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H4 The Throne of Bloodstone.pdf - Free

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<strong>The</strong> Moat<br />

<strong>The</strong> liquid in the moat is burning<br />

lava that spews forth blasts <strong>of</strong> extremely<br />

poisonous gas. Merely touching the<br />

surface <strong>of</strong> the lava means instant and<br />

irrevocable death for any creature from<br />

the Prime plane.<br />

<strong>The</strong> moat itself is a steep-walled<br />

canyon, nearly 5,000 feet deep. Its<br />

sides have many jagged ledges and<br />

steep ravines. <strong>The</strong>y do not, inherently,<br />

present a great obstacle to the<br />

climber—but the sheer height <strong>of</strong> the<br />

walls is generally deterrent enough.<br />

Also, characters within the canyon<br />

must save vs. poison each turn,<br />

because <strong>of</strong> the lethal effects <strong>of</strong> the<br />

gas. This saving throw is made normally<br />

in the upper reaches <strong>of</strong> the canyon<br />

(the top 1,000 feet). However, for<br />

every 1,000 feet <strong>of</strong> depth in the canyon,<br />

the saving throw vs. poison suffers<br />

a -2 modifier.<br />

Additionally, characters not resistant<br />

to heat suffer 1d6 <strong>of</strong> damage for<br />

every 1,000 feet <strong>of</strong> depth in the canyon<br />

from the intense heat. This damage<br />

is calculated every round.<br />

<strong>The</strong> width <strong>of</strong> the moat at the top<br />

appears to be anywhere from 300 to<br />

500 feet. In actuality, however, the<br />

moat is 6,000-10,000 feet wide—just<br />

another example <strong>of</strong> the distance and<br />

space distortion so common around<br />

the Abyssian Fortress.<br />

III. <strong>The</strong> Castle <strong>of</strong><br />

Orcus—Area Keys<br />

1. Bridge<br />

<strong>The</strong> two skulls mounted to either<br />

side <strong>of</strong> the bridge move to focus upon<br />

any characters moving toward them.<br />

<strong>The</strong>y will magically identify the<br />

strongest fighter in the party—or the<br />

one with the best hand-to-hand combat<br />

abilities, if no fighters are<br />

present. When the characters come<br />

within 30 feet <strong>of</strong> the bridge, the skulls<br />

magically duplicate this fighter, creating<br />

a figure who stands between them<br />

at the entrance to the bridge.<br />

<strong>The</strong> duplicated fighter will match<br />

the PC in appearance and abilities.<br />

He will function in every way as that<br />

individual. However, he places no<br />

weight upon the bridge—he effectively<br />

levitates at ground level.<br />

<strong>The</strong> bridge will collapse if more than<br />

one character stands upon it. It will also<br />

collapse if a destructive magical spell is<br />

cast so that the area <strong>of</strong> effect includes<br />

the bridge or anything on it—<br />

including the mirrored fighter.<br />

Although it appears to be a mere 200<br />

feet or so across, it is really a full mile<br />

long. Characters who have crossed will<br />

seem to be only 200 feet away from<br />

those who have not—they can even<br />

shout back and forth to each other.<br />

However, it takes a long time for a character<br />

to cover its length (176” game<br />

scale), and if two characters are on the<br />

span at any time, it falls.<br />

<strong>The</strong> skulls will warn any who<br />

approach with the following phrases:<br />

“Let the strongest among you<br />

best the champion, ere you may<br />

cross!”<br />

“And no cheating, now! This is a<br />

contest <strong>of</strong> strength!”<br />

If one skull is destroyed, the other<br />

will continue to speak. If both are<br />

destroyed, the apparition <strong>of</strong> the<br />

fighter vanishes. Each skull has an AC<br />

<strong>of</strong> 8, with 6 hp.<br />

<strong>The</strong> champion will remain on the<br />

bridge, very near to the end where the<br />

PCs are. He will fight with the mirrored<br />

PC’s best weapon, except that<br />

he will not use a missile weapon. He<br />

will fight the PC who matches him,<br />

and if that PC alone participates in<br />

the combat (even if he uses a missile<br />

weapon), the skulls will rule it a fair<br />

fight. If any other PC helps, the skulls<br />

will declare, loudly:<br />

“Cheater! Cheater!”<br />

63<br />

If the champion is destroyed in a<br />

fair fight, the skulls will say: “Have<br />

a care, now—one at a time!”<br />

If the skulls have called cheating,<br />

they will not voice this final (and useful)<br />

warning. If the bridge has been<br />

destroyed, because <strong>of</strong> magic or too<br />

many characters moving onto it, the<br />

skulls smile smugly and say nothing.<br />

2. <strong>The</strong> First Maze<br />

<strong>The</strong>re are five areas marked on the<br />

map as containing mazes. When the<br />

PCs reach one <strong>of</strong> these areas, read the<br />

following:<br />

<strong>The</strong> dark and swirling mists seem<br />

to rise from the ground before you.<br />

But slowly they part, forming a<br />

tunnel <strong>of</strong> black smoke. At the far<br />

end, you can see an oddly shaped<br />

room.<br />

Because <strong>of</strong> the shifting space <strong>of</strong> the<br />

castle, a maze that exists in one place<br />

can suddenly move somewhere else.<br />

Likewise, an area that contained a<br />

hexagonal maze the first time the party<br />

passes through it might <strong>of</strong>fer a<br />

maze <strong>of</strong> octagons the second time.<br />

Thus, whenever the players reach<br />

one <strong>of</strong> the five mazes, roll 1d4 to determine<br />

what they find this time. If the<br />

inhabitant <strong>of</strong> a maze was killed during<br />

a previous encounter, no matter—he’s<br />

there again. In fact, each subsequent<br />

encounter with one <strong>of</strong> these inhabitants<br />

entails an increase in 50% <strong>of</strong> his<br />

original hit points. Thus, the second<br />

time through, the creature has 150%<br />

<strong>of</strong> his listed hp, the third time, 200%,<br />

and so on.<br />

<strong>The</strong> maze encountered is determined<br />

as follows:<br />

D4 Roll Maze<br />

1 Squares<br />

2 Octagons<br />

3 Pentagons<br />

4 Hexagons<br />

Page<br />

65<br />

67<br />

68<br />

69

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