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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):

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