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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