H4 The Throne of Bloodstone.pdf - Free
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14. Fly the Fiendly Skies<br />
Once again, here is a room with<br />
nothing to <strong>of</strong>fer but a pair <strong>of</strong> doors.<br />
And one <strong>of</strong> those doors—the one that<br />
appears to lead into room 15—is in<br />
reality a false door. <strong>The</strong> facade <strong>of</strong> a<br />
regular door has been mounted on a<br />
smooth stone wall in an effort to<br />
entice intruders into the room.<br />
<strong>The</strong> reason: a teleport trap that<br />
affects everyone in the room is activated<br />
when the fake door is pushed or<br />
pulled. <strong>The</strong> trap teleports the characters<br />
to the upper parapet (area 2) and<br />
also notifies Arctigis <strong>of</strong> the potential<br />
victims awaiting him. <strong>The</strong> white<br />
dragon will prepare as if the All-<br />
Seeing Eye had spied victims (see the<br />
Arctigis NPC capsule on page 15).<br />
15. Ladder<br />
Standing against the curved outer<br />
wall <strong>of</strong> this room is a sturdy wooden<br />
ladder. It will radiate magic if a detect<br />
magic spell is used. However, this is<br />
only caused by the effects <strong>of</strong> Nystul’s<br />
magic aura— it has no effect on characters<br />
(other than, perhaps, to make<br />
them a little worried.) <strong>The</strong> ladder<br />
climbs 10 feet into the ceiling <strong>of</strong> the<br />
room, and then another 10 feet<br />
through a narrow shaft in the stone,<br />
before it ends in the floor <strong>of</strong> the room<br />
above.<br />
16. <strong>The</strong> Round Room<br />
This huge room fills the entire<br />
diameter <strong>of</strong> the castle: It is empty.<br />
A round wall seems to mark a<br />
smaller circular room in the center<br />
<strong>of</strong> this one. Several doors are visible<br />
in the outer wall <strong>of</strong> the room,<br />
and also in the wall <strong>of</strong> the round<br />
room in the center <strong>of</strong> this one.<br />
<strong>The</strong>re are four doors around the<br />
outer wall <strong>of</strong> the room. Each <strong>of</strong> these<br />
doors lines up with a door in the cen-<br />
ter <strong>of</strong> the room. <strong>The</strong>re are strange<br />
runes carved into the surface <strong>of</strong> each<br />
<strong>of</strong> the doors.<br />
<strong>The</strong> runes are intricate, but study<br />
will reveal that the runes on a given<br />
one <strong>of</strong> the outer doors will match the<br />
runes on one <strong>of</strong> the. inner doors,<br />
although the match is always with one<br />
<strong>of</strong> the three doors that does not line<br />
up directly with the outer door. <strong>The</strong><br />
outer doors are locked with typical<br />
iron locks, and can probably be<br />
picked by a high-level thief. <strong>The</strong>se<br />
doors will radiate powerful magic if a<br />
detect magic spell is used. <strong>The</strong>re is no<br />
magical effect to the doors if and<br />
when they are opened from inside<br />
this room. <strong>The</strong>y will swing shut, however,<br />
if a character does not hold or<br />
otherwise prop them open.<br />
<strong>The</strong> magic affects attempts to open<br />
these doors from the outside. In<br />
short, it can’t be done—there are no<br />
doors leading from the outside into<br />
this room. <strong>The</strong>re are false doors at the<br />
top <strong>of</strong> the stairways leading from the<br />
towers. However, pulling or pushing<br />
on these does nothing but activate a<br />
slide trap on the stairs—and if the<br />
door is pulled, it comes <strong>of</strong>f in the<br />
character’s hand!<br />
<strong>The</strong> trap, when activated, causes<br />
the stairs to flatten into a long slide.<br />
Characters sliding down end up in the<br />
tower, unless they can make a Dexterity<br />
Check with a -10 modifier. Success<br />
means that they have hurled<br />
themselves <strong>of</strong>f <strong>of</strong> the slide and will<br />
fall 100 feet to the ground below.<br />
Failure, or no attempt, will slam the<br />
characters into the door to the tower<br />
(for 2d20 points <strong>of</strong> damage) and will<br />
then deposit them inside the room.<br />
(See the encounters for areas 17-22.)<br />
<strong>The</strong> inner doors are also locked,<br />
but here the lock is magically<br />
reinforced—it can never be picked. In<br />
addition, the inner doors have a magic<br />
resistance <strong>of</strong> 100%. <strong>The</strong> only way<br />
these doors can be opened is with the<br />
27<br />
appropriate keys.<br />
<strong>The</strong> keys to these doors are kept in<br />
the towers (areas 17-20) outside <strong>of</strong> the<br />
main keep. <strong>The</strong> runes on the door<br />
leading out <strong>of</strong> this room indicate<br />
which key is kept in the tower out that<br />
door.<br />
<strong>The</strong> keys in towers 17, 18, and 19<br />
open doors that. reveal blank stone<br />
walls—there are no rooms beyond<br />
them. <strong>The</strong>y key in tower area 20<br />
opens the door that actually leads to a<br />
spiral stairway going up.<br />
17. Waiting Pool<br />
This room contains a 12-foot-deep<br />
pool <strong>of</strong> water than fills the room from<br />
wall to wall. <strong>The</strong> key to one <strong>of</strong> the<br />
doors lies at the bottom <strong>of</strong> the pool: a<br />
gleaming golden device that can be<br />
easily seen if any light is allowed into<br />
the room.<br />
<strong>The</strong> pool also contains an unnatural<br />
monster, enchanted with the combined<br />
power <strong>of</strong> Zhengyi and Orcus: a<br />
water weird. This monster is far more<br />
powerful than normal example <strong>of</strong> its<br />
type.<br />
Water Weird:, AC -4; MV 12”;<br />
HD 18+18; hp 104; #AT 3; Dmg<br />
drowning; SD sharp weapons cause<br />
only 1 point dmg, cold spells slow it,<br />
immune to fire-based attacks, purify<br />
water does 3d20 points dmg; AL CE;<br />
Size L (20’); XP Value 13,840<br />
If the water weird takes damage<br />
equal to its total number <strong>of</strong> hit<br />
points, it is disrupted for two rounds.<br />
It will form again at full strength on<br />
the third round and be able to attack<br />
that round.<br />
This water weird forms three<br />
heads, instead <strong>of</strong> the usual one. Characters<br />
struck by the monster must save<br />
vs. paralyzation With a -10 penalty<br />
to their saving throws or be dragged<br />
under water and held there until the<br />
monster is killed or the character dies.