H4 The Throne of Bloodstone.pdf - Free
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deathly cold.<br />
<strong>The</strong> city is inhabited by 100 liches,<br />
12 demiliches, and 12 death knights.<br />
Lich: AC 0, MV 6”, HD 11+, #AT<br />
1, Dmg 1d10, SA spells as magicuser/cleric<br />
<strong>of</strong> 18th-level each, touch<br />
paralyzes opponents who fail saving<br />
throws, SD various spell immunities,<br />
+1 or better weapon to hit, AL N(E),<br />
Size M (MM, pg. 61)<br />
Demilich: AC -6 and special, MV<br />
special, hp 50 and special, #AT special,<br />
SA/SD numerous, MR vulnerable<br />
only to specific spells, AL N(E),<br />
Size M (MM2, pg. 33)<br />
Death Knight: AC 0, MV 12”, HD<br />
9d10, #AT 1 unholy sword +5, Dmg<br />
1d8+8, SA spell-like abilities, rides<br />
nightmare, SD cannot be turned, MR<br />
75% plus chance <strong>of</strong> spell turning, AL<br />
CE, Size M (FF, pg. 23)<br />
<strong>The</strong>se creatures believe themselves<br />
to be far superior to the demons who<br />
rule this layer. <strong>The</strong>y thus seek to dominate<br />
a layer <strong>of</strong> the Abyss <strong>of</strong> their very<br />
own. Overthrowing Orcus would be<br />
very much in accordance with their<br />
plans. <strong>The</strong>refore, they are quite willing<br />
to parley with the PCs and aid<br />
them in overthrowing Orcus. If<br />
Dimwold believes the PCs to be hapless<br />
idiots, he gets the Lich King alone<br />
to tell him that. <strong>The</strong> liches use their<br />
powerful magic (such as time stop or a<br />
wish) to capture a party member,<br />
then blackmail the party into working<br />
with the liches to defeat Orcus. <strong>The</strong>y<br />
have many magical items and are prepared<br />
to loan them to the PCs to help<br />
them to victory—with the proviso<br />
that if the PCs win, then the liches<br />
will take over the layer.<br />
<strong>The</strong> liches are totally untrustworthy,<br />
and double-cross the PCs as<br />
soon as they are victorious.<br />
If the PCs should decide to fight<br />
the liches, they are in for a battle royale.<br />
<strong>The</strong> liches are all able to cast<br />
spells <strong>of</strong> the highest level, and do so<br />
in concert. In the unlikely event the<br />
PCs manage to defeat the population<br />
<strong>of</strong> the city, then they should find a<br />
magical treasure beyond price,<br />
including 40-50 miscellaneous magical<br />
items and the artifact known as<br />
<strong>The</strong> Hand <strong>of</strong> Vecna.<br />
7. Nest <strong>of</strong> the Chasme<br />
You hear a loud buzzing noise<br />
down this path.<br />
This is a nest <strong>of</strong> chasme demons.<br />
50 Chasme: AC -1, MV 6”/21”<br />
(MC: D), HD 7+2, #AT 3, Dmg<br />
2d4/2d4/1d4, SA/SD spell-like abilities,<br />
buzzing causes sleep, MR 40%)<br />
AL CE, Size M (MM2, pg. 38)<br />
<strong>The</strong>ir lair contains a treasure <strong>of</strong> a<br />
lance +3, quarterstaff +5, sun<br />
blade, and a “final word” broad<br />
sword (engraved with the name<br />
“Lastquip” in runes).<br />
8. <strong>The</strong> Trapped Solar<br />
<strong>The</strong> twisting path leads into a box<br />
canyon filled with demons dancing<br />
around a burning pyre. Bound to a<br />
tall stake in the center <strong>of</strong> the flaming<br />
pyre is a tall humanoid with<br />
skin the color <strong>of</strong> molten copper,<br />
bronze hair and topaz eyes, with<br />
copper-gold wings.<br />
A group <strong>of</strong> 10 type VI demons has<br />
captured this solar and brought him<br />
to this corner <strong>of</strong> the Abyss to torment.<br />
<strong>The</strong> solar is magically bound to the<br />
stake. Although the flames cannot<br />
kill him, they do cause him great<br />
pain, but the stoical solar does not<br />
acknowledge his pain to the demons.<br />
53<br />
Type VI Demon: AC -2, MV 6”/<br />
15”, HD 8+8, hp 72, #AT 1, Dmg<br />
1d12+1, SA whip & flame for 4d6,<br />
plus spell-like abilities, SD +1 or<br />
better weapon to hit, MR 75%, AL<br />
CE, CR 12”, CB +1, Size L (MM, pg.<br />
19)<br />
Solar: AC 9, MV 18”/40”//18”,<br />
hp 177, #AT 4, Dmg 2d6+5, SA/SD<br />
spell-like abilities and immunities,<br />
MR 85%, AL LG (MM2, pg. 111)<br />
<strong>The</strong> magical bonds holding the<br />
solar in the flames can only be cut<br />
with a magical sword (the solar can<br />
communicate this fact to the party by<br />
telepathy), but cutting the bonds<br />
instantly destroys the sword (no saving<br />
throw). <strong>The</strong> solar doesn’t know<br />
about the sword destruction.<br />
<strong>The</strong> solar’s name is Gabriel, and he<br />
serves Bahamut. Once freed, the solar<br />
grants a reward to the party members<br />
depending on average party level: If<br />
20 or less, he grants the party one<br />
wish, casts one each (if needed)<br />
regenerate, resurrection, and restoration<br />
spell, grants clerics a spell<br />
recharge <strong>of</strong> all spells up to 4th level,<br />
and summons a ki-rin to assist the<br />
party for the rest <strong>of</strong> this adventure; if<br />
21-50, he casts one each regenerate,<br />
resurrection, and restoration spell,<br />
recharges clerical spells up to 4thlevel,<br />
and grants one wish; if 50-75,<br />
he grants a wish and recharges clerical<br />
spells up to 4th level; if 76+, he<br />
recharges clerical spells up to 4th<br />
level. Under no circumstances will the<br />
solar stay and help the party.<br />
<strong>The</strong> solar teleports away after<br />
granting favors to the party.<br />
Ki-rin: AC -5, MV 24”/48”, HD<br />
12, hp 72, #AT 3, Dmg 2d4/2d4/<br />
3d6, SA magic use, SD spell-like abilities,<br />
MR 90%) AL LG, Size L (MM,<br />
Pg. 57)