[Adventure] [9228] The Throne of Bloodstone.pdf

(6057 KB) Pobierz
The Throne of Bloodstone
251920551.002.png
Official Game Adventure
The Throne of Bloodstone
by Douglas Niles and Michael Dobson
Table of Contents
Introduction ..................................... ...2
Pregenerated 100th-Level Characters . . . . . . . . . . . . . . . . . . .91
Running 100th-Level Characters ....................... .6
Mazes.......................................65,67-69
Cover Maps for the Palace of Orcus ................ .93, 95
City Maze of Orcusgate ............................. .94
Battle Arena.......................................96
Prologue ........................................ ...9
Chapter 1:
Citadel of the Witch-King ................. .12
Chapter 2:
Into the Abyss ........................... .30
NPC Capsules
Arctigis ........................................ .15
Zhengyi.........................................19
Klavikus ...................................... ..23
Dimwold........................................50
The Dire Whiner ................................ .55
Fyrillicus........................................58
Baphomet .......................................64
Glyphimhor .....................................72
Orcus ...........................................76
Realm of the Undead ..................... .46
Chapter 4: The Abyssian Fortress ..................... .57
Chapter 5:
Into the Seven Heavens. ................... .78
Epilogue:
Return to Bloodstone Pass .................. .82
People of Bloodstone Pass ..................... . . . . . . . . 85
Pregenerated Player Characters ................. . . . . . . . . 86
CREDITS
Distributed to the book trade in the United States by Random House, Inc., and in
Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade
by regional distributors. Distributed in the United Kingdom by TSR UK Ltd.
ADVANCED DUNGEONS & DRAGONS, AD&D, BATTLESYSTEM, FORGOT-
TEN REALMS, DRAGON, PRODUCTS OF YOUR IMAGINATION, and the TSR
logo are trademarks of TSR, Inc.
Editing: Mike Breault
Cover Art: Keith Parkinson
Interior Art: Graham Nolan
Cartography: David C. Sutherland III, Stephen Sullivan,
and Dennis Kauth
Typography: Betty Elmore
Keylining: Stephanie Tabat
This adventure is protected under the copyright laws of the United States of America.
Any reproduction or other unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of TSR, Inc.
©1988 TSR, Inc. All Rights Reserved.
TSR, Inc.
POB 756
Lake Geneva,
WI 53147 U.S.A.
TSR UK Ltd
The Mill, Rathmore Road
Cambridge CB1 4AD
United Kingdom
Printed in U.S.A.
0-88038-560-X
9228
Chapter 3:
251920551.003.png 251920551.004.png
INTRODUCTION
Notes for the
Dungeon Master
The four-module Bloodstone Pass
campaign series (of which this is part
four) explores what is one of the most
interesting aspects of the AD&D®
game: becoming a ruler.
Although the Dungeon Masters
Guide provides that a character of
sufficient level can build a castle, hire
an army, and set himself (or herself)
up as a proper medieval ruler, the
rules given for accomplishing this are
not sufficient to allow ruling and role
playing to go together. Instead, high-
level characters who become rulers are
normally considered to be retired
from adventuring. Perhaps from time
to time these old warhorses in your
campaign get trotted out for a partic-
ularly tough challenge, leaving their
seneschals behind to administer their
dominions for a while. But mostly the
campaign moves on to younger, new-
er characters.
More often, players avoid the bur-
dens of rulership altogether, prefer-
ring to maintain their high-level
characters as freelance adventurers,
ready to move on to the next
dungeon, carrying their treasure in
their backpacks or in the saddlebags
of their mounts, or in a convenient
magical chest that neatly avoids the
issue of encumbrance altogether.
It has been our feeling for a long
time that there is a lot more that can
be done with characters who become
rulers. The Bloodstone Pass saga is
our attempt to show that high-level
AD&D® game play can be qualita-
tively, as well as quantitatively, differ-
ent from low- and medium-level
playand just as exciting.
