H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
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drain; AL LE; Size M; XP 720<br />
6 1d6 Spectres: AC 2; MV 15”/<br />
30”; HD 7+3; hp 34 each;<br />
#AT 1; Dmg 1d8 + 2 level<br />
energy drain; MR immune to<br />
sleep, charm, cold, hold, poison,<br />
and paralysis; AL LE;<br />
Size M; XP 2,000 each<br />
7 1 Groaning Spirit (Banshee):<br />
AC 0; MV 15”; HD 7; hp 29;<br />
#AT 1; Dmg 1d8; SA Wail<br />
causes death within 3”; MR<br />
50%, + immune to sleep,<br />
charm, hold, cold, and electricity;<br />
AL CE; Size M; XP<br />
2,750 each<br />
8 2d10 Manes: AC 7; MV 3”;<br />
HD 1; hp 5 each; #AT 3;<br />
Dmg 1d2/1d2/1d4; AL CE;<br />
Size S; XP 25 each<br />
Any <strong>of</strong> these groups <strong>of</strong> monsters<br />
automatically attacks the PCs on<br />
sight. <strong>The</strong> undead fight to the last<br />
creature, unless forced away by a cleric’s<br />
turning ability. In this case, they<br />
flee to the castle and, if they make it,<br />
inform the Witch-King about the<br />
intruders.<br />
<strong>The</strong> demons fight until at least half<br />
<strong>of</strong> their number have been slain or<br />
otherwise removed from the fight. As<br />
soon as this occurs, the remaining<br />
demons head for the castle by the<br />
most expeditious means (flight, teleportation,<br />
or simply ho<strong>of</strong>ing it) available.<br />
Once there, the castle guards are<br />
alerted, and Arctigis, the white<br />
dragon, is sent to search for the<br />
intruders. In addition, the number <strong>of</strong><br />
random encounter checks around the<br />
castle will increase to one check every<br />
three turns.<br />
Encounter With Arctigis<br />
Arctigis is a medium adult white<br />
dragon. He is described fully in the<br />
following NPC Capsule. This<br />
encounter occurs only if the PCs are<br />
sighted outside <strong>of</strong> the castle by the<br />
All-Seeing Eye, or by undead or<br />
demons who escape an encounter<br />
with the characters and return to the<br />
castle to sound the alarm.<br />
It will take 2d6 rounds for Arctigis<br />
to be protected by the Witch-King,<br />
and then the white dragon will fly.<br />
<strong>The</strong> lich protects the dragon by casting<br />
a globe <strong>of</strong> invulnerability upon<br />
him immediately before Arctigis<br />
flies. <strong>The</strong> spell lasts for 30 rounds.<br />
<strong>The</strong> white dragon will fly at an altitude<br />
<strong>of</strong> 500 feet above the ground as<br />
he races at full speed (30”—300 yards<br />
per minute) to the spot where the PCs<br />
were seen. He can see into all <strong>of</strong> the<br />
ravines within a quarter mile <strong>of</strong> his<br />
flight path. When he reaches the<br />
area, he begins to circle outward in an<br />
expanding spiral until he discovers<br />
the intruders, or his path returns him<br />
to the castle.<br />
When Arctigis reaches the spot<br />
where the PCs were seen, he casts his<br />
shield spell, which lasts for 20 rounds.<br />
This path <strong>of</strong> flight keeps him at the<br />
lower fringes <strong>of</strong> the cloud cover. In<br />
the shadowy overcast, he is very difficult<br />
to see. Of course, any players specifically<br />
stating that their characters<br />
are keeping an eye on the sky will see<br />
him-if no one keeps such a watch,<br />
you can allow the PCs to make Intelligence<br />
Checks—with a -10 modifier<br />
to Intelligence scores—in order to<br />
determine if they happen to look up<br />
and see Arctigis.<br />
If he sees the PCs, he will attack<br />
boldly, even going so far as to bellow a<br />
cry <strong>of</strong> challenge before he dives upon<br />
them.<br />
Any characters striving to observe<br />
the dragon carefully will notice the<br />
band <strong>of</strong> gold upon the claw <strong>of</strong> his<br />
right forepaw. However, characters<br />
taking action—fleeing, preparing to<br />
cast a spell, or using a weapon—will<br />
not be able to look carefully.<br />
Arctigis will enter the encounter<br />
with his ring <strong>of</strong> spell turning protect-<br />
15<br />
ing him, and perhaps the globe <strong>of</strong><br />
invulnerability and the shield spell.<br />
He will fly past the PCs, using his<br />
breath weapon to strike the maximum<br />
number <strong>of</strong> characters possible,<br />
until it is expended. He will engage<br />
any characters who take to the air in<br />
melee. He will only land and fight the<br />
party if many <strong>of</strong> the PCs have been<br />
immobilized or badly wounded.<br />
NPC Capsule<br />
Arctigis<br />
Huge, Ancient White Dragon<br />
AC: 3<br />
MV: 12"/30"<br />
Hit Dice: 7 (56 hp)<br />
# AT: 3<br />
Dmg: 1d4/1d4/2d8<br />
Special Attack: Frost breath weapon<br />
Alignment: Chaotic Evil<br />
Size: L (24’ long)<br />
SPELLS:<br />
Level 1: Magic Missile (two missiles),<br />
Shield, Read Magic, Enlarge<br />
Special Equipment:<br />
Ring <strong>of</strong> spell turning<br />
Scroll containing the following<br />
spells: invisibility, detect invisible,<br />
detect magic, and haste<br />
Arctigis has been a faithful servitor<br />
<strong>of</strong> Zhengyi since the time, centuries<br />
earlier, when the lich was actually a<br />
living being. Zhengyi, then a wizard,<br />
subdued the white dragon when Arctigis<br />
was a sub-adult.<br />
Arctigis is a cruel and vicious tormentor<br />
<strong>of</strong> the weak and helpless. He<br />
enjoys nothing so much as allowing a<br />
doomed captive to feel as if he has a<br />
chance to escape, only to meet a slow<br />
and lingering death at the claws <strong>of</strong> the<br />
dragon who snatches that hope away