Throne of the Horned King
RoomDCC 72 · p.15
Open source p.15Area 3-12 – Throne of the Horned King
The massive bronze doors open to reveal a great throne room, obscured by strange mists. A gaunt, haunted figure, adorned in rich furs and horned crown, lazes atop a chalky throne of bone, watching a pale giantess dance, twirl, and spin in the center of the floor.
A giant, white salamander is curled around the giant throne, a long proboscis leeching blood from the Horned King’s pierced wrist. At the sound of your entry, the weird white salamander lifts its head, hissing malevolently at those that would dare to disturb the revels of the Horned King!
Once the uncontested master of the Thrice-Tenth Kingdom, the Horned King is nothing more than a shadow of his former majesty. The hunter-king’s skin is stretched tight across his frail bones, a drinking horn hangs limply in one hand, and his haunted eyes see naught but the dancing giantess. The Horned King is utterly numb to the world, and the giantess and salamander seek to ensure that nothing disturbs his reverie.
The white salamander moves swiftly to the attack, dragging its slithering belly across the cold stone floor to attack the PCs. The salamander joins battle by spewing an icy cone at the PCs—the cone is 30 feet in length and 20 feet wide at its apex. Any PC caught within the cone’s area of effect must succeed on a DC 15 Reflex save or take dmg and be stunned for 1 round. The following round, the salamander closes with any surviving spellcasters, relying on the giantess to handle the balance of the party. The salamander has can use its breath one more time for the rest of the encounter.
The giantess dances before her attackers, weaving a mesmerizing vision of veils, pale blue flesh, and flashing silver bangles. Any PC (of either gender) gazing upon the giantess must succeed on a DC 13 Will save or be transfixed by her otherworldly beauty. Bewitched PCs can take no action save to defend themselves. Each round thereafter the PC can attempt to throw off the enchantment by attempting the Will save.
Should the giantess deign to bestow a kiss upon the PC, the target must succeed on a DC 17 Fortitude save or be transformed into ice. The giantess must succeed on an attack against the target’s AC to hit, unless the target is willing or transfixed by her wicked dance. Pausing to kiss a target permits every other transfixed character the chance to make another Will save to break the trance.
If the foul, vampiric salamander is dealt more than 20 hp damage, it reverts to its true form: Faustfvor the Seething. The giant seer fights the PCs to the best of his ability, but abandons the Horned King if reduced to 20 hp or less. He flees with the lovely giantess in tow, rallying any other sur-
viving giants. Failing this, they retreat into the wilderness, returning to their clanhold.
The Horned King: Once a great warrior of terrifying mien, the Horned King presents no threat to the PCs. With Faustfvor and the giantess gone, the king stirs from his long, dreamless stupor. The gaunt king struggles to rouse himself, leaning on his greatsword to stand.
The Horned King staggers towards the PCs, and the howl of a hundred wolfhounds fills the air. Raising the greatsword high, the king hisses through desiccated lips, “The pack bays. They call for blood! Call forth the hunt!”
A single strike, with intent to inflict harm, is sufficient to slay the master of the Wild Hunt. As the lifeless body falls, the Horned Crown rolls across the floor. A thunderous crack sunders the air, shaking the entire castle, as the crown separates from the Horned King’s brow. Any surviving giants in the citadel hurry to the throne room to investigate the king’s death.
If the PCs elect not to strike the King, he calls for the PCs to kneel. One by one, the Horned King knights kneeling PCs in his service, granting each a permanent bonus of Luck points. As the last of the kneeling PCs is knighted, the surviving giants rush into the chamber, even as the Horned King vanishes from sight.
Treasure: The walls of the throne room are decorated with the heads and pelts of dozens of creatures, ranging from the exotic to the mundane. The six finest pelts are worth x 1,000 gp each but are cumbersome to transport. Additionally, astute wizards and clerics can glean 7,000 gp worth of exotic spell components from the trophies adorning the walls.
Faustfvor (salamander form): Init ; Atk bite melee (); AC 15; HD ; hp 54 (special); MV 40’; Act ; SP changes to giant form (different stat block, below) after taking 20 points of damage, breath weapon 2/day, immune to cold, crit on 20+; SV Fort , Ref , Will ; AL C.
