Page 117 - Lords of Madness: The Book of Aberrations
P. 117

southern seas. The temple above consists of little more than   Grell Crystal Doors: Doors made of grell crystal are located in
               jumbled piles of stone, overgrown with thick creepers and   several areas. These have hardness 7, 20 hit points, and a break
               split by towering trees that have grown up through the old   DC of 20. They are simply shutters or panels that can be moved
               plazas and buildings above. Centuries ago, Sangkon Bhet was   aside to pass through.
               dedicated to the worship of a fearsome and evil deity of dark-  Grell Crystal Walls: Walls of grell crystal are 4 inches thick.
               ness, but it has been abandoned for many years now. The grell   They have hardness 7, 80 hit points, and a break DC of 29.
               occupied the site because its caves and underground burrows
               served as suitable shelter from the hated sunlight.  1. THE SINKHOLE (EL 3 TO 6)
                 The caves and chambers within the grell outpost conform   Near  the  center  of  the  jungle-covered  ruins,  a  dank  staircase
               to the standard dungeon features described in the Dungeon
     CHAPTER 6  THE EATERS  Master’s Guide, with a few notable exceptions.  canopy overhangs the sinkhole, leaving the fl oor of the place in
                                                                 winds down along the walls of a sinkhole 30 feet deep. The jungle
                 Most of the cavern areas are wet and dank, covered with
                                                                 deep shadow. Trickling streams shower down the sides, collecting
               slippery moss and fungus. Add +5 to the DC of Balance, Climb,
                                                                 in a pool at the north end. Most of the sinkhole fl oor is covered
               or Tumble checks made in the outpost.
                                                                 by moss and undergrowth.
                 Streams  and  pools  in  the  caverns  are  still  and  shallow
               (only about 1 to 2 feet deep). Characters must pay 2 squares of     Several cave mouths or fi ssures lead off into darkness. These
                                                                 include an opening at the foot of the staircase, another to the
               movement and make DC 5 Balance checks to enter a stream   east where a stream fl ows into a cave mouth, and one to the
               or pool square. A failure by 4 or less means that the character   south that seems to have been improved with stonemasonry.
               stops moving for the round; a failure by 5 or more means that
               the character falls prone in the square.          The evil priests of Sangkon Bhet cut the stairs from the lime-
                 Rough terrain in the cavern consists of jumbled rocks, boul-  stone walls of the sinkhole to reach the sinkhole floor and the

               ders, and cave formations. Characters entering rough terrain   caverns below. The pool at the north end is about 10 feet deep
               must pay 2 squares of movement to move 1 square. Since grell   near the wall, but only 5 feet deep in most spots.
               fly, they naturally take no penalties for moving over streams,     Characters who descend to the foot of the stairs (the spot

               pools, or rough areas.                            marked X on the map) come within range of the sentry grell’s













































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