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H4 The Throne of Bloodstone.pdf - Free

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discord, symbol <strong>of</strong> stunning, 70%<br />

chance to gate in a demon <strong>of</strong> Type III<br />

(80%) or Type IV (20%)<br />

Special Equipment: sword <strong>of</strong> cleaving<br />

(causes double damage on a roll <strong>of</strong> 18-<br />

20; requires 18/00 Strength to use)<br />

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

powerful lieutenants. As such, he<br />

rules over the city <strong>of</strong> Orcusgate, which<br />

lies next to the fortress.<br />

Two long bridges span the fiery<br />

moat, connecting the city to the castle.<br />

<strong>The</strong> first <strong>of</strong> these (the one closest to the<br />

foreground in the map) is actually the<br />

front entrance to the city <strong>The</strong> other<br />

bridge is a back entrance to the fortress.<br />

On that bridge, slaves, food, and other<br />

goods are brought into the castle. <strong>The</strong><br />

pathway there connects to the vast<br />

kitchens and breweries <strong>of</strong> the fortress,<br />

as well as leading into the depths<br />

below, where tens <strong>of</strong> thousands <strong>of</strong><br />

slaves toil in eternal subjugation.<br />

Glyphimhor is also one <strong>of</strong> Orcus’s<br />

most trusted henchmen. However,<br />

trust among these demons is a relative<br />

term—the prince keeps a close eye<br />

upon Glyphimhor, which is one <strong>of</strong><br />

the reasons he has been posted so<br />

close to the castle.<br />

And indeed, the Type VI demon<br />

would be delighted to get a chance to<br />

overthrow his prince. He is one <strong>of</strong> the<br />

few demons in the Abyss who understands<br />

the workings <strong>of</strong> the Wand <strong>of</strong><br />

Orcus. If he could gain control <strong>of</strong> that<br />

artifact, he feels certain that he could<br />

usurp control <strong>of</strong> Orcus’s realm.<br />

To this end, he might try to enlist the<br />

aid <strong>of</strong> the PCs, even <strong>of</strong>fering them the<br />

opportunity to escape with the wand.<br />

Of course, he will betray this bargain at<br />

the most advantageous moment-his<br />

primary motivation, after all, is to gain<br />

control <strong>of</strong> the wand for himself.<br />

He will try to make a deal with the<br />

PCs if two things happen: He must see<br />

a clear demonstration <strong>of</strong> their power,<br />

and the PCs must avoid making him<br />

mad in the process. Glyphimhor<br />

couldn’t care less about the wholesale<br />

elimination <strong>of</strong> his demonic troops—<br />

there are lots more where they came<br />

from. However, he will be angered by<br />

destruction <strong>of</strong> portions <strong>of</strong> his city, or by<br />

attacks that penetrate his magic resistance,<br />

or by a backstab attack from a<br />

thief.<br />

If he is angered, Glyphimhor will do<br />

everything in his power to keep the<br />

characters within his city until their life<br />

energy has been entirely drained. He<br />

will only kill them if that seems to be<br />

the only way he can avoid having them<br />

leave the city. He is far more likely to<br />

use his telekinesis ability to hold characters<br />

against their will.<br />

Other tactics commonly employed<br />

by Glyphimhor include the use <strong>of</strong> his<br />

symbols- particularly discord and<br />

stunning— to deter attempts by the<br />

PCs to leave his domain.<br />

If the player characters manage to<br />

create an attack on Orcusgate by an<br />

army-sized force (such as the zombies),<br />

Glyphimhor will devote his attention<br />

and energies to defeating that attack.<br />

This is about the only circumstance<br />

where the PCs will be able to pass<br />

through the city without encountering<br />

its demon master.<br />

<strong>The</strong> layout <strong>of</strong> the city is shown on<br />

page 94. See the notes there for travel<br />

in the city.<br />

<strong>The</strong> walls <strong>of</strong> the city are rough-hewn<br />

and appear to be only about 50 feet<br />

tall. In fact, this is the case when a character<br />

tries to climb the wall to enter the<br />

city. However, if the wall is approached<br />

from inside the city, it can be seen at its<br />

true height—1,000 feet. Also, it will<br />

attack to prevent characters from leaving<br />

the city, just as the walls before the<br />

fortress will (see “Hazards <strong>of</strong> Climbing,”<br />

page 62).<br />

<strong>The</strong> bridges are deceptively long.<br />

Each span stretches for a mile. When<br />

73<br />

the PCs approach an entrance to the<br />

city, read the following passage:<br />

<strong>The</strong> huge gates stand open, revealing<br />

a long and empty street. <strong>The</strong><br />

roadway passes among looming,<br />

dark houses. <strong>The</strong>re are no signs <strong>of</strong><br />

life in the city—no lights, sounds, or<br />

smells. Aside from this, however, its<br />

construction and overall appearance<br />

are not terribly different from those<br />

<strong>of</strong> any large city in the Forgotten<br />

Realms.<br />

<strong>The</strong> PCs are free to pass through the<br />

gates without hindrance. <strong>The</strong>y will see<br />

no signs <strong>of</strong> any inhabitants as they enter<br />

the city. If they turn and leave by the<br />

gate they entered, nothing will happen,<br />

as long as they have not moved<br />

more than 100 feet into the city. Once<br />

the party has moved into the city more<br />

than 100 feet, however, they will be<br />

challenged as explained below (when<br />

the PCs try to leave Orcusgate).<br />

As they enter, read the following<br />

description:<br />

<strong>The</strong> city sprawls in all directions, a<br />

chaotic tangle <strong>of</strong> streets running<br />

here and there with no apparent pattern.<br />

<strong>The</strong>re are still no signs <strong>of</strong> life—<br />

though each building has a<br />

chimney, no smoke swirls upward<br />

anywhere.<br />

<strong>The</strong> city walls look much, much<br />

higher from the inside—they loom<br />

hundreds <strong>of</strong> feet above you, surrounding<br />

the entire metropolis. <strong>The</strong><br />

gates remain open behind you.<br />

<strong>The</strong> buildings look sturdy, but<br />

are constructed with odd angles for<br />

corners, ro<strong>of</strong>s, and walls. Some <strong>of</strong><br />

them seem to lean so far to the side<br />

that you are sure they will collapse<br />

at any moment. Others are so tall<br />

and narrow that they seem more<br />

like posts than buildings.<br />

You might allow the PCs to make

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