In this conclusion to the saga, the
villain that has been lurking just
behind the scenes, Orcus, Prince of
the Undead, comes to center stage, as
the player characters must enter the
Abyss and defeat Orcus on his own
territory in order to secure their king-
dom. The authors acknowledge their
debt to the spirits of such great tradi-
tional dungeon-crawls as the infa-
mous S1, Tomb of Horror, and Q1,
Queen of the Demonweb Pits. Dave
Sutherland, co-author of Q1, and
currently Chief Mapmaker for TSR, is
the designer of the castles of the
Witch-King and of Orcus, and his
malevolent, sinister imagination is
greatly appreciated.
As noted in H3, The Bloodstone
Wars, this series was integrated into
the new FORGOTTEN REALMS
Fantasy Game Setting from TSR, Inc.
The Forgotten Realms is the creation
of the incredibly talented Ed Elmin-
ster Greenwood, whose columns in
DRAGON® Magazine have inspired
many a campaign. A certain amount
of retrofitting had to take place to
shoehorn this campaign into the larg-
er world, including melting a large
glacier on the original maps from Ed
Greenwoods campaign to make
room for the kingdoms of Damara
and Vaasa.
Pre-generated characters are pro-
vided for those players whose charac-
ters are not yet of sufficient levels.
Certain situations are built around
the specific abilities of these charac-
ters, but handling those situations
should pose no challenge for the
experienced Dungeon Master.
High-level modules are inherently
open-ended, because of the vast
range of options available to powerful
characters. It takes skill and a firm
hand to run such an adventure suc-
cessfully, but we have confidence in
your ability to handle the unforeseen
in the context of the evolving plot.
This is the first module written for
people who run super-high level char-
acters. Although we do not endorse
the so-called Monty Haul cam-
paign, theres nothing wrong in sam-
pling what really high-level play has
to offer!
As usual, the authors will be
pleased to answer questions when
accompanied by a stamped, self-
addressed envelope, mailed to us
using the address on the back cover.
Good luck, and good adventuring!
What Has
Gone Before
Players whose characters have
adventured in the first three modules
of the H-series should be familiar
with the background information
that is summarized here. Players who
are new to the Bloodstone Pass cam-
paign need to be given the general
background; it may also not hurt to
refresh the memories of the other
players. Certain deep background
information is for the use of the
Dungeon Master only; the player
characters will discover the truth soon
enough. . . .
This material may be read or shown
directly to the players, or it may be
revealed in the course of the adven-
ture as the PCs explore the area, con-
duct research, or ask those whom they
encounter.
The Kingdoms of
Damara and Vaasa
For generations, the cold northern
wastes supported a scant population
of hunters, trappers, and poor
farmers. These hardy souls scrabbled
a meager living from the hard, stony
soil; they barely endured the long,
dark winters.
But that was before the coming of
the Witch-King, Zhengyi, who
formed the Kingdom of Vaasa and in
a single night built an evil castle atop
a lonely crag, from which his sinister
shadow crept across the land.
2
Some said that Zhengyi had
enlisted the aid of powerful demons,
or was a demon himself, and this
must have been true, for the King-
dom of Vaasa soon raised a powerful
army of human, non-human, and
undead warriorsfar more than the
poor northern lands could possibly
support. And with this army, Vaasa
became a power to be reckoned with
in the Forgotten Realms.
The armies of the Witch-King
invaded the peaceful Kingdom of
Damara without warning. At first
they seemed unstoppable. But the
army of Damara was brave and well-
trained, and soon the tides of battle
turned. For 10 long, bloody years, the
forces of Vaasa and Damara fought,
neither able to achieve final victory.
Many thousands of brave warriors and
fell creatures died.
Then, in the summer of 1147,
King Virdin faced the Witch-Kings
cohorts at the Ford of Goliad in what
would be the final engagement of the
long war. Some say it was the treach-
ery of the Kings chief lieutenant,
Felix (who was reputed to be secretly a
member of the Guild of Assassins, in
league with the enemy), that
betrayed the young King to his death,
and threw his army into utter defeat.
The Witch-King and his secret ally,
the Grandfather of Assassins, moved
quickly to consolidate the victory. In a
single night, the most loyal and pow-
erful nobles of Damara were slain by
sword and by poison, leaving the cra-
ven, the incompetent, and the disloy-
al to sue for peace.
