H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
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vide general advice on dealing with<br />
demons, and the treachery and evil <strong>of</strong><br />
their opponents. See the next chapter<br />
for details.<br />
Set-Up #2:<br />
<strong>Bloodstone</strong> Warriors<br />
If you are continuing play from<br />
previous modules in the H-series, use<br />
Set-Up #2.<br />
At the conclusion <strong>of</strong> H3, <strong>The</strong><br />
<strong>Bloodstone</strong> Wars, the player characters<br />
should have conquered the<br />
southern duchies <strong>of</strong> Arcata and Carmathan,<br />
and the baronies <strong>of</strong> Ostel,<br />
Morov, and Polten, thereby reuniting<br />
southern Damara under the leadership<br />
<strong>of</strong> the Barony <strong>of</strong> <strong>Bloodstone</strong>.<br />
<strong>The</strong>y should have developed the<br />
economy <strong>of</strong> <strong>Bloodstone</strong> Pass,<br />
absorbed large numbers <strong>of</strong> immigrants,<br />
and fortified the approaches<br />
to the valley. <strong>The</strong>y may also have built<br />
castles for themselves. In addition,<br />
they should have completed the<br />
adventure <strong>of</strong> the Assassin’s Run, and<br />
broken the power <strong>of</strong> the Grandfather<br />
<strong>of</strong> Assassins in southern Damara.<br />
As the adventure opens, the main<br />
army <strong>of</strong> <strong>Bloodstone</strong> is probably<br />
encamped on the southern edge <strong>of</strong><br />
the Ford <strong>of</strong> Goliad, facing the main<br />
army <strong>of</strong> Vaasa in a stalemate—<br />
whichever army crosses the ford first is<br />
likely to lose the battle. <strong>The</strong> characters<br />
are faced with the problem <strong>of</strong><br />
how to break the stalemate and defeat<br />
Vaasa once and for all.<br />
Since this is a role-playing game,<br />
there are other possibilities. <strong>The</strong> PCs<br />
could have lost one or more <strong>of</strong> the<br />
major engagements, or elected not to<br />
go to war in the first place, preferring<br />
to maintain the safety <strong>of</strong> <strong>Bloodstone</strong><br />
at all costs. Alternatively, the PCs<br />
could have lost in a big way, and<br />
<strong>Bloodstone</strong> has fallen into the hands<br />
<strong>of</strong> the enemy. One or more <strong>of</strong> the PCs<br />
could be dead. If any <strong>of</strong> these eventu-<br />
alities should occur, the problem is<br />
still the might <strong>of</strong> Vaasa, and the PCs<br />
need to defeat the Witch-King anyway.<br />
Once the power <strong>of</strong> the Witch-<br />
King is broken, all the other<br />
problems are solvable.<br />
If the PCs were fully successful in<br />
H3, then Baron Tranth and Quillan<br />
the Sage suggested to the party that<br />
they declare that a new kingdom has<br />
been formed, and that they are monarchs.<br />
<strong>The</strong>y have a choice whether to<br />
call their realm a united Kingdom <strong>of</strong><br />
Damara, or to declare a new Kingdom<br />
<strong>of</strong> <strong>Bloodstone</strong>, or to name it<br />
something else (or, <strong>of</strong> course, not to<br />
do it at all). We have a personal preference<br />
for calling the new realm the<br />
Kingdom <strong>of</strong> <strong>Bloodstone</strong>, since the<br />
PCs probably don’t have blood rights<br />
to the throne <strong>of</strong> Damara. (Of course,<br />
a pretender to the Damaran throne<br />
could spring up later, if you liked.)<br />
If the PCs declare the kingdom,<br />
then they must either choose one <strong>of</strong><br />
their number as king, or select one <strong>of</strong><br />
the NPCs to be king (Baron Tranth is<br />
a good choice), then set up the operations<br />
<strong>of</strong> their new realm. (<strong>The</strong> Epilogue<br />
to this adventure goes into<br />
some detail on running the kingdom.)<br />
It is probably unwise for the<br />
characters to hold the proclamation<br />
and coronation ceremonies until after<br />
the Vaasans are finally defeated, especially<br />
with the opposing armies setting<br />
on the banks. But if they declare<br />
the new kingdom to their army, then<br />
the army gets a +1 morale bonus for<br />
the remainder <strong>of</strong> the war with Vaasa.<br />
Start the adventure in the tent <strong>of</strong><br />
the Commanding General <strong>of</strong> the<br />
<strong>Bloodstone</strong> Army at the Ford <strong>of</strong><br />
Goliad, at a late-night strategy session<br />
with the PCs, Baron Tranth, Lady<br />
Christine, Quillan the Sage, and any<br />
other NPCs who have been involved<br />
in the war, such as the leaders <strong>of</strong> the<br />
dwarf, centaur, halfling, and<br />
svirfneblin communities.<br />
10<br />
<strong>The</strong> strategic problems are simple:<br />
attacking Vaasa head-on is suicidal,<br />
the source <strong>of</strong> Vaasa’s power is probably<br />
demonic, and the Witch-King is<br />
the focus <strong>of</strong> that power. <strong>The</strong>refore, if<br />
the Witch-King is neutralized, then<br />
the power <strong>of</strong> the Vaasan army will<br />
fade, and military victory is relatively<br />
assured. To win the war, save the people<br />
<strong>of</strong> <strong>Bloodstone</strong> Pass, reunite the<br />
entire kingdom, and become great<br />
rulers in the Forgotten Realms, the<br />
PCs need only enter the Witch-King’s<br />
castle, find the source <strong>of</strong> power,<br />
destroy it, keep Orcus from ever bothering<br />
the Realms again, and escape in<br />
one piece.<br />
Because <strong>of</strong> the role <strong>of</strong> Orcus in the<br />
matter, Quillan the Sage <strong>of</strong>fers advice<br />
about the Astral plane and the Abyss,<br />
“For we do not know what powers<br />
Orcus will bring to bear, and it may<br />
be necessary or unavoidable for you to<br />
enter his realms.”<br />
Both the DM and the players<br />
should read Manual <strong>of</strong> the Planes,<br />
pp. 60-83 and 101-103. If the players<br />
are not already familiar with planar<br />
travel, this should be considered to be<br />
the briefing and advice they get from<br />
Quillan the Sage. Once the PCs have<br />
entered the Astral plane, do not allow<br />
the players to refer to their copies <strong>of</strong><br />
Manual <strong>of</strong> the Planes during the<br />
adventure. Anything the players<br />
don’t remember, their characters<br />
don’t remember either. If your players<br />
have questions after reading the<br />
sections <strong>of</strong> Manual <strong>of</strong> the Planes, you<br />
may clarify any material given in the<br />
book, but don’t give them any information<br />
not in the book. For Manual<br />
<strong>of</strong> the Planes is just the “known”<br />
information about the planes—the<br />
truth may be a little different....<br />
<strong>The</strong> PCs should next travel to the<br />
castle <strong>of</strong> the Witch-King, and into<br />
their greatest adventure.