23.03.2013 Views

H4 The Throne of Bloodstone.pdf - Free

H4 The Throne of Bloodstone.pdf - Free

H4 The Throne of Bloodstone.pdf - Free

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Wisdom Checks occasionally—those<br />

who succeed will have the feeling that<br />

they saw something moving out <strong>of</strong><br />

the corners <strong>of</strong> their eyes. Perhaps it<br />

was a shadowy figure ducking around<br />

a building, or a dark silhouette flashing<br />

across a window. If a Wisdom<br />

Check succeeds with a roll <strong>of</strong> 20, that<br />

character might actually perceive a<br />

smiling face—perhaps a beautiful<br />

young woman, or handsome man,<br />

with hands outstretched in welcome.<br />

And in fact, the PCs are very welcome<br />

here. <strong>The</strong>y have arrived just in<br />

time for dinner!<br />

<strong>The</strong> PCs will not be attacked—<br />

physically, at least—as long as they<br />

care to poke around in the city. <strong>The</strong>y<br />

will get these occasional impressions<br />

<strong>of</strong> spectral creatures, lurking just out<br />

<strong>of</strong> sight, but no harm will be <strong>of</strong>fered<br />

them, at least, overtly.<br />

However, the characters’ very presence<br />

in the city is a danger to them,<br />

and sustenance to the minions <strong>of</strong> the<br />

city. For this city drains life levels from<br />

living creatures, just as assuredly as<br />

does the touch <strong>of</strong> a wraith or a wight.<br />

<strong>The</strong> length <strong>of</strong> time it takes a character<br />

to lose a life level <strong>of</strong> energy (and<br />

the corresponding level-related<br />

attributes such as hit points, spells,<br />

and success rates for thieves) is determined<br />

by the might <strong>of</strong> the character<br />

himself. More powerful characters<br />

inspire the spectral city to more frenzied<br />

feeding, as follows. Figure this<br />

loss per individual character, not for<br />

the average level <strong>of</strong> the party.<br />

Characters <strong>of</strong><br />

these levels:<br />

1-20<br />

21-30<br />

31-40<br />

41-50<br />

51-60<br />

61-70<br />

71 or more<br />

Lose levels at<br />

the rate <strong>of</strong>:<br />

1 per 6 hours<br />

1 per 4 hours<br />

1 per 2 hours<br />

1 per hour<br />

1 per 3 turns<br />

1 per 2 turns<br />

1 per turn<br />

If a character loses enough levels to<br />

put him into a lower category on the<br />

table, he loses additional levels at the<br />

rate established by his current (not<br />

original) level.<br />

While it would be too blunt to simply<br />

announce to the characters: “OK,<br />

everybody loses 1 level now!” you can<br />

provide them with some subtle clues.<br />

Beginning just before they lose their<br />

first level, the characters will start to<br />

feel very listless, and tired—but not<br />

sleepy. <strong>The</strong>y will want to sit down and<br />

rest.<br />

If any spellcasters think <strong>of</strong> using a<br />

spell after they have lost some <strong>of</strong> their<br />

capacities, they will realize this. (But<br />

not until they are about to cast a<br />

spell!) You can tell them something<br />

like “By the way, you realize that you<br />

can’t quite remember the words to<br />

that wish spell.”<br />

If you allow the characters to keep<br />

track <strong>of</strong> their own hit points in combat,<br />

then tell them at the start <strong>of</strong> a<br />

battle what their current totals are.<br />

<strong>The</strong> Buildings<br />

<strong>The</strong> characters are free to enter any<br />

<strong>of</strong> the buildings they want. <strong>The</strong> doors<br />

are all unlocked, and the edifices are<br />

empty <strong>of</strong> inhabitants. <strong>The</strong>re is a 25%<br />

chance per building that a diligent<br />

search will reveal some minor treasure<br />

(100 gp value or less) concealed in a<br />

closet, beneath a loose floorboard, or<br />

in a small chest.<br />

<strong>The</strong> buildings all seem to be residences,<br />

with crude chairs, tables,<br />

beds, and other furnishings. <strong>The</strong>y are<br />

dusty inside, and there are none <strong>of</strong><br />

the accoutrements <strong>of</strong> human<br />

habitation—no food, clothing, or<br />

decorations.<br />

<strong>The</strong> one exception is the palace <strong>of</strong><br />

Glyphimhor, in the center <strong>of</strong> the city.<br />

This imposing edifice sits upon a low<br />

hill, with a view <strong>of</strong> the entire city and<br />

the fortress <strong>of</strong> Orcus as well.<br />

If the characters observe the palace,<br />

74<br />

they will see occasional signs <strong>of</strong> movement<br />

along the outer walls. <strong>The</strong>se are<br />

the demons that the lord-mayor<br />

keeps constantly on guard duty. <strong>The</strong><br />

characters will have no real story motivation<br />

to enter this palace. If they<br />

decide to do so for reasons <strong>of</strong> their<br />

own, you will have to wing it. Suffice<br />

to say that it is a tremendous collection<br />

<strong>of</strong> buildings, decorated in cheap<br />

replication <strong>of</strong> true finery. <strong>The</strong>y will<br />

find Glyphimhor and dozens <strong>of</strong> lesser<br />

demons here. If the lord-mayor is<br />

given the opportunity to cry for help,<br />

there is a 50% chance that he will be<br />

able to summon Orcus to his defense.<br />

Although the PCs might find a lot<br />

<strong>of</strong> treasure here, it will generally be <strong>of</strong><br />

low quality and high bulk—not the<br />

kind <strong>of</strong> stuff they can afford to bog<br />

themselves down with.<br />

If the PCs Try to Leave Orcusgate<br />

This is the one thing that the<br />

inhabitants <strong>of</strong> Orcusgate do not want<br />

the characters to do. <strong>The</strong>y will take<br />

steps—serious steps—to prevent<br />

them getting out.<br />

If the characters come within sight<br />

<strong>of</strong> one <strong>of</strong> the gates <strong>of</strong> the city, they<br />

will see demon guards standing alertly<br />

in the portal. <strong>The</strong>se will be Types I,<br />

II, and III—about 1d6 <strong>of</strong> each. However,<br />

if the PCs advance to within 100<br />

feet <strong>of</strong> the gate, Glyphimhor himself<br />

will arrive to lead the defenders.<br />

<strong>The</strong> lord-mayor shows up in a blazing<br />

column <strong>of</strong> fire, as he teleports to<br />

the street just inside <strong>of</strong> the gate. He<br />

will gather his demon guards around<br />

him, but will not attack the PCs<br />

unless they try to leave the city.<br />

<strong>The</strong> three far gates to the city lead<br />

to the plains around the fortress and<br />

link up to some <strong>of</strong> the more distant<br />

cities (described briefly in the next<br />

paragraph). <strong>The</strong> fourth gate leads to<br />

the back entrance to Orcus’s fortress.<br />

This is where his food and drink are<br />

brought into the fortress, as well as

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!