[Adventure] [9304] Blood Charge.pdf

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Blood Charge
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by Troy Denning
Table of Contents
Introduction ...................................... 2
Non-Player Characters .............. . ............... 4
The Stone Sceptre of Shih ............................ 4
Part 1: Reunion ..................................... 5
Part 2: Red Mountain Monastery ....................... 17
Part 3: Blood Charge ............................... .42
New Monsters ...................... inside covers, gatefold
Credits:
Design: Troy Denning
Graphic Design: Roy E. Parker,
Editing: Anne Brown
Dee Barnett, Paul Hanchette
Cover Art: Brom
Typography: Tracey Zamagne,
Interior Art: Paul Abrams
Angelika Lokotz
Cartography: Diesel
Production: Sarah Feggested
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 Ltd.
This material 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.
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS,
PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.
©1990 TSR Inc. Ail Rights Reserved. Printed in U.S.A.
9304
ISBN 0-88038-889-7
TSR, Inc.
POB 756
Lake Geneva
WI 53147
USA
TSR Ltd.
120 Church End,
Cherry Hinton
Cambridge CB1 3LB
United Kingdom
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Introduction
There comes a
moment in every
mans life when he
meets an over-
whelming adver-
aloud. This sets the scene for your players.
The DM's notes detail the action of the event,
describing such things as combat tactics, NPCs,
and treasure.
Statistics are located at the end of the encoun-
ter, where you can find them easily. Note that
statistics do not include information on the mon-
sters morale. Unless indicated otherwise, all
monsters in Blood Charge attack until
destroyedor until the party is destroyed!
sary. Whether he faces the merciless lackeys of a
corrupt mayor, the slavering jaws of an angry
bear, or the cold eyes of an evil sorcerer, he must
look inward and see what his heart contains.
What he finds may well determine whether he
lives or dies. More importantly, the actions that
result from this inner search will determine
whether those who follow remember him as a
hero or a coward.
Because Blood Charge occurs close to Kara-Tur,
many of its characters and monsters are of an
oriental nature. In many cases, you will find it
useful, but not necessary, to refer to the Oriental
Adventures reference book. Some spells listed for
the NPCs in Blood Charge may be from the Orien-
tal Adventures hardcover book. If necessary, sub-
stitute appropriate spells from the Players
Handbook.
Additionally, Blood Charge uses the martial arts
rules in the Oriental Adventures hardcover book.
If you do not have the Oriental Adventures hard-
cover, treat martial arts attacks as normal at-
tacks. You may, if desired, improvise attacks and
combat results based on the special maneuvers
listed for the appropriate martial artists.
A small group of adventurers, your Player Char-
acters, are about to face their moments of soul-
searching.
How to Use This Book
Blood Charge is the third installment in the
Empires Adventure Trilogy, which includes two
other adventures, Storm Riders and The Black
Courser. The Empires Adventure Trilogy is a se-
ries of AD&D® Game Adventures set in the new
FORGOTTEN REALMS campaign world territory
described in The Horde campaign set. They con-
cern events derived from the Empires Novel Tril-
ogy: Horselords, Dragonwall, and Crusade, also
published by TSR, Inc.
Blood Charge contains a 64-page adventure
book (youre reading it now), a color mapsheet,
and a cover gatefold. The gatefold and interior
covers contain descriptions of Sandiraksiva (the
black courser), Gaumahavi (the purple dragon),
the dowagu (new monsters), and Ambuchar De-
vayam (the raja of Solon). Do not show these de-
scriptions to your players. They are intended for
your use only.
The color mapsheet shows the city of Solon and
its subterranean facilities, to be used in Part III.
This map is intended for your eyes only. Do not
show it to your players.
The 64-page booklet is the heart of Blood
Charge. Before beginning play, read this book to
familiarize yourself with the plot of the adven-
ture. Dont try to memorize it, however. Simply
familiarizing yourself with the story and organi-
zation of the book will insure an enjoyable adven-
ture. If you dont have time to read the entire
book, read the introductory material and, before
each session, the events you plan to use.
