Page 34 - Lords of Madness: The Book of Aberrations
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Possessions: bracers of armor +6, headband of intellect +6, ring of  1. Entrance
          protection +4, amulet of proof against detection and location, lesser   This building is fairly unassuming. Its wooden walls and wood
          rod of metamagic (quicken).                       shingle roof are spotted with lichens and fi laments of fungus, and
                                                            the solid stone foundation is thick with moss.
                  THE GOD IN THE LAKE                       Worn paths around the exterior of the house lead to the back

          The sleepy village of Raven’s Lake has a secret: A terrible god   door (area 7) as well as to the nearby lakeshore.
          lives in the depths of the settlement’s namesake.
            The citizens of Raven’s Lake know that something lives in  2. Storeroom
          the lake. People who go out on the lake after dark go missing far   This room is completely cluttered with a fantastic amount of
          too often and frequently turn up weeks later with no memory   junk. Coils of rope, old bows, barrels, crates, boxes, fi shing poles,
          of where they’ve been. The local church of St. Cuthbert has   broken bear traps, and more assault the eye.  MASTERS  CHAPTER 2
          been abandoned no fewer than seven times in the last two                                               THE DEEP

          years, each time its lone cleric packing hastily and fleeing   None of the equipment here has seen any use since Huck was
          town without a word. Adventurers who come to Raven’s Lake   enslaved; his hunting days are over.
          have a habit of vanishing forever.
            The truth is that something does indeed live in Raven’s Lake,  3. Washroom
          but it is far from a deity. It’s an exiled aboleth by the name of   This dirty, foul-smelling room could serve as a washroom only
          Zlorthishen.                                      for the bravest soul.

        Adventure Hooks                                     Huck’s personal hygiene has always been a topic in town, and
          The  PCs  could  be  drawn  to  Raven’s  Lake  for  a  number  of   his habits have not improved as a result of his enslavement.
          reasons. An associate might have visited the town and disap-
          peared. A PC cleric might be asked by a superior to investigate  4. Antler Storage
          why clerics of St. Cuthbert never stay in the town longer than a   This room seems to have once been a bedroom, but before it can
          month. The PCs could just be passing through town and catch   serve as such again, someone needs to clean out the hundreds of
          wind that something’s wrong by the way the locals regard   antlers stacked in tangled piles.
          them with such sadness.
            Raven’s Lake could also serve as the genesis of a new cam-  Huck had a liking for antlers: deer, elk, moose, peryton (see
          paign. The PCs could all be locals who slowly uncover the   Monsters of Faerûn)—anything he could knock off and keep,
          sinister secret that festers in the lake and the tunnels below   he tossed in here. He planned to sort them and keep only the
          town.                                             best, but he never got around to it. The antler collection has
            No map of Raven’s Lake is provided, so you can more easily   taken over this room completely; Huck now sleeps on a pile
          place the village in your campaign world. Detailed below is the   of rugs next to the stove in his living room (area 5).
          home of Huck One-Eye, an old hunter who lives in a simple
          one-story house with a solid foundation.        5. Living Room (EL 3)
                                                            This room is warm but cloying; the air is thick with the scents of
        Huck One-Eye’s House                                unwashed fl esh and smoke. Pieces of old, worn furniture sit in

          Huck One-Eye is an old human ranger who was the first person   the corners of the room, including chairs, a desk, shelves, and an
          the aboleth Zlorthishen enslaved after arriving in Raven’s Lake   empty bookcase. A cast-iron stove sits to the north, and a fi lthy
          five years ago via an underground river. The aboleth knew   pile of rugs and blankets lies heaped in front of it.

          that its survival depended on its quickly establishing a secret
          stronghold under the unknowing eyes of the locals, and it   This is where Huck sleeps, eats, and whiles away the hours as
          enslaved Huck as he wandered alone by the lake edge. Over   he waits for his master below to contact him with a new task.
          the last five years, the aboleth has managed to secretly enslave   Huck’s hearing isn’t as good as it used to be, so chances are

          nearly half the town, including all of its leaders and prominent   he won’t hear anyone who knocks on a door, or even anyone
          members. Its slaves created a set of underground tunnels that   who breaks into his home. If startled here, his initial attitude
          connected  the  lake  to  Huck’s  basement,  and  recently  the   is hostile. He yells and curses, hoping to drive the intruders
          aboleth has started to breed skum in these tunnels.  off, unless his attitude is adjusted at least to friendly, in which
            After some investigations in town, the PCs should eventually   case he calms down and engages in idle chatter. If made
          be led to Huck’s home. No one talks, but careful observation   helpful, he invites his visitors to dinner (water from rusty
          allows the PCs to note that despite the amount of traffic that   bowls and rabbit stew that’s a bit off). He won’t reveal the

          goes in and out of Huck’s home, there never seems to be much   presence of the skum or the aboleth downstairs, but anyone
          noise or clamor coming from inside the building.  who speaks to him and makes a DC 15 Sense Motive check


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