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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.

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