H4 The Throne of Bloodstone.pdf - Free
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CHAPTER 3: REALM OF THE UNDEAD<br />
<strong>The</strong> Realm <strong>of</strong> Orcus<br />
<strong>The</strong> home layer <strong>of</strong> Orcus is the<br />
333d layer <strong>of</strong> the Abyss, and that is<br />
where the conduit from encounter<br />
area 26 in Chapter Two leads.<br />
<strong>The</strong> Palace <strong>of</strong> Orcus lies in a deep<br />
valley surrounded by immense<br />
mountains honeycombed with narrow<br />
passages. Smaller valleys in the<br />
mountains contain cities <strong>of</strong> undead<br />
and a variety <strong>of</strong> other encounters,<br />
described in this chapter. <strong>The</strong> palace<br />
itself and its surroundings are<br />
described in Chapter Four. See the<br />
map on pages 48 and 49 for a description<br />
<strong>of</strong> this area.<br />
<strong>The</strong> passageways that weave and<br />
twist through the mountains are cut<br />
deeply into the rock. <strong>The</strong>y are made<br />
<strong>of</strong> solid stone, well worn and quite<br />
slippery. <strong>The</strong> walls on either side are<br />
climbable by a thief at normal<br />
chances, and extend upward approximately<br />
100 feet. <strong>The</strong> contour lines<br />
shown on Map 10 describe the tops <strong>of</strong><br />
the walls, not the pathways or valley<br />
encounter areas, which are considered<br />
to be at 1,000 feet. (<strong>The</strong> River <strong>of</strong><br />
Acid, demon cities, and the Palace <strong>of</strong><br />
Orcus itself are all at 0 altitude.) As is<br />
clear from inspection <strong>of</strong> the contour<br />
lines, most sections <strong>of</strong> the path are<br />
steeply canted either up or down,<br />
which affects both combat and movement.<br />
Although only a small section <strong>of</strong><br />
this layer <strong>of</strong> the Abyss is shown here,<br />
note that this mountain completely<br />
surrounds the Palace <strong>of</strong> Orcus, and<br />
extends <strong>of</strong>f the map edges for several<br />
miles. Most <strong>of</strong> this layer <strong>of</strong> the Abyss<br />
consists <strong>of</strong> this labyrinthine mountain,<br />
but it is not known by Prime<br />
Material plane scholars what other<br />
terrain types might occupy this realm.<br />
Characters who try to fly rather<br />
than walk encounter hordes <strong>of</strong><br />
chasme, and also have a cumulative<br />
10% chance per turn <strong>of</strong> having Pazu-<br />
zu appear. In this layer, Pazuzu is<br />
being paid by Orcus to battle any<br />
creatures he finds in the sky, and he<br />
does so, using his powers to gate in as<br />
many opponents as possible. Pazuzu<br />
is highly intelligent and prefers to flee<br />
and summon more help if the PCs<br />
seem to be winning. See the previous<br />
chapter for statistics on Pazuzu.<br />
Since Orcus is Prince <strong>of</strong> Undead, all<br />
types <strong>of</strong> undead creatures as well as<br />
most types <strong>of</strong> demons inhabit this<br />
plane. It is known that a large population<br />
<strong>of</strong> skeletal monsters, various sorts<br />
<strong>of</strong> zombies, huecuvae, shadows,<br />
sheet phantoms, vampires, and death<br />
knights are found here, as well as other<br />
creatures. For each turn spent in<br />
this layer, there is a chance equal to<br />
the average party level (but not<br />
greater than 75%) <strong>of</strong> a random<br />
encounter using the following table:<br />
Random Encounters in the Realm <strong>of</strong><br />
Orcus (roll 1d8 + 1d12)<br />
Roll Encounter<br />
2 Nabassu (1): AC -5, MV<br />
15”/15” (MC:C), HD 5+20,<br />
#AT 3, Dmg 2d4/2d4/3d4,<br />
SA spell-like abilities, thief<br />
abilities, SD harmed only by<br />
iron or +1 or better weapons,<br />
MR 50%, AL CE, Size M<br />
(MM2, pg. 41)<br />
3 Demilich (1, encountered as<br />
a skull and a few bones in the<br />
middle <strong>of</strong> the path): AC -6<br />
and special, MV special, hp<br />
50 and special, #AT special,<br />
SA/SD numerous, MR vulnerable<br />
only to specific spells,<br />
AL N(E), Size M (MM2, pg.<br />
33)<br />
4 Shadow Demons (2d6): AC<br />
varies, MV 12”/18”, HD<br />
7+3, #AT 3, Dmg 1d8/1d6/<br />
1d6, SA leap attack, SD<br />
undetectable 90% <strong>of</strong> time,<br />
MR immune to fire, cold,<br />
46<br />
5<br />
6<br />
7<br />
8<br />
9<br />
10<br />
11<br />
and lightning, AL CE, Size M<br />
(FF, pg. 78)<br />
Sons <strong>of</strong> Kyuss (2d6): AC 10,<br />
MV 9”, HD 4, #AT 1, Dmg<br />
1d8, SA fear 30’ radius, successful<br />
hit has 25% chance <strong>of</strong><br />
giving advanced leprosy,<br />
worms from eyes attack nearby<br />
characters & burrow into<br />
brain in 1d4 rounds to turn<br />
victims into Sons <strong>of</strong> Kyuss,<br />
SD regeneration 2 hp/r, AL<br />
CE, Size M (FF, pg. 83)<br />
Spectres (2d6): AC 2, MV<br />
15”/30”, HD 7+3, #AT 1,<br />
Dmg 1d8, SA energy drain,<br />
SD +1 or better weapon to<br />
hit, MR sleep, charm, hold or<br />
cold - based spells, AL LE, Size<br />
M (MM pg. 89)<br />
Ghouls (4d12): AC 6, MV<br />
9”, HD 2, #AT 3, Dmg 1d3/<br />
1d3/1d6, SA paralyzation,<br />
MR immune to sleep, charm,<br />
AL CE, Size M (MM, pg. 43)<br />
Babau (2d6): AC -3, MV<br />
15”, HD 7+14, #AT 1 bastard<br />
sword +2, Dmg 2d4<br />
+9, SA spell-like abilities,<br />
SD cutting and stabbing<br />
effects do only half damage<br />
but cold iron weapons do<br />
+2, MR 50%, AL CE, Size M<br />
(MM2, pg. 36)<br />
Chasme (2d6): 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 />
buzzing causes sleep, MR<br />
40%, AL CE, Size M (MM2,<br />
Pg. 38)<br />
Dretch (5d10): AC 2, MV 9”,<br />
HD 4, #AT 3, Dmg 1d4/<br />
1d4/1d4+1, SA/SD spelllike<br />
abilities, MR 30%, AL<br />
CE, Size S (MM2, pg. 38)<br />
Rutterkins (5d6): AC 1, MV<br />
12”, HD 5+1, #AT 2, Dmg<br />
1d6+1/1d6+1, SA/SD<br />
spell-like abilities, MR 40%,