning, burning our bark-bound<br />
brothers. A mighty woe comes, a mighty metal moaning,<br />
woe to the woods.’<br />
If the Player Characters press the tree lords for more<br />
information, they can only say that these engines of war<br />
resemble ‘black beetles that stamp and tear what they<br />
walk’. <strong>The</strong>y are being built in ‘the lowlands of mineriddled<br />
Svarth’. More precise information is impossible<br />
to get. This section foreshadows Chapter 7, Traitor’s<br />
Gambit.<br />
18. <strong>The</strong> Bedchamber of Lady Barbelion<br />
<strong>The</strong> gateway opens onto what can only be the<br />
bedchamber of some being wholly devoted to evil. <strong>The</strong><br />
vast four-poster bed is decorated with scenes of torture<br />
and the bedspread appears to have been made from<br />
human hides sewn together. <strong>The</strong> walls have hanging<br />
portraits of crimson-skinned fiends smiling indulgently.<br />
A single lamp lights the scene; it is shaped like an iron<br />
rose and hangs from barbed chains. Mutilated human<br />
figures hang in the corners of the room, though it is<br />
not clear whether they are there for decoration or as<br />
prisoners. A single door of dark wood leads out of the<br />
room.<br />
From behind you, you hear a wild scream in which shock,<br />
insane fury and recognition are curiously mingled.<br />
Looking around, you see the faintly translucent form of a<br />
drow female, manacled to the wall and bearing the signs<br />
of recent ill treatment. <strong>The</strong>re can be no mistaking those<br />
eyes. You are looking at the tormented soul of Mezelline<br />
vel’Arakh, who was once known as the Terror.<br />
This is the private bedchamber of one of the queens of<br />
Hell. It is also the place where Mezelline vel’Arakh’s<br />
soul now lies in torment, chained to the wall as the<br />
plaything of a fiend in punishment for her failure.<br />
<strong>The</strong> Player Characters can talk to her. She berates them<br />
for ‘mocking her in her damnation’, calling them more<br />
cruel than the devil-queen who holds her prisoner. She<br />
assumes that their only purpose here is to gloat.<br />
Whether the Player Characters actually do any gloating<br />
or not, Mezelline offers to help them against the<br />
Ennead. She has nothing left to lose now. <strong>The</strong> Dark<br />
has abandoned her and she is left desolate. <strong>The</strong> Player<br />
Characters cannot do anything to help her, but if she<br />
can help them destroy the servants of the force she once<br />
served, who exiled her House so many years ago, then<br />
her imprisonment in Hell will be a little sweeter.<br />
Mezelline gives the Player Characters the following<br />
information:<br />
‘<strong>The</strong> black stone heart of the colossus sent to destroy<br />
Shallenoi was recovered. My people called it the<br />
Abyssal Altar. It is through this one Altar that all the<br />
Dark’s power emanates. It is an avatar, yet an avatar<br />
without life or motion. It is the closest thing that the<br />
Dark has to a physical body on this plane. Heed me. If<br />
the Altar is destroyed, the Dark’s foothold on this plane<br />
will be gone. Do this thing, and your world is saved.’<br />
If they ask where the Altar is, she answers:<br />
‘<strong>The</strong> archmage Rannirak… he knows. He engineered<br />
the machines that broke the cities of Jehannum. When<br />
you return there, seek him. He will either try to flee to<br />
the Altar, or he will have brought it with him, so that it<br />
now lies beneath Crom Calamar itself.’<br />
<strong>Of</strong> course, the Player Characters may not trust Mezelline<br />
as far as they could throw her, but she is telling the<br />
truth. If the Games Master plays this scene to its fullest,<br />
the Player Characters will be left wondering whether<br />
Mezelline is trying to get revenge on her former master<br />
or upon them. Should they attempt to destroy the<br />
Abyssal Altar or not?<br />
If the Player Characters are silly enough to leave the<br />
bedchamber and go exploring, they encounter as many<br />
devils and fiendish creatures as the Games Master is<br />
willing to throw at them. This is, after all, Hell.<br />
19. <strong>The</strong> Wasteland of the Blue Sun<br />
Beyond the gateway lies a place of intense blue light<br />
and sudden, terrible cold even worse than the chill of<br />
Bastirak’s citadel. <strong>The</strong> light is coming from the sun<br />
overhead, which is the colour of a sapphire. It reflects<br />
off the mounds of snow all around you. A light but biting<br />
wind blows powdery snow across your field of vision.<br />
Surrounding the gateway are eight ice sculptures,<br />
around which the wind blows; they emit a strange and<br />
mournful tune.<br />
Ibon Presno Gonzalez (order #73006) 8