Page 14 - Lords of Madness: The Book of Aberrations
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make a variety of tactics viable, so multiple encounters with   frightful price—a character who willingly flirts with madness,

          monsters of the same race play and feel different. They have the   or allows herself to be captured and experimented on by her
          intelligence and insidiousness to contemplate campaign-span-  foes, or who abandons her moral and ethical anchors in order
          ning plots to destroy kingdoms, subvert good organizations, or   to win the knowledge necessary.

          bring ruin and horror to the entire world. Finally, their goals     The  adventure  begins  with  a  difficult,  possibly  lethal,

          and desires are innately repulsive to humanoids of all sorts,   encounter that shakes the players’ confidence in their char-
          and heroes need little in the way of special motivation to take   acters’ ability to meet the threat. It slowly becomes “easier” as
          up arms against them.                             the characters acquire more information and understanding
            Creating a “featured villain” in your campaign is a powerful   of the enemy they face, but ultimately their preparations are

          way to build a central theme for the game. It provides continu-  insufficient in the face of the cosmic evil they have chosen to
          ity from scenario to scenario and gives your players a clear   oppose. The horrific adventure is a bleaker, more challenging

          foe for their characters to strive against. A memorable villain   game in which characters die (or suffer other incapacitating   ABERRATION?  CHAPTER 1
          is an essential part of any D&D game, and few villains are as   dooms)  more  frequently  than  they  do  in  conventionally   WHAT IS AN
          memorable or as dangerous as a master aberration.  heroic games.

        HEROIC VS. HORRIFIC ADVENTURE                     COMPONENTS OF AN
          The typical pacing of an adventure presumes that the threat  ABERRATION CAMPAIGN

          gradually gathers, and the heroes in turn first face relatively   Not only does an aberration-centric campaign feel different
          simple challenges that grow more dangerous the deeper they   from a campaign featuring mundane enemies, it also plays
          proceed  into  the  plot.  In  effect,  the  heroes  grow  to  meet   differently.  Aberration  races  include  extremely  powerful
          the challenge, and by the time they confront the ultimate   individuals, creatures with access to mighty mental powers,
          encounter, they have been strengthened by their efforts. They   and creatures steeped in evil so relentless and sinister that
          are more capable, more courageous, and hopefully equal to the   only the strongest and most courageous of characters can face
          task of defeating the ultimate threat. In game terms, a heroic   them without retreating.
          adventure built around five key encounters might follow a

          progression like this:                          Epic-Level Play

                                                            Terrible creatures rule over the aboleth and mind flayer cities.
           First encounter    EL –1                         An aboleth savant-lord or mind flayer elder brain is a foe that

           Second encounter   EL +0                         only the most accomplished of characters can challenge with
           Third encounter    EL +0
           Fourth encounter   EL +1                         any hope of survival. Moreover, master aberrations frequently
           Fifth encounter    EL +3                         entertain plots and schemes of truly epic scale. These two facts
                                                            imply that aberration-focused campaigns eventually enter the
          Heroic adventures grow more challenging and offer a climactic   realm of epic-level play. Characters who have not yet achieved
          battle when the heroes are ready for it.          epic levels themselves might find that they cannot defeat the

            Aberration  adventures  are  not  heroic.  Instead,  they  are   lurking cosmic evil at the root of their troubles, and must settle


          horrific. They start badly, and end worse. The heroes’ first   for containing it as best they can.
          encounter with their adversary teaches the heroes that they     Since many aberrations are quite brilliant, it is not at all
          are up against a threat that likely exceeds their capabilities.   unusual for individuals to acquire class levels in psion, sorcerer,

          Resolving a horrific adventure almost certainly requires ter-  wizard, or other classes. Such creatures with racial Hit Dice
          rible sacrifice on the part of the heroes; the best they can hope   and class levels can easily exceed 20 total Hit Dice and begin to

          for is to return things to the way they were before. A horrific   qualify for epic feats. For example, a 16th-level aboleth wizard

          adventure built around five key encounters follows a much   has 24 Hit Dice, and could reasonably select epic feats when

          harder progression:                               it reaches 21 and 24 HD. For that matter, some aberrations
                                                            might advance both by gaining more Hit Dice, as monsters
           First encounter    EL +3                         do, and adding class levels. A truly awful aboleth savant might
           Second encounter   EL +2                         be a Gargantuan monster with 18 racial Hit Dice and fifteen

           Third encounter    EL +1 (+2)
           Fourth encounter   EL +1 (+3)                    wizard levels.
           Fifth encounter    EL +4 (+5)
                                                          Psionics
          The  parenthetical  Encounter  Levels  represent  the  differ-  Aboleths  and  mind  flayers  are  renowned  for  their  psionic

          ence between informed and uninformed characters. If the   might. While the spell-like “psionics” described in the Monster
          characters  take  steps  to  understand  their  foes  and  plumb   Manual certainly permit a psionic aberration to do terrible
          their  horrible  secrets,  they  have  an  easier  time  in  dealing   things to an unfortunate character’s mind, you should consider

          with them, at least at first. Comprehension should come at a   making use of the rules presented in the Expanded Psionics

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