H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
<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