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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).

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