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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.

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