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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)

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