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H4 The Throne of Bloodstone.pdf - Free

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Food is loaded onto one <strong>of</strong> the two<br />

platforms every few hours, to be<br />

hauled upward with an dozen or so<br />

serving dretch. <strong>The</strong>se demons will<br />

scurry to clear <strong>of</strong>f the dirty dishes<br />

from the previous repast, replacing<br />

them with the new <strong>of</strong>ferings—<br />

generally no less than 200 courses at a<br />

time! <strong>The</strong>y will then ride the dumbwaiter<br />

back to the kitchen.<br />

<strong>The</strong> dumbwaiter is controlled by<br />

the dretch that ride it, by pulling up<br />

or down on a rope and pulley system.<br />

<strong>The</strong>re is a heavy counterbalance in a<br />

shaft next to the dumbwaiter.<br />

22. Chamber <strong>of</strong> the<br />

Princely Guard<br />

Characters who successfully cross<br />

the Battle Arena, or who enter the<br />

castle at any <strong>of</strong> the external doorways<br />

below or at the level <strong>of</strong> this room, will<br />

find themselves in a huge chamber.<br />

<strong>The</strong> doors are not locked, but opening<br />

them will be definitely noticed by<br />

every guard on duty in the room. In<br />

addition, each door has a magical<br />

screen crossing the opening, so that<br />

anything passing through the door is<br />

subject to the effects <strong>of</strong> dispel magic,<br />

cast at the 100th level <strong>of</strong> pr<strong>of</strong>iciency.<br />

This huge chamber is illuminated<br />

by glowing red balls that float near<br />

the high ceiling. <strong>The</strong> room is circular,<br />

with thick stone columns lining<br />

the outer wall. In the center, four<br />

stairways lead up to a vast platform,<br />

shaped in a circle concentric<br />

to the walls <strong>of</strong> the room. <strong>The</strong> the<br />

very center <strong>of</strong> the room, a vast pillar<br />

rises from the floor to the ceiling,<br />

nearly 200 feet away.<br />

This, the “front door” to Orcus’s<br />

castle, is a very tough path for an<br />

unwelcome intruder to take. It is the<br />

post <strong>of</strong> duty for the most ornery collection<br />

<strong>of</strong> demons that Orcus has<br />

been able to recruit. <strong>The</strong>se Type III<br />

and Type IV demons, the Princely<br />

Guard, are charged with capturing (if<br />

possible) or killing anyone so bold as<br />

to seek to see Orcus without an<br />

appointment.<br />

<strong>The</strong> number <strong>of</strong> demons present<br />

here should be balanced to the power<br />

<strong>of</strong> the PCs, as follows:<br />

Party Total Levels Princely Guard<br />

Under 100 3 Type III demons<br />

2 Type IV demons<br />

101-150 3 Type III demons<br />

3 Type IV demons<br />

151-200 4 Type III demons<br />

4 Type IV demons<br />

201-300 5 Type III<br />

4 Type IV<br />

301 or more 6 Type III<br />

6 Type IV<br />

Type III Demons: AC -4; MV 9”;<br />

HD 10; hp 65; #AT 5; Dmg 2d6/<br />

2d6/1d3/1d3/1d4+1; SA & SD<br />

darkness 10’ radius, fear (as wand),<br />

cause pyrotechnics, polymorph self,<br />

telekinese (4,000 gp weight), and<br />

gate in a Type I-III demon (30%<br />

chance <strong>of</strong> success, roll for which type).<br />

Type IV Demons: AC -1; MV 9”/<br />

12”; HD 11; hp 70; #AT 3; Dmg<br />

1d4/1d4/2d4; MR 65%; AL CE; Size<br />

L (10½’ tall); SA & SD +2 to hit,<br />

+1 or better weapons needed to hit<br />

them, darkness 10’ radius, create<br />

illusion, cause fear, levitate (as a 12thlevel<br />

magic-user), detect magic, read<br />

languages, dispel magic, polymorph<br />

self; project image, symbol <strong>of</strong> fear or<br />

discord, telekinese (5,000 gp weight),<br />

and gate in a Type I-IV demon (60%<br />

chance, roll for type).<br />

<strong>The</strong> pillar in the center <strong>of</strong> the room<br />

is actually an elevator to raise and<br />

lower characters and demons to and<br />

from Orcus’s throne room. It will<br />

respond to the commands:<br />

“Descend” and “Rise,” spoken in<br />

76<br />

any language. It will always be raised<br />

when the characters enter this chamber.<br />

If they call for it to descend, the<br />

prince will learn <strong>of</strong> their presence and<br />

take steps to prepare for battle. It<br />

takes the elevator a full turn to go up<br />

or down all the way.<br />

NPC Capsule<br />

Orcus, Prince <strong>of</strong> the Undead<br />

(<strong>The</strong> following description <strong>of</strong> his<br />

capabilities represents Orcus within<br />

his fortress and its environs. If he is<br />

encountered on other planes, use the<br />

description in the Monster Manual. If<br />

encountered elsewhere on his own<br />

plane, modify the MM description as<br />

explained in Appendix IV <strong>of</strong> Manual<br />

<strong>of</strong> the Planes, or use this description.)<br />

AC: -6<br />

MV: 9”/18”<br />

Hit Dice: 240 hit points<br />

#Attacks: 2<br />

Dmg/Attack: (2d6 + 12)<br />

4d4 + poison<br />

Magic Resistance: 95%<br />

Intelligence: Supra genius<br />

Alignment: Chaotic Evil<br />

Size: L (20’ tall)<br />

Specials: +3 or better weapon needed<br />

to hit<br />

Virulent poison in tail sting,<br />

save at -8<br />

Can use at will (all spell abilities function<br />

as if cast by a 30th-level magicuser<br />

or cleric): continual darkness,<br />

charm person, create illusion (as<br />

wand), cause fear (as wand), detect<br />

magic, read magic, read languages,<br />

detect invisible, ESP, pyrotechnics,<br />

dispel magic, clairvoyance, suggest,<br />

lightning bolt (30d6), clairaudience,

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