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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.

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