Page 105 - Lords of Madness: The Book of Aberrations
P. 105

and a large open hatch in its belly, leading to a cargo hold.   the neogi defiler Jawarkk Fel to remain on board and make
               The spider-ship seems to have been damaged; part of the hull   sure that no one attempted any sabotage or pilfered from
               is smashed.                                       the ship’s vault of high-value treasures. The vault is a room
                 Surrounding the spider-ship is a makeshift repair yard. Several   with an iron door (DC 30 Open Lock or DC 25 to break) in
               large tents house woodworking shops, and a number of trees   the center of the vessel. The neogi company’s most valuable
               have been felled and are being shaped into planks in an impro-  goods are kept here; only Neex Hist and Rixxil Kas hold
               vised sawmill. Humanoids are busy hoisting new planks over the   keys to the door.
               ship’s damaged areas and hammering them into place under the     The treasure consists of 8,500 sp, 4,200 gp, 355 pp, twenty-two
               supervision of another strange, spiderlike creature.  gems averaging 100 gp in value, a jeweled ring worth 700 gp,

                                                                 a fine platinum chain worth 2,200 gp, six potions of cure light
      CHAPTER 5  THE SLAVE   TAKERS  The neogi Azri Voqq, helmsman and shipwright, is overseeing   treasure,  preferring  not  to  risk  carrying  around  their  own
                                                                 wounds, awand ofsearing light (20 charges), boots of the winterlands,
                                                                 and a +2 holy longsword. Each neogi owns various shares in this
               the repair of the mindspider. It possesses more expertise in
               ship construction than its fellows, and has been given absolute
                                                                 individual wealth in a temporary lair like the wreck site.
               priority in the use of talented slaves. To ensure Voqq’s attention
               to its task, the dwarf neogi Urqo Zar—personal slave to Neex
                                                                 beholder). Jawarkk makes sure to keep the monster enslaved,
               Hist, the neogi leader—shadows its every step, scrutinizing     Jawarkk  possesses  an  unusual  slave—a  gauth  (lesser

               Voqq’s work for even the minutest flaw. The shipwright would   and watches it constantly for signs that it might be shaking
               dearly love for some horrible construction accident to befall   off the neogi’s influence.

               the  annoying  Zar,  but  so  far  no  such  opportunities  have     Jawarkk orders its gauth to attack intruders, and then seeks
               presented themselves.                             an opportunity to slip through the ship’s passageways and

                 The  neogi  regard  their  mindspider  as  sacrosanct,  and   come up behind a party engaging the beholder. The defiler
               are distinctly uncomfortable with allowing the ship to be   looks for an opportunity to sneak attack someone who has
               seen by outsiders. Any PCs who appear here without being   been stunned by the gauth’s gaze.
               escorted by an umber hulk or a neogi is challenged at once,   Beholder, Gauth: hp 45; Monster Manual page 26.
               and  attacked  if  they  can’t  provide  a  good  accounting  of
               themselves.                                       Jawarkk Fel, Neogi Defiler: Neogi rogue 5; CR 6; Small

                 Azri Voqq, Neogi: hp 16; see page 90.           aberration; HD 5d8+10 plus 5d6+10; hp 57; Init +9; Spd 30 ft.,

                 Urqo Zar, Dwarf Neogi: hp 11; see page 94.      climb 20 ft.; AC 22, touch 16, flat-footed 17; Base Atk +6; Grp
                 Azri’s Umber Hulk: hp 73; Monster Manual page 248.  +2; Atk +12 melee (1d4 plus poison, bite) or +12 ranged touch
                 Bugbear Slave (2): hp 39 each; see page 103.    (0, spit poison) or +13 ranged (1d6/19–20, masterwork light
                 Human Slave (Expert 1) (5): hp 4 each.          crossbow); Full Atk +12 melee (1d4 plus poison, bite) and +7/+7
                 Urqo Zar uses its spell-like abilities of crushing despair and   melee (1d3, 2 claws), or +12 ranged touch (0, spit poison), or +13
               charm monster to soften up enemy warriors, trying to make   ranged (1d6/19–20, masterwork light crossbow); SA enslave,
               them easy prey for the umber hulk and the bugbear fighters.   poison, sneak attack +3d6; SQ darkvision 60 ft., evasion, neogi


               Azri Voqq concentrates on spellcasters, hoping to enslave a   traits, trapfinding, trap sense +1, uncanny dodge; AL CE; SV
               powerful wizard and thus gain great status for itself.  Fort +4, Ref +10, Will +8; Str 10, Dex 21, Con 14, Int 15, Wis

                 The human slaves don’t fight unless directly threatened.   16, Cha 14.
               As much as they’d like to be free, they’re terrified of winding   Skills and Feats: Appraise +6, Balance +11, Climb +17, Craft

               up on the neogi menu if they try to help out attacking heroes   (poisonmaking) +7, Disable Device +12, Hide +17, Intimidate
               who end up getting killed or captured. Given a chance, some   +6, Jump +11, Listen +7, Move Silently +15, Search +10, Spot
               or all might simply flee as best they can.         +11, Tumble +13; Ability Focus (poison), Dodge, Improved

                                                                 Initiative, Spit Poison†, Weapon Finesse .
                                                                                               B
              5. MINDSPIDER WRECK (EL 8)                           † New feat described on page 94.
               This vessel does not seem to have been made for the water. Its   Languages: Common, Undercommon, Terran, Abyssal.

               masts jut out at all angles, and its largest hatch is on its under-  Enslave (Su): Three times per day, a neogi defiler can try to
               side, where it could not be opened were the vessel riding in the   enslave any one living creature within 30 feet. This ability
               water. The hatch leads into a dimly lit cargo bay about 40 feet   functions similarly to a dominate monster spell (caster level
               long and 10 feet high, and you can see smaller passages leading   16th; Will DC 14). For more details, see the enslave ability
               off  to  various  other  compartments,  including  cramped  state-  description on page 91.
               rooms, weapons platforms, and a command deck.       Poison (Ex): Injury, Fortitude DC 19 (17 when spit), initial
                                                                 damage 1d4 Dex, secondary damage 1d4 Wis.
               The neogi have moved most of their cargo, slaves, and personal   Sneak Attack (Ex): Jawarkk Fel deals an extra 3d6 points

               effects  from  the  damaged  ship  to  the  nearby  caves  while   of  damage  on  any  successful  attack  against  flat-footed  or
               repairs proceed.                                  flanked targets, or against a target that has been denied its

                 Neex Hist, the neogi sorcerer that leads the group, did not   Dexterity bonus for any reason. This damage also applies to
               want to leave the ship completely unguarded. It assigned   ranged attacks against targets up to 30 feet away. Creatures
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