620_88566_Ghostwalk3.qxd
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2:15 PM
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Lair of the Crippled One
LAIR OF THE EYELESS LADY An encounter site for 9th-level characters.
SYNOPSIS
4
ADVENTURES
CHAPTER 6:
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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
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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.
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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.