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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devised strange mystical arts that give<br />
them mastery over evil dragonkind,<br />
may take a hand in this matter.<br />
It is certain that evil dragons will<br />
recognize any items taken from<br />
Tiamat’s hoard. <strong>The</strong>y will do anything<br />
in their power to retrieve the<br />
items and punish the person who possesses<br />
them.<br />
3. <strong>The</strong> Zhentarim<br />
<strong>The</strong> nation <strong>of</strong> <strong>Bloodstone</strong> is separated<br />
by mountains and the Moonsea<br />
from the mysterious Zhentil Keep,<br />
the base <strong>of</strong> the Zhentarim, an organization<br />
<strong>of</strong> evil and lawful individuals<br />
also known as “the Black Network.”<br />
To enrich themselves, the Zhentarim<br />
are trying to control the trade routes<br />
between the established lands <strong>of</strong> the<br />
Sword Coast and the young kingdoms<br />
around the Moonsea, including the<br />
newest realm, the Kingdom <strong>of</strong> <strong>Bloodstone</strong>.<br />
<strong>The</strong> threat <strong>of</strong> Zhentil Keep will<br />
grow to plague the new rulers <strong>of</strong><br />
<strong>Bloodstone</strong>, eventually requiring<br />
either military intervention or a secret<br />
mission by high-level adventurers<br />
(the Over the Hill Gang rides again!).<br />
Baron Tranth would be a good choice<br />
as Seneschal <strong>of</strong> <strong>Bloodstone</strong> when the<br />
adventurers are away on other business.<br />
4. To the Sea <strong>of</strong> Fallen Stars<br />
<strong>The</strong> issue <strong>of</strong> trade routes will also<br />
bring <strong>Bloodstone</strong> into dealings with<br />
Impiltur, to the south. Most likely, a<br />
peaceful accommodation can be<br />
reached. <strong>The</strong> Desertspire Mountains<br />
are the home <strong>of</strong> Lothchas the banditlord,<br />
and the Great Dale, where dwells<br />
the Nentyarch, a mysterious mage <strong>of</strong><br />
great power who rules grim men and<br />
strange beasts. Uninvited guests who<br />
enter the woods simply vanish.<br />
<strong>The</strong> Sea <strong>of</strong> Fallen Stars is the great<br />
inner sea along which most trade<br />
takes place. A large pirate fleet operates<br />
there; it would be highly desirable<br />
for the nation <strong>of</strong> <strong>Bloodstone</strong> if<br />
these pirates no longer preyed on<br />
ships.<br />
5. Glaciers and Deserts<br />
It has long been suspected that the<br />
Great Glacier and Anauroch, the Great<br />
Desert, are not natural. What strange,<br />
mysterious power is responsible? Certainly<br />
the power needed to create these<br />
immense features could only be combatted<br />
by the highest-level characters.<br />
It is rumored that gods or powerful<br />
demons are behind them.<br />
6. <strong>The</strong> Next Generation<br />
Characters who retire might get<br />
married and have children—a new<br />
generation <strong>of</strong> adventurers for your<br />
players! Since these new PCs would<br />
be trained by their powerful parents,<br />
and probably be given some magical<br />
items to start their careers, they<br />
should probably start at higher than<br />
first level, but in no case higher than<br />
5th-9th. Remember, both dragons<br />
and demons already hate them, and<br />
lurk in readiness whenever the new<br />
PCs leave the borders <strong>of</strong> their home.<br />
This situation leads to an entirely<br />
new phase <strong>of</strong> your campaign. Young<br />
adventurers, but with a home, magic,<br />
and money, going on missions for the<br />
kingdom they will someday inherit. If<br />
they get into serious trouble, perhaps<br />
their parents, now grey-haired, might<br />
buckle on their swords to come rescue<br />
them.<br />
7. Bad Harvest<br />
Running a dominion can be a challenging<br />
exercise. Although there are<br />
not well-developed rules in the<br />
AD&D® game system for running a<br />
kingdom, the D&D® Companion Set<br />
rules are easily adapted for this purpose.<br />
Plagues, bad harvests, earth-<br />
83<br />
quakes, hard winters, and more can<br />
challenge even the toughest party.<br />
<strong>The</strong> kingdom’s treasury can go bankrupt,<br />
the mines dry up, and the crops<br />
go bad. What then, o mighty adventurers?<br />
In addition, <strong>Bloodstone</strong> might be<br />
faced with an invasion <strong>of</strong> frost giants<br />
from the Great Glacier, or many other<br />
evils.<br />
8. Bahamut’s Quest<br />
One or more <strong>of</strong> the PCs may have<br />
become obligated to perform quests on<br />
behalf <strong>of</strong> their alignments. <strong>The</strong>se<br />
might begin with being summoned to<br />
the Seven Heavens, or by a midnight<br />
vision from St. Sollars, and would normally<br />
involve extra-dimensional travel.<br />
<strong>The</strong> other realms in Manual <strong>of</strong> the<br />
Plane likely to be involved. What if<br />
the evil dragons <strong>of</strong> the multiverse<br />
invaded the Seven Heavens to revenge<br />
themselves on Bahamut for the death<br />
<strong>of</strong> Tiamat? This is an opportunity for<br />
the most fiendish <strong>of</strong> DMs to construct<br />
an adventure even more deadly than<br />
this one.<br />
9. Plot <strong>of</strong> the Red Wizards<br />
<strong>The</strong> Red Wizards <strong>of</strong> Thay are evil<br />
and powerful, and are devoted to an<br />
expansionistic and imperialistic policy<br />
<strong>of</strong> swallowing neighbor states.<br />
<strong>The</strong>se haughty and arrogant sorcerers<br />
may show up in <strong>Bloodstone</strong> and<br />
demand that the characters swear<br />
fealty to them.<br />
<strong>The</strong> plot <strong>of</strong> the Red Wizards is to<br />
neutralize the adventurers by<br />
sorcery —exiling them to another<br />
plane <strong>of</strong> existence, for example, without<br />
any magical items, weapons,<br />
armor, or way home. What amazing<br />
adventures would they encounter in<br />
making their way home through the<br />
planes <strong>of</strong> existence, to battle the evil<br />
Red Wizards to regain their throne?