H-4 the Throne of Bloodstone

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H-4 the Throne of Bloodstone H-4 The Throne of Bloodstone Conversion Guide Introduction: In 1988, TSR published the module named “The Throne of Bloodstone” with the code “H4”. It was written by Douglas Niles and Michael Dobson as the culmination to the H-series, which came to be known as a high- level adventure series of modules. The module is the longest in the H-series, and like H2, it offers opportunities to use Battlesystem rules for the large-scale battles. Nonetheless, H4 provides a sufficiently flexible story to allow DM's to either use or ignore the mass combat components of the adventure. H4 consists of a 96-page story, with several pages of maps for battle encounters and dungeon exploration. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. A 10+ hour adventure for 16th-20th+ level characters by STEVEN BRUSO DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All otherSample original material in this work is copyright 2017 by Steven Bruso and published under the Community Content Agreement for Dungeon Masters Guild. file Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 1 Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 2 H4: The Throne of Bloodstone However, DMs wishing to run some of the module's Introduction scenarios as mass combat adventures can certainly To use this conversion guide you will need a copy of do so. To date, there have been two Unearthed “H4: The Throne of Bloodstone”, originally available Arcana releases that DMs can consult to run the in hard-copy and now for sale in Digital format at applicable scenes as large-scale combat: www.dndclassics.com. UA's Mass Combat article (link: This document gives DMs advice to convert the https://media.wizards.com/2017/dnd/downloads/201 module to the latest 5th Edition rules and guidance 7_UAMassCombat_MCUA_v1.pdf ) on preparing the adventure. A list of random encounters are provided for different areas. Most and UA's When Armies Clash article (link: creatures refer to stat blocks in the D&D 5e Monster http://media.wizards.com/2015/downloads/dnd/UA_B Manual. Some foes have full stat blocks in the attlesystem.pdf ). Special Creatures section at the end of this conversion guide. DMs opting for either of these routes should consult those rules in advance, and instead of running the Page listings may refer to abbreviations: PHB encounters listed here at the squad-level, he/she can (Player's Handbook), MM (Monster Manual), DMG use the converted monsters and characters of this (Dungeon Master Guide), Volo's Guide to Monsters module to form the larger units indicated by the (VGM), Tales from the Yawning Portal (TYP), Out of original module. the Abyss (OoA), Rise of Tiamat (RoT), Tomb of Annihilation (ToA), Xanathar's Guide to Everything Furthermore, while the original module advertised (XGE), and CR (Challenge Rating). All other page itself as an adventure for characters up to 100th number refer to the locations in the original level, no character advancement table had ever 'Bloodstone Wars' module. Key text is in bold for proceeded that far. For this module, Dms should easy scanning. Magic items are noted in italics. consult the Epic Boons option in the DMG, 231 and consider using them to offer prestigious awards to 20+ leveled characters. Alternatively, Dms could Note: magic items in 5th Edition have a rarity rating source epic level advancement options on the to ensure game balance. In this conversion, I have DmsGuild. kept the original items when possible, but I have added the rarity in parentheses after each item for Regardless of what options the DM chooses, since the DM's reference. See DMG 38 and 135 for magic this module is story-driven, the conversion will thus item rarity and suitable character level before be broken up according to the narrative pieces running the adventure, and make adjustments (Chapters) that make up the module. according to your judgment. Find more information about this and other early Conversion Principles: While the original module edition conversions at offered scenarios for DMs to use the now defunct www.classicmodulestoday. com. Battlesystem, there is as of yet no official 5th Edition rules for mass combat. Therefore, this module conversion will thus primarily aim to preserve the Reference Sheet essence of the storyline of the original module while using extant, official 5th Edition rules. For convenience, there are Reference Sheet at the end of this document , which summarize the key Attending to this principle means that encounters information you'll need during the game onto one that would have used the Battlesystem rules have concise sheet each. You can print these onto a been scaled to squad-level sizes to suit the level single, double-sided page (perhaps on colored range noted on the cover, and to give DM's the cardstock) as a handy tool that you can use flexibility to manage as many or as little foes at a alongside a hard copy of the module. After reading time as they choose. By giving the DM the option to this document, all you'll need to run the game is the keep the numbers of foes the same as in the original original module, the Monster Manual, the Reference module, but restricting the handling of them to Sheet, and optionally any notes or visuals you've squads at a time, this conversion lets the DM make prepared. theSample game and its mechanics as lethal or as forgiving file as the DM deems appropriate. Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 3 H4: Throne of Bloodstone Adventure Summary After the war for Bloodstone comes to a standstill between the armies of Bloodstone led by the PCs and the armies of the undead, led by the Witch-King of Vaasa, the PCs and their advisers determine that the only way to stop the Witch-King for good is to eliminate the source of his power and prevent his master Orcus from harassing the Realms. Doing so means that the PCs will need to enter the Abyss, confront Orcus, and steal the Wand of Orcus to save Bloodstone and the Realms. Converting to the Realms Following the publication of “The Mines of Bloodstone (H2)”, the setting for the adventure was absorbed into the Forgotten Realms setting. The Kingdom of Damara and Vaasa can be found in Northeast Faerûn, with Bloodstone located in the Bloodstone pass. Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 4 H4: Throne of Bloodstone Chapter 3 GM Notes This chapter finds the PC's in the Realm of Orcus, as they try to locate the Wand. Chapter 1 Special rules and tactics to brush up on prior to the In this chapter, the PCs must break into the Citadel game: of the Witch-King and find their way into the Abyss. • Leverage Conversation Reaction table (DMG The Citadel is surrounded by strange, swirling magic 245) for NPC reactions. which affects visibility and the environmental • Familiarize yourself with boss characters and conditions there. their tactics; they will play to their strengths and exploit every advantage they can get. Special rules and tactics to brush up on prior to the • Know how to use perception rules for encounters game: and ambushes. • Familiarize yourself with Zhengyi, Arctigis, and • As much of this chapter features many outdoor their tactics; they will play to their strengths and encounters in varying environmental conditions, exploit every advantage they can get. see DMG 109-111 for weather effects. • Know how to use perception rules for encounters • Know how to use movement rules that might and ambushes. come into play during encounters (climbing • As much of this chapter features outdoor speed, difficult terrain, etc.) as well as vision encounters, see DMG 109-111 for weather rules, which might be affected by weather and effects. thereby affect PC combat abilities. See PHB 182- • Know how to use movement rules that might 185. come into play during encounters (climbing • Know how to adjudicate cover and its effects on speed, difficult terrain, etc.) as well as vision AC and saving throws. See PHB 196; DMG 251, rules, which might be affected by weather and 272. thereby affect PC combat abilities. See PHB 182- 185. Chapter 4 • Know how to adjudicate cover and its effects on AC and saving throws. See PHB 196; DMG 251, In this chapter, the PC's find themselves in Orcus's 272. fortress and try to steal the Wand and make it back out alive. Chapter 2 Special rules and tactics to brush up on prior to the In this chapter, the PCs enter into the abyss and game: attempt to find their way to Orcus's layer. Many of • Familiarize yourself with boss characters and the conduits lead to pocket realms with widely their tactics; they will play to their strengths and varying conditions. exploit every advantage they can get. • Know how to use perception rules for encounters Special rules and tactics to brush up on prior to the and ambushes.
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