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H4 The Throne of Bloodstone.pdf - Free

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9. Ghost Garden<br />

A tall wall <strong>of</strong> stone surrounds this<br />

area. Through the gate you see a<br />

bare space nearly half a mile in<br />

diameter. In the center is a dead<br />

tree. <strong>The</strong> ground is littered with<br />

gold, jewels, weapons, and what<br />

seem to be magical items.<br />

An immense amount <strong>of</strong> treasure is<br />

in this garden, sure temptation for<br />

greedy characters. In fact, all the treasure<br />

is real, and it does not seem to be<br />

guarded. Invisible ghosts lurk here,<br />

waiting to trap the unwary (that’s<br />

where all this treasure came from).<br />

<strong>The</strong> ghosts don’t attack when the<br />

characters first enter the garden.<br />

For each square in area 9 (<strong>of</strong> the<br />

map on pages 48 and 49) that the<br />

characters explore, there is a 5%<br />

cumulative chance <strong>of</strong> the ghosts<br />

attacking. If ghosts attack, multiply<br />

the average party level times the<br />

number <strong>of</strong> times the ghosts have<br />

attacked. For example, on square 1,<br />

there is a 5% chance <strong>of</strong> ghosts attacking,<br />

and a number <strong>of</strong> ghosts equal to<br />

the average party level attack. On<br />

square 10, there is a 50% chance the<br />

ghosts attack. If they do attack and<br />

this is the third attack, then a number<br />

<strong>of</strong> ghosts equal to three times the<br />

average party level attacks.<br />

If there is no ghost attack, or if the<br />

characters defeat the ghosts, they can<br />

check the square for treasure. First,<br />

roll percentile dice. On a roll <strong>of</strong> 1-60,<br />

roll 1d20 and check Table II .A. Monetary<br />

Treasure, DMG, pg. 120. On a<br />

roll <strong>of</strong> 61-00, roll d100 again and<br />

check Table III and subtables, DMG,<br />

pp. 121-125. You may substitute<br />

Table III and subtables from UA, pp.<br />

84-89, if you wish.<br />

Ghosts: AC 0, HD 10, #AT 1, Dmg<br />

Age 10d4 years, SA magic jar, SD<br />

only struck by silver (for half damage)<br />

or magical weapons (for full damage),<br />

MR can only be attacked by spells<br />

from creatures in ethereal state, AL<br />

LE, Size M (MM, pg. 43)<br />

10. Skeletal Mountain<br />

<strong>The</strong> floor <strong>of</strong> this entire area is covered<br />

with bones. Filling most <strong>of</strong><br />

the valley is a huge mountain<br />

made entirely <strong>of</strong> bones, stretching<br />

upward nearly 4,000 feet. Mixed in<br />

with the bones are some gleaming<br />

pieces <strong>of</strong> metal.<br />

This mountain contains the<br />

remains <strong>of</strong> all skeletons ever<br />

destroyed on the Prime Material<br />

plane, plus those weapons, armor,<br />

treasures, and miscellaneous magical<br />

items not taken by adventurers. <strong>The</strong><br />

entire mountain is alive, and forms<br />

into strange skeletal shapes. For every<br />

three rounds spent in this valley, there<br />

is a percent chance equal to the average<br />

party level <strong>of</strong> the skeletal mountain<br />

manifesting 1d4 shapes per party<br />

member, all <strong>of</strong> which attack as 12+<br />

HD monsters, using the table below.<br />

Like all skeletons, manifestations <strong>of</strong><br />

the mountain suffer only half damage<br />

from sharp or edged weapons, are<br />

immune to sleep, charm, hold, and<br />

cold - based spells, and take 2d4 points<br />

<strong>of</strong> damage from a vial <strong>of</strong> holy water.<br />

<strong>The</strong>y attack until destroyed.<br />

For each turn the party members<br />

search, there is a 50% chance per turn<br />

<strong>of</strong> finding treasure or magical items.<br />

If treasure or magic is discovered, roll<br />

percentile dice. On a roll <strong>of</strong> 1-60, roll<br />

1d20 and check Table II. A. Monetary<br />

Treasure, DMG, pg. 120. On a roll <strong>of</strong><br />

61-70, roll d100 again and check<br />

Table III.C.; 71-80, check on Table<br />

III.F.; 81-90, check table III. G.; 91-<br />

00, check Table III. H. You may substitute<br />

the appropriate subtables<br />

from UA, pp. 84-89, if you wish.<br />

54<br />

Skeletal Mountain Manifestations<br />

(Roll 1d8 per party member)<br />

Roll Manifestation<br />

1 Giant Skeletal Fist (AC 2,<br />

MV strikes in 6” range, cannot<br />

move, 50 hp, #AT 1,<br />

Dmg, effects <strong>of</strong> Bigby’s<br />

clenched fist spell<br />

2 Skeleton Warrior (AC 2, MV<br />

6”, hp 50, #AT 1, Dmg<br />

1d20)<br />

3 Giant Mouth (AC 2, MV<br />

strikes in 6” range, cannot<br />

move, 50 hp, #AT 1, Dmg<br />

bites for 10d6 points)<br />

4 Skeletal Ettin (AC 2, MV<br />

12”, hp 50, #AT 2, Dmg<br />

2d8/3d6)<br />

5 Skeletal Tyrannosaurus (AC<br />

6<br />

7<br />

8<br />

2, MV 15”, hp 50, #AT 3,<br />

Dmg 1d6/1d6/5d8)<br />

Giant Skeletal Hand (AC 2,<br />

MV strikes in 6” range, cannot<br />

move, 50 hp, #AT 1,<br />

Dmg effects <strong>of</strong> Bigby’s crushing<br />

hand spell)<br />

Skeletal Chromatic Dragon<br />

(AC 2, MV 6”/18”, hp 50,<br />

#AT 6, Dmg 2d8/3d6/2d10/<br />

3d8/3d10/1d6)<br />

Skeletal Storm Giant (AC 2,<br />

MV 15”, hp 50, #AT 1, Dmg<br />

7d6)<br />

11. Lair <strong>of</strong> the Dire Whiner<br />

<strong>The</strong> ground underneath you<br />

begins to get soggy and swamplike.<br />

With each step you take,<br />

you hear a sucking sound as your<br />

feet pull up out <strong>of</strong> the muck. In the<br />

center <strong>of</strong> this area is a stone throne<br />

on which sits an immensely fat and<br />

incredibly ugly hag.

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