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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1,001 Closets. Like all the layers <strong>of</strong><br />
the Abyss, it is infinite in size. A<br />
small part <strong>of</strong> the layer is shown on the<br />
map. If the adventurers want to<br />
explore further, the landscape is identical:<br />
the winding course <strong>of</strong> the river,<br />
the strange holes in the ground, and<br />
at random intervals, the iron fortresses.<br />
<strong>The</strong> river is the Styx. <strong>The</strong> holes in<br />
the ground are conduits to other layers<br />
<strong>of</strong> the Abyss. <strong>The</strong> PCs will have to<br />
discover by trial and error (or appropriate<br />
magical spells or items) which<br />
conduit leads to the plane <strong>of</strong> Orcus.<br />
<strong>The</strong> iron fortresses usually house the<br />
material bodies <strong>of</strong> higher-level<br />
demons and demon lords when they<br />
are traveling astrally. <strong>The</strong>se places are<br />
usually guarded by the demon’s servants<br />
who fight to the death to protect<br />
their charge.<br />
<strong>The</strong>re is a chance per turn equal to<br />
the party’s average character level<br />
(but never greater than 75%) <strong>of</strong> a random<br />
encounter according to the following<br />
table (roll 1d6):<br />
Random Encounters in Pazunia<br />
D6 RollEncounter<br />
1 1d6 Type III Demons, AC<br />
-4, MV 9”, HD 10, #AT 5,<br />
Dmg 2d6/2d6/1d3/1d3/<br />
1d4+1, SA/SD spell-like<br />
abilities, MR 60%, AL CE,<br />
Size L (MM, pg. 18)<br />
2 1d6 Type IV Demons,<br />
AC -1, MV 9”/12”, HD 11,<br />
#AT 3, Dmg 1d4/1d4/2d4,<br />
SA/SD bonus <strong>of</strong> +2 to hit,<br />
need +1 or better weapon to<br />
hit, plus spell-like abilities,<br />
MR 65%. AL CE, Size L<br />
(MM, pg. 19)<br />
3 1d6, Type V Demons, AC<br />
-7, MV 12”, HD 7+7, #AT<br />
7, Dmg 2d4 x6; SA/SD spelllike<br />
abilities, +1 or better<br />
weapon to hit, MR 80%) AL<br />
CE, Size L (MM, pg. 19)<br />
4 1-2 Nabassu, AC -5, MV<br />
15”/15”, HD 5+20, #AT 3,<br />
Dmg 2d4/2d4/3d4, SA/SD<br />
spell-like abilities, MR 50%,<br />
AL CE, Size M, Level VIII/<br />
3,300 + 12/hp (MM2, pg.<br />
40)<br />
5 1d6 Chasme, AC -1, MV<br />
6”/21” (MC: D), HD 7+2,<br />
#AT 3, Dmg 2d4/2d4/1d4,<br />
SA/SD spell-like abilities,<br />
MR 40%, AL CE, Size M,<br />
Level VIII/ 1275 +10/hp<br />
(MM2, pg. 38)<br />
6 1 Demon Lord (entering or<br />
leaving iron fortress), choose<br />
from Fraz-Urb’luu, Lolth,<br />
Pazuzu, or Kostchtchie (roll<br />
1d4)<br />
If the characters attempt to fly by<br />
any means, magical or not, there is a<br />
10% chance per turn (noncumulative)<br />
that they encounter<br />
Pazuzu, Prince <strong>of</strong> the Lower Aerial<br />
Kingdoms.<br />
Pazuzu (Demon Prince), AC -9,<br />
MV 12”/36”//24” (MC: A), 155 hp,<br />
#AT 1, Dmg 1d8+8 (long sword &<br />
strength bonus), SA spell-like abilities,<br />
SD +2 or better weapon to hit,<br />
MR 90%, AL CE, Size M, Level/XP<br />
Value X/65,000 (MM2, pg. 41)<br />
Pazuzu’s especial joy is to turn lawful<br />
good clerics and paladins from their<br />
alignment to his service by <strong>of</strong>fering<br />
them the ability to call upon him for<br />
aid at any time. He is willing to provide<br />
information, direct assistance, the use<br />
<strong>of</strong> his personal staff, or anything else<br />
the PC may desire. If the cleric or paladin<br />
calls on the aid <strong>of</strong> Pazuzu, Pazuzu<br />
will in turn ask or demand a service in<br />
return, ostensibly very innocent in nature,<br />
but actually serving the cause <strong>of</strong><br />
chaos. For example, Pazuzu might ask<br />
the party to provide him with a com-<br />
32<br />
mune spell, but he will use it to further<br />
his own plots. Compliance with any<br />
request or demand <strong>of</strong> Pazuzu automatically<br />
changes the alignment <strong>of</strong> the<br />
character one step in the direction <strong>of</strong><br />
chaotic evil, with immediate application<br />
<strong>of</strong> all character class changes.<br />
Proper sacrifices, an atonement spell,<br />
etc., may return the PC to his original<br />
alignment.<br />
If attacked, Pazuzu prefers to summon<br />
his bodyguard <strong>of</strong> six Type VI<br />
demons, gate in 1d4 succubi (75%<br />
probability <strong>of</strong> success) to tempt the<br />
characters, plus use his spell-like or<br />
psionic powers. If defeated or outwitted<br />
by the characters, he is unlikely to<br />
bear a grudge.<br />
2. <strong>The</strong> Banks <strong>of</strong> the Styx<br />
You are standing on the bank <strong>of</strong> a<br />
deep, swift, unfordable river.<br />
This is the river Styx, which flows<br />
through the top layers <strong>of</strong> each <strong>of</strong> the<br />
seven lower planes, plus various<br />
deeper levels <strong>of</strong> the Abyss. Any character<br />
who touches, drinks, or is<br />
immersed in the river must make a<br />
successful saving throw vs. spell or<br />
instantly forget his entire past life,<br />
including all spells. If the saving<br />
throw is successful, the river affects<br />
the character as a forget spell cast by a<br />
15th-level wizard (no further saving<br />
throw is allowed). A character swept<br />
away in the flood has normal chances<br />
<strong>of</strong> drowning, plus a 50% chance <strong>of</strong><br />
being dragged into another plane or<br />
layer <strong>of</strong> the Abyss (determine at random)<br />
before reaching the shore. A<br />
small craft stands a 20% chance <strong>of</strong><br />
capsizing, and a large one 10%.<br />
Characters using water walk or fly to<br />
cross the river have a 40% chance <strong>of</strong><br />
attracting 5d6 hydrodaemons, who<br />
attack immediately.