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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

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