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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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)