Faustfvor the Seething (giant form): Init ; Atk spells or spiked mace melee (); AC 13; HD ; hp 54; MV 40’; Act ; SP crit on 21+, spellcasting (spell check , all first, second and third level cleric spells), immune to cold; SV Fort , Ref , Will ; AL C
Vefreyja, the Ice Giant’s Daughter: Init ; Atk fist melee (); AC 14; HD ; hp 34; MV 40’; Act ; SP freezing kiss, immune to cold, mesmerizing dance; SV Fort , Ref , Will ; AL C.
Conclusion
PCs fleeing the citadel are quickly overtaken by surviving giants. Escape requires quick thinking and creativity as much as flashing blades. The giants do everything in their power to stop the PCs and recapture the Horned Crown.
Arriving in the clearing (area 2-1) the PCs discover the Black Gate glowing with a weird phosphorescence. Seething violet mists drift about the clearing; the mists part for the PCs but quickly reform to obscure the sight of any pursuers.
Stepping through the gate transports PCs back to their home world. PCs tumble through darkness to emerge inside the chapel (area 1-6). All of the witches and their familiars have left, save for the dread Baba Iaga.
The wicked crone demands the Horned Crown. If the PCs refuse or simply don’t have the crown, she howls with fury, swearing revenge. The hag transforms herself into a raven and flies into the dark night. An illusion lifts, revealing the witches’ hostages to be dead, having drowned in the shipwreck.
If the PCs present Baba Iaga with the crown, she thanks them for their service, and presents each with a gift wrapped in rags, drawn from within the folds of her dark robes. The judge should roll on the following table or select a gift best suited for each PC.
Baba Iaga’s Gifts
1 The gold-plated skull of an arch-wizard. Placed atop a staff, the skull permits wizards or elves to cast spells through the skull, increasing the caster’s action die by one step. Only one spell can be cast through the skull per round.
2 Five arrows tied together with quill pen and ink stone. Inking an arrow with the name of its target grants the archer a bonus to hit, inflicting an automatic critical hit.
3 A heavy bronze torc. When worn by a warrior or dwarf, the torc grants the wearer a DC 15 Fortitude save against any critical hits.
4 The signet ring marking the PC as the ruler of a fiefdom. The location and size of the fief should be decided by the judge.
5 A dagger bearing the PC’s family crest. Wielded by a spellcaster, the dagger grants a bonus to spell checks when coated with the blood of an enemy. After attempting a spell, the blood.
6 A shield emblazoned with the holy symbol sacred to a cleric’s or warrior’s faith. When carried into battle, the shield grants to all saving throws.
7 A simple whetstone capable of producing incredibly sharp blades. Any blade sharpened by the stone inflicts an additional die of damage on its first hit. (A blade’s razor edge is quickly lost, but can be regained with another sharpening.)
8 A treasure map leading to an artifact coveted by the PC. The map calls out, obliquely, threats and dangers.
9 A ring with a cat’s eye jewel. The ring grants the PC “nine lives.” Any time the PC is slain, a life is used up and the PC is discovered (by allies or foes) to be unconscious but alive with hp. After all nine lives are spent, and the PC dies a tenth time, his soul is forever lost to the Cat Lord.
10 A dragon egg.
11 A silken tabard emblazoned with the PC’s coat of arms. Worn openly, the tabard grants the PC a Personality bonus and ensures that up to 50 henchmen or hirelings need never check for morale so long as they are in sight of the PC.
12 A scroll case. Bound within, on the skins of humanoids, are three spells of the judge’s choosing.
Regrettably, even presenting the hag with the Horned Crown does not restore the sailors to life. Having presented the PCs with her gifts, the hag transforms into a raven and wings off into the darkness.
thirsty blade must be renewed with fresh
THE HORNED KING
The Horned King rules from the Thrice-Tenth Kingdom, venturing across the multiverse on his Wild Hunts. A solemn and grim lord, he delights only in the hunt, testing his martial prowess against the deadliest foes. A patron of the old ways, the Horned King bestows his blessing upon heathen witches, barbarian shamans, and warriors that exalt the wild savage hidden within.
Invoke Patron check results:
12-13 Hounds bay on the shrill wind, striking fear into the hearts of the hunted. One target within the caster’s sight must make a DC 12 Will save or succumb to paralyzing terror. If the target fails the save, it cowers in the shadows, too terrified to move. Unintelligent creatures flee for their lives. The effect lasts rounds or until the creature is forced into action (such as by being attacked or threatened).
