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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.

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