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

Lair of the Crippled One

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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.

LAIR OF THE EYELESS LADY

An encounter site for 9th-level characters.

SYNOPSIS

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

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.

Creatures: Beyond this gap are two carrion crawlers, each with a chain collar attached just behind its first pair of legs. The other ends of the chains are attached to large spikes pounded into the ground in the sheltered area northwest of the rubble wall. Each chain gives the crawlers enough slack to reach the fountain for water and just enough to reach the southern end of the gap in the rubble wall. Any creature that comes through the gap is attacked by both crawlers, and the noise from the fight is likely to draw attention from the rest of the base. The crawlers were half-tamed by Chownag the bandit leader, but they have the temperament of abused attack dogs and don’t react well to anyone but him.

Carrion Crawlers (2): hp 19 each; see Monster Manual.

1. Grimlock House (EL4)

Read the following aloud.

This building has been emptied of refuse and rubble and now is a sleeping area with four filthy straw pallets.

The grimlocks sleep in these two buildings because their keen senses make it likely for them to notice intruders coming through the nearby entrances.

Creatures: Four grimlocks live in each building. They run to attack any creatures that enter the bandit base or to investigate calls for help or sounds of combat.

Grimlocks (8): 19 hp each; see Monster Manual.

Treasure: In the west building, the characters can find 41 gp, 905 sp, a 10-gp malachite, a suit of Medium-size banded mail, and a masterwork scimitar. The east building has 52 gp, 857 sp, a 500-gp aquamarine, a suit of Medium-size halfplate, and a potion of clairvoyance.

2. Unused Building

Read the following aloud.

This building is empty, but it looks like someone has taken time to clear out stray debris.

The bandits plan to use this place to help them guard the western entrance, but have not done so yet.

3. Main Storage

Read the following aloud.

This small building is stacked with crates, barrels, and boxes, some of which are opened or have seen recent use.

This area contains stores of food, water, and beer for the residents, as well as surplus valuables they haven’t sold yet.

Treasure: 1 lb. ginger (2 gp), 4 lb. silk (80 gp), 3 lb. cloves (45 gp), 3 flasks holy water (75 gp), 5-lb. spool of gold wire (250 gp), beautiful silver mirror (1,000 gp).

4. Bandit House (EL6)

Read the following aloud.

This building has been converted to a barracks, with five simple beds, each with a short wooden box under it.

The regular bandits sleep here. The boxes contain clothes, simple disguises (hats, padded coats, thickheeled shoes, and so on), and personal effects for the bandits.

Creatures: Five bandits share this building. They answer any call to alarm from their fellows, their leaders, or the grimlocks, and always investigate the sounds of fighting. Rather than fighting in darkness,

Lair of the Eyeless Lady Lair of the Eyeless Lady

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a bandit uses a tindertwig to light a torch. Zul and Amon are used to doing the grunt work and the legbreaking, so they enter melee combat with enemies, while Halan, Jost, and Vorin are better at the sneaky stuff, so they remain back and fire into melee with their crossbows.

Zul and Amon: Male human Rog2; CR 2; Mediumsize humanoid; HD 2d6+5; hp 12 each; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +1 studded leather armor, small steel shield), touch 12, flat-footed 14; Atk +4 melee (1d6+2/19–20, masterwork short sword), or +3 melee (1d4+2/19–20, dagger), or +5 ranged (1d8+1/19–20, masterwork light crossbow with +1 bolts); SA sneak attack +1d6; SQ evasion, search for traps; AL LE; SV Fort +3, Ref +5, Will +1; Str 15, Dex 14, Con 12, Int 10, Wis 13, Cha 8.

Skills and Feats: Balance +4, Disguise +1, Gather Information +2, Hide +7, Intimidate +4, Jump +4, Listen +6, Move Silently +7, Search +3, Sense Motive +3, Spot +6, Tumble +7, Use Rope +7; Great Fortitude, Toughness.

Possessions:+1 studded leather armor, small steel shield, masterwork short sword, dagger, masterwork light crossbow, 10 +1 bolts, +1 human-bane bolt, potion of cure light wounds, potion of hiding, 2 tindertwigs, 5 torches, 25 gp.

Halan, Jost, and Vorin: Male human Rog2; CR 2; Medium-size humanoid; HD 2d6–2; hp 9 each; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +1 studded leather armor), touch 12, flat-footed 13; Atk +1 melee (1d6/19–20, short sword), or +5 ranged (1d8+1/19–20, masterwork light crossbow with +1 bolts); SA sneak attack +1d6; SQ evasion, search for traps; AL LE; SV Fort –1, Ref +5, Will +2; Str 10, Dex 15, Con 8, Int 12, Wis 14, Cha 13.

