Ghostwalk - 3.5e

Page 212

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4/4/03

2:15 PM

Page 212

Lair of the Crippled One

LAIR OF THE EYELESS LADY An encounter site for 9th-level characters.

SYNOPSIS

4

ADVENTURES

CHAPTER 6:

3 2 1

This is a section of the upper Undercity that has been cleaned up and renovated to be used as a base by a gang of thieves and bandits. They are led by a medusa sorcerer who has been robbed of her gaze attack. She uses her magic to enhance the bandits, and the aid of a cleric of Phaant provides them with magic crossbow bolts to make them more effective raiders. The bandits are not associated with the Golden and may come under attack from the thieves’ guild, eventually. There are many weak creatures in this place that won’t present much of a challenge to the heroes, but the leaders are a respectable threat.

THE BASE

0 5 10 20

40

Scale in feet

LE; SV Fort +14, Ref +9, Will +5; Str 20, Dex 15, Con 20, Int 10, Wis 12, Cha 10. Skills and Feats: Climb +11, Hide –6, Listen +11, Move Silently +4, Spot +11; Combat Reflexes, Multiattack, Power Attack, Weapon Focus (spikes). Weak Flight: Halaarn’s wings are damaged, and he cannot fly for more than 2 rounds before having to land. After not flying for 2 rounds, he is able to fly again. Possessions: ring of warmth, potion of death armor, cloak of resistance +1, potion of cure moderate wounds, vial of cretchwater oil, 150 gp. Tactics: Halaarn is a crafty manticore, despite the injuries to his wings, and he plans his fights carefully. After testing an opponent’s strength with 1 round of attacks, he uses Power Attack as much as he feels necessary. He also takes advantage of his reach and the Combat Reflexes feat to allow him to make attacks of opportunity, even if he is caught flat-footed. If he has a round to watch the PCs before attacking and considers them a serious threat, he drinks his potion of death armor before entering combat. If seriously injured, he offers his treasure to his opponents with a promise that he won’t seek them out in exchange for leaving him alone. He is not without honor and keeps his word, although if his opponents return to his lair or he encounters them accidentally, he isn’t averse to attacking them if he thinks he can take them this time.

212

The bandits have cleaned out eleven buildings in the northern part of the Undercity and walled off the nearby streets with piles of rubble. The place is now much like a fortress and is hard to notice because the bandits are careful not to use lights outside their homes unless absolutely necessary (they use lanterns and candles within the buildings, and the windows have been covered over to prevent light leakage). A. Watchpoint (EL3)

Read the following aloud. While this area of earth and rubble looks like most other collapsed parts of the Undercity, there is a gap in it that could easy allow a human to pass through into an area beyond. One grimlock (from either area 1 on the map) is on guard at each of the watch stations at all times, and one human bandit (from area 4) is always on duty, alternating between the east and west entrances. The human relies upon the grimlocks to detect opponents approaching in darkness (such as with darkvision) and uses his own eyes to find creatures approaching with light. The guards attempt to warn the other residents quietly if there is time before the intruders arrive; otherwise, they shout an alarm if creatures are nearby or they are attacked with surprise. B. Crawler Lead (EL6)

Read the following aloud. This area of rubble and earth has a gap through which a human could pass without difficulty. This is a secondary entrance to the bandit territory, rarely used because of the ferocity of its guardians.


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Articles inside

Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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