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H4 The Throne of Bloodstone.pdf - Free

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ignore any other targets in an effort to<br />

place themselves between such fighters<br />

and the lich.<br />

<strong>The</strong>y, too, are formidable foes:<br />

Guardian Daemons (2): AC 1; MV<br />

9”; HD 8; hp 45 each; #AT 3; Dmg<br />

1d6/1d12/1d12; SA breathe fire in<br />

30’x10’ cone for 5d6 points <strong>of</strong> damage<br />

(but not on targets closer than<br />

10’); SD immune to charm, hold,<br />

sleep, polymorph, and fear, +2 or<br />

better needed to hit; AL CE; Size L;<br />

XP 1,700 each<br />

When and if the characters are free<br />

to examine the chamber, they will see<br />

that a door stands in the wall <strong>of</strong> the<br />

throne room directly opposite the<br />

entry. This door leads to a stairway<br />

that spirals upward. No other<br />

entrances or exits can be found in the<br />

room (except for the front doors).<br />

<strong>The</strong> stairs spiral upward in a tight<br />

circle. <strong>The</strong> light from the “burning<br />

lava” flickers at the base <strong>of</strong> the stairs,<br />

but quickly fades to inky darkness.<br />

4. Landing<br />

<strong>The</strong> stairs climb through 120 steps,<br />

approximately 60 feet upward for<br />

those characters who take the trouble<br />

to keep track. It is very dark after the<br />

first 10 feet—characters without their<br />

own light source, or infravision, will<br />

be quite blind from here on, except<br />

where light sources are specifically<br />

mentioned.<br />

<strong>The</strong> stairway ends at the floor <strong>of</strong> a<br />

still, dark room. A thick layer <strong>of</strong><br />

dust, grown pasty with condensed<br />

moisture, gives the air a moldy<br />

smell. <strong>The</strong> floor <strong>of</strong> the room does<br />

not seem to have been disturbed<br />

for years.<br />

<strong>The</strong> door to this room is jammed<br />

solidly shut. If the PCs smash it open<br />

without muffling the blow under<br />

some kind <strong>of</strong> silence spell, they will<br />

alert Klavikus, the guard demon in<br />

room 9. Klavikus will begin gating in<br />

reinforcements—keep careful track <strong>of</strong><br />

passing rounds in order to get an<br />

accurate number <strong>of</strong> adversaries ready<br />

for the PCs. Read the NPC Capsule<br />

on page 23 for more information on<br />

the encounter with Klavikus.<br />

Silent movement will be critical for<br />

the characters throughout this level <strong>of</strong><br />

the castle. If they make an untoward<br />

amount <strong>of</strong> noise at any time, you can<br />

allow Klavikus an Intelligence Check<br />

(call his Intelligence a 17) to see if he<br />

hears the intruders. Of course, you<br />

can give the check a hefty negative<br />

modifier if the PCs are relatively<br />

quiet— arguing in whispers, for<br />

example.<br />

5. Another Empty Room<br />

(Very Empty)<br />

<strong>The</strong> door in the hallway between<br />

rooms 4 and 5 is stuck, similar to the<br />

door to room 4. If the party moves<br />

into the corridor beyond it, they will<br />

see that the door to room 5 is standing<br />

open.<br />

This room is empty, dry, and<br />

featureless—except for the stairway<br />

that starts in the far corner <strong>of</strong><br />

the room and spirals upward<br />

through the ceiling.<br />

<strong>The</strong>re is no stairway in this room,<br />

nor is there anything else here. <strong>The</strong><br />

door contains a teleporter, however,<br />

and any characters passing entirely<br />

through it are instantly teleported.<br />

Any characters who start through the<br />

door and then decide to change their<br />

minds (say, because their companions<br />

just blinked into apparent oblivion<br />

before them) will find themselves<br />

stuck in the teleporter. <strong>The</strong>y can<br />

move forward any time they want,<br />

but they cannot pull any part <strong>of</strong> their<br />

21<br />

body back out <strong>of</strong> the doorway.<br />

If the PCs are fairly close together,<br />

you can require those in the second<br />

rank to make a Dexterity Check<br />

(penalized if they are really close) to<br />

see if they can react before they get<br />

stuck in the trap.<br />

Oh, yes—the ones who get caught<br />

are immediately blinked to the upper<br />

<strong>of</strong> the two parapets described in area<br />

2. Of course, they will be stuck there.<br />

At the same time, Arctigis will be<br />

warned that the trap has been sprung.<br />

He will prepare himself as if the All-<br />

Seeing Eye discovered intruders outside<br />

the castle—see the Arctigis NPC<br />

capsule on page 15.<br />

6. Good Moaning!<br />

<strong>The</strong> door to this room is closed, but<br />

the latch is clean—it does not have<br />

the abandoned look <strong>of</strong> the previous<br />

doors encountered on this floor. If<br />

anyone so much as attempts to listen<br />

at this door, he will certainly hear the<br />

tragic sound <strong>of</strong> a woman crying. She<br />

wavers between a low moaning keen<br />

and a nearly hysterical wail—<br />

obviously, she is heartbroken.<br />

<strong>The</strong> door opens easily if pushed.<br />

Within stands a low couch, very near<br />

the door. A frail figure sits, hunched<br />

over and buried in a woolen blanket,<br />

sobbing into her hands.<br />

Only after the door is opened does<br />

she lift her head, and the PCs will see<br />

that she is a ghostly creature with a<br />

horrid, snarling visage. <strong>The</strong> creature<br />

immediately opens her mouth and<br />

screeches a horrible sound—the<br />

death cry <strong>of</strong> a banshee.<br />

Groaning Spirit (Banshee): AC 0;<br />

MV 15”; HD 7; hp 38; #AT 1; Dmg<br />

1d8; SA Wail causes death within 3”<br />

(save vs magic); SD +1 needed to hit,<br />

immune to charm, sleep, hold, cold,<br />

electricity; MR 50%; AL CE; Size M;<br />

XP 2,800

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