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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

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