Indeed, the Witch-King would
make peace, but on his own terms.
He took the rich northern provinces
for his own, then generously granted
independence to the southern
lords. . .as long as they paid tribute
and acknowledged the Witch-Kings
power. This was a shrewd political
move, for each petty baron and duke
conspired against the others for scraps
of power and wealth, throwing the
entire south into political chaos. A
steady stream of refugees moved
south, searching for an ever-elusive
safety and leaving economic chaos in
its wake.
harvest followed by a long and terri-
ble winter caused mass starvation,
and dire wolves from the Galenas
preyed on whatever they could find.
Some of the wolves were infected with
lycanthropy, compounding the hor-
ror. Many people starved in that long
winter, and those who dared to hunt
for food themselves became fodder
for the dire wolves.
The next disaster struck the follow-
ing year, when the Witch-Kings arm-
ies closed the passes through the
Galenas, cutting off the Barony of
Bloodstones remaining source of
wealth. Many families left for the
south that year, and the population of
the valley dwindled to a scant fraction
of what it had been. The remaining
humans gathered close to the village
of Bloodstone, abandoning the outly-
ing areas. The dwarves, halflings, and
centaurs who shared the valley
became clannish and insular, and
withdrew to their own communities.
Poverty settled in the valley. Bandits
and strange creatures began to infest
the passes to the south. Escape was no
longer possible; the valley of Blood-
stone was now completely isolated.
Then the final disaster struck. In
1147, following the defeat at the Ford
of Goliad, the Grandfather of Assas-
sins, whose mysterious citadel was
long rumored to be hidden in the
Galenas, reached out to organize the
bandits of the mountains. Soon, a vir-
tual army (allied with Vaasa, of
course) had built a camp in the can-
yon that once held the mining opera-
tions. The poor citizens of Bloodstone
knew nothing of this, until the army
began demanding tribute of gold,
food . . . and finally, slaves.
Baron Tranth, 5th Baron of Blood-
stone, was discouraged from long
years of hardship and defeat. His oath
to protect and defend his people had
kept him going through each succes-
sive disaster. . . even the personal trag-
The Barony of Bloodstone
Hardship and poverty had long
been no stranger to one small barony.
The Barony of Bloodstone, so named
for the deep-green chalcedony
flecked with red jasper that was
mined there, had once been a pros-
perous, if small, province of Damara,
located in a verdant valley in the
Galena Mountains. In addition to the
gems that were its trademark, the bar-
ony gave its name to Bloodstone Pass,
the major route through the Galenas
to points north and west, including
Zhentil Keep and the Moonsea. The
valley was home to humans, dwarves,
centaurs, and halflings, who farmed
the land, mined the mountains, and
maintained the trade routes. All gave
their loyalty to the Baron, and lived in
peace for many generations.
But at approximately the time the
Witch-King came to power in the
north, the first of a series of disasters
befell the Barony of Bloodstone.
First was the loss of the mines.
Once, the bloodstone mines pro-
duced stones worth well over 100,000
gp annually. Human and dwarven
workers toiled side by side beneath
the earth, providing a steady stream
of wealth. But one day, a duergar dis-
covered a strange pool of mercury
within which lurked a nameless evil.
The evil awoke, and death stalked the
mines. Only a few mine workers
returned to tell the tale. Many brave
souls tried to enter the mines to dis-
cover the truth and defeat the evil,
but none returned alive.
Next came the fell winter of 1137,
known as the Wolf Winter. A poor
3
251920551.005.png
edy of his wifes death in childbirth.
He had counseled that his people give
tribute to the banditsanything,
just to keep surviving. But slavery was
worse than death, and so he resolved
to fight back, even at the risk of losing
all.
He needed helppowerful help,
but where could he turn? There was
no treasure with which to buy merce-
naries. He could only beg. Garlen
and Garvin, two cousins, were sent
south just before the fall harvest to
seek the aid of powerful adventurers
who might save his people.
the children took up arms, and all the
enemys might could not sway them.
The bandit army was broken, and the
Grandfather of Assassins retreated by
magic to his mountain fastness.
