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H4 The Throne of Bloodstone.pdf - Free

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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

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