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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%,

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