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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