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