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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and now lie scattered throughout the<br />
passageway. Allow whichever character<br />
is leading the party to check every<br />
round to see if something is discovered.<br />
A roll <strong>of</strong> 5 or 6 on 1d6 means<br />
that one <strong>of</strong> the items from the list is<br />
discovered. No item can be discovered<br />
more than once, and if the characters<br />
walk the full circumference <strong>of</strong><br />
the tunnel they will find all <strong>of</strong> the<br />
items. (You can stop checking randomly<br />
if they have killed the worm<br />
and declared or displayed an intent to<br />
walk the full circle).<br />
D10<br />
Roll Treasure<br />
1 12 gems, worth 1000-6000 gp<br />
each, scattered along 50 feet<br />
<strong>of</strong> the corridor<br />
2 A medallion <strong>of</strong> ESP<br />
3 A wand <strong>of</strong> fireballs, with six<br />
charges left<br />
4 A metal bottle containing<br />
four doses <strong>of</strong> a potion <strong>of</strong> gaseous<br />
form<br />
5 A ring <strong>of</strong> contrariness<br />
6 A periapt <strong>of</strong> pro<strong>of</strong> against<br />
poison<br />
7 A long sword +1, luck blade<br />
with two wishes remaining<br />
8 A shield -1, missile attractor<br />
9 A scattering <strong>of</strong> 10,000 gp,<br />
spread along 40 feet <strong>of</strong> the<br />
corridor<br />
10 A small glass vial containing<br />
dust <strong>of</strong> sneezing and choking<br />
<strong>The</strong> Castle Exterior<br />
<strong>The</strong> courtyard within the wall is a<br />
moonscape <strong>of</strong> blasted dirt, barren<br />
<strong>of</strong> even a blade <strong>of</strong> grass or withered<br />
bush <strong>of</strong> thorns. <strong>The</strong> castle itself rises,<br />
more like a skeleton than a solid<br />
edifice, high into the air from the<br />
center <strong>of</strong> this courtyard. Its black<br />
stone walls are streaked with red, as<br />
if countless gallons <strong>of</strong> blood have<br />
been spilled across them.<br />
Each <strong>of</strong> the four towers flanking<br />
the castle has a slender and unprotected<br />
stairway climbing from the<br />
tower to the main castle, where it<br />
ends in a door. Doorways also lead<br />
from the stairways into the small<br />
towers.<br />
<strong>The</strong>re is a parapet surrounding<br />
the base <strong>of</strong> the castle’s high tower.<br />
This is simply a platform <strong>of</strong> smooth<br />
stone—there are no visible doors<br />
leading into the castle from the<br />
parapet. Below this parapet is<br />
another platform. This one supports<br />
the bases <strong>of</strong> the many buttresses<br />
that curve upward to<br />
support the midsection <strong>of</strong> the castle.<br />
This platform also does not<br />
show any signs <strong>of</strong> doors into the<br />
castle.<br />
If the characters can see the southern<br />
side <strong>of</strong> the castle, they will see two<br />
huge bronze doors at ground level.<br />
<strong>The</strong>se doors stand side by side, and<br />
are apparently the only ground-level<br />
entrances to the castle.<br />
Show the players the illustration on<br />
page 18 to amplify your description <strong>of</strong><br />
the castle, and to aid in their planning.<br />
<strong>The</strong> area within the castle wall is<br />
apparently devoid <strong>of</strong> any life. In actuality,<br />
it is guarded by four perytons<br />
that have been made permanently<br />
invisible by the magic <strong>of</strong> the Witch-<br />
King. One <strong>of</strong> these creatures perches<br />
atop each <strong>of</strong> the four towers placed<br />
around the periphery <strong>of</strong> the castle.<br />
<strong>The</strong> perytons will not venture outside<br />
<strong>of</strong> the castle’s outer wall—their<br />
assigned task is to attack and kill<br />
intruders within the courtyard, or any<br />
that fly over the wall into the airspace<br />
around the castle.<br />
In the case <strong>of</strong> flying characters, the<br />
perytons will wait and see if they land<br />
upon one <strong>of</strong> the parapets (areas 2). If<br />
any characters become stuck there,<br />
the perytons will then attack. Alter-<br />
17<br />
natively, if it looks like the characters<br />
will remain in the air, the perytons<br />
will attack them there.<br />
Perytons (4): AC 3 (because <strong>of</strong><br />
invisibility; MV 12”/21”; HD 4; hp<br />
17 each; #AT 1; Dmg 4d4; SA +2 to<br />
all attack rolls; SD +1 weapon needed<br />
to hit; AL CE; Size M; XP 200 each<br />
Once the perytons attack, or get<br />
attacked by the PCs, they will fight<br />
until they have all been killed.<br />
2. <strong>The</strong> Outer Parapets<br />
<strong>The</strong>se open, flat platforms might<br />
look like tempting landing zones for<br />
flying characters. <strong>The</strong>y are smooth,<br />
and the stone <strong>of</strong> their surfaces is light<br />
brown, rather than the black and red<br />
<strong>of</strong> the rest <strong>of</strong> the castle’s exterior. Any<br />
attempts to detect magic or detect<br />
invisibility will show nothing wrong<br />
here. A true seeing spell will reveal a<br />
clear glaze, almost like a thin layer <strong>of</strong><br />
water or varnish, over the stones.<br />
This glaze is in fact a powerful,<br />
albeit nonmagical, adhesive <strong>of</strong><br />
demonic origin. Anything coming<br />
into contact with the adhesive will be<br />
stuck fast—it’s so powerful that even<br />
the tip <strong>of</strong> a sword or spear used to<br />
probe the platform cannot be pulled<br />
away. <strong>The</strong> bond cannot be broken by<br />
mortal strength, or magical powers<br />
such as telekinesis, levitate, or fly. A<br />
character could teleport <strong>of</strong>f <strong>of</strong> it, however.<br />
Also, the adhesive can be dissolved<br />
by oil.<br />
Any character attempting to fight<br />
in melee while stuck to the adhesive<br />
suffers -2 penalties to both his<br />
Armor Class and his attack rolls.<br />
<strong>The</strong>re are no entrances into the castle<br />
from either <strong>of</strong> these platforms. Pay<br />
attention to the thickness <strong>of</strong> the stone<br />
walls if a character attempts a passwall<br />
spell—in most cases it will take several<br />
uses <strong>of</strong> the spell to reach any hollow<br />
area within the castle.