H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
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guard patrol <strong>of</strong> 100 Type III demons<br />
commanded by a Type V demon,<br />
weapons at ready, demands that the<br />
characters sheath their weapons and<br />
come with the patrol. If the characters<br />
battle the demons, a new squad <strong>of</strong><br />
100 demons enters the room every<br />
two rounds until the characters<br />
escape, die, or parley. (Use BATTLE-<br />
SYSTEM rules to resolve this battle,<br />
should it occur.) If the characters parley,<br />
the commanding Type V demon<br />
<strong>of</strong>fers to escort them to the nearby<br />
throne room <strong>of</strong> Graz’zt himself.<br />
Type III Demons (100): AC -4,<br />
MV 9”) HD 10, hp 50 ea., #AT 5,<br />
Dmg 2d6/2d6/1d3/1d3/1d4+1,<br />
SA/SD spell-like abilities, MR 60%,<br />
AL CE, Size L (MM, pg. 18)<br />
If the characters are escorted to the<br />
throne room (area “B”), Graz’zt, the<br />
most handsome <strong>of</strong> demon rulers, and<br />
his court <strong>of</strong> beautiful lamia, succubi,<br />
and demonesses await.<br />
After being captured by a sorcerer<br />
from the Prime Material plane at a<br />
crucial moment in a battle against the<br />
troglodytes, harpies, and bar-lgura,<br />
he escaped at the cost <strong>of</strong> being confined<br />
to his own layer for a century.<br />
Graz’zt: AC -9, MV 12”, hp 372,<br />
#AT 2, Dmg 2d6 +6, SA spell-like<br />
abilities, SD +2 or better weapon to<br />
hit, MR 100%, AL CE, Size L (MM2,<br />
Pg. 39)<br />
3 Lamia: AC 3, MV 24”, HD 9, hp<br />
65 ea., #AT 1, Dmg 1d4, SA spelllike<br />
abilities, Wisdom drain, SD Nil,<br />
AL CE, Size M (MM, pg. 59)<br />
3 Succubi: AC 0, MV 12”/18”,<br />
HD 6, hp 40 ea., #AT 2, Dmg 1d3/<br />
1d3, SA energy drain, SD +1 or better<br />
weapon to hit, MR 70%) AL CE,<br />
Size M (MM, pg. 18)<br />
3 Type V Demons: AC -7, MV<br />
12”, #AT 7, Dmg 2d4 (x6), SA spelllike<br />
abilities, SD +1 or better weapon<br />
to hit, MR 80%, AL CE, Size L<br />
(MM pg. 19)<br />
3 Female Type VI Demons: AC -<br />
2, MV 6”/15”, HD 8+8, hp 50 ea.,<br />
#AT 1, Dmg 1d12+1, SA whip &<br />
flame for 4d6, SD +1 or better weapon<br />
to hit, MR 75%) AL CE, Size L<br />
(MM pg. 19)<br />
If the PCs explain their crusade<br />
against Orcus, Graz’zt <strong>of</strong>fers to assign<br />
them several Type VI demons as soldiers,<br />
and to send his army into the<br />
layer <strong>of</strong> Orcus when the PCs have successfully<br />
captured the wand. If the<br />
PCs agree to this deal, their alignment<br />
moves one step closer to chaotic<br />
evil. Graz’zt keeps his deal if the PCs<br />
accept, and gives them a magical<br />
whistle that will summon an army <strong>of</strong><br />
10,000 Type III demons to fight<br />
Orcus when the PCs are ready. Of<br />
course, when the PCs escape the layer<br />
<strong>of</strong> Orcus with the wand, Graz’zt<br />
attacks them to steal it.<br />
19. Realm <strong>of</strong> Fraz-Urb’luu<br />
This layer appears to be a totally<br />
flat and featureless plane that<br />
stretches to infinity.<br />
This is the layer <strong>of</strong> Fraz-Urb’luu,<br />
the Demon Prince <strong>of</strong> Deception. This<br />
layer is totally alive to the wishes <strong>of</strong><br />
the demon, and shapes itself however<br />
its ruler desires. <strong>The</strong> land also radiates<br />
a powerful anti-magic. After six turns<br />
in this layer, there is a 90% chance for<br />
each magical item other than an artifact<br />
or relic to lose its dweomer and<br />
become powerless. Charged items<br />
may be recharged on leaving the layer;<br />
other items are now normal and do<br />
not regenerate.<br />
42<br />
<strong>The</strong>re is a 10% chance per turn that<br />
Fraz-Urb’luu becomes aware <strong>of</strong> the<br />
trespassers in his domain and teleports<br />
in to attack, using his special<br />
deception ability to gate in another<br />
demon prince or princess to attack the<br />
party. <strong>The</strong> terrain alters as necessary to<br />
hinder the party and help Fraz-<br />
Urb’luu.<br />
Fraz-Urb’luu: AC -2, MV 12”/<br />
18” (MC:D), hp 466, #AT 3 and 1,<br />
Dmg 13d6 (x2)/3d6 or 1d12, SA<br />
spell-like abilities, SD resistances,<br />
MR 100%, AL CE, Size L (MM2, pg.<br />
39)<br />
20. Glacier <strong>of</strong> Kostchtchie<br />
<strong>The</strong> arctic winds howl as you exit<br />
the conduit, and the glare <strong>of</strong> the<br />
bleak sun on the orange ice is<br />
blinding. <strong>The</strong> glacier seems to<br />
stretch to infinity.<br />
This glacial layer is the home <strong>of</strong> the<br />
demon Kostchtchie. As in area 4, this<br />
plane is so cold that unprotected creatures<br />
suffer an automatic 1d6 points<br />
<strong>of</strong> damage per round, and no firebased<br />
spells work.<br />
<strong>The</strong>re is a 10% chance per turn,<br />
cumulative, that Kostchtchie senses<br />
the intruders and appears, riding his<br />
giant white dragon mount and<br />
accompanied by a pair <strong>of</strong> leucrotta.<br />
Kostchtchie wields a hammer +5 <strong>of</strong><br />
giant size (18/00 Strength to carry,<br />
opponents hit by it must save vs.<br />
paralysis or be stunned for two<br />
rounds).<br />
In addition, there is a random<br />
encounter chance equal to the average<br />
party level (but no greater than<br />
75%) <strong>of</strong> appearances by ice demons,<br />
ice devils, ice para-elementals, ice<br />
trolls, remorhaz, night hags, or frost<br />
giants.