Difference between revisions of "Hall of the Hellbinder"

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'''[[HP]]''': 150<br>
 
'''[[HP]]''': 150<br>
 
'''[[HD]]''': 20<br>
 
'''[[HD]]''': 20<br>
'''Spells''': [[Call Imp]], [[Summon Demon]], [[Haste]], [[Hellfire]], [[Blink]]<br>
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'''Spells''': [[Call Imp]], [[Summon Demon]], [[Haste]], [[Hellfire]], [[Blink Away]]<br>
 
'''Equipment''': [[Demon blade]], [[robe]]<br>
 
'''Equipment''': [[Demon blade]], [[robe]]<br>
 
'''Recommendations''': Fortunately he only knows Summon Demon and not [[Summon Greater Demon]]. If you're lucky, he'll simply cast Call Imp instead of blasting you for 30-40 Hellfire damage per hit. Take him out fast to keep things simple.
 
'''Recommendations''': Fortunately he only knows Summon Demon and not [[Summon Greater Demon]]. If you're lucky, he'll simply cast Call Imp instead of blasting you for 30-40 Hellfire damage per hit. Take him out fast to keep things simple.

Revision as of 19:57, 28 January 2013

Deep below the floor burns a fire hotter than any other fire: the fire of hell. The floor is hot to the touch

The Halls of the Hellbinder are a Wizard Laboratory made of unnatural black walls and dedicated to control over all manner of demons. Its map is a convoluted series of demonic summoning and containment chambers, with two small treasure rooms southeast of the entrance area, a portal out east of the entrance, and a wide open boss chamber at the very bottom. Expect to face almost any tier 2, 3, or 4 demon along the way, as well as various demon summoners and gouts of flaming cloud that fill the center of the halls.

The treasure in the top two chambers will consist mostly of gold and evil scrolls (scroll of torment, scroll of unholy creation). The boss' chamber will likely contain books and possibly a magical staff of summoning, as well as gear of fire resistance.

Monsters

The sheer variety of demons you can face here make proper preparations difficult. Fire, cold, and poison resistance will definitely help minimize the amount of damage you take. Negative energy resistance will also help if you end up in melee with some of the draining-branded attack demons (reapers, soul eaters). Mutation resistance isn't absolutely vital, but if you have it, it couldn't hurt for dealing with neqoxecs and cacodemons. Nothing will protect against a hellion's hellfire, so simply try to take them down quickly. Of course, when actual summoners show up, taking them down as quickly as possible should be your first goal.

Boss: Hellbinder

In the center of the altar room at the bottom of the map, you'll find a randomly named hellbinder worshiping at an altar to Makhleb. If you can get him into melee, he'll resort to his pathetic melee skills instead of hammering you with hellfire and wave after wave of demons. Alternatively, any decent offensive caster should be able to obliterate him before he can put up much of a fight, especially if they have Abjuration or Mass Abjuration to get rid of any useful allies he might summon.

A mighty spellcaster, wreathed in arcane energies, and muttering the most profane incantations you might have ever heard.

Hellbinder.png
HP: 150
HD: 20
Spells: Call Imp, Summon Demon, Haste, Hellfire, Blink Away
Equipment: Demon blade, robe
Recommendations: Fortunately he only knows Summon Demon and not Summon Greater Demon. If you're lucky, he'll simply cast Call Imp instead of blasting you for 30-40 Hellfire damage per hit. Take him out fast to keep things simple.

MAP
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ENDMAP

List of Possible Monsters