14-17 The wolfish demeanor of the predator overtakes the caster, infusing his soul with the spirit of the Wild Hunt. The caster can unerringly track creatures (Luck check, DC 5) through the most harrowing of conditions for 24 hours (or until the power is dismissed). Henchmen are unnerved, suffering a morale penalty for the duration of the effect.
18-19 A long, haunting howl fills the air, followed by driving wind. The caster knows the location and most direct route to one living target within 50 miles. (The caster is not inherently aware of perils in the path.) If the caster reaches the target within 24 hours, the target suffers a penalty to AC and saves for the duration of the encounter.
20-23 The Horned King sends six hounds to assist the caster. They appear from a cloud of darksome soot or billowing snow. They remain for rounds, before vanishing back to the Thrice-Tenth Kingdom. Hound: Init ; Atk bite melee (dmg ); AC 15; HD ; hp 15; MV 45’; Act ; SV Fort , Ref , Will ; AL C.
24-27 The caster and his allies are chilled by a driving wind, and the howls of hounds erupt all around. All enemies within 50’ must make a DC 15 Will save or succumb to paralyzing terror. Targets failing the save cower in the shadows, too terrified to move. Unintelligent creatures flee. The effect lasts turns or until a creature is forced into action (such as by being attacked or threatened).
28-29 Spear of the Horned King. A shimmering spear appears in the caster’s hand; the silvery tip of the spear is marked with the sigil of the Horned King. If the spear does not taste blood before the next moonrise, it vanishes. If the spear is used in battle (either melee or ranged combat as a javelin) the target must attempt a DC 20 Will save or be struck instantly and permanently dead. This ability is available only once in a caster’s lifetime. If this result is rolled again, the result is treated as 24-27, above.
30-31 Crown of the Horned King. A scintillating aura rings the caster’s brow, sparkling gray and silver. During the span of the next 24 hours, the caster has the ability to summon up to hounds to serve his will. If sent on the hunt, the hounds can track any being across the multiverse, finding their prey within rounds. The hounds remain 24 hours before vanishing back to the Thrice-Tenth Kingdom. Hound: Init ; Atk bite melee (dmg ); AC 15; HD ; hp 15 each; MV 45’; Act ; SV Fort , Ref , Will ; AL C. This ability is available only once in a caster’s lifetime. If this result is rolled again, the caster may choose the Spear of the Horned King (as above) if it is available; otherwise, the Horned King is unable to assist the caster.
32+ Mark of the Horned King. The caster places the mark of the Horned King upon a target within sight. On the next moonrise, the target receives a DC 25 Will save. On a failed save, the Horned King and his hounds appear and carry away the target. This ability is available only once in a caster’s lifetime. If this result is rolled again in the future, the caster may choose the Crown of the Horned King or Spear of the Horned King (as above) if either is available; otherwise, the Horned King is unable to assist the caster.
Patron Taint: the horned king
When patron taint is indicated for the Horned King, roll on the table below. When a wizard has acquired all six taints at all levels of effect, there is no need to continue rolling any more.
Roll Result
1 The caster is overtaken by the call of the hunt. If a foe retreats, the PC must make a DC 10 Will save. On a failed save, the caster gives chase for rounds. The second time this corruption is rolled, the Will save DC increases to 15.
2 The caster takes on the attributes of the Horned King’s minions. The first instance results in wide antlers, then a thick coat of fur, then a elongated muzzle, and finally fangs and claws.
3 Only the strong survive in the Thrice-Tenth Kingdom, and the caster cannot tolerate weakness among his pack. If, after a combat, a fellow character hovers at 1 hp or is unconscious, the caster is overcome by the powerful desire to finish off his ally (DC 10 Will save, or slay downed character).
4 Following a victorious battle, the caster must make offerings to his grim patron. The caster is driven to make an altar, totem, or marker of some sort, adorned with the grisly remains of the vanquished. This is unique to each servitor of the Horned King, and can vary from a simple head impaled upon a staff, to bloody offerings burnt atop a pyre. There is a slim chance (1% per caster level) that the Horned King is pleased by the offering, granting his servant a bonus to Luck. If the caster should fail to make an offering, there is a similar chance (1% per caster level) that the Horned King is displeased, withdrawing his patronage until the caster can make worthy amends.
5 The caster is driven to care for his entire adventuring party (now regarded as a pack). Any attack on a fellow PC, henchman, or hireling is treated as an attack on the caster. The caster employs whatever force needed to eliminate the threat.
