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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Orcus’s Air Patrols<br />
D6 Roll Type <strong>of</strong> Patrol<br />
1 1d4+1 Type IV Demons<br />
2 2d6 Type I Demons<br />
3 2d6 Alu-demons<br />
4 1d8+2 Chasme<br />
5 1d4+1 Nabassu<br />
6 1 Abyssian Dragon<br />
<strong>The</strong> relevant game stats for these<br />
creatures are included for your reference:<br />
Type IV Demon: AC -1; MV 9”/<br />
12”; HD 11 (51 hp each); #AT 3;<br />
Dmg 1d4/1d4/2d4; SA +2 to hit;<br />
SD +1 or better needed to hit; MR<br />
65%; AL CE; Size L (10 1/2’ tall);<br />
Specials: darkness 10’ radius, create<br />
illusion, cause fear, levitate (as 12thlevel<br />
magic-user), detect magic, read<br />
languages, dispel magic, polymorph<br />
self, telekinesis (5,000 gp weight),<br />
project image, symbol <strong>of</strong> fear, symbol<br />
<strong>of</strong> discord<br />
Type I Demons: AC 1); MV 12”/<br />
18”; HD 8 (50 hp each); #AT 5; Dmg<br />
1d4/1d4/1d8/1d8/1d6; MR 50%;<br />
AL CE; Size L; XP Value 1,700; Specials:<br />
darkness 5’ radius, telekinesis<br />
(2,000 gp weight), detect invisible<br />
objects<br />
Alu-Demons: AC 0 (plate mail<br />
+3); MV 12”/12”; HD 6+5 (40 hp<br />
each); #AT 1; Dmg 1d6+2 (long<br />
bows) or 3d4 (two-handed swords);<br />
MR 30%; AL CE; Size M; XP Value<br />
4,700; Specials: +1 or better needed<br />
to hit, charm person, ESP, shape<br />
change, suggestion, dimension door<br />
(1/day), energy drain for 1d8 points,<br />
1/2 <strong>of</strong> which can be used to restore<br />
lost hp<br />
Chasme: AC -1; MV 6”/21”; HD<br />
7+2 (38 hp each); #AT 3; Dmg 2d4/<br />
2d4/1d4; MR 40%; AL CE; Size M;<br />
XP Value 1,600; Specials: darkness 5’<br />
radius, teleport, detect good, detect<br />
invisible, telekinesis (1,500 gp<br />
weight)<br />
Nabassu (Major Demons); AC -5;<br />
MV 15”; HD 5+20 (60 hp each);<br />
#AT 3; Dmg 2d4/2d4/3d4; MR<br />
50%; AL CE; Size M (7’ tall); XP Value<br />
4,000; Specials: iron or +1 or better<br />
weapons needed to hit; shed<br />
darkness 5’ radius, death stealing,<br />
energy drain, etherealness (twice/<br />
day), paralyzation 10’ radius (once/<br />
day), regenerate up to 20 hp per day,<br />
silence 10’ radius, vampiric attack 20’<br />
range (once/day), thief abilities:<br />
move silently, hide in shadows, backstab<br />
(all at 10th level)<br />
Red Dragon, Abyss-bred: AC -2;<br />
MV 15”/36”; HD 25 (175 hp); #AT<br />
3; Dmg 2620/2d20/4d20; SA Fire<br />
breath weapon (as red dragon); MR<br />
70%; AL Chaotic Evil; Size L (100’<br />
long)<br />
Bone Guns<br />
<strong>The</strong>se weapons can shoot through<br />
the arc before them. <strong>The</strong>y can shoot<br />
straight up or shoot down at a 45degree<br />
angle. <strong>The</strong>y cannot pivot to<br />
shoot into Orcus’s throne room, however.<br />
Each gun can fire once per round,<br />
and can be set to achieve any <strong>of</strong> the<br />
following effects (to a range <strong>of</strong> 45”):<br />
dispel magic, lightning bolt (12d6),<br />
or magic missile (20 missiles). <strong>The</strong><br />
guns hit automatically, but normal<br />
saving throws apply.<br />
Each gun is operated by a Type I<br />
demon.<br />
Attempts to Ascend or<br />
Descend Fortress Walls<br />
<strong>The</strong> walls around the fortress,<br />
including those in the maze, are<br />
deceptive to the eye. Characters<br />
61<br />
attempting to climb these walls will<br />
find them to be very different than<br />
they appear.<br />
For one thing, the height <strong>of</strong> these<br />
walls is universally 1,000 feet. Even<br />
though two levels <strong>of</strong> the fortress<br />
might be connected by a stairway <strong>of</strong><br />
15 steps, each only a one-foot drop,<br />
the spacial distortion <strong>of</strong> the Abyssian<br />
environment means that a character<br />
attempting to climb down the wall<br />
next to the stairway will have to<br />
descend 1,000 feet.<br />
<strong>The</strong> walls are easy to climb—they<br />
are made <strong>of</strong> a rough mixture <strong>of</strong> bone<br />
and mortar, with many rough protrusions<br />
to provide handholds and footholds.<br />
Some <strong>of</strong> these are actually<br />
recognizable as bones—human,<br />
monstrous, and otherwise.<br />
<strong>The</strong> distortion <strong>of</strong> the walls affects<br />
the perception <strong>of</strong> a climber as follows:<br />
If a character is more than 10 feet<br />
from the top or the bottom <strong>of</strong> a wall,<br />
it looks like it is 10 feet away. Thus, a<br />
character trying to climb a wall sees a<br />
surface that looks 10 feet high. As he<br />
starts to climb, the ground below him<br />
will fall away, until it looks like he is<br />
10 feet from the ground. <strong>The</strong> top<br />
will, <strong>of</strong> course, still be 10 feet above<br />
him. This will be the case for the next<br />
980 feet <strong>of</strong> climbing, until he moves<br />
within 10 feet <strong>of</strong> the top, at which<br />
point he will appear to draw closer to<br />
the top at the normal rate.<br />
Note that this distortion also<br />
affects characters unfortunate enough<br />
to decide to jump from one level to<br />
the next. Observers will see the character<br />
swiftly drop 10 feet, and then no<br />
more, although the falling character<br />
will appear to writhe and twist in the<br />
air, just as if he was still falling. <strong>The</strong>n<br />
after enjoying the full thrill <strong>of</strong> a<br />
1,000-foot fall, the character will<br />
reach the lower platform (with the<br />
full benefit <strong>of</strong> the momentum <strong>of</strong> a<br />
1,000-foot fall, <strong>of</strong> course).