of the Blind
Four: Snakes Alive!
of the Blind is a short adventure for four 8th-level characters. The
adventure is set in a minor duchy that is fairly removed from the ruler
of the land. As a result, trouble can brew in the land and the king would
not know immediately.
faced all manner of fungus last time. Perhaps with a little more investigation,
they'll discover what's really going on with Zhanna and Dephyl.
The Third Floor
third floor, the PCs find the main room filled with stone statues. These
statues display more variety than the ones on the first floor, and few
look like carvings. They are almost all petrified creatures trapped by
a medusa's gaze. The medusa statue is a self-portrait of Zhanna, and she
placed it here to ward off intruders.
different kinds of creatures stand about the room in rows, and each stands
about 10 feet apart from its neighbors. All statues are humanoid, but
otherwise they are very different from one another. In addition to the
normal array of humans, dwarves, elves, halflings, and gnomes, the room
contains drow, orcs, goblins, and a half dozen other races -- many from
a successful Intelligence check (DC 20), PCs notice a pattern to the order
of the statues. The north half of the room contains martial statues in
combat poses. The south half of the room contains spellcasting statues
or figures in nonmartial poses. The west half of the room is made of surface
creatures, while the east half of the room is Underdark dwellers.
Encounter 6 (EL
and Dephyl have a defense contingency plan because Dephyl figured his
father would attempt to reclaim the citadel some day. As time permits
and once they know that the PCs are in the citadel, Dephyl casts the following
spells: First, Dephyl casts fly on both himself and Zhanna. Then
he casts shield and mage armor on himself and mage armor
on Zhanna. Finally, he casts bull's strength and cat's grace
on Zhanna, and cat's grace on himself. Then they move to positions.
begins in the doorway to the west room with his wand of magic missiles
in one hand and potion of invisibility in the other. He has three-quarters
cover as he fires around the corner into the room. Zhanna begins within
the bedchamber, just inside the west door.
Dephyl can see the first PC, he fires his wand in an attempt to draw the
target toward him. Once anyone begins moving toward his location, he pulls
back, drinks his potion, and flies up and out of the room so that Zhanna
can sneak attack with her bow or move out and use her gaze attack.
the battle, Zhanna tries to stay centrally located while Dephyl flies
around the outer edges firing his wand. Any time Dephyl does not know
where Zhanna is, he stops and covers his good eye with his eye patch.
This blinds him, but it also keeps him from accidentally falling victim
to her gaze.
the battle, Zhanna continually makes comments about what statues she can
see. For instance, she might say to the PCs, "I see you, hiding behind
the statue of the raging barbarian!" or, "Do not think to topple
the derro in hopes of distracting me!"
is not melodrama. Since the room is arranged in quadrants, this is how
she tells Dephyl where she is looking during battle to let him know if
he's safe or not. If she mentions a statue that is in a different part
of the room than he is in, he lifts his eye patch and fires his wand at
PCs catch up to Dephyl or attempt to take him hostage, Zhanna stops combat
and negotiates his release. Though both are thoroughly evil, and they
love one another and would prefer to leave the citadel than be separated.
If the PCs get the upper hand, they promise to leave rather than risk
being killed. If the PCs kill either Zhanna or Dephyl, the other flees
Male human Ari2/Sor6; CR 8; Medium-size humanoid; HD 2d8+2 plus 6d4+6;
hp 35; Init +4; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Atk +4 melee
(1d4-1/19-20, masterwork dagger); AL LE; SV Fort +3, Ref +4, Will +10;
Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 17.
Skills and Feats:
Concentration +11, Diplomacy +10, Handle Animal +8, Innuendo +7, Knowledge
(arcana) +8, Listen +4, Ride (horse) +2, Sense Motive +8, Spellcraft +11,
Spot +9; Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes.
Known (6/7/6/4; base DC 13 + spell level): 0 -- detect magic, flare,
light, mage hand, mending, open/close, read magic; 1st -- comprehend
languages, mage armor, magic missile, shield; 2nd -- bull's strength,
cat's grace; 3rd -- fly.
eye patch of see invisibility, potion of invisibility, wand
of magic missile (5th-level caster), masterwork dagger, clothes.
wears his eye patch over his good eye when he's with Zhanna and accepts
temporary blindness. When he's not using it to block his vision, it allows
him to see invisible creatures and things as the see invisibility
Eye Patch of See
Invisibility: The eye patch of see invisibility enables its
wearer to see as the see invisible spell whenever the patch is
worn. It obstructs normal vision, however. Moving the eye patch is a move
Level: 3rd; Prerequisites: Craft Wondrous Item, see invisibility;
Market Price: 16,800, Weight: --.
Female medusa Rog3; CR 10; Medium-size monstrous humanoid; HD 6d8+6
plus 3d6+3; hp 49; Init +3; Spd 30 ft.; AC 16, touch 13, flat-footed 16;
Atk +8/+3 melee (1d4/19-20, dagger) and +6 melee (1d4 plus poison, snakes);
or +12/+7 ranged (1d6+1/x3, +1 shortbow); SA petrifying gaze, poison,
sneak attack +2d6; SQ darkvision 60 ft., evasion, traps, uncanny dodge
(Dex bonus to AC); AL LE; SV Fort +4, Ref +11, Will +7; Str 10, Dex 17,
Con 12, Int 13, Wis 12, Cha 15.
Skills and Feats:
Appraise +4, Balance +5, Bluff +11, Craft (sculpting) +4, Diplomacy +6,
Disguise +11, Hide +6, Innuendo +4, Intimidate +4, Jump +2, Listen +6,
Move Silently +10, Open Lock +6, Sense Motive +6, Spot +12, Tumble +8,
Use Magic Device +4; Alertness, Point Blank Shot, Precise Shot, Weapon
(Su): Zhanna's gaze can turn an opponent within 30 feet to stone permanently
(Fortitude save DC 15).
Poison (Ex): Zhanna
can deliver an injury poison (Fortitude save DC 14) on a successful hit
with her snakes. The initial damage is 1d6 Strength, and the secondary
damage is 2d6 Strength.
Evasion (Ex): If
exposed to any effect that normally allows a character to attempt a Reflex
saving throw for half damage, Zhanna takes no damage with a successful
+1 shortbow, 20 arrows, 200 gp worth of jewelry, colorful sarong.
to Zhanna's jewelry, the trunks and dressers in their bedchamber hold
1,120 gp, a set of moonstone and sapphire jewelry (a matching necklace
and two earrings worth 1,500 gp), fine silk cloth (100 gp), a potion
of cure moderate wounds, a flask of sovereign glue, and 4 vials
of oil of slipperiness.
Dephyl or Zhanna gets away, the PCs have earned a lifelong enemy. Jellhyn
Fedorel is shocked and amazed that his son is still alive, though he hardly
mourns him and seems secretly relieved that he doesn't have to concern
himself with his son any more. The PCs might also want to find out where
the pair was getting all the blocks of granite and the identity of the
mysterious Gremminu. Finally, one of the petrified statues might be of
someone Jellhyn recognizes as someone important. If the PCs can turn this
individual back to flesh, or at least cart the body to the individual's
friends, they would probably express their thanks with gold.