H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
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demon <strong>of</strong> Type III (80%) or Type IV<br />
(20%)<br />
Special Equipment: ring <strong>of</strong> protection,<br />
+4 on AC, +2 on saving throws<br />
Klavikus has been ordered to guard<br />
the Witch-King’s citadel by none<br />
other than Orcus himself. <strong>The</strong> Prince<br />
<strong>of</strong> the Undead detected in Klavikus<br />
seeds <strong>of</strong> ambition that caused Orcus<br />
some considerable unease. <strong>The</strong> solution:<br />
assign him to an important<br />
guard post on the Prime plane, to<br />
serve for 500 years. In that time,<br />
Orcus hopes to decide upon a more<br />
permanent solution.<br />
Klavikus does indeed aspire to rule<br />
in the Abyss, but Orcus tricked him<br />
into this pledge <strong>of</strong> service. He spends<br />
his time now (measured in centuries)<br />
reading. <strong>The</strong> thousands <strong>of</strong> books he<br />
has gathered here are only part <strong>of</strong> his<br />
library. Though he cannot leave the<br />
citadel, and in fact cannot leave this<br />
room except to attack some enemy <strong>of</strong><br />
the Witch-King (and, hence, enemy<br />
<strong>of</strong> Orcus), he collects new books all<br />
the time. He gates in weaker demons<br />
whenever his supply <strong>of</strong> unread books<br />
begins to drop, and sends them<br />
throughout the realms, and indeed<br />
the planes, to steal more volumes.<br />
<strong>The</strong>n, when his room begins to fill<br />
with books he has read, he bullies his<br />
subordinates into taking many <strong>of</strong> the<br />
tomes to the Abyss to await Klavikus’s<br />
return. He has 112 years to go.<br />
Klavikus has vowed to stand guard<br />
in the citadel <strong>of</strong> the Witch-King, but<br />
nothing more. Of course, he will attack<br />
and kill any intruders for the simple<br />
amusement <strong>of</strong> it—other than reading,<br />
that’s the only fun he gets to have.<br />
Knowing this, Orcus didn’t bother to<br />
make him extend the pledge.<br />
However, Klavikus can possibly be<br />
bribed into letting intruders live. <strong>The</strong><br />
price, <strong>of</strong> course, will be books. Spell<br />
books, map books, whatever—<br />
Klavikus will read anything. An <strong>of</strong>fer<br />
<strong>of</strong> a spell book will always buy passage<br />
for a party <strong>of</strong> characters. A lesser tome<br />
will have only a chance <strong>of</strong> success.<br />
Assume a base chance <strong>of</strong> 50%, modified<br />
up or down for the rareness <strong>of</strong> the<br />
tome, the quality <strong>of</strong> its contents and<br />
binding. Increase this chance if the<br />
PCs <strong>of</strong>fer several books.<br />
He might even be persuaded to<br />
allow a single character to teleport <strong>of</strong>f<br />
to get some books—but he will make<br />
sure to keep other PCs, unarmed, as<br />
hostages.<br />
Klavikus does not suggest trading<br />
the characters’ lives for books—the<br />
players have to think <strong>of</strong> it themselves. If<br />
the demons force them to surrender<br />
(see Tactics <strong>of</strong> Klavikus) the party is taken<br />
into the room with his books, so<br />
they get this clue as to his interests,<br />
however.<br />
Tactics <strong>of</strong> Klavikus<br />
If Klavikus becomes aware <strong>of</strong><br />
intruders in his part <strong>of</strong> the citadel, he<br />
will attempt to use his gate ability every<br />
round until he has gathered a force <strong>of</strong><br />
20 demons, or is forced into combat.<br />
Keep track <strong>of</strong> the number <strong>of</strong> each type.<br />
If Klavikus has the chance to<br />
assemble all 20 <strong>of</strong> his demons, he will<br />
attack with his full force when the PCs<br />
are in room 8, or if they walk past the<br />
entrance to room 9.<br />
10. Going Up?<br />
<strong>The</strong> secret door guarding the<br />
entrance to this room looks like a<br />
blank section <strong>of</strong> wall. It can be<br />
opened by pushing on one <strong>of</strong> the<br />
stones near the top <strong>of</strong> the wall, just to<br />
the right <strong>of</strong> the door.<br />
<strong>The</strong> large, L-shaped room is empty<br />
and featureless. <strong>The</strong>re seems to be<br />
no dust on the floor, and the air is<br />
cool and dry.<br />
25<br />
<strong>The</strong> two secret doors in the room<br />
work with the same type <strong>of</strong> mechanism<br />
as opens the door to the room<br />
itself. <strong>The</strong> one to the right opens into<br />
a circular chamber containing a spiral<br />
staircase very much like the one<br />
between the throne room and this<br />
level <strong>of</strong> the castle.<br />
<strong>The</strong> other secret door opens into a<br />
small closet. Here, Zhengyi has stored<br />
some <strong>of</strong> his most cherished mementos<br />
<strong>of</strong> his former life as a mage. However,<br />
this door is protected by a double trap<br />
arrangement. Players must detect the<br />
two traps individually, since one is in<br />
the ceiling and the other is in the<br />
floor.<br />
<strong>The</strong> areas <strong>of</strong> effect for the traps are<br />
shown as two semi-circles on the map.<br />
<strong>The</strong> inner circle is hit by the ceiling<br />
trap: a two-foot-thick slab <strong>of</strong> stone<br />
falls to the floor when the secret door<br />
is pushed open (not when the catch is<br />
released). Any characters caught<br />
under the slab suffer 12d6 points <strong>of</strong><br />
damage. <strong>The</strong> trap releases with a loud<br />
“clunk,” however, so characters<br />
standing at the very edge <strong>of</strong> the area<br />
<strong>of</strong> effect can be given a Dexterity<br />
Check to see if they can jump out <strong>of</strong><br />
the way. That brings us to trap #2:<br />
<strong>The</strong> second trap affects the floor<br />
around the area <strong>of</strong> effect <strong>of</strong> the ceiling<br />
trap. <strong>The</strong> floor around this area<br />
swings freely downward, depositing<br />
any characters standing upon it into a<br />
deep pool <strong>of</strong> acid. Characters falling<br />
into the pool suffer 12d6 <strong>of</strong> damage<br />
at first, and another 1d6 per round<br />
until they can be pulled out. <strong>The</strong> pool<br />
is 10 feet below the surface <strong>of</strong> the<br />
room. Characters standing at the<br />
edge <strong>of</strong> the pit might be able to make<br />
a fingertip grab <strong>of</strong> the edge <strong>of</strong> the<br />
trap as the floor falls away—give<br />
them a Dexterity Check with a -8<br />
modifier. Oh, and don’t forget to<br />
have them make saving throws for any<br />
items that take the plunge. . . .<br />
If any PCs manage to get a look