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H4 The Throne of Bloodstone.pdf - Free

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his scrying room.<br />

When this occurs, the demon prince<br />

calls upon the power <strong>of</strong> his wand to<br />

bring the battle arena into being. It will<br />

last until he decrees otherwise—which<br />

will be after the fight, or if the<br />

intruders turn around and approach<br />

the castle via another path.<br />

This is, in effect, the gameboard<br />

where Orcus plays out his most fascinating<br />

competitions: fights to the<br />

death. Here he will meet any<br />

unfriendly visitors that have made<br />

their way through his scrying room.<br />

After evaluating the strength <strong>of</strong> his<br />

opposition, Orcus will assemble a<br />

team that he feels can almost certainly<br />

prevail over the intruders. He will<br />

meet the enemy on this board and<br />

fight them. However, a number <strong>of</strong><br />

things make this an unusual combat<br />

environment.<br />

Orcus will bring a number <strong>of</strong><br />

demon allies to the Battle Arena<br />

when he shows up. To determine how<br />

many, add up the total levels <strong>of</strong> the<br />

characters in the party, and consult<br />

the following list. Note: Orcus is<br />

always present—the chart shows what<br />

demons will be present in addition to<br />

their prince.<br />

Party Total Levels Orcus’s Team<br />

Under 100 3 Type III demons<br />

100-150 4 Type III demons<br />

1 Type IV demon<br />

151-200 5 Type III demons<br />

3 Type IV demons<br />

200 or more 6 Type III demons<br />

6 Type IV demons<br />

All <strong>of</strong> these demon allies will have<br />

game attributes as listed for the<br />

demons in area 22. <strong>The</strong>y will be<br />

arrayed on the far side <strong>of</strong> the board<br />

when the PCs come onto the scene,<br />

one demon per square. <strong>The</strong> demons<br />

will only stand on the red squares,<br />

however, leaving the black ones<br />

vacant.<br />

Using the Gameboard<br />

Use the diagram on page 96 to<br />

mark the positions <strong>of</strong> the demons and<br />

PCs on the Battle Arena. <strong>The</strong> following<br />

special effects occur during the<br />

battle:<br />

Dispel Magic: At the start <strong>of</strong> every<br />

3d round, all magical spells in effect<br />

upon the gameboard are automatically<br />

dispelled.<br />

Vanishing Board: At the end <strong>of</strong><br />

every round (after the first attack is<br />

made), one <strong>of</strong> the black squares will<br />

drop out <strong>of</strong> the board. To determine<br />

which, roll 1d8 to find a vertical row<br />

as shown in the diagram on page 96.<br />

<strong>The</strong>n roll 1d4 to find the horizontal<br />

position <strong>of</strong> the square.<br />

For example, on a roll <strong>of</strong> 8 (on the<br />

d8) and 1 (on the d4), the black<br />

square in the upper right corner <strong>of</strong> the<br />

arena falls away.<br />

<strong>The</strong> square will tumble 1,000 feet<br />

to crash into the ground before the<br />

bridge. Any demons on a square that<br />

falls will plummet to their deaths.<br />

Any characters can try to save themselves<br />

by whatever means come to<br />

hand.<br />

If the dice result indicates a square<br />

that has already fallen, no square falls<br />

on that round.<br />

In addition, if more than two individuals<br />

(including characters and<br />

demons) stand on a square <strong>of</strong> any color<br />

at the end <strong>of</strong> a round, it will fall.<br />

You can start this effect on the second<br />

round <strong>of</strong> the battle, telling the PCs on<br />

the first round that those who are<br />

crowded together feel the footing<br />

growing shaky underfoot. A demon<br />

will always try to avoid this effect, so<br />

if two characters jump onto a square<br />

with a demon, the demon will try to<br />

move to another square.<br />

If Orcus is facing defeat in the arena,<br />

he will teleport back to his throne,<br />

leaving any remaining demons to<br />

fight without him. If the PCs are suffering,<br />

and flee back the way they<br />

72<br />

came, Orcus’s allies will pursue them,<br />

but the prince himself will teleport<br />

back to his throne room to gloat upon<br />

the victory.<br />

13. <strong>The</strong> City <strong>of</strong> Orcusgate<br />

This chaotic metropolis guards<br />

both <strong>of</strong> the major land approaches to<br />

the fortress <strong>of</strong> Orcus. It is ruled by<br />

Glyphimhor, a very tough Type VI<br />

demon who is one <strong>of</strong> Orcus’s most<br />

powerful lieutenants.<br />

<strong>The</strong> city is very easy to get into—<br />

there are no guards to block the path<br />

<strong>of</strong> any characters, nor are the gates<br />

closed.<br />

NPC Capsule<br />

Glyphimhor,<br />

Demon Lord <strong>of</strong> Orcusgate<br />

Type VI Demon, Enhanced<br />

AC: -5<br />

MV: 6”/15”<br />

Hit Dice: 16+16 (126 hp)<br />

#AT: 1<br />

Damage: 2d12+2<br />

Special Attack: Whip pulls victim<br />

into ring <strong>of</strong> fire for<br />

8d6 points <strong>of</strong> damage<br />

Special Defense: +2 or better weapon<br />

needed to hit<br />

Magic Resistance: 95%<br />

Alignment: Chaotic Evil<br />

Size: Large (14’ tall)<br />

Specials (all can be used as <strong>of</strong>ten as<br />

desired, but only one per round):<br />

darkness 10’ radius, cause fear (as a<br />

wand <strong>of</strong> fear), detect magic, read<br />

magic, read languages, detect invisible<br />

objects, cause pyrotechnics, dispel<br />

magic, suggestion, telekinesis (6,000<br />

gp weight), symbol <strong>of</strong> fear, symbol <strong>of</strong>

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