Page 13 - Lords of Madness: The Book of Aberrations
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PERILOUS LORE                                      The best thing to do with an aberration’s spellbook or power
               Learning too much about an aberration race is dangerous in   stone is to bury it someplace where it will never see the light
               the extreme. Not only do the aberrations themselves object   of day again.
               to any attempt to study their secrets, the actual results of the     In general, the more atypical the creature’s origin, the
               effort are injurious to the humanoid psyche. No mage sleeps   less healthy it is to know too much about it. Creatures such
               better after learning the language of the aboleths, mastering   as  beholders  or  umber  hulks  are  frightening,  but  do  not

               spells devised by mind flayers, or exploring the alchemical   normally threaten one’s reason. On the other hand, creatures
               science of the grell. There are things that humanoids were   spawned  in  especially  inimical  places  or  times—previ-
               not meant to know.                                ous  universes,  the  Far  Realm,  the  worlds  around  distant
                 In order to truly comprehend some artifact of a master
                                                                 stars—are more dangerous. Aboleths, grell, psurlons, and
      CHAPTER 1  WHAT IS AN   ABERRATION?  aberration’s  mentality—its  language,  its  magic,  its  own   tsochari are particularly alien and incomprehensible.
               comprehension  of  the  mundane  world—it  is  necessary
               to absorb concepts and symbologies that are drastically at
                                                                                                        THE
               variance with human norms. The more one studies these
                                                                     ABERRATION CAMPAIGN

               things, the more difficult it is to set aside these concepts and
               return to normal modes of thought and speech. Eventually,   The  most  iconic  aberrations  in  the  DUNGEONS  &  DRAGONS
               it becomes impossible, and sanity (at least, as humans define   game boast a number of traits that make them ideal as feature

               it) is lost altogether. As tempting as it might be to study the   villains in a campaign. They possess the ability to enslave or
               mighty spells or psionic powers of the mind flayers, these   dominate other creatures, so many disparate monsters can be

               things carry a terrible risk for the reckless mage or psion.   found toiling in their service. Their magical and psionic powers
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              FORTY ABERRATION ADVENTURE IDEAS                 20   A terrible bandit lord turns out to be a half-farspawn mon-
              Use the following list for quick adventure seeds or ideas for your   strosity in human shape.
              own adventures.                                  21   A secret cult of evil human monks follows a lama who wor-
              1   Aboleths enslave a local lord.                   ships Far Realm entities.
              2     Neogi slavers carry off the heir to the kingdom; civil war   22   A beholder mage raids an arcane library.
                  threatens.                                   23  Mind flayers are the secret masters behind a slave ring.
              3   Mind flayers seek an artifact that will extinguish the sun.  24  Aboleths experiment with new servitor monsters.
              4     A  beholder  makes  itself  lord  over  all  the  monsters  of  a   25   A vital prophecy includes a phrase written in a language
                  desolate frontier.                               known only to the aboleths.
              5   A gate opens to the shrieking madness of the Far Realm.  26   Mind flayers experiment with using creatures other than
              6   Tsochari subvert the leaders of a wizards’ guild.  humanoids for ceremorphosis.
              7   A nest of cloakers takes over the city sewers.  27   A chuul waylays boat traffic on an important river.
              8   A destrachan destroys a remote monastery.    28   Umber hulks burrow into a dwarf outpost in search of food
              9     Cultists prepare a rite designed to summon a Far Realm   and treasure.
                  entity into the world.                       29   An aboleth savant attempts to transform itself into a vam-
              10   An ancient mind flayer machine hurls the heroes into the   piric creature.
                  dark, dying world of the far future.         30   Untrustworthy drow offer the heroes the opportunity to
              11   Aboleths prepare a terrible spell designed to enslave all   infiltrate a mind flayer city and destroy the elder brain.
                  arcane spellcasters to their will.           31   A mind flayer wizard uses polymorph any object to begin
              12   Aboleths are building gigantic gates to the Elemental Plane   a long-term infiltration of human society, taking a human
                  of Water deep underground in order to drown the world   form.
                  above.                                       32   A beholder allies itself with a blackguard.
              13   A grell colony needs mithral to produce some alchemical   33   Neogi  enslave  an  androsphinx  and  use  the  creature  to
                  device.                                          waylay rival caravans.
              14   A beholder cult seeks to overthrow the prevailing faith of a   34   Human barbarians from the moon are engaged in a fierce
                  kingdom.                                         war against spacefaring mind flayers.
              15   Mind  flayers  and  their  grimlock  thralls  raid  the  surface   35   A terrible Far Realm entity is imprisoned in the depths of a
                  world.                                           lake, soon to awaken.
              16   A gate in a ruined castle leads to a demiplane on the Ethe-  36   Working  through  charmed  agents,  a  beholder  hires  the
                  real Plane that is haunted by ethergaunts.       heroes to attack a rival.
              17   A noted wizard visits the Far Realm and returns, completely   37   An evil naga guards the ruins of an unholy temple deep in
                  insane.                                          the jungle.
              18   Neogi secretly support a guild of disreputable human mer-  38   A  nest  of  destrachans  haunts  the  windswept  ruins  of  a
                  chants so they can carry on their trade in a human city.  buried desert city.
              19   Mind flayers find a way to exchange brains between experi-  39  Psurlons breed a gigantic sandworm.
                  mental subjects.                             40  An aboleth sigil causes insanity in any who view it.
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