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H4 The Throne of Bloodstone.pdf - Free

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Notes for the<br />

Dungeon Master<br />

<strong>The</strong> four-module <strong>Bloodstone</strong> Pass<br />

campaign series (<strong>of</strong> which this is part<br />

four) explores what is one <strong>of</strong> the most<br />

interesting aspects <strong>of</strong> the AD&D®<br />

game: becoming a ruler.<br />

Although the Dungeon Masters<br />

Guide provides that a character <strong>of</strong><br />

sufficient level can build a castle, hire<br />

an army, and set himself (or herself)<br />

up as a proper medieval ruler, the<br />

rules given for accomplishing this are<br />

not sufficient to allow ruling and role<br />

playing to go together. Instead, highlevel<br />

characters who become rulers are<br />

normally considered to be “retired”<br />

from adventuring. Perhaps from time<br />

to time these old warhorses in your<br />

campaign get trotted out for a particularly<br />

tough challenge, leaving their<br />

seneschals behind to administer their<br />

dominions for a while. But mostly the<br />

campaign moves on to younger, newer<br />

characters.<br />

More <strong>of</strong>ten, players avoid the burdens<br />

<strong>of</strong> rulership altogether, preferring<br />

to maintain their high-level<br />

characters as freelance adventurers,<br />

ready to move on to the next<br />

dungeon, carrying their treasure in<br />

their backpacks or in the saddlebags<br />

<strong>of</strong> their mounts, or in a convenient<br />

magical chest that neatly avoids the<br />

issue <strong>of</strong> encumbrance altogether.<br />

It has been our feeling for a long<br />

time that there is a lot more that can<br />

be done with characters who become<br />

rulers. <strong>The</strong> <strong>Bloodstone</strong> Pass saga is<br />

our attempt to show that high-level<br />

AD&D® game play can be qualitatively,<br />

as well as quantitatively, different<br />

from low- and medium-level<br />

play—and just as exciting.<br />

In this conclusion to the saga, the<br />

villain that has been lurking just<br />

behind the scenes, Orcus, Prince <strong>of</strong><br />

the Undead, comes to center stage, as<br />

INTRODUCTION<br />

the player characters must enter the<br />

Abyss and defeat Orcus on his own<br />

territory in order to secure their kingdom.<br />

<strong>The</strong> authors acknowledge their<br />

debt to the spirits <strong>of</strong> such great traditional<br />

dungeon-crawls as the infamous<br />

S1, Tomb <strong>of</strong> Horror, and Q1,<br />

Queen <strong>of</strong> the Demonweb Pits. Dave<br />

Sutherland, co-author <strong>of</strong> Q1, and<br />

currently Chief Mapmaker for TSR, is<br />

the designer <strong>of</strong> the castles <strong>of</strong> the<br />

Witch-King and <strong>of</strong> Orcus, and his<br />

malevolent, sinister imagination is<br />

greatly appreciated.<br />

As noted in H3, <strong>The</strong> <strong>Bloodstone</strong><br />

Wars, this series was integrated into<br />

the new FORGOTTEN REALMS<br />

Fantasy Game Setting from TSR, Inc.<br />

<strong>The</strong> Forgotten Realms is the creation<br />

<strong>of</strong> the incredibly talented Ed “Elminster”<br />

Greenwood, whose columns in<br />

DRAGON® Magazine have inspired<br />

many a campaign. A certain amount<br />

<strong>of</strong> retr<strong>of</strong>itting had to take place to<br />

shoehorn this campaign into the larger<br />

world, including melting a large<br />

glacier on the original maps from Ed<br />

Greenwood’s campaign to make<br />

room for the kingdoms <strong>of</strong> Damara<br />

and Vaasa.<br />

Pre-generated characters are provided<br />

for those players whose characters<br />

are not yet <strong>of</strong> sufficient levels.<br />

Certain situations are built around<br />

the specific abilities <strong>of</strong> these characters,<br />

but handling those situations<br />

should pose no challenge for the<br />

experienced Dungeon Master.<br />

High-level modules are inherently<br />

open-ended, because <strong>of</strong> the vast<br />

range <strong>of</strong> options available to powerful<br />

characters. It takes skill and a firm<br />

hand to run such an adventure successfully,<br />

but we have confidence in<br />

your ability to handle the unforeseen<br />

in the context <strong>of</strong> the evolving plot.<br />

This is the first module written for<br />

people who run super-high level characters.<br />

Although we do not endorse<br />

the so-called “Monty Haul” cam-<br />

2<br />

paign, there’s nothing wrong in sampling<br />

what really high-level play has<br />

to <strong>of</strong>fer!<br />

As usual, the authors will be<br />

pleased to answer questions when<br />

accompanied by a stamped, selfaddressed<br />

envelope, mailed to us<br />

using the address on the back cover.<br />

Good luck, and good adventuring!<br />

What Has<br />

Gone Before<br />

Players whose characters have<br />

adventured in the first three modules<br />

<strong>of</strong> the H-series should be familiar<br />

with the background information<br />

that is summarized here. Players who<br />

are new to the <strong>Bloodstone</strong> Pass campaign<br />

need to be given the general<br />

background; it may also not hurt to<br />

refresh the memories <strong>of</strong> the other<br />

players. Certain “deep background”<br />

information is for the use <strong>of</strong> the<br />

Dungeon Master only; the player<br />

characters will discover the truth soon<br />

enough. . . .<br />

This material may be read or shown<br />

directly to the players, or it may be<br />

revealed in the course <strong>of</strong> the adventure<br />

as the PCs explore the area, conduct<br />

research, or ask those whom they<br />

encounter.<br />

<strong>The</strong> Kingdoms <strong>of</strong><br />

Damara and Vaasa<br />

For generations, the cold northern<br />

wastes supported a scant population<br />

<strong>of</strong> hunters, trappers, and poor<br />

farmers. <strong>The</strong>se hardy souls scrabbled<br />

a meager living from the hard, stony<br />

soil; they barely endured the long,<br />

dark winters.<br />

But that was before the coming <strong>of</strong><br />

the Witch-King, Zhengyi, who<br />

formed the Kingdom <strong>of</strong> Vaasa and in<br />

a single night built an evil castle atop<br />

a lonely crag, from which his sinister<br />

shadow crept across the land.

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