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,