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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

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