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H4 The Throne of Bloodstone.pdf - Free

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<strong>The</strong> Sky and the Horizon<br />

Nowhere is the nightmarish nature<br />

<strong>of</strong> the Abyssian environment more<br />

apparent than here, around the fortress<br />

<strong>of</strong> its most powerful ruler.<br />

Lighting is constant, but <strong>of</strong> widely<br />

varying intensities. <strong>The</strong> sky might<br />

flash bright red one moment, and<br />

then fade to a dull crimson glow,<br />

before a wave <strong>of</strong> sickly green washes<br />

through it.<br />

<strong>The</strong> effect upon the land is a multicolored<br />

light show, pulsating and<br />

evolving to the accompaniment <strong>of</strong><br />

unnatural wind and roiling clouds.<br />

Places upon the horizon seem to<br />

change color quickly. Even more<br />

bizarre, however, is that a location that<br />

seems to be many miles away might<br />

suddenly shift under the changing skies<br />

to appear much closer. All distances are<br />

constant, but the appearance is <strong>of</strong> continual<br />

movement.<br />

Visual Clues<br />

If the PCs ask for details about any<br />

specific areas on the map, they can<br />

discern the following things. Detailed<br />

descriptions <strong>of</strong> these locales,<br />

including encounters and other game<br />

details, are presented later.<br />

1. <strong>The</strong> Bridge<br />

Two skulls stand guard at the<br />

bridge. <strong>The</strong>ir eye sockets gleam,<br />

and occasionally the jaw <strong>of</strong> one will<br />

move.<br />

<strong>The</strong> other then responds, although<br />

no sound is audible at this<br />

distance.<br />

<strong>The</strong> bridge spans a moat deeper<br />

than any canyon in the realms. Not<br />

water, but fiery lava flares and<br />

bubbles in the distant depths,<br />

although mostly all you see is the<br />

orange glow on the dark stone sides<br />

<strong>of</strong> the moat.<br />

2. Darkmists<br />

<strong>The</strong>se areas are impenetrable to<br />

sight and magical detections, including<br />

true seeing. Each <strong>of</strong> these six areas<br />

looks the same when viewed from the<br />

outside:<br />

A twisting maelstrom <strong>of</strong> black<br />

smoke rises from the surface <strong>of</strong> the<br />

fortress, suddenly dissipating as the<br />

mist moves away from the ground.<br />

<strong>The</strong> smoke seems to move far faster<br />

than natural forces would allow,<br />

whirling and racing through tortuous<br />

patterns before it vanishes.<br />

3. <strong>The</strong> Great Maze<br />

<strong>The</strong> walls, stairs, and pathways <strong>of</strong><br />

this region are a muddy gray color.<br />

In some places, the angles <strong>of</strong> the<br />

corners do not seem quite right—<br />

or perhaps the stairways seem longer<br />

than they should be. Or are they<br />

shorter than they should be?<br />

4. <strong>The</strong> High Cities<br />

In the near periphery <strong>of</strong> the castle<br />

sprawl many cities that teem with<br />

life. Few details are visible, but<br />

movement can be seen in the<br />

streets <strong>of</strong> the nearer ones. <strong>The</strong><br />

buildings in many ways appear<br />

normal, except for the chaotic<br />

bends <strong>of</strong> walls or ro<strong>of</strong>s, or the illogical<br />

twisting <strong>of</strong> important avenues.<br />

5. <strong>The</strong> Low Cities<br />

Twisting and winding across the<br />

wide plain behind the castle are<br />

cities too numerous to count. Each<br />

is similar in its teeming chaos, yet<br />

each is also unique. One is<br />

wrapped in a sheath <strong>of</strong> hot flame,<br />

burning smokelessly in the distance.<br />

Another bucks and heaves<br />

58<br />

upon land that seems to writhe in<br />

its own torment. Still another<br />

blinks from white, blinding daylight<br />

to thick night, all in the space<br />

it takes to snap your fingers twice.<br />

NPC Capsule<br />

Fyrillicus, the Abyssian<br />

Dragon<br />

Red Dragon, Abyss-bred<br />

AC: -5<br />

MV: 15”/36”<br />

Hit Dice: 25/50/100<br />

hit points: 200/400/800<br />

#AT: 3<br />

Dmg: 2d20/2d20/4d20<br />

Special Attack: Fire breath weapon<br />

(as red dragon)<br />

Magic Resistance: 70%<br />

Alignment: Chaotic Evil<br />

Size: L (100’ long)<br />

Spells:<br />

Level 1: magic missile (5 missiles),<br />

protection from good, read<br />

magic, shield<br />

Level 2: darkness 15’ radius, mirror<br />

image, stinking cloud, web<br />

Level 3: dispel magic (as 40th-level<br />

magic-user), haste, lightning<br />

bolt (40d6 dmg)<br />

Level 4: dimension door, ice storm,<br />

minor globe <strong>of</strong> invulnerability,<br />

polymorph self<br />

<strong>The</strong> exact size and hit points <strong>of</strong> this<br />

dragon should be determined as a<br />

balance to the relative power <strong>of</strong> the<br />

PCs. If the average level is 25 or less,<br />

use the smaller Hit Dice/hit point<br />

total; if the average level is 26-74, use<br />

the medium size; if it is 75 or greater,<br />

use the largest size listed.<br />

Fyrillicus, in any event, is far larger

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