Portions of the adventure are made up of a se-
ries of events. Each event is divided into sections:
boxed text, DMs notes, and statistics (when nec-
essary). As an event begins, read the boxed text
DMs Synopsis
Read this synopsis before beginning play.
In Storm Riders, a large force of Tuigan chased
the PCs into a wealthy mountain kingdom named
Ra-Khati. Unfortunately, Ra-Khati is rather xeno-
phobic and seldom allows visitors to escape alive.
Shortly after the PCs learned this, a messenger
arrived from Ra-Khatis enemy, Raja Ambuchar
Devayam of Solon. The raja threatened to invade
the mountain kingdom unless Ra-Khatis leader,
the Dalai Lama, sent his daughter Bhrokiti and
the magical black stallion, Sandiraksiva, to Solon
as gifts.
After learning that Devayam had awakened the
sleeping dragon Gaumahavi, and mistaking the
huge army which had chased the PCs into Ra-
Khati for Devayams, the Dalai Lama agreed. The
Dalai Lama offered the PCs their freedom in re-
turn for taking his daughter and Sandiraksiva to
the raja.
Before the PCs reached Solon, however, they
were intercepted by the rajas ally, the purple
dragon Gaumahavi. The purple dragon urged the
PCs to take Bhrokiti to Solon, but the dragon
wanted the Black Courser freed immediately. At
this point, clever PCs realized that Sandiraksiva
was a reincarnation of Gaumahavis child, and
that the dragon was working with the raja in re-
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taliation for all the years the Dalai Lama had kept
the magical courser in captivity.
When the PCs arrived at the deserted city of
Kushk, the appointed place for meeting the rajas
emissaries, they were intercepted by the same
Tuigan army that had originally chased them into
Ra-Khati. It quickly became clear that the army
which the Dalai Lama feared did not belong to
the Raja of Solon.
After inviting the PCs into his camp, Hubadai,
the khan of the Tuigan army, showed them a di-
ary which had come into his possession. The di-
ary revealed the existence and approximate
location of an artifact called the Stone Sceptre of
Shih, supposedly the only means of destroying
the raja. The adventure ended with Hubadai sug-
gesting that the PCs guide him through Ra-Khati,
then go to Shou Lung to recover the sceptre.
In Black Courser, the PCs guided Hubadai and
the Tuigan army through Ra-Khati. During this
trip, they were shadowed by some of the rajas
more nefarious servants, the dowagu. The do-
wagu caused the PCs extensive trouble, most
notably tattooing their heads (as well as the
heads of Hubadai, Bhrokiti, and the nightguard)
with the Stamp of Tan Chin. By the time this ad-
venture ended, clever PCs had discovered that
Tan Chin, an ancient show emperor, and the Raja
Ambuchar Devayam were one and the same. They
also discovered that the Stamp of Tan Chin
marked them as Ambuchar Devayam/Tan Chins
property. Upon their deaths, they would become
the rajas zombies, and the only way to avoid this
grisly fate was to recover the Stone Sceptre of
Shih and destroy the raja. By the end of this ad-
venture, the PCs arrived at Kuo Meilan (Tan Chins
ancient capital) and recovered the Stone Sceptre
of Shih.
As Blood Charge begins, the PCs are returning
to Solon from Kuo Meilan. Coincidentally, the
Tuigan army is leaving Shou Lung at about the
same time, and the party will be invited to rejoin
the barbarian horde. Princess Bhrokiti, who has
fallen in love with Hubadai, highly recommends
this option (whether she is with the party or the
Tuigan).
A short time later, the PCs receive a visit from
Gaumahavi, who urges them to gather an army
and rush to Kushk. In order to do this, however,
they must persuade Yamun Khahan to give them
an army, which means mustering the support of
his advisors. Before the khahan will agree to such
a commitment, however, he wishes to know more
about Ambuchar Devayam and his powers. The
khahans advisor, Koja, suggests that the PCs
might find the information they seek in the Red
Mountain Monastery.
