H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
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.