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.