H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
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