6 The caster refuses to accept the authority of any party member who has not bested him in combat. The battle need not be to the death but the caster is driven to use every tool at his disposal in an effort to win. If the caster is defeated, he will follow the new pack leader to the very gates of Hades, but if the caster wins the bout, he assumes leadership of the pack.
Patron Spells: HORNED KING
The Horned King grants three unique spells, as follows. Only the first is described in this volume.
Level 1: Slaying Strike Level 2: Name of the Quarry Level 3:
Slaying strike
Level: 1 (Horned King) Range: Touch (one melee weapon)
General Invoking the malefic Wild Hunt, you dedicate a chosen weapon to the slaying of a specific creature, your quarry. You must have personal knowledge of the quarry but do not need a physical trace; mere knowledge is enough. If the chosen weapon is used against another target before striking the quarry, the enchantment is discharged, without effect. If the caster attacks his quarry and misses, the spell is not discharged. Unless noted otherwise, the indicated weapon can only be wielded by the caster. A caster may possess only one such weapon at a time.
Manifestation Roll : (1) an apparition of the Horned King appears before the caster, blessing the chosen weapon; (2) dozens of silent phantom black hounds rush past the caster, disappearing in pursuit of his quarry; (3) a mournful horn sounds in the distance; (4) a horned crown appears on the caster’s brow as he assumes a grim and ominous mien.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The caster’s next strike to the quarry inflicts an additional + caster level damage. If the caster fails to strike the target within 3 rounds or before the quarry is slain, the spell discharges on the caster, inflicting 1 point of damage.
14-17 The caster’s next strike to the quarry inflicts an additional + caster level damage, and the quarry’s actions suffer a penalty until the end of the next round. If the caster fails to strike the target with the enchanted weapon within 5 rounds or before the quarry is slain, the spell discharges on the caster, inflicting 1 point of damage.
18-19 The caster’s next strike to the quarry inflicts an additional + caster level damage, and the quarry is knocked prone. If the caster fails to strike the target with the enchanted weapon within the next hour or before the quarry is slain, the spell discharges on the caster, inflicting 1 point of damage.
20-23 The caster’s next strike to the quarry inflicts an additional + caster level damage, and the quarry loses its next action. If the caster fails to strike the target with the enchanted weapon within the next day, or if the quarry is slain, the spell discharges on the caster, inflicting 1 point of damage.
24-27 The caster’s strike to the quarry inflicts an additional + caster level damage. Additionally, the quarry loses its actions next round. If the caster fails to strike the target with the enchanted weapon in the next day or before the quarry is slain, the spell discharges on the caster, inflicting 1 points of damage.
28-29 The caster’s next strike to the quarry inflicts an additional + caster level damage. Additionally, the quarry is struck unconscious for rounds (divine, un-dead, and powerful extraplanar beings are immune to this effect). If the caster fails to strike the target with the enchanted weapon in the next week or before the quarry is slain, the spell discharges on the caster, inflicting points of damage.
30-31 The caster’s next strike to the quarry inflicts an additional + caster level damage. Additionally, the quarry falls into an unconscious stasis, and cannot be roused for years (divine, un-dead, and powerful extraplanar beings are immune to this effect). If the caster fails to strike the target with the enchanted weapon in the next year or if the quarry is slain, the spell discharges on the caster, inflicting points of damage and leaving the caster in an unconscious stasis from which he cannot be roused for weeks.
32+ The caster charges a melee weapon with the slaying strike. This weapon may be wielded by a character other than the caster. The weapon’s next strike to the quarry slays the target. If the weapon fails to strike the target in the next 100 years or before the quarry is slain, the spell discharges, slaying the caster and any character possessing the enchanted weapon.
Call of the Wild Hunt
Duration: Varies Casting time: 1 round Save: Varies
New Magic
The Horned Crown: A simple iron crown, adorned with tall, bone-white antlers, marking the wearer as the master of the Wild Hunt. Once per month the wearer of the crown must stalk and slay creatures equal in HD to his level. If this requirement is not fulfilled, the crown loses its powers until donned by another potential king.
The crown grants the wearer a terrifying mien and a bonus to his Personality score. If a PC wills it, the mere sight of his visage forces NPCs to attempt morale checks. The wearer can track creatures without fail and is granted 45’ movement.
