23.03.2013 Views

H4 The Throne of Bloodstone.pdf - Free

H4 The Throne of Bloodstone.pdf - Free

H4 The Throne of Bloodstone.pdf - Free

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Arctigis will defend his lair to the<br />

best <strong>of</strong> his ability if he is here. If he<br />

has already been defeated by the PCs,<br />

the room will be abandoned.<br />

<strong>The</strong> platform atop the shaft is<br />

smooth and flat, except for a round<br />

hole, three feet in diameter, in the<br />

center. This hole radiates magic. It is<br />

pitch dark within it, although any<br />

attempts to shed light through it<br />

reveal the smooth walls <strong>of</strong> the shaft,<br />

extending straight down. <strong>The</strong> shaft is<br />

nearly as wide as the outer column—<br />

characters who take the time to measure<br />

will find that the walls <strong>of</strong> the<br />

shaft are only about one foot thick.<br />

This hole is the only way to the<br />

gate, far below the castle, that is the<br />

connection between Vaasa and the<br />

Abyss. It has a permanent featherfall<br />

spell cast upon it, such that anything<br />

passing through the hole will flutter<br />

slowly downward.<br />

<strong>The</strong> shaft plunges nearly half a<br />

mile, through the center <strong>of</strong> the castle,<br />

and into the depths <strong>of</strong> the earth. It<br />

terminates in the ceiling <strong>of</strong> a vast<br />

underground chamber—area 22. Its<br />

sides are smooth and featureless<br />

except at the bottom. Here, about 10<br />

feet above the bottom <strong>of</strong> the shaft,<br />

several metal rungs are anchored sturdily<br />

in the wall. Any character floating<br />

downward can grab one, if he<br />

decides to do so quickly. If not, he<br />

flutters through the end <strong>of</strong> the shaft.<br />

<strong>The</strong> lower end <strong>of</strong> the shaft is also<br />

enchanted with a permanenced spell.<br />

This one is a dispel magic, however,<br />

cast at the 30th level <strong>of</strong> ability. It will<br />

automatically dispel the featherfall<br />

spell. Characters will find the normal<br />

effects <strong>of</strong> gravity again apply, and will<br />

plunge the 200 feet to the bottom <strong>of</strong><br />

the cavern in a big hurry.<br />

<strong>The</strong> dispel magic has its usual<br />

chance <strong>of</strong> working on any spells cast<br />

by the PCs, as well. A safe procedure<br />

is for a character to lower himself<br />

through the end <strong>of</strong> the shaft with a<br />

rope tied to one <strong>of</strong> the rungs, and<br />

then to cast a fly, levitate, featherfall,<br />

or similar spell. It will negate the<br />

effects <strong>of</strong> potions, but not rings or<br />

other miscellaneous magical items.<br />

22. <strong>The</strong> Gate to Orcus<br />

This huge underground chamber<br />

contains the gate to the Abyss. It is<br />

guarded by minor demons, and represents<br />

the climax <strong>of</strong> the adventure at<br />

the Witch-King’s castle.<br />

A huge pool <strong>of</strong> lava casts flickering<br />

tongues <strong>of</strong> fire, illuminating the<br />

whole <strong>of</strong> the vast cavern in a hellish<br />

light. Long stalactites extend down<br />

from the ceiling, and their<br />

counterpoints—stalagmites—<br />

reach greedily up from the broken<br />

floor.<br />

A silvery pool <strong>of</strong> smooth liquid<br />

glows at the far end <strong>of</strong> the chamber.<br />

<strong>The</strong> center <strong>of</strong> the cavern is split<br />

cleanly by the huge and flaring<br />

pool <strong>of</strong> lava, although a fraillooking<br />

suspension bridge runs<br />

across the pool.<br />

A number <strong>of</strong> grotesque creatures<br />

are moving slowly about the silvery<br />

pool in a ritual dance. All <strong>of</strong> them<br />

are gaunt and skeletal, and several<br />

have huge, batlike wings.<br />

<strong>The</strong> silvery pool at the far end <strong>of</strong><br />

the chamber is the gate to the<br />

Abyss—it is a pool <strong>of</strong> mercury that<br />

radiates potent magic if anyone bothers<br />

to detect. Any character jumping<br />

into it will emerge at area 1.<br />

However, getting there can be a bit<br />

<strong>of</strong> challenge. <strong>The</strong> demons on guard<br />

here are mostly gathered at the gate,<br />

but several remain near the mouth <strong>of</strong><br />

the shaft that descends from the cas-<br />

tle. <strong>The</strong>se babau demons cling to sta-<br />

lactites on the ceiling, keeping careful<br />

watch. If any intruders emerge, or<br />

make any sound near the bottom <strong>of</strong><br />

the shaft, one babau will teleport<br />

29<br />

immediately to the group at the gate<br />

to warn them, while the other two,<br />

using their fly ability, will attack any<br />

characters emerging from the shaft.<br />

Two rounds after the alarm is<br />

sounded, all <strong>of</strong> the demons will teleport<br />

to the party. <strong>The</strong> babau will actually<br />

teleport into the middle <strong>of</strong> the<br />

group <strong>of</strong> PCs, attacking in melee with<br />

their halberds +2. while the nabassu<br />

stand back, using their vampiric<br />

attack power first, and then trying to<br />

cast silence upon an object carried by<br />

a spellcaster among the PCs.<br />

To insure a challenge for all levels<br />

<strong>of</strong> PCs in this encounter, double, triple,<br />

or quadruple the number <strong>of</strong> each<br />

type <strong>of</strong> demon just as you would for<br />

the damage done by a trap, if the<br />

average level <strong>of</strong> the PCs is above 25.<br />

6 Babau (Minor Demons): AC -3;<br />

MV 15”; HD 7+14; 55 hit points<br />

each; #AT 1; Dmg 1d1O+9; MR<br />

50%; AL CE; Size M (7’ tall); XP Value<br />

2,600 each; Specials: Suffer 1/2<br />

damage from cutting and stabbing<br />

attacks, darkness 5’ radius, levitate,<br />

fly, dispel magic (as 12th-level magicuser),<br />

polymorph self, heat metal, ray<br />

<strong>of</strong> enfeeblement gaze (20’ range),<br />

gate in another babau (25% chance),<br />

all thief abilities at 10th level<br />

2 Nabassu (Major Demons): AC -<br />

5; MV 15”; HD 5+20; 60 hit points<br />

each; #AT 3; Dmg 2d4/2d4/3d4; MR<br />

50%; AL CE; Size M (7’ tall); XP Value<br />

4,000; Specials: iron or +1 or better<br />

weapons needed to hit, darkness<br />

5’ radius, death stealing, energy<br />

drain, etherealness (twice/day), paralyzation<br />

10’ radius (once/day), regenerate<br />

up to 20 hp per day, silence 10’<br />

radius, vampiric attack 20’ range<br />

(once/day), thief abilities: move<br />

silently, hide in shadows, backstab<br />

(All at 10th level)

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!