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H4 The Throne of Bloodstone.pdf - Free

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<strong>The</strong> banshee will wail every round<br />

that the door remains open, unless<br />

the characters enter the room. In this<br />

case she will shriek forward into melee<br />

combat, lashing out viciously until<br />

slain. Her room is empty <strong>of</strong> items <strong>of</strong><br />

value.<br />

<strong>The</strong> good news: her wail does not<br />

cause Klavikus to begin gating in<br />

demons. She does it several times a<br />

day on the average, and he’s used to<br />

the noise. In fact, he rather likes it.<br />

7. Lair <strong>of</strong> the...Vampknight?<br />

A dull flickering light is visible<br />

from under the door to this room. It is<br />

quite faint, and might not be noticed<br />

if the characters are carrying light<br />

sources <strong>of</strong> their own—any character<br />

not carrying a light can make an Intelligence<br />

Check.<br />

<strong>The</strong> door to this room swings open<br />

easily if pushed.<br />

Thirteen candles glow from niches<br />

in the wall around the periphery <strong>of</strong><br />

this room. Each is tall and<br />

slender—no wax yet runs from<br />

them.<br />

<strong>The</strong> walls <strong>of</strong> the room, between<br />

the candles, are hung with plush<br />

draperies <strong>of</strong> a deep crimson color.<br />

<strong>The</strong> candlelight gives them the color<br />

<strong>of</strong>/fresh blood. In the center <strong>of</strong><br />

the room, resting on a raised stone<br />

platform, is a long box. Its lid<br />

stands open.<br />

Any character who thinks to ask<br />

immediately recognizes the box as a<br />

c<strong>of</strong>fin. Even as the PCs open the door,<br />

a body sits up in the c<strong>of</strong>fin and<br />

beckons them inward.<br />

This creature resembles a vampire<br />

in every way—it is dressed in a black<br />

silk robe, and its face is pasty white. It<br />

even has long white fangs. But it is, in<br />

actuality, a death knight. It attempts<br />

to lure as many <strong>of</strong> the PCs as it can<br />

into the room, and then casts its wall<br />

<strong>of</strong> ice spell across the door.<br />

After this, the death knight<br />

attempts to gate in a demon every<br />

round that it can do so. When and if<br />

the characters engage in melee combat,<br />

it abandons the use <strong>of</strong> magical<br />

powers in order to fight with its twohanded<br />

sword, +5 defender.<br />

Death Knight: AC 0 (+ effect <strong>of</strong><br />

sword); MV 12”; HD 9; hp 51; #AT<br />

1; Dmg 2d6+5 (+ effect <strong>of</strong> sword);<br />

SA all power word spells; MR 75%<br />

(on roll <strong>of</strong> 11% or lower, spell<br />

rebounds on caster); AL CE; Size M;<br />

XP 4,500<br />

<strong>The</strong> death knight will not use its<br />

fireball in these close quarters. It will<br />

fight soundlessly, and the wall <strong>of</strong> ice<br />

will help to soundpro<strong>of</strong> the room, so<br />

Klavikus will not be alarmed by this<br />

fight—unless the wall <strong>of</strong> ice is<br />

destroyed before the fight is over.<br />

8. Treasure Room (sort <strong>of</strong>)<br />

<strong>The</strong> door to this room is stuck and<br />

must be opened forcefully. Unless the<br />

noise <strong>of</strong> this is silenced, Klavikus will<br />

hear it. He will not intervene yet, but<br />

he will begin gating in his war party if<br />

he has not already done so.<br />

<strong>The</strong>re is another door in the righthand<br />

wall <strong>of</strong> this large room. <strong>The</strong><br />

near side <strong>of</strong> the chamber is empty,<br />

but many objects are piled on the<br />

floor and against the wall on the<br />

other side.<br />

Small mountains <strong>of</strong> gold coins<br />

are heaped across the floor. Brilliant<br />

gems gleam from these piles.<br />

Swords, shields, several long staffs,<br />

and shirts <strong>of</strong> plate armor can be<br />

seen—the piles are so high that<br />

there is no telling what might lie<br />

under the surface.<br />

This room does contain treasure,<br />

but not perhaps so much as it might<br />

22<br />

seem. Gold coins have been scattered<br />

across the top <strong>of</strong> mounds <strong>of</strong> copper<br />

and silver pieces. Many <strong>of</strong> the<br />

“gems” are pieces <strong>of</strong> cleverly cut glass<br />

that, at a distance, will seem to scintillate<br />

like the real thing.<br />

Many <strong>of</strong> the swords and suits <strong>of</strong><br />

plate mail are indeed magical, while<br />

much <strong>of</strong> the rest has been enchanted<br />

only with Nystul’s magic aura.<br />

<strong>The</strong> door into room 9 has a large<br />

keyhole in it. If the PCs have somehow<br />

entered this room undetected,<br />

one can peer through the keyhole to<br />

see Klavikus, bored, waiting on the<br />

other side. (Show the players the picture<br />

on page 24.) If the demon has<br />

heard them, however, the room<br />

beyond will be cloaked in darkness.<br />

<strong>The</strong> purpose <strong>of</strong> this room is to draw<br />

intruders into it, where they can be<br />

restrained by one <strong>of</strong> the two traps in<br />

the room and slowly dismembered by<br />

Klavikus and his pals. Each <strong>of</strong> the<br />

traps is activated when the door<br />

between rooms 8 and 9 is opened.<br />

<strong>The</strong> first trap is mechanical: an<br />

invisible net is strung across the ceiling<br />

<strong>of</strong> the room. It will cover the<br />

entire floor (and everything on it)<br />

when it drops. Note that, even if the<br />

characters have a detect invisible spell<br />

in operation, the character with the<br />

spell must state that he is looking at<br />

the ceiling—the net is camouflaged<br />

so as to be difficult to see, even without<br />

the spell. <strong>The</strong> net can be dropped<br />

by the players if they discover it<br />

first—they simply have to cut a loop<br />

at each corner and in the middle. Or<br />

it could be burned, or magically<br />

destroyed—it is mundane in every<br />

respect.<br />

Characters caught in the net can<br />

cut themselves free in 1d6+1 rounds.<br />

While trapped, they suffer a +4 penalty<br />

to their Armor Class. If they<br />

attempt to fight within the net, they<br />

are unable to use missile weapons.<br />

Attacks with melee weapons suffer a

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