H4 THE THRONE OF BLOODSTONE PDF

Designed for characters up to th! Like the previous titles in the Bloodstone Pass series , The Bloodstone Wars features the Battlesystem tabletop rules. As the rulers of Bloodstone Pass , it is up to you to find and destroy the source of Vaasa's power. All you have to do is journey to the Abyss , confront the mightiest demon of all, steal the Wand of Orcus , and take it to the Seven Heavens to be destroyed. Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon. Sign In Don't have an account?

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The Throne of Bloodstone. People of Bloodstone Pass Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade. 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. It contains a By six days, the character suffers a lines becomes a deadly trap.

If given an opportunity, he side, separating in the middle, to. Of course, the will draw blood from any available reveal a nightmarish collection of. He will not expose gears and grinders. Characters stand-. Also, the the edge of the trap to make Dexterity.

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Maze 4: The Pentagon Maze This maze. When this occurs,. Wisdom Checks occasionally—those. Food is loaded onto one of the two. H4 The Throne of Bloodstone. Table of Contents Pregenerated th-Level Characters. Distributed to the toy and hobby trade by regional distributors. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc.

All Rights Reserved. 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. Perhaps from time to time these old warhorses in your campaign get trotted out for a particularly tough challenge, leaving their seneschals behind to administer their dominions for a while.

But mostly the campaign moves on to younger, newer characters. More of ten, players avoid the burdens of rulership altogether, preferring 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 authors acknowledge their debt to the spirits of such great traditional dungeon-crawls as the infamous 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.

Pre-generated characters are provided for those players whose characters are not yet of sufficient levels. Certain situations are built around the specific abilities of these characters, 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 successfully, 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 characters. As usual, the authors will be pleased to answer questions when accompanied by a stamped, selfaddressed 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 campaign need to be given the general background; it may also not hurt to refresh the memories of the other players.

This material may be read or shown directly to the players, or it may be revealed in the course of the adventure as the PCs explore the area, conduct 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. The se 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.

Some said that Zhengyi had enlisted the aid of powerful demons, or was a demon himself, and this must have been true, for the Kingdom of Vaasa soon raised a powerful army of human, non-human, and undead warriors—far 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 welltrained, 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. 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 powerful nobles of Damara were slain by sword and by poison, leaving the craven, the incompetent, and the disloyal to sue for peace.

Indeed, the Witch-King would make peace, but on his own terms. 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. 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 prosperous, if small, province of Damara, located in a verdant valley in the Galena Mountains.

In addition to the gems that were its trademark, the barony 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 produced stones worth well over , gp annually.

Human and dwarven workers toiled side by side beneath the earth, providing a steady stream of wealth. But one day, a duergar discovered 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 discover the truth and defeat the evil, but none returned alive. Next came the fell winter of , known as the Wolf Winter.

A poor 3 harvest followed by a long and terrible 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 horror.

Many people starved in that long winter, and those who dared to hunt for food themselves became fodder for the dire wolves. 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 outlying 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 Bloodstone was now completely isolated. The n the final disaster struck. In , following the defeat at the Ford of Goliad, the Grandfather of Assassins, whose mysterious citadel was long rumored to be hidden in the Galenas, reached out to organize the bandits of the mountains.

Soon, a virtual army allied with Vaasa, of course had built a camp in the canyon that once held the mining operations. The poor citizens of Bloodstone knew nothing of this, until the army began demanding tribute of gold, food. Baron Tranth, 5th Baron of Bloodstone , was discouraged from long years of hardship and defeat. His oath to protect and defend his people had kept him going through each successive disaster.

He had counseled that his people give tribute to the bandits—anything, 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 help—powerful help, but where could he turn?

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The Throne of Bloodstone

The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a standstill. As long as the source of the Witch-King's power is at work, his evil forces will never be defeated! As the rulers of Bloodstone Pass, it is up to you to find and destroy the source of Vaasa's power. All you have to do is journey to the Abyss, confront the mightiest demon of all, steal the Wand of Orcus, and take it to the Seven Heavens to be destroyed. The Throne of Bloodstone is the fourth and final installment in a series of modules specially designed for high-level characters. While it is not necessary to have played any of the three previous modules, The Throne of Bloodstone is the climax of an epic struggle for a kingdom against the forces of darkest evil. Recommended for characters of levels , The Throne of Bloodstone is the highest-level adventure ever published by TSR!

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H4 - The Throne of Bloodstone

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H4 The Throne of Bloodstone.pdf - Free

The mod starts out strong with a great DM starter area with info and ability to change settings, but that's about as good as it gets. Once you get into the main town and start the main quest, it goes down hill. The castle area is rather buggy and a lot of scripts just don't work all the time. A character with 21 dex can't climb up a rope after six tries? The Astral Plane makes very little sense compaired to the rest of the mod.

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The Throne of Bloodstone. People of Bloodstone Pass Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade. 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.

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