Skills and Feats: Appraise +6, Balance +4, Bluff +6, Climb +5, Diplomacy +3, Intimidate +3, Jump +2, Listen +7, Move Silently +7, Open Lock +7, Pick Pocket +9, Search +6, Spot +7, Tumble +7; Point Blank Shot, Precise Shot.

Possessions:+1 studded leather, short sword, masterwork light crossbow, 10 +1 bolts, 2 +2 bolts, +1 humanbane bolt, potion of cure light wounds, potion of hiding, potion of sneaking, 2 tindertwigs, 5 torches, 12 gp.

5. Cleric House (EL7)

The door into this building has the symbol of Phaant carved into it.

This place reeks of incense. A small desk and chair sits near the north end. Several sticks of incense burn in holders on the desk, and a case of crossbow bolts rests in the center of a partially completed magical inscription, drawn on the desk in sand and ash. A simple bedroom lies behind a short wall to the south that partially blocks the view.

This is where Leston (the cleric ally of the bandits) lives. The desk is the workstation where he imbues crossbow bolts with magic. Under the desk is a box with a few spare pieces of clothing.

Creatures: Leston is an evil adventurer who was captured by a cult of Orcus-worshipers. Turned into an undead creature against his will, he shook off the cultists’ brainwashing and escaped. He is filled with self-loathing but not yet ready to end his own unlife. He signed on with the bandits in hopes of coming across clues to the current whereabouts of his previous captors. He burns incense constantly in this room so the smell of it covers his own strange aroma of preservative spices, since the bandits do not realize he is undead. He prefers clothing that covers most of his exposed skin and wears a cowled cloak whenever he leaves his house. Leston doesn’t use light (he tells the bandits that he has an item that grants him darkvision) and prefers to avoid melee combat, using the normal darkness, his spells, and ranged attacks to hinder the enemy. If he sees a cleric and thinks he may be recognized as an undead, he casts desecrate to hamper turning attempts and may even try to channel negative energy to bolster himself against turning. If he thinks he may die in an encounter, he flees to the surface (via area 6) or elsewhere into the Undercity.

Leston: Male human mumia Clr6; CR 7; Mediumsize undead; HD 6d8+3; hp 33; Init +1; Spd 20 ft.; AC 21 (+1 Dex, +3 natural, +2 breastplate), touch 11, flatfooted 20; Atk +4 melee (1d12/×3, greataxe); or +7 ranged (1d10+1/19–20, masterwork heavy crossbow with +1 bolts); SA rebuke undead 4/day, withering touch; SQ fast healing 2, turn resistance +2, undead traits; AL LE; SV Fort +5, Ref +3, Will +8; Str 10, Dex 13, Con —, Int 14, Wis 16, Cha 12.

Skills and Feats: Concentration +10, Craft (weaponsmithing) +9, Diplomacy +5, Heal +5, Intimidate +3, Knowledge (arcana) +7, Knowledge (history) +3, Knowledge (local) +3, Knowledge (religion) +7, Spellcraft +7; Combat Casting, Craft Magic Arms and Armor, Martial Weapon Proficiency (greataxe), Toughness.

Cleric Spells Prepared: (5/5/5/4; base DC 13 + spell level): 0—cure minor wounds, detect magic, mending, purify food and drink, read magic; 1st—cure light wounds (2), divine favor, entropic shield*, summon monster I; 2nd—cure moderate wounds, darkness, desecrate*, hold person, silence; 3rd—cure serious wounds, dispel magic, invisibility purge, protection from elements. *Domain spell. Deity: Phaant. Domains: Evil (cast evil spells at +1 caster level), Luck (reroll 1/day).

Possessions:+2 breastplate, greataxe, masterwork heavy crossbow, 20 +1 crossbow bolts, 3 +1 elf-bane bolts, 3 +1 human-bane bolts, 3 bonecrusher bolts, scroll of cure critical wounds, wand of detect ghost (16 charges), flask of unholy water, 10 gp worth of silver for desecrate (2 uses total), 147 gp.

6. Basement Exit

Read the following aloud.

This building is empty except for a sturdy iron ladder leading up to a trap door in the ceiling.

The trap door opens into the basement of a small house in the north part of the Portal Ward. The house is owned by Chownag, the bandit leader, and is used as a secret way to and from the city.

7. Love Nest

Read the following aloud.

This small building has a tiny desk and chair and a good-sized comfortable bed.

This is where Chownag and his medusa lover live. Under the bed are a few wooden boxes containing men’s and women’s clothes.

Creatures: The medusa, Saag Paneer, was forced out of her covey after a fight with her sister, who cut out her humanoid eyes. Saag can still see out of her snake eyes (even with darkvision) and is still immune to the gaze of another medusa, but she can no longer turn creatures to stone. She is bitter at her loss, but has mostly accepted her new life, for with her help, Chownag’s group of bandits have become very successful. The grimlocks in the band followed her after she was

cast out by her sister, and their greatest loyalty is to her over all others. Saag prefers to attack foes at range and uses her spells to enhance her abilities and that of the other bandits (her ability to cast cat’s grace and invisibility is largely responsible for the group’s successes of late). If she needs to escape, she hides in one of the houses, casts change self to appear as a normal human, and pretends to be a city prostitute or a kidnapped merchant’s wife (depending on her estimation of the attitude of the invaders) to generate sympathy and allow her to be “rescued” from the bandit lair.

