Page 120 - Lords of Madness: The Book of Aberrations
P. 120

5. THE WATERS OF DEATH (EL 6)                         If one of the grell in this room is killed, the other attempts
          The doors leading into this chamber from area 4 are made of   to flee and warn the patriarch in area 10 that the outpost
          ancient bronze, cast into threatening shapes.     is under attack. If only one grell is in this room (presum-
                                                            ably because the other went to investigate trouble in area
          At the bottom of the stairs you fi nd a double door, green and cor-  1 and did not return), it flees when reduced to half its hit
          roded with age. You can barely discern disturbing skeletal fi gures   points.
          cast in the ancient bronze. Grinning skulls and bony claws cover
          the door.                                       7. CAPTIVES’ CAVE
                                                            The  door  leading  into  this  chamber  is  secured  from  the
          While the door is somewhat threatening, it is not dangerous. It   outside.
          is stuck, requiring a DC 21 Strength check to force open.
                                                            A door of thick, gray crystal fi lls this branch of the passage. The   THE EATERS  CHAPTER 6
          The chamber beyond the ancient door is some kind of dark shrine   middle panel looks like it could be folded or moved to allow entry,
          or crypt. Moldy bas-reliefs carved in the stone walls glorify images   but several thick rods or bars of the same crystalline substance
          of  gruesome  death,  showing  skeletal  fi gures  sacrifi cing  living   hold it in place from this side.
          humans on skull-covered altars. Several huge stone urns, easily 5
          feet tall, stand along the walls. In the center of the room stands   Removing  the  bars  from  the  outside  takes  only  a  few
          a pool or fountain about 10 feet across. The pool is enclosed in a   moments.
          knee-high masonry wall and is fi lled with black, still water. A small
          stone altar stands against the east wall, and on the north wall, a   A steep, slick slope of wet limestone leads down to the fl oor 15
          barrier of dull gray crystal seals off another exit from the room.  feet below. A still pool of water fi lls the northern end of the room.
                                                            The fl oor is littered with bones—mostly game animals, but some

          The evil priests of Sangkon Bhet sacrificed prisoners to their   look like they might have belonged to humanoids.
          sinister deities in this room, drowning them in the ceremonial
          urns. Each urn contains a human skeleton immersed in dark,   The grell use this cave as a pen for captives or livestock they
          foul water, and the large pool in the center of the room holds   don’t intend to devour immediately. Typically, the monsters
          a sinister guardian—a drowned mummy. The grell quickly   simply drop their victims down into the cavern with little
          learned that the undead in this room were content to leave   concern  about  damaging  them,  then  retrieve  them  when
          them alone as long as they did not intrude, and so they sealed   hungry.
          the northern entrance and closed the western doors.    Anyone trying to climb up to the door from the cavern floor

            Skeleton (7): hp 6 each; Monster Manual page 225.  must succeed on a DC 15 Climb check. Forcing the door open
            Mummy: hp 60; Monster Manual page 190. Due to its long   once it’s barred from the outside requires a DC 25 Strength

          immersion, the mummy has no vulnerability to fire.  check.
            The undead animate and attack if any living creature handles     Currently, the room holds no prisoners. This is an excellent
          one of the urns, touches the waters of the pool, or approaches   place to add an NPC to rescue, if the DM wants to customize
          within  5  feet  of  the  altar  without  performing  the  proper   the lair.
          obeisance. It takes the skeletons 1 round to clamber out of the     Player characters defeated but not killed in other parts of
          urns, and the mummy begins the fight lying prone (and quite   the complex are likely to wake up in this chamber, disarmed

          hidden) in the black water of the pool.           but not yet devoured. Escaping from the room before the grell
            The foul muck in the bottom of the pool is littered with   decide to have their next meal poses a formidable challenge for
          ancient gold coins; throwing coins into the water was part of   characters weakened by a losing battle and deprived of their
          the rites held here. The pool contains 740 gp, 44 pp, and a gold   equipment.
          circlet worth 240 gp.
                                                          8. PHILOSOPHER’S CHASM (EL 6)
        6. STALAGMITE FOREST (EL 5)                         This cavern is more like a pit than a cave. The fl oor drops away
          This large cavern is fi lled with the sound of rushing water. A shal-  sharply from the crystal door, and jagged stalagmites dot the
          low, swift stream fl ows along the western wall of the chamber.   bottom of the shaft almost 30 feet below. Odd spots in the cham-
          Large  numbers  of  stalagmites  and  stalactites  dominate  the   ber walls serve as ledges, on which small urns, sacks, and metal
          room; some of them are quite striking.            coffers perch precariously.


          Large parts of the cavern floor are uneven, filled with stalag-  This chamber is the home of the outpost’s second philosopher.

          mites or the broken remnants of these formations. Two adult   Negotiating the steep, sharp slopes of the chamber requires
          grell use this chamber as their lair. Sounds of fighting in area   a DC 20 Climb check; any creature falling from the ledge by

          1 might draw one of the grell to investigate (see area 1).  the door into the chasm takes 3d6 points of falling damage
            Grell (2): hp 38, 27; see page 108. The larger grell carries a   and takes 1d4 attacks (+8 melee, damage 1d6 points) from the
          silverspear (see page 115).                       jagged stalagmites below.
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