Additionally, the crown permits the PC to cross into alternate prime material planes once per 12 hours. When crossing planes, the Horned King may be accompanied by up to 20 additional creatures.
Once per month, the wearer of the crown can summon and command black hounds. Summoned hounds follow their master for up to 24 hours or until dismissed.
Finally, the wearer of the Horned Crown is immortal unless slain in the Thrice-Tenth Kingdom. Otherwise, if reduced to 0 hp, the wearer vanishes, reappearing in the Thrice-Tenth Kingdom on the rise of the next full moon.
Spear of Hrotti: This broad-headed spear glows a faint, electric blue. Wielded against creatures of chaotic alignment, the spear grants a bonus to hit and damage and inflicts critical hits on a roll of 17 or better. Once, and only once, the spear can transform into a black thunderbolt, inflicting damage to all targets within a 20’ radius.
Shield of Saint Aethlstan: The Shield of Saint Aethlstan grants a bonus to both AC and Will saves. Additionally, the wielder is rendered immune to charm or similar enchantments. Once per owner, and only once per owner, the shield can intercede, preventing an attack. This power can be declared after the attack’s damage and any critical effects are resolved. Finally, this power can be used to prevent an attack on another within 5 feet. Either use of the power destroys the shield’s enchantment.
Throwing Axes of Narn: The legendary collection of throwing axes of the axmen of Narn, potentially numbering nine in all. The more axes brought together, the more powerful
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the collection grows. The axes grant unerring accuracy, permitting attacks on targets that might otherwise seem impossible. If a target’s AC is already lower than indicated by the collected axes, use the lower (worse) AC.
If three axes are held, targets are treated as AC 20 (or lower). The wielder may hurl two axes per round, inflicting + Str bonus per axe.
If five axes are held, targets are treated as AC 15 (or lower). The wielder may hurl three axes per round, inflicting + Str bonus per axe.
If all nine axes are held, targets are treated as AC 10 (or lower). The wielder may hurl three axes per round, inflicting + Str bonus per axe.
Note that thrown axes do not return and must be retrieved. Thus, as the axe-thrower hurls his missiles, he sees their powers diminished.
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Crash of the Sky People
By Terry Olson • Editor: Rev. Dak J. Ultimak • Cartographer: Steve Crompton • Artist: Chad Sergesketter • Playtesters: David Baity, Jen Brinkman, Mark Collins, John Cooper, William Ferry, Jeff Goad, Thom Hall, Kristi, Matt, Emily Mundy, Rich Mundy, Stephen Newton, Phil, Maxwell Spann, John Stolp, Big Troy Tucker
This is an adventure for 4-8 level 3 PCs. It is designed to be run within four hours, and introduces a bit of “science fantasy” into the judge’s setting. The adventure features robots, rubbery constructs, a gravity-ball court, and a sky joust that rewards the victor with their own metallic wings!
Background
The infamous winged sky-pirates from the planet Tahlmohl have crashed! Their ship was blasted in two by a defending craft, and the “bow” half has fallen near the PCs. The pilots died, but not before activating a distress beacon that extends a green column of light into the sky. Some of the ship’s robots and constructs survived the crash, and they wait to be rescued by those Tahlmohlians that will surely answer the beacon’s call. In the meantime, who knows what alien riches sit in the wreckage, waiting to be plundered?
Encounter Table
1 C Guardian robots (5 or more)
2 T Bridge door
3 C Guardian robots (5 or more)
4 C/P Ybmug Technicians (5 or more)
5A, 5B P Change gravity to acquire stun gun
5C C Gravity-ball robots (4)
6 C Sky Joust!
7 C/P Interrogator bot, combination vault
Introduction
A flaming ball appears in the sky and plummets downward with a high-pitched hum. The flames extinguish, revealing a coppercolored craft that tries, but fails, to level off before crashing into the ground. A mushroom cloud of dirt and debris rises into the air, split by a column of green light extending vertically skyward.
The ship is sufficiently cooled from reentry by the time the party arrives. There are two easily-accessible entrances, areas 1 and 3. If PCs manage to climb the ship’s curved side (DC 15 climb sheer surfaces about 20’), they find two large doors on the roof above area 6; these are practically impossible to open by mundane means. Although the ship’s outside is mangled, much of its interior was protected by internal force fields, and shows little evidence of external trauma.
Unless otherwise mentioned, the ship’s areas are artificially lit with glowing ceilings, and doors slide open when touched.