H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
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polymorph self, wall <strong>of</strong> fire, telekinese<br />
(12,000 gp weight), animate dead<br />
as 30th-level MU, command, all cure<br />
spells, remove fear, remove curse,<br />
remove paralysis, all detect spells,<br />
geas, levitate, teleport without error,<br />
protection from good, sending,<br />
vocalize, tongues, atonement, fly,<br />
improved phantasmal force, mislead,<br />
quest, improved invisibility, mirror<br />
image, regenerate, anti-magic shell,<br />
dispel illusion, enthrall, spell immunity,<br />
true seeing, globe <strong>of</strong> invulnerability,<br />
dispel good, dispel magic,<br />
exorcise, summon<br />
Can use up to six <strong>of</strong> these per day:<br />
death spell, restoration, wish, heal,<br />
gate, resurrection, vision, volley,<br />
unholy word<br />
Can use once per day: feeblemind,<br />
project image, polymorph any object,<br />
shape change, time stop, any <strong>of</strong> the<br />
symbols<br />
Possessions:<br />
Evil-Aligned mace <strong>of</strong> disruption<br />
causes double listed damage to good<br />
clerics and paladins, and goodaligned<br />
victims <strong>of</strong> a blow must save<br />
vs. spell or be turned away from Orcus<br />
for 2d6 rounds (turned as if undead<br />
turned by cleric)<br />
Wand <strong>of</strong> Orcus causes death if<br />
touched. It rests in a socket beside the<br />
throne, and is used to power the antimagic<br />
screen over the castle as well as<br />
the four bone guns.<br />
If Orcus encounters the PCs in his<br />
throne room, his rage will be tremendous.<br />
He will fight with every power<br />
and ability at his disposal to annihilate<br />
the characters. In other settings,<br />
he will be deadly, but without this<br />
berserk intensity.<br />
Orcus can be drawn out <strong>of</strong> his<br />
throne room by an effective diversion.<br />
He will go to investigate any<br />
scene <strong>of</strong> destruction in his fortress. He<br />
will go to Orcusgate to investigate if<br />
the zombies attack the city, or if Glyphimhor<br />
has been killed. It is quite<br />
possible that the characters will think<br />
<strong>of</strong> another effective diversion to get<br />
him out <strong>of</strong> the throne room—if they<br />
don’t, stealing his wand is going to be<br />
very difficult indeed.<br />
However, Orcus will not use his<br />
wand in combat. Instead he will wield<br />
his mace if forced into close<br />
quarters—but first, he will attempt to<br />
slay PCs with his most potent magical<br />
attacks—such as the death spell. He<br />
will also raise his globe <strong>of</strong> invulnerability,<br />
and employ as many other <strong>of</strong><br />
his defensive powers as he has a<br />
chance to use before battle is joined.<br />
23. <strong>Throne</strong> Room <strong>of</strong> the<br />
Demon Prince<br />
This room towers over every other<br />
point in sight—including the<br />
mountains visible to the farthest<br />
horizon. <strong>The</strong> walls and ceiling are<br />
formed by a shimmering green<br />
dome—transparent, but somehow<br />
appearing solid.<br />
<strong>The</strong> dominant feature <strong>of</strong> the<br />
room is the dais that towers in the<br />
middle, topped by an enormous<br />
throne. <strong>The</strong> throne seems to have<br />
been made from the skulls <strong>of</strong> all<br />
types <strong>of</strong> creatures.<br />
One corner <strong>of</strong> the room is<br />
devoted to massive banquet tables,<br />
loaded with plates and dishes <strong>of</strong><br />
great finery, each <strong>of</strong> which holds<br />
some kind <strong>of</strong> exotic food.<br />
Along the edge <strong>of</strong> the platform,<br />
opposite the banquet tables,<br />
thrives a lush garden <strong>of</strong> bizarre<br />
plants. Many <strong>of</strong> these are blossoms<br />
<strong>of</strong> exquisite beauty, but others are<br />
gap-toothed horrors that seem to<br />
77<br />
sniff and snap at anything around<br />
them.<br />
Before the throne is a wide, sil-<br />
ver pool. <strong>The</strong> liquid in it appears to<br />
be water, but it is unnaturally still.<br />
<strong>The</strong> dome over the throne room is a<br />
potent shield <strong>of</strong> negative force. It is<br />
generated by the presence <strong>of</strong> Orcus’s<br />
wand in the socket beside his throne.<br />
<strong>The</strong> dome will cause any magical<br />
spells in effect upon an object or individual<br />
passing through the screen to<br />
be automatically dispelled. Likewise,<br />
spells cannot be cast through the<br />
screen.<br />
As an even further effect, however,<br />
any magical item passing through the<br />
screen (including those carried by<br />
characters) must make a saving throw<br />
vs. fireball (on the saving throws for<br />
objects table). Failure means that the<br />
object has permanently lost its<br />
enchantment. If the save is successful,<br />
the object loses all magical powers for<br />
2d6 rounds.<br />
<strong>The</strong> dome only affects things<br />
approaching the platform through<br />
the air. Visitors approaching via the<br />
elevator or the dumbwaiter are not<br />
affected.<br />
<strong>The</strong> pool before the throne is the<br />
scrying pool whereby Orcus, with a<br />
command word known only to him,<br />
can view any area <strong>of</strong> his plane. When<br />
no area is specified, the pool shows an<br />
image <strong>of</strong> the scrying room (area 7).<br />
If the Wand <strong>of</strong> Orcus is removed<br />
from its socket, the dome <strong>of</strong> protection<br />
will immediately cease to function,<br />
as will the bone guns and the<br />
scrying pool. However, Orcus—<br />
wherever he is—will sense this disruption<br />
in his magical protections, and<br />
he will immediately hasten to his<br />
throne room to see what’s going on.