(← Storm Tower in Pleven) (Back to Adventures Index) (Arral's Lair →)
Throne of Ilay
The notes for this adventure are sparse (as are many from this era). They are presented here essentially as stored in my notebook – without much explanation or context.
At the Cave of the Throne of Ilay:
To protect the throne from being used by others, the Dark Mage and his Demonwraiths have set up a powerful magical ward against the power of any but HADES. Carefully painted in human blood is a pentagram. The blood glows slightly and is as fresh as when it was poured. Imprisoned here and forced to guard is a TYPE VI DEMON with 58 hit points. In addition to the listed powers, he has the following PSIONIC disciplines: Det Good/Evil, Precognition, Clairvoyance, Levitation, Astral Projection, Mass Domination.
The demon, however, will not manifest himself unless somebody enters the pentagram or breaks it.
First, however, there are two “lesser” creatures to deal with: 1 DRACOLISK, hp 23; 1 GORGIMERA, hp 33. Both of these monsters were drawn by the evil of the encased demon.
The Dark Mage will know of the party's presence here and will show up with seven of his Demonwraiths.
The throne can be reached easily by stepping around the pentagram, but unless the demon is released the magical ward will allow only contact with HADES. If the demon is released and the Dark Mage is nearby, the demon will gate in help and attack the Dark Mage. The party should, if possible, take advantage of this and flee!
The seven Demonwraiths: | Nightmare | ||
---|---|---|---|
#4 | Form II | 43 hp | 40 |
#5 | Form II | 80 hp | 27 |
#6 | MU/13 | 53 hp | 36 |
#7 | C/11 | 67 hp | 30 |
#9 | T/12 | 50 hp | 26 |
+2 WRAITH IMPOSTERS for #2, #3: hp 24, 23 | |||
All ride NIGHTMARES: | DM | 38 | |
#4-#9 | see above | ||
Wraith 1 | 31 | ||
Wraith 2 | 42 |
1) See descriptions elsewhere
2) See descriptions elsewhere
3) See descriptions elsewhere
4) Test of Dexterity – Must jump from pillar to pillar. Each jump unlocks one lock. To jump, a save vs. Dex on a d20 must be rolled. If failed, another save must be made to see if the person can grab onto the pillar and not fall. The pillars are very smooth and curved convex. If the chest is opened a huge SKELETON (AC0, HD8, hp40, #AT1, D2d6, MR30%) will attack. All the latches will relatch.
5) Test of Intelligence – The wall is solid and has on it 8 symbols each with a gem hold below it:
On the floor is a crystal that can fit in any of the holes. The arrowed one is out of sequence and if the gem is placed there, the wall will disappear.
Beyond this is an impassable iron grate which can only be surpassed by disbelieving it.
6) Test of Wisdom – A full deck of many things is here with the message “The choice is yours to make” carved around it. If a card is drawn, the character must continue drawing until a bad card is drawn.
Once all characters have drawn or refused to draw, the deck and the opposite wall will vanish.
7) Test of Strength – A simulacra of HADES will appear:
AC | 1 |
MV | 18“ |
hp | 200 |
#AT | 1 |
Dam | d8+12 (+6 to hit) |
MR | 75% |
SZ | M (61/2') |
AL | NE |
Fights as a F/15 | |
S24 | I1) |
Arral's Gift:
Go to the vertex of heat and seek the guardian of the vortex. Cast it into the cauldron, but be prepared to pay the price. |
---|
* In addition, he will give them a platinum and gold key which opens the book of the map.
(← Storm Tower in Pleven) (Back to Adventures Index) (Arral's Lair →)