Part II concerns the partys efforts to enter the
reclusive Red Mountain monastery. If they suc-
ceed, they should
eventually work
their way to the
Great Temple in the
center of the mon-
astery, where they
will be allowed to
ask three ques-
tions of the Padhrasattva of Knowledge, Furo.
If they succeed in Part II, the PCs can convince
Yamun Khahan to send an army to Ra-Khatis aid
in Part III. In this case, they stand a good chance
of saving Ra-Khati from the rajas forces. Other-
wise, they will have to confront his army alone.
Whether or not the PCs gather the army, how-
ever, they arrive at the Great Chain Bridge just in
time to see Gaumahavi and the raja engage in
personal combat. Gaumahavi falls, and the raja is
weakened so seriously that he must return to So-
lon. The PCs must follow him to his city and de-
stroy him. This is more difficult than it sounds,
however, for the raja keeps switching bodies (see
his description for an explanation) and retreating
deeper into the two subterranean levels of Solon.
In order to finally destroy him, the PCs must haz-
ard the many ancient traps of the buried Imaskari
city, enter the Ebony Temple, recover the four Eb-
ony Artifacts of the Imaskari, and throw them into
the Bottomless Pool of Fire (located in the main
room). However, they must discover the method of
killing the raja themselves, as there will not be
many hints available. Using Imaskari magic, the
raja has made himself even more powerful than he
was as Tan Chin. Unfortunately for the PCs, the
magic of the Imaskari is as ancient as it is power-
ful, and many of the secrets regarding it have
been lost in the mists of mystery and time.
If the PCs destroy the raja, the Stamps of Tan
Chin will fade away and they will receive the
greatest reward of all: release from his curse of
eternal servitude.
Beginning the Adventure
The first encounter of Blood Charge assumes that
the PCs have played the Black Courser and are
returning to Solon to destroy the raja. If this is
not the case, you will need to improvise a starting
point for the PCs.
First, find a reason to move the party to the
general region of Ra-Khati, an unexplored moun-
tain wilderness in the east. As the PCs wander
these wild lands, the dowagu track them for a few
days. Eventually, the dowagu mark the party with
the Stamp of Tan Chin and disappear.
A few days later, the party stumbles across the
Tuigan army. Sentries intercept them and take
them to Yamun Khahan, where they meet Prin-
cess Bhrokiti and Hubadai. Bhrokiti explains the
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significance of the
Stamp of Tan Chin
to the party (see
Ambuchar Devay-
ams description),
and Hubadai will
provide them with
the Stone Sceptre
of Shih (if the PCs did not play the previous mod-
ules, he led a small contingent of soldiers to Kuo
Meilan and recovered it).
When Gaumahavi appears in Event 5 of Part I,
she explains to the PCs that their coming has
been foretold, and that their fates are tied to Ra-
Khatis fate. If they are to save themselves, they
must save Ra-Khatiand that means destroying
Ambuchar Devayam.
The adventure continues in the same way from
this point forward regardless of whether the PCs
played the first two modules.
AC MV hp #AT AL THAC0 Dmg
6 12 75 2/1 LN 7 1d8 (sword)
3 12 10 1 CG 20(19) 1d8+1 (foot)
4 12 60 2/1 NE 7 1d8 (sword)
-2 12 112 2/l CN 2 1d8+1 (sword +3)
Khan, typ. (F10) 14 12 12 14 12 11 4 12 42 3/2 LN 11 1d8 (sword)
Koja 8 10 18 14 15 10 4 12 20 1 G 18 1d6
(priest 5, currently out of favor with god: no spells) (club)
Nightguard (F7) 14 14 10 14 12 10 5 12 35 3/2 LN 14 1d8 (sword)
Solonese Lt. (P5) 16 16 14 12 10 10 4 12 20 1 LE 18 1d6+1 (mace +2)
Spells: command, cause light wounds(x2), invisibility to undead, sanctuary; enthrall, hold person, aid; animate dead. Equipment:
amulet of undead control, wights and zombies (as potion).
