Page 102 - Lords of Madness: The Book of Aberrations
P. 102
20 to 50 percent more than that. If the item comes from far away WRECK OF THE
(more than 500 miles) and it’s not available locally, double its
price. If the item comes from another world or another plane MINDSPIDER
of existence, the sky’s the limit—five to ten times the book A few weeks ago, a neogi flying ship met with misfortune
price is a good target. in a furious thunderstorm as it was setting out on a long
The value of slaves is a different matter. Multiple factors go journey. Heavily damaged, it crashed on an isolated rocky
into the value of a slave, and the interest shown by the potential beach. Several neogi and their slaves were killed or injured
buyer is not the least. The basic method for determining the in the crash, but five of the small monsters survived, along
value of a slave is based on the creature’s CR, using the follow- with four umber hulks and a handful of other useful slaves.
ing formula: Under the leadership of the sorcerer Neex Hist, the neogi
are working to repair their ship so they can continue their
2
Cost = (CR, minimum 1) × 100 gp interrupted voyage. In the meantime, they have set up camp TAKERS CHAPTER 5
in a large sea cave close by the site of the shipwreck. While THE SLAVE
An unskilled dwarf, for example, with CR 1/2, costs 100 gp the repairs continue, the neogi and their minions are scouring
(CR 1/2 rounds up to 1; 1 squared = 1; 1 times 100 gp = 100 gp). the area for anything of interest—there’s no point in leaving
A troll slave, on the other hand, costs 2,500 gp (CR 5 squared potentially valuable merchandise in the vicinity of the crash
= 25, times 100 gp = 2,500 gp). site, after all.
Unusual or marketable qualities in a slave, such as great The areas outside the sea caves consist of sheer bluffs,
strength, great beauty, valuable skill, or exotic origin, can pebble-strewn beaches with heavy surf and massive driftwood
multiply the price by two, three, or four. A skilled miner dwarf logs, and a thick coastal forest of evergreens beginning at
might bring 200 gp if sold at a mine. If that same dwarf were the upper end of the beach. The coast is cool and rainy, with
exceptionally strong, he could cost 400 gp. If that dwarf was an frequent fogs.
8th-level rogue and the buyer was the head of a thieves’ guild, At the time the PCs arrive on the scene, a light fog covers
the slave could cost between 12,800 and 25,600 gp. The DM the area. This fog has no effect within 30 feet, but creatures
has considerable leeway when setting these prices, of course. 30 to 60 feet away have concealment, and vision is obscured
When dealing with high-level characters, there’s always a pos- beyond 60 feet.
sibility that the neogi don’t know how valuable or how skilled The beach is difficult terrain due to the deep layer of pebbles.
a particular captive is, leading them to undervalue the slave. The outer sides of the headland are steep, but offer numerous
Several skills come into play when haggling with neogi. handholds (DC 15 Climb check).
Appraise is valuable for obvious reasons, but it’s less useful Inside, the sea caves are somewhat slick and wet. Add +5 to
when dealing with unfamiliar or alien goods. the DC of Balance or Climb checks made inside the caves.
Diplomacy is another handy skill. Long years of trading with In several places, the neogi had the umber hulks block
some of the most unsavory creatures imaginable have made the passages with heavy boulders. Rolling a boulder barrier aside
neogi difficult to offend, but they respond uncharacteristically requires a DC 22 Strength check. Two or three umber hulks
well to politeness. cooperate to emplace or remove a barrier.
Sense Motive is essential; neogi lie about anything if they
expect to get away with it. 1. GUARD POST (EL 8)
Pertinent Craft and Knowledge skills can provide essential A tall headland rises up across the beach in a long rocky wall
synergy bonuses to relevant Appraise checks. jutting well out into the water. Mist-wreathed evergreen forest
crowns the top of the cape, and surging waves break along its
TRAVEL sides. A large crevice in its side leads to a cave at the beach level.
Among the most impressive achievements of the neogi are Two armored bugbears stand outside the cave, keeping watch
their spider-shaped flying ships. Spiderships not only fly over the area.
rapidly from point to point on a world, but they are said to be
able to travel from one world to another. When neogi arrive If the PCs approach openly and give no outward signs of
with exotic goods, the items might not be simply from far hostility, continue with the following:
away—they might be literally from another world.
In practical terms, most neogi are bound to the world where The bugbears glare at you, sizing you up. “Are you here to trade?”
they live and tied to more mundane methods of travel. Like one growls.
most merchants, they favor caravans for protection. Their
caravans tend to be small, but with umber hulks acting as The bugbears have orders to defend the lair against outright
guards, they travel most regions with confidence. In fact, they attack, but to hold their fire until they’ve established whether
probably present a greater danger to those they meet on the any approaching creatures might in fact be potential custom-
road than vice versa. ers. A party of characters can easily feign interest in “trading,”
but before the bugbears allow any strangers to enter, they
summon the umber hulk Kothogg, who keeps out of sight in
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