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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3. <strong>The</strong> Prison <strong>of</strong> Baphomet<br />
This open platform is the prison<br />
cell <strong>of</strong> a demon lord that Orcus has<br />
captured and forced into<br />
imprisonment—to wit, Baphomet,<br />
demon lord <strong>of</strong> the minotaurs.<br />
Baphomet is bound to remain in<br />
area 3, the stairways adjacent to area<br />
3, and any platforms that are connected<br />
by a single stairway to area 3.<br />
When he is first encountered, it will<br />
always be in the open space labeled<br />
on the map, but he will pursue fleeing<br />
characters to the limits <strong>of</strong> his abilities<br />
once he begins to fight.<br />
NPC Capsule<br />
Baphomet (Demon Lord)<br />
AC: -4<br />
MV: 24”<br />
Hit Dice: 212 hp<br />
#AT: 3<br />
Dmg/Attack: 4d6/2d4+8/3d8+16<br />
Magic Resistance: 75%<br />
AL: CE<br />
Size: L (12’ tall)<br />
XP Value: 45,000<br />
Specials:<br />
+2 or better weapon needed to hit<br />
Use at will, once per round: darkness<br />
10’ radius, detect invisible,<br />
detect magic, dispel magic, levitate,<br />
teleport, phantasmal force, telekinesis<br />
(75,000 gp weight)<br />
Use three times per day: maze,<br />
passwall, shape change, wall <strong>of</strong> stone<br />
Once per day: bellow—save vs.<br />
spell (-8 modifier) or flee in panic<br />
for six rounds<br />
Gate in type III demon (85% success)<br />
once per day<br />
Six times per day: breathe a gout <strong>of</strong><br />
unholy water, 1” range—Good<br />
aligned paladins and clerics suffer<br />
16d8 points <strong>of</strong> damage (save vs.<br />
breath weapon with -8 modifier for<br />
half damage)<br />
Special Equipment: giant bardiche,<br />
inflicts 3d8+16 points <strong>of</strong> damage,<br />
and on a successful hit forces a saving<br />
throw from armor (40%) or shield<br />
(60 %). Failure means armor or shield<br />
is destroyed.<br />
Baphomet, a powerful lord <strong>of</strong> the<br />
Abyss in his own right, has been captured<br />
by Orcus and forced into exile<br />
in the fortress. This is the result <strong>of</strong> a<br />
rare (and no doubt temporary!) alliance<br />
between Orcus and Yeenoghu.<br />
<strong>The</strong> former has fulfilled his part by<br />
capturing and holding Baphomet,<br />
while the demon lord <strong>of</strong> gnolls has<br />
invaded and plundered the plane <strong>of</strong><br />
the imprisoned lord.<br />
<strong>The</strong> minotaur-like demon has been<br />
forced to guard this single area <strong>of</strong><br />
Orcus’s domain—a demeaning sentence<br />
indeed for one who formerly<br />
ruled whole planes <strong>of</strong> the Abyss!<br />
<strong>The</strong> sentence is open-ended—<br />
Baphomet must stay until he fulfills<br />
conditions that Orcus has decreed.<br />
<strong>The</strong>se include the slaying <strong>of</strong> various<br />
creatures that Orcus sends through<br />
here. But also, Baphomet is charged<br />
with guarding the area against unauthorized<br />
passage from intruders.<br />
<strong>The</strong> great demon has performed<br />
well during his sentence thus far, and<br />
has nearly fulfilled the requirements<br />
<strong>of</strong> his release. All that remains is for<br />
him to slay a human. Once he does<br />
this, the spell <strong>of</strong> binding will be broken<br />
and Baphomet will immediately<br />
teleport to his home plane.<br />
Tactics <strong>of</strong> Baphomet<br />
Baphomet waits in the exact center<br />
<strong>of</strong> his assigned prison (area 3). When<br />
any creatures move into the area, he<br />
studies them curiously, holding his<br />
huge bardiche in his mighty paws.<br />
When he judges the time ripe for surprise,<br />
he teleports behind one <strong>of</strong> the<br />
intruders and attempts to make a surprise<br />
attack on the next round.<br />
64<br />
When facing numerous foes, he<br />
first uses his telekinesis power to lift<br />
one or more <strong>of</strong> the opponents into the<br />
air, sending them over the edge <strong>of</strong> the<br />
platform and then releasing them to<br />
fall to the next level. (This will also<br />
attract the attention <strong>of</strong> the air patrol,<br />
which will immediately dispatch a<br />
group to deal with the flying, floating,<br />
or falling character.)<br />
Other likely tactics <strong>of</strong> the enraged<br />
demon lord include the use <strong>of</strong> his wall<br />
<strong>of</strong> stone spell to either block the path<br />
<strong>of</strong> some <strong>of</strong> his enemies, or to form a<br />
slab leaning sharply over them. In the<br />
latter case, the stone will fall and<br />
inflict 10d10 points <strong>of</strong> damage in a 5”<br />
x4” area.<br />
4. <strong>The</strong> Second Maze<br />
Use the procedure described for<br />
area 2, the First Maze, to determine<br />
which <strong>of</strong> the mazes the PCs encounter<br />
here.<br />
5. <strong>The</strong> Third Maze<br />
See area 4.<br />
6. Antechamber<br />
When the characters finally reach<br />
the stairway leading to this area, they<br />
will at last climb above the maze-like<br />
paths that have probably kept them<br />
busy for the last few hours.<br />
<strong>The</strong> stairway leads to a wide platform<br />
outside the massive wall <strong>of</strong><br />
the fortress itself. Across from the<br />
stairs stands a huge, golden door—<br />
slightly tarnished with streaks <strong>of</strong><br />
black and brown.<br />
As the last PC reaches the platform,<br />
or if any <strong>of</strong> the characters<br />
approach the door, or if any character<br />
stands on the platform for more than<br />
a couple <strong>of</strong> rounds, read the following<br />
(on page 71):