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H4 The Throne of Bloodstone.pdf - Free

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NPC Capsule<br />

<strong>The</strong> Dire Whiner<br />

(New Monster)<br />

Dire Whiner (Demon)<br />

Frequency: Very Rare<br />

No. Appearing: 1<br />

Armor Class: 0<br />

Move: 6”<br />

Hit Dice: 10<br />

% in Lair: 100%<br />

Treasure Type: F, G<br />

No. <strong>of</strong> Attacks: 1<br />

Damage/Attack: 6d6<br />

Special Attacks: See below<br />

Special Defenses: See below<br />

Magic Resistance: See below<br />

Intelligence: High<br />

Alignment: Chaotic Evil<br />

Size: L<br />

Leve1/X.P. Value: VIII/3,600 +<br />

14/hp<br />

<strong>The</strong> dire whiner is a type <strong>of</strong> demon<br />

that typically appears as a large, ugly<br />

woman, smeared with dirt and slime.<br />

Dire whiners usually live in caves or<br />

swamps in the Abyss and on most<br />

Prime Material planes.<br />

<strong>The</strong> dire whiner obtains food, treasure,<br />

and other necessities by using<br />

her special abilities to whine, complain,<br />

and put down, which are magically<br />

powered insults. (Examples:<br />

Whine— “I waaaant a nice magic<br />

ring, like that one you’re wearing.”<br />

Complain— “Nobody likes me; I’m<br />

just a misunderstood old woman.”<br />

Put down— “You slob! You don’t<br />

have the brains <strong>of</strong> a worm!”)<br />

<strong>The</strong> whine ability acts as a suggestion<br />

spell. It is used to force the victims<br />

<strong>of</strong> the dire whiner to bring it<br />

food and treasure. <strong>The</strong> complain ability<br />

acts as a druidic feeblemind spell.<br />

It is used against any magic-using<br />

creatures that enter her lair. <strong>The</strong> final<br />

ability, put down, acts as a verbal<br />

symbol <strong>of</strong> hopelessness spell, and is<br />

used to break new victims to her will.<br />

<strong>The</strong>se abilities can be used one at a<br />

time at will. All abilities affect all<br />

creatures within earshot.<br />

<strong>The</strong> dire whiner preys on the<br />

demons, mephits, and other creatures<br />

<strong>of</strong> the area. She has accumulated<br />

a great store <strong>of</strong> treasure and<br />

magic, and whines to get the accumulated<br />

treasures <strong>of</strong> the party. She complains<br />

at magic-using creatures, and<br />

uses a put-down to try to force the<br />

characters into ultimate submission.<br />

<strong>The</strong> dire whiner is sitting on a stone<br />

throne in the middle <strong>of</strong> this swamp.<br />

A large pile next to her is a mixture <strong>of</strong><br />

garbage and treasure. In it are 20,000<br />

gp, 10,000 pp, 20 gems worth 500 gp<br />

each, 25 pieces <strong>of</strong> jewelry worth an<br />

average <strong>of</strong> 15,000 gp each, and the<br />

following magical items: a flask <strong>of</strong> oil<br />

<strong>of</strong> sharpness, a scroll <strong>of</strong> protection<br />

from acid, a ring <strong>of</strong> regeneration, an<br />

anything item, and a mantle <strong>of</strong> Celestian.<br />

12. Lair <strong>of</strong> the Tarrasque<br />

A large horned monster sees you<br />

and charges in your direction.<br />

This is a tarrasque. It pursues the<br />

players until it is killed or one or more<br />

<strong>of</strong> the PCs is dead.<br />

Tarrasque: AC -3, MV 9” (+6”<br />

rush), hp 300, #AT 6, Dmg 1d12/<br />

1d12/212/5d10/1d10/1d10; SA<br />

“sharpness” bite, terror, SD immune<br />

to bolts and rays (1 in 6 reflect on caster),<br />

immune to fire, regenerate 1 hp/<br />

round, struck only by +1 or better<br />

weapons, killed only by pushing to -<br />

30 hp and using a wish, immune to<br />

psionics, MR standard, AL N, Size L<br />

55<br />

(50’ long) (MM2, pg. 117)<br />

13. City <strong>of</strong> the Zombies<br />

This is a city <strong>of</strong> 10,000 zombies,<br />

victims <strong>of</strong> the evil <strong>of</strong> Orcus and his<br />

clerics. <strong>The</strong>y “live” peacefully in this<br />

crowded, decaying city, but seek a<br />

true death to release them from their<br />

terrible half-existence. <strong>The</strong> PCs only<br />

learn this if they attempt to parley<br />

with the zombies. If attacked, the<br />

shambling zombies fight the characters,<br />

but they are heedless <strong>of</strong> danger<br />

and good tactics.<br />

10,000 Zombies: AC 8, MV 6”,<br />

HD 2, hp 4 ea., #AT 1, Dmg 1d8,<br />

SA/SD immune to sleep, charm,<br />

hold and cold- based spells, holy<br />

water does 2d4 points <strong>of</strong> damage per<br />

vial, AL N, Size M (MM, pg. 103)<br />

If the PCs try to talk with the zombies,<br />

they are escorted to the Zombie<br />

King, an ordinary looking zombie<br />

who sits on a throne. <strong>The</strong> king tells<br />

them that the zombies wish to leave<br />

their undead state. <strong>The</strong>y are willing<br />

to assist in an attack on Orcus, either<br />

to perish in the attack or to be liberated<br />

by the PCs when Orcus is defeated.<br />

<strong>The</strong>y are willing to go along with<br />

any plan <strong>of</strong> attack. If asked for his<br />

opinion, the Zombie King suggests<br />

that his subjects stage a raid on one <strong>of</strong><br />

the demon cities to create a distraction<br />

for the PCs.<br />

14. <strong>The</strong> Cliff<br />

You are standing at the edge <strong>of</strong> a<br />

high cliff, looking at a swirling river<br />

below. In the middle distance<br />

are cities filled with demons <strong>of</strong> all<br />

sorts, and in the center <strong>of</strong> the cities<br />

is a huge, evil-looking palace.<br />

Show the players the illustration on<br />

page 56.

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