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H4 The Throne of Bloodstone.pdf - Free

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Hazards <strong>of</strong> Climbing<br />

Although, the old saying—“the<br />

walls have ears”—doesn’t really<br />

apply here, it should be modified to<br />

state: “the walls have teeth, claws,<br />

and other nasty appendages.”<br />

A character climbing here will be<br />

attacked by the wall at several points<br />

during the climb. Check at the start<br />

<strong>of</strong> each 100 feet <strong>of</strong> the climb. <strong>The</strong><br />

percentage chance <strong>of</strong> an attack is<br />

equal to the climbing character’s<br />

level. For example, a 19th-level character<br />

has a 19% chance (rolled 10 different<br />

times during the climb) <strong>of</strong><br />

suffering attacks. Regardless <strong>of</strong> how<br />

high the character’s level is, the<br />

chance <strong>of</strong> an attack is never greater<br />

than 75%.<br />

Roll 1d6 to determine the nature <strong>of</strong><br />

the attack. All <strong>of</strong> these attack forms<br />

are actually part <strong>of</strong> the wall, and will<br />

not be able to attack more than one<br />

round unless the player hangs around<br />

to fight. However, a character who<br />

suffers damage from an attack must<br />

make a Dexterity Check to retain his<br />

hold. Even in the case <strong>of</strong> above normal<br />

Dexterity, a 19 or 20 always fails.<br />

All <strong>of</strong> these forms attack with a<br />

THAC0 <strong>of</strong> 7.<br />

broken)<br />

6 Scorpion Tail: AC 4; HD 7;<br />

hp 40; #AT 1; Dmg 1d6+<br />

poison (save at -8)<br />

Random Encounters<br />

in the Fortress<br />

Naturally, Orcus’s citadel is<br />

patrolled by many groups <strong>of</strong> aggressive<br />

guards— the meanest, nastiest<br />

demonic help he can find. <strong>The</strong>se<br />

guards exploit their natural bullying<br />

tendencies under the banner <strong>of</strong> the<br />

Prince <strong>of</strong> the Undead himself. As<br />

with the air patrols, however, each <strong>of</strong><br />

these bands is determined to win glory<br />

for itself, so calling for help is not a<br />

common tactic among them.<br />

Check for a random encounter every<br />

turn, with the average party level<br />

being the base percentage chance <strong>of</strong><br />

an encounter with the castle guard.<br />

However, a roll <strong>of</strong> 76% or greater will<br />

not cause an encounter, even if the<br />

party has a higher average level than<br />

that.<br />

Roll 1d6 to determine what types<br />

<strong>of</strong> demons are in the guard patrol:<br />

D6 Roll Patrol<br />

1 2d6 Babau<br />

2 2d4 Type III Demons<br />

D6 RollAttack Form<br />

3 3d6 Rutterkin<br />

1 Serpentine Head with Poi- 4 4d6 Dretch<br />

sonous Bite: AC 7; HD 5; hp<br />

25; #AT 1; Dmg 1d10 + poison<br />

(save at -10)<br />

5<br />

6<br />

2d6 Bar-Lgura<br />

3d6 Type I Demons<br />

2 Swiping Claws: AC 5; HD Babau (Minor Demons): AC -3;<br />

10; hp 57; #AT 2; Dmg 3d8 MV 15”; HD 7+14; hit points 55<br />

3 Huge, Gaping Jaws: AC 3; each; #AT 1; Dmg 1d10+9; MR<br />

HD 8; hp 40; #AT 1; Dmg 50%; AL CE; Size M (7’ tall); XP Val-<br />

4d10<br />

ue 2,600; Specials: suffer 1/2 damage<br />

4 Red Dragon Skull, Breathing from cutting and stabbing attacks,<br />

Fire: AC 0; hp 36; #AT 1; darkness 5’ radius, levitate, fly, dispel<br />

Dmg 88 hp (save for 1/2) magic (as 12th-level magic-user)<br />

5 Bony Crab Claws: AC 0; HD polymorph self, heat metal, ray <strong>of</strong><br />

9; hp 48; #AT 3; Dmg 2d6 enfeeblement gaze (20’ range), gate<br />

per claw (successful hit holds in another babau with 25% chance;<br />

character in place, continues<br />

for 2d6/round until grip is<br />

All thief abilities at 10th level<br />

62<br />

Type III Demons: AC -4; MV 9”;<br />

HD 10; hp 75 each; #AT 5; Dmg<br />

2d6/2d6/1d3/1d3/1d4+1; MR<br />

60%; AL CE; Size L (9 1/2’ tall); XP<br />

Value 2,300; Specials: darkness 10’<br />

radius, fear, levitate, polymorph self,<br />

cause pyrotechnics, telekinesis (4,000<br />

gp weight)<br />

Rutterkin (Minor Demons): AC 1;<br />

MV 12”; HD 5+1; hp 37 each; #AT<br />

1; Dmg 2d4 + special; MR 40%; AL<br />

CE; Size M (6’ tall); XP Value 500<br />

each; Specials: After successful hit,<br />

polearm continues to inflict 2d8+2<br />

points until victim spends round hitting<br />

weapon—success knocks it free,<br />

darkness 5’ radius, fear (by touch),<br />

fly, telekinesis (1,000 gp weight),<br />

teleport once/day<br />

Dretch (Minor demons): AC 2; MV<br />

9”; HD 4; hp 30 each; #AT 3; Dmg<br />

1d8/1d8/1d8+1; MR 30%; AL CE;<br />

Size S (4’ tall); XP Value 300; Specials:<br />

darkness 5’ radius, scare, stinking<br />

cloud once/day, telekinesis (500<br />

gp weight), teleport once/day<br />

Bar-Lgura (minor demon): AC<br />

-3; MV 9”; HD 6+6; hp 50 each;<br />

#AT 3; Dmg 2d6/2d6/4d6; MR<br />

45%; AL CE; Size M (5’ tall); XP Value<br />

2,200; Specials: can spring 40’/<br />

round; At will, once per round:<br />

darkness 10’ radius, create water (as<br />

6th-level cleric), cause fear by touch,<br />

detect illusion, detect invisible, dispel<br />

magic, entangle, plant growth,<br />

telekinesis (2,500 gp weight), teleport<br />

without error, Twice per day:<br />

change self, invisibility, spectral force<br />

Type I Demons (Vrock): AC 0; MV<br />

12”/18”; HD 8; hp 56 each; #AT<br />

1d8/1d8/2d8/2d8/2d6; MR 50%;<br />

AL CE; Size L (8 1/2’ tall); XP Value<br />

1,285; Specials: detect invisible<br />

objects, telekinesis (2,000 gp weight)

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