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>