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> 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