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