The beautiful daughter and heiress
of Baron Tranth, Lady Christine, fell
in love with one of the adventurers, a
brave paladin, and they planned to
wed. It seemed that with the power-
ful patronage of these adventurers,
the Barony of Bloodstone might have
a bright future.
Yet even in the moment of victory,
the Baron realized that very soon win-
ter would set in. Even now, the cold
northern winds were bringing the
first frost to the valley. . . .
occupied by the svirfneblin, while the
duergar led mean and squalid lives
outside the cavern network. Over
many years, the duergar had preyed
on the deep gnomes, but never
achieved military victory.
But one night a lone duergar crept
into the gnome city to steal food and
perhaps murder a few gnomes.
Sneaking through an infrequently
used tunnel, he found an open mine
shaft. Curious, he crawled inside, and
found there a pool of mercury, glis-
tening coldly. He felt a calling from
it, a sense of implacable evil that
thrilled him. He stretched out his
hand, touched the mercury, and was
instantly transformed into a figure of
transcendent horroran avatar of
Orcus, Prince of the Undead.
The spirit of Orcus ravaged the city
of the svirfneblin, driving them from
their homes and destroying their civi-
lization in a single night of horror.
The horror then stalked the mine
shafts near the surface to bring
deathand worseto those who
worked there. Then the avatar dissi-
pated, leaving the strange pool of
mercury gleaming with its eerie blue
light.
The duergar were quick to exploit
the destruction of the svirfneblin,
and took the city for their own. Cler-
ics of the duergar found the glowing
pool, and learned its awful secret: it
was a gate to the lower planes of the
Abyss, and through it Orcus would
one day be able to enter the Prime
Material plane and claim it for his
own.
The duergar built a huge Temple of
Orcus with the pool of mercury at its
center. Guards, wards, and fiendish
traps were set about it to keep anyone
from penetrating its secrets. The
svirfneblin, shattered remnants of
their former glory, lurked in small
caves outside the city, hoping one day
to return.
The Adventure of
Bloodstone Pass
In H1, Bloodstone Pass, Garlen
and Garvin approached a party of
adventurers in the town of Valls, capi-
tol of the Duchy of Arcata. Although
they could only afford to offer a fee of
five silver pieces per day, the adven-
turers agreed to help.
Operating under a cloak of secrecy
and aided by the powerful magic of
the seven heroes, the village prepared
for battle. First, a party of tribute col-
lectors was ambushed and wiped out.
The villagers, long used to defeat,
were elated. Then came a battle on
the open field, and a punitive expedi-
tion by the bandit army was defeated!
But then came a night of horror,
when a Priest of Orcus conjured the
dead of the Bloodstone graveyard to
unholy life, and corpses shambled the
streets. A simultaneous sneak attack
by enemy cavalry resulted in much of
the village being burned. The people
of Bloodstone were sore afraid, but
resolved that death was preferable to
subjugation and slavery. Thus it was
that the first clue of the presence of
the Prince of the Undead came to
light.
Then came the final battle, as the
Grandfather of Assassins himself took
the field. The aged, the women, and
The Mines of Bloodstone
In H2, The Mines of Bloodstone,
an early winter set in and the villagers
began to fear a repeat of the Wolf
Winter. The military success of the
past few months had not solved all
the problems of Bloodstone, and the
adventurers were once again called to
action. But as they began to investi-
gate the food situation, a new night
of horror descended on the village. At
a home near the Abbey of St. Sollars,
a peasant family had been foully mas-
sacred by worgs, and there was evi-
dence of vampirism. And painted on
a wall in the blood of the victims was a
goats headsigil of Orcus, Prince of
the Undead.
All signs in the investigation point-
ed to the long-closed bloodstone
mines, and it was there that the
adventurers traveled. The abandoned
mine shafts were redolent with evil; at
the bottom, demons and succubi
eagerly awaited new victims.
On defeating the demons and suc-
cubi, the heroes rescued two
svirfneblin gnomes, who revealed the
existence of a huge cavern city of
duergar far beneath the mines. Once,
the gnomes said, the city had been
4
251920551.001.png
Zgłoś jeśli naruszono regulamin