Page 107 - Lords of Madness: The Book of Aberrations
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in area 4, and one here) that answer to the umber hulks and 8. SORCERER’S ROOST (EL 9)
neogi, keeping the other slaves in line to win favor and stay Both the passages leading up to this cave from areas 6 and 7
out of the cookpot. The neogi intend to take only a few of the require DC 15 Climb checks to negotiate, due to the steep
best slaves with them when they leave. slope and lack of good footing.
The slaves are sleeping or resting. They’re kept here until The south passage descends steeply from a small, well-hidden
the neogi have a need for them. The orcs and goblins are used chimney or opening high on the cliffside overlooking area 4.
as foragers and laborers, while the humans are reserved for It also requires a DC 15 Climb check to descend.
repair work on the mindspider.
The bugbear is stationed here to prevent mischief in the A short, steep scramble up a sloping rift leads into another large,
slave pen, not to fight a party of armed intruders. If suddenly
sand-fl oored cave with a high ceiling. Shuttered iron braziers
CHAPTER 5 THE SLAVE TAKERS confronted by unescorted adventurers, he quickly retreats or stoves smolder with warmth, but give off little light. On the
back to area 7 or 8 to warn the neogi there that trouble is on
south side of the chamber, the rift continues to ascend into a nar-
the way.
rowing chimney or crevice through which the gleam of daylight
Bugbear Slave: hp 44; see page 103.
shows. A collection of oddities—small creatures preserved in
Human Slave (Expert 1) (2): hp 4 each.
Orc Slave (Warrior 1) (2): hp 4 each; Monster Manual jars, clay vessels fi lled with oils and powders, and a small table
cluttered with parchments and inkpots—suggests the workshop
page 203. of a wizard or sorcerer. Another of the spiderlike creatures works
Goblin Slave (Warrior 1) (3): hp 3 each; Monster Manual here, scuttling around the desk on its quick feet, while an umber
page 133. hulk stands watch.
The slaves have little interest in fighting the neogi. They’re
certainly willing to turn on the bugbear, given the chance, It’s unusual for a neogi sorcerer to lead a band of the creatures,
after which they’re interested only in getting away (although but Neex Hist’s business ventures have been as successful as
the human slaves here tell any rescuing heroes about the other its arcane experiments, and it is the wealthiest member of
slaves working on the mindspider in area 4). the crew that survived the crash. Of course, its ownership of
the dwarf neogi Urqo Zar (see area 4) has brought Neex Hist
7. NEOGI CAVERN (EL 8) prestige and wealth.
This large cave is dry and relatively fl at and has a sandy fl oor. Hist does not expect any creatures other than neogi to appear
Several large iron braziers stand around the chamber, shuttered in its chambers. It attacks anyone without a neogi escort at
so that they give off little light but plenty of warmth. A few casks once, seeking to subdue them with its spells and its umber
and crates scattered about seem to have been arranged into hulk’s confusing gaze.
makeshift furnishings. Two of the small spiderlike creatures are Neex Hist, Neogi Sorcerer 6: hp 48; see page 96.
here, conversing in high-pitched hissing voices, while a big umber Umber Hulk: hp 75; Monster Manual page 248.
hulk stands mutely watching. Hist is not willing to fight to the death—its own, anyway.
If badly injured, it flees through whichever passage offers the
The neogi chose this cavern for their personal quarters, since best chance of escape, hoping to rally help from the other neogi
it’s the most comfortable and secure of the caves. They like in area 7, or the neogi and slaves in area 4. If escape appears
their environment to be dimly lit and warm, and the braziers impossible, Hist is not above pleading for a parley to negotiate
burn with their big iron covers opened just enough to let the the best deal it can for its life.
coals within smolder for hours. Most of Neex Hist’s wealth consists of its share in the
Anyone who appears in this room without a neogi or mindspider’s vaults and its own personal equipment. It keeps a
umber hulk escort is nothing more than a prize waiting to be small bit of spending money here in its retreat. Hidden beneath
enslaved—or so the neogi think. The umber hulk Kothogg a small rock on the floor (Search DC 15) is a pouch containing
(area 1) belongs to the second neogi in this room. 44 pp, 115 gp, a potion of cure light wounds, and a scroll of spell
Neogi (2): hp 21, 17; see page 90. immunity. (As a sorcerer, Hist can’t use the scroll, but the neogi
Umber Hulk: hp 71; Monster Manual page 248. knows its value in trade.)
As always, the neogi keep well away from any melee combat
while the umber hulk does the hard work. The cave walls offer
several good perches 10 and 15 feet above the floor, and the
neogi scramble up at the first sign of any threat.
Two small locked iron coffers (Open Lock DC 30) hidden
along the back wall hold 350 gp, 18 pp, four potions of cure light
wounds, apotion of lesser restoration, and a dozen small gemstones
averaging 10 gp in value each. These belong to Rixxil Kas, who
keeps them as a stash of easily accessible currency in case any
opportunity for a deal comes up.
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