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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.

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