Page 118 - Lords of Madness: The Book of Aberrations
P. 118
blindsight. If the sentry notices
intruders, it emerges from area
2 to attack.
Sentry Grell: hp 35, light-
ning lance; see page 115.
Given the chance,
the sentry looks for
opportunities to car-
ry paralyzed characters
above the pool and drop
them in the deeper part,
placing them at serious THE EATERS CHAPTER 6
risk of drowning.
If hard-pressed by deter-
mined attackers, the sentry
flees by flying straight up
the sinkhole wall. It then es-
capes into the jungle above,
unless it clearly has a safe line
of retreat to area 3 or 6.
A loud battle fought here can certain-
ly be heard by the grell in areas 3, 4, or 6.
The intervening distance provides a –10
penalty on their Listen checks, and the
noise of the stream adds another –5, for a A grell lurks in ambush,
total penalty of –15. (Adult grell have Listen waiting for prey to happen by
modifiers of +4.) Illus. by S. Ellis
One grell from area 3 and another from area 6 arrive 3 One of the skeletons wears the mold-
rounds after the round in which they hear fighting in the ering remnants of bronze banded mail.
sinkhole. The philosopher in area 4 does not investigate, In a pouch inside its armor (DC 10 Search check, unless the
trusting to its fellows to handle any kind of trouble. armor is removed, in which case the pouch is found automati-
cally) are four fine violet garnets, each worth 300 gp.
2. SENTRY’S CAVE (EL 4) If the sentry is killed by intruders who later leave the
This dismal cave is choked with a tangled mass of thick roots complex, the two grell from area 3 are posted here in case the
descending from the ceiling 20 feet overhead and partially cov- invaders decide to return.
ering the walls. Ancient human skeletons stand tangled in the
roots. 3. GRELL LAIR (EL 5)
A rough, narrow, natural passage branches away from the
The skeletons are the remains of old Sangkon Bhet apostates, stonework passage, climbing upward over a diffi cult slope of slick
chained to the walls and forgotten here long ago. They are round boulders. Beyond lies a large cavern, its ceiling pierced by
unsettling, but not dangerous. hanging tree-roots. Discarded bones lie scattered over the fl oor.
This cave serves as the post for the colony’s sentry, who
lurks hidden among the roots and debris in the upper part This chamber is home to two normal grell. They range far into
of the chamber and watches the bottom of the stairs in area the jungle above in search of prey. The bones are the remains
1. If the sentry misses intruders coming down the stairs, it of consumed animals—several deer and an assortment of
certainly attacks when they enter this room. The grell gains a smaller creatures.
+4 circumstance bonus on its Hide check because its dangling If the grell hear a fight in area 1, one grell goes to investi-
tentacles blend in very well with the roots in the ceiling (total gate, while the other remains here and hides. If the grell are
Hide modifier of +12). warned by the loud approach of a party of intruders in the
This chamber is also infested with several ferocious cen- passage outside, they both hide here among the roots in the
tipedes. The arthropods have learned to avoid the grell, but ceiling and prepare an ambush. The roots in this chamber
quickly attack any other creatures that enter the room. are not as dense as those in area 2, and so the grell gain only
Sentry Grell: hp 35, lightning lance; see page 115. a +2 circumstance bonus on Hide checks here (total Hide
Medium Monstrous Centipede (4): hp 4 each; Monster modifier +10).
Manual page 287. Grell (2): hp 33, 25; see page 108.
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