Tuigan, typ. (F3)
STR DEX WIS CON INT CHA
Batu Min Ho (F14)
15
1 4
16
16
17
16
Princess Bhrokiti
11
16
15
15
17
18
Chanar (F14)
15
1 4
1 0
1 4
15
13
Hubadai (F16)
16
1 4
1 0
16
13
10
12
11
10
13
10
10
5
12
12
1
LN
18
1d8 (sword)
Yamun Khahan (F18)
17
15
15
17
17
16
3
12
99
2/1
N
2
1d8+1 (sword)
Creatures
Wight, Typical: AC 5; MV 12; HD 4+3; hp 23; #AT 1; Dmg 1-4; THAC0 15; AL LE; XP 975; SA and SD drain one level with successful
hit; hit only by silver or magical +1 or better weapon, immune to sleep, charm, hold, cold-based spells, poison, and paralyzation;
destroyed by raise dead spells. Ambuchar Devayam has trained his wights to tolerate sunlight.
Zombie, Typical: AC 8; MV 6; HD 2; hp 10; #AT 1; Dmg 1-8; THAC0 19; AL N; XP 65; SA and SD immune to sleep, charm, hold,
death magic, poisons and cold-based spells; vial of holy water inflicts 2-8 points of damage.
The Stone Sceptre of Shih
An unknown ally of the wizard Shih created the Stone Sceptre
of Shih for the sole purpose of overthrowing the evil emperor
and necromancer, Tan Chin (now known as Ambuchar De-
vayam). A simple wooden staff capped by a stone pommel, the
sceptre must be wielded by a character of lawful good align-
ment to use its full benefit, although characters of any good
alignment can use it to some effect as outlined below.
Minor Powers
l
aging attacks, paralysis, fear, magic jar, and chill touch for
one individual.
Dangers
l
User alignment restrictions are as follows.
Lawful good: can use any of the sceptres powers.
Chaotic and neutral good: can use minor powers only.
Chaotic, lawful, and true neutral: can wield staff as normal
weapon.
Chaotic and neutral evil: suffer 1d10 electrical damage/
round when grasping staff (no powers).
Lawful evil: suffer 1d10 electrical damage/round, save vs.
rod or fall unconscious for 1d10 rounds when grasping
staff (each round).
Protection from Undead: as scroll spell.
Attack non-corporeal creatures: can be used as a normal
weapon against creatures such as ghosts, spectres, groaning
spirits, etc.
l
l
Immunities: bearer is immune to level-draining and aging,
paralysis, fear, magic jar, and chill touch.
l
Minor Power Costs: any time a minor power is used or acti-
vated (even involuntarily), bearer loses 1d4 hp.
l
l
Hits at +5 in normal combat.
Major Power Costs: any time a major power is used or acti-
vated (even involuntarily), bearer loses one point of Constitu-
tion (permanently). Not even a restoration or wish spell
restores this loss.
l
Bestows 50% magic resistance upon bearer.
Major Powers
l
l
Petrification: once per day, can cause any intelligent being
of 7 HD or less looking upon it to turn to stone (save vs. petri-
fication with -2 penalty).
l
Use restrictions: If it becomes clear to the DM that the scep-
tre bearer does not intend to face Tan Chin/Ambuchar De-
vayam, the sceptre mysteriously stops functioning.
Destroy Undead: at will, can cause any undead creatures of
3 HD or less within 50 feet to burst into flames. Undead of
3 + 1 to 7 HD must save vs. rods or also be destroyed. Undead
of more than 7 HD suffer 5d10 fire damage (save vs. rods for
half damage).
l
Corrupting Effect: Bearer becomes increasingly distrustful
of authority. Within one month, he cannot help insulting
anyone who styles himself as emperor, king, raja, etc.
l
Weakness: The Stone Sceptre of Shih can only be destroyed
by submersion in molten rock.
Rescue: at will, can negate effects of level draining and
4
Non-Player Character Statistics
Name
l
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