Chownag was once a barbarian from the Varlin Mountains. He came to Manifest to meet the ghost of his brother, who never appeared. He fell in with a gang of thugs, eventually became the leader of the gang, and moved his operations into the Undercity to hide them from the attention of the Golden. When Saag Paneer stumbled onto his old hideout, he proposed an alliance, which has greatly helped both of them. He honestly cares about her (although the fact that she can look like any woman he wants doesn’t hurt) and becomes angry if she is threatened. In combat, he prefers to flank opponents, enter a rage, and let his increased strength and sneak attack damage cut a swath through his enemies.

Saag Paneer: Female medusa Sor5; CR 10 (a medusa without its gaze attack is approximately CR 5); Medium-size monstrous humanoid; HD 6d8 plus 5d4; hp 39; Init +2; Spd 60 ft.; AC 16 (+2 Dex, +3 natural, ring of protection +1),touch 13, flat-footed 14; Atk +7/+2 ranged (1d6+1/×3, shortbow with +1 arrows), or +8/+3 melee (1d4/19–20, dagger) and +5 melee (1d4 plus poison, snakes); SA poison (Fort DC 14, 1d6 Str/2d6 Str); SQ darkvision, empathic link with familiar, scry on familiar, share spells with familiar, tiny viper familiar (Pakor), touch spells (via familiar); AL LE; SV Fort +4, Ref +9, Will +11; Str 10, Dex 15, Con 10, Int 12, Wis 13, Cha 16.

Skills and Feats: Bluff +12, Concentration +10, Diplomacy +5, Disguise +12, Intimidate +5, Jump +10, Knowledge (arcana) +4, Listen +3, Move Silently +9, Spellcraft +3, Spot +12; Alertness, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse (snakes).

Sorcerer Spells Known (6/7/5; base DC 13 + spell level): 0—dancing lights, detect magic, disrupt undead, mage hand, mending, read magic; 1st—change self, charm person, mage armor, magic missile; 2nd—cat’s grace, invisibility.

Possessions:ring of protection +1, shortbow, 20 +1 arrows, 3 +1 human-bane arrows, 3 +1 monstrous humanoid-bane arrows, 2 bonecrusher arrows, boots of striding and springing, cloak of resistance +1, potion of cure moderate wounds, potion of fly, potion of neutralize poison, wand of burning hands (7 charges), 175 gp.

Pakor (Tiny Viper Familiar): hp 19, Fort +2, Ref +5, Will +5, bite +5 melee, +5 natural armor bonus.

Chownag: Male human Bbn3/Rog5; CR 7; Medium-size humanoid; HD 3d12 plus 5d6; hp 45; Init +4; Spd 40 ft.; AC 18 (+4 Dex, +1 studded leather armor), touch 14, flat-footed 14; Atk +8/+3 melee (1d6+3/×3, masterwork handaxe) and +8 melee (1d6+1/×3, masterwork handaxe), or +10 ranged (1d10/19–20, heavy crossbow); SA sneak attack +3d6; SQ evasion, fast movement, rage 1/day (5 rounds), search for traps, uncanny dodge (Dex bonus to AC, can’t be flanked); AL NE; SV Fort +4, Ref +9, Will +3; Str 16, Dex 18, Con 10, Int 10, Wis 12, Cha 14.

Skills and Feats: Climb +9, Craft (metalworking) +6, Gather Information +5, Handle Animal +8, Hide +14, Intimidate +8, Intuit Direction +5, Jump +9, Listen +7, Move Silently +25, Ride (horse) +6, Search +4, Spot +8, Ambidexterity, Diehard, Endurance, Two-Weapon Fighting.

Possessions:+1 studded leather, 2 masterwork handaxes, heavy crossbow, 10 crossbow bolts, 2 +1 human-bane crossbow bolts, boots of elvenkind, gloves of dexterity +2, potion of darkvision, five 50-gp amethysts, two 100-gp pearls, 78 gp.

8. Small Temple

Read the following aloud.

This building contains a shrine to Phaant. A large wooden box serves as an altar, and a simple cloth painting depicting the Dark Fate herself hangs behind it. Burn marks cover the top of the box, and fragments of broken wood, glass, and pottery items remain scattered across it.

There is nothing of value in this room. This is a permanent fixture dedicated to Phaant, so if Leston casts his desecrate spell within 20 feet of here, the effects of that spell are doubled (as explained in the spell description).

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