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H4 The Throne of Bloodstone.pdf - Free

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<strong>The</strong> door swings silently inward,<br />

and a huge, black figure gestures<br />

politely for you to enter. <strong>The</strong> creature<br />

moves smoothly, but appears<br />

to made entirely <strong>of</strong> iron. It holds<br />

the door open, patiently waiting<br />

for your response.<br />

This is a huge iron golem, built to<br />

specifications far beyond the norm for<br />

its type, but trained for a very specific<br />

mission. Quite simply, it greets visitors<br />

to the castle <strong>of</strong> Orcus, escorting<br />

them through the anteroom into the<br />

corridor beyond. It does nothing else,<br />

unless one <strong>of</strong> the visitors acts rudely or<br />

<strong>of</strong>fensively. In this case, it attacks.<br />

Rude or <strong>of</strong>fensive acts include<br />

insults, whether directed at the<br />

golem, other PCs, or the fortress in<br />

general, as well as gestures such as<br />

spitting on the floor, or any spellcasting<br />

in the golem’s presence.<br />

Iron Golem, Supercharged: AC -<br />

3; MV 9”; HD 35; hp 160; #AT 1;<br />

Dmg 4d20; AL N; Size L (15’ Tall);<br />

XP Value 15,800; Specials: +3 or<br />

better weapon needed to hit,<br />

immune to magical attacks (except<br />

electrical, which slow it for three<br />

rounds), fire attacks repair 1 hp per<br />

point <strong>of</strong> fire damage indicated<br />

7. Scrying Room<br />

This vast chamber lies under a<br />

high, domed ceiling. <strong>The</strong> entire<br />

top <strong>of</strong> the room seems to be a giant<br />

mirror.<br />

Because <strong>of</strong> the curve <strong>of</strong> the walls,<br />

light is amplified so that even the<br />

few torches around the walls cast<br />

brilliant illumination throughout<br />

the chamber.<br />

A detect magic spell will reveal a<br />

strong magical aura to this room. No<br />

specifics can be determined, however.<br />

<strong>The</strong> room is actually an observation<br />

chamber so that Orcus can see all <strong>of</strong><br />

the guests that enter his fortress. <strong>The</strong><br />

scrying pool before his throne (area<br />

23) shows him whatever transpires in<br />

this room. Colorings in the scrying<br />

pool give the demon relative estimates<br />

<strong>of</strong> the strength (hit points) and<br />

magical potential <strong>of</strong> his foes.<br />

Based on this observation, he will<br />

assemble a team to meet the enemy<br />

(if the intruders are judged to be hostile)<br />

on his battle arena (area 12).<br />

8. Library<br />

This room contains many shelves <strong>of</strong><br />

scrolls and tomes, all assembled by<br />

the Prince <strong>of</strong> the Undead for the<br />

entertainment and education <strong>of</strong> his<br />

occasional literate guest. <strong>The</strong> books<br />

have one thing in common: all <strong>of</strong><br />

them deal with Orcus in some way or<br />

another—his conquests, his slaves,<br />

his history, his domain, etc. Unfortunately,<br />

there is little information <strong>of</strong><br />

any use here—it has all been doctored<br />

in such a fashion that Orcus is always<br />

portrayed in a very favorable light.<br />

9. Torture Chamber<br />

This chamber is like the room<br />

down the hall, in that its ceiling is a<br />

glittering mirror <strong>of</strong> polished silver.<br />

But it differs in the implements<br />

that arc placed throughout it.<br />

Many <strong>of</strong> these are recognizable<br />

as devices <strong>of</strong> torture: racks, chains,<br />

and wicked barbed tools. Fires<br />

glow in braziers; ugly stains are<br />

spattered all over the floor.<br />

This room is Orcus’s little<br />

funhouse. <strong>The</strong> mirrors allow him to<br />

observe whatever is happening here<br />

from his throne room—an activity<br />

that gives him considerable satisfac-<br />

tion. His favorite “entertainers” are<br />

powerful demons he has captured<br />

from other planes, or mortals who<br />

have attempted to invade his plane<br />

71<br />

and gotten captured in the process. It<br />

is possible that an unfortunate PC<br />

might find himself in the latter category,<br />

but this is left to the DM’s discretion<br />

(or lack there<strong>of</strong>).<br />

10. Teleportation Room<br />

This room looks like a big empty<br />

chamber. It radiates faintly <strong>of</strong> magic.<br />

A narrow hallway exits from the far<br />

wall, opposite the door. If any creature<br />

leaves the room through the far<br />

doorway (which leads into a dead-end<br />

hall) everything in the room and in<br />

that dead-end hall are teleported outside<br />

<strong>of</strong> the castle and moat. <strong>The</strong>y will<br />

suddenly find themselves standing<br />

before the bridge, looking up at the<br />

two skulls described in area 1.<br />

11. Passageway<br />

This empty room looks just like<br />

area 10. However, the passage from<br />

the far side actually leads to an exit.<br />

12. Battle Arena<br />

<strong>The</strong> narrow walkway out <strong>of</strong> the castle<br />

leads over the moat and out to a<br />

platform poised in the air, beyond the<br />

fortress proper. When the PCs reach<br />

the level <strong>of</strong> this platform, read the<br />

following description:<br />

<strong>The</strong> wide, smooth area before you<br />

is divided into a series <strong>of</strong> red and<br />

black squares. Each is about 20 feet<br />

on a side. On the side closest to the<br />

castle, a long, narrow bridge connects<br />

the platform to the fortress<br />

proper.<br />

A simple expedient prevents<br />

intruders from flying onto this platform,<br />

bypassing the ground-based<br />

defenses <strong>of</strong> his castle: the platform,<br />

and the two bridges connecting it to<br />

the rest <strong>of</strong> the fortress, does not come<br />

into existence until Orcus sees a worthy<br />

group <strong>of</strong> opponents pass through

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