H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
ty <strong>of</strong> humans appeared in the conduit,<br />
and watched them fight their<br />
way through the demon guards. And<br />
then he watched how they dealt with<br />
the Lake <strong>of</strong> Fire. Now he knows just<br />
how to use these humans for his own<br />
interests. . . .<br />
As soon as the party completes<br />
encounter 2, Dimwold approaches<br />
them, a funny little character in plaid<br />
suit and derby.<br />
Determine Dimwold’s motives by<br />
the following method: Give the party<br />
3 points if they defeated the demon<br />
guards in area 1 easily, 2 points if they<br />
fought hard, 1 point if they took casualties,<br />
and 0 points if they lost or fled.<br />
Also give the party 3 points if they<br />
saw through the illusion in area 2, 2<br />
points if they fell for the illusion but<br />
didn’t attack, 1 point if they<br />
attacked, and 0 points if they lost.<br />
Roll 1d6 and add it to the total.<br />
On a total <strong>of</strong> 1-4, Dimwold decides<br />
that he can get back in Orcus’s good<br />
graces by turning these idiots over to<br />
the demons. On a total <strong>of</strong> 5-8, he<br />
decides that the liches in area 6 could<br />
use these humans to further their own<br />
plot. On a 9-12, Dimwold decides<br />
that these humans can win against<br />
Orcus, and wants to help them in<br />
hopes <strong>of</strong> punishing his enemies and<br />
maybe gaining power <strong>of</strong> his own.<br />
Dimwold can’t be trusted, but at<br />
least he always acts in his own selfinterest,<br />
which makes him predictable.<br />
He is very knowledgeable about<br />
the mountains around the palace,<br />
and has a 50% chance <strong>of</strong> knowing<br />
about dangers in the palace itself.<br />
4. Valley <strong>of</strong> the Crypt Things<br />
This narrow valley is lined with<br />
ornate thrones carved from solid<br />
rock. On each throne sits a pale,<br />
solitary skeletal being wearing a<br />
brown, hooded robe.<br />
<strong>The</strong>se are crypt things. <strong>The</strong>re are 24<br />
<strong>of</strong> them. <strong>The</strong>y sit silently, like statues.<br />
When the characters reach the center<br />
<strong>of</strong> the valley, all 24 creatures rise and<br />
point bony hands at the party.<br />
24 Crypt Things: AC 3, MV 12”,<br />
HD 6, hp 48 ea., #AT 1, Dmg 1d8,<br />
SA teleport victims randomly (80%)<br />
or paralyze and turn them invisible<br />
(20 %), SD +1 or better weapon to<br />
hit, cannot be turned by clerics, AL<br />
N, Size M (FF pg. 21)<br />
Under the thrones <strong>of</strong> the crypt things<br />
can be found treasure <strong>of</strong> 21,000 gp,<br />
1,400 pp, and 20 gems worth 11,000<br />
gp, plus the following magical items:<br />
elixir <strong>of</strong> madness, philter <strong>of</strong> glibness,<br />
scroll <strong>of</strong> protection from acid, ring <strong>of</strong><br />
blinking, ring <strong>of</strong> mind shielding, rod<br />
<strong>of</strong> security (10 charges), wand <strong>of</strong> force<br />
(30 charges), quiver <strong>of</strong> Ehlonna,<br />
shadow lanthorn, and a stone horse<br />
(destrier). (DM Note: <strong>The</strong>se magical<br />
items are all from Unearthed Arcana)<br />
5. Death Stealer<br />
This narrow valley is lined with<br />
caverns.<br />
This is the lair <strong>of</strong> 50 immature<br />
nabassu (death stealer) demons, not<br />
yet ready to enter the Prime plane.<br />
50 Young Nabassu: AC 4, MV<br />
15”/15” (MC: C), HD 5, hp 35 ea.,<br />
#AT 3, Dmg 2d4/2d4/3d4, SA/SD<br />
see below, MR 15 %, AL CE, Size M<br />
(MM2, pg. 40)<br />
Nabassu are born in the Abyssal<br />
planes, but must sojourn in the Prime<br />
Material until they drain the life from<br />
18 humans, creating evil undead in<br />
the process. This gives them additional<br />
hit points and Armor Class benefits<br />
until they reach full maturity and can<br />
52<br />
return to the Abyss to establish<br />
domains for themselves.<br />
In addition to claw/bite attacks,<br />
nabassu can cause shadows (20’ radius),<br />
shed darkness (5’ radius), and use<br />
their death stealing gaze, all once per<br />
round. Death stealing requires the<br />
victim to make a successful saving<br />
throw vs. spell or become a ghast or<br />
ghoul controlled by the nabassu. If a<br />
nabassu turns someone into a ghast or<br />
ghoul, it gets an automatic bonus <strong>of</strong> 2<br />
hp and ½ AC improvement, plus a<br />
free death gaze attack on another victim<br />
(save vs. spell or become a<br />
shadow). Nabassu also have thief<br />
abilities to move silently, hide in<br />
shadows, hear noise, and backstab as<br />
1st-level thieves. <strong>The</strong>y can be harmed<br />
by iron or +1 or better weapons.<br />
<strong>The</strong>y have gathered a treasure <strong>of</strong><br />
75,000 gp, gems and jewelry worth<br />
117,000 gp, and the following magical<br />
items: potions <strong>of</strong> growth, human<br />
control, and poison, rings <strong>of</strong> contrariness,<br />
air elemental command, and<br />
weakness, bag <strong>of</strong> devouring, cloak <strong>of</strong><br />
poisonousness, crystal hypnosis ball<br />
(tuned to Orcus), and a deck <strong>of</strong> many<br />
things.<br />
6. City <strong>of</strong> the Liches<br />
At the end <strong>of</strong> this path is a great<br />
stone wall with a gate <strong>of</strong> iron. <strong>The</strong><br />
ro<strong>of</strong>tops <strong>of</strong> a city can be seen over<br />
the wall, but no sound is heard.<br />
This is a city entirely inhabited by<br />
liches. If Dimwold has decided to<br />
turn the party over to the liches, he<br />
encourages them to pound on the<br />
gate (“I got friends in there, yeah,<br />
they’ll help you out for sure!”). If he<br />
is helping the party, he tells them not<br />
to go inside. If the party tries to open<br />
the gate or tries to contact the inhabitants<br />
<strong>of</strong> the city, the gate slowly<br />
creaks open, revealing a silent, dead<br />
city, magnificent in architecture but