Page 36 - Lords of Madness: The Book of Aberrations
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realizes that he’s being magically controlled somehow. 6. Kitchen
In any case, Huck uses his telepathic link with Zlorthishen This kitchen seems quite well organized, but everything is cov-
to warn the aboleth of intruders. If the PCs get too nosy, the ered with a thick layer of dust except for a pathway of footprints
aboleth tells Huck to lead them down to the caves so the skum between the east and west doors.
can take care of them. Huck has done this many times before;
he pretends to panic and runs through the secret door in area 8 Since his enslavement, Huck hasn’t used his kitchen to cook
and into the caves below, leading the adventurers into a skum food. He instead moved the wood-burning stove into his living
ambush in area 11. room and cooks on it as the mood strikes him.
If freed from magical control, Huck’s eyes clear and he tries
to flee. He knows that the aboleth is doubtless sending skum 7. Skinning Room
up the stairs at that very moment to collect him, and he wants This large room contains several long tables and tools used in
nothing more than to vanish into the wilderness. He’s right, skinning animals and preparing furs. Everything here is covered MASTERS CHAPTER 2
too; 2d4 rounds after the enslavement is lifted, a group with a thick layer of dust, except for an THE DEEP
of five skum bursts into the room to investigate, obvious pathway of footprints lead-
recapture Huck, and bring him downstairs for ing between the west door and the
reenslavement. north door.
Huck One-Eye: Male human ranger Huck tends to use the smaller
3; CR 3; Medium humanoid; HD back door in this room to come
3d8–6; hp 7; Init +1; Spd 30 ft.; and go from his house. The door
AC 14, touch 11, flat-footed leading to the stairway down
13; Base Atk +3; Grp +1; is stuck shut, and a DC 22
Atk +2 melee (1d4–2/19–20, Strength check is required to
masterwork dagger) or +6 open it. Up to two people can
ranged (1d8+1/×3, mas- work together on the door.
terwork longbow with +1
arrows); Full Atk +2 melee 8. Pantry Illus. by M. Cotie
(1d4–2/19–20, masterwork This small room contains racks of
dagger) or +4/+4 ranged dried meat and two barrels of
(1d8+1/×3, masterwork tepid, nasty-looking water.
longbow with +1 arrows);
SA archery combat style, The secret door in the south wall
favored enemy (animals +2); can be discovered with a DC 20
SQ wild empathy +6 (+2 Search check. If Huck flees through
magical beasts); AL CN; SV here in an attempt to lure the PCs
Fort +1, Ref +4, Will +3; Str downstairs, he leaves the secret door
7, Dex 12, Con 6, Int 10, Wis open.
14, Cha 13.
Skills and Feats: Craft 9. Root Cellar
(leatherworking) +6, Handle This large area is supported by numer-
Animal +7, Hide +9, Knowledge ous wooden beams. A tangle of hundreds of
(nature) +6, Profession (hunter) +6, strangely shaped gourds hang from above, and
Ride +3, Survival +8 (+10 above ground in stacks of fi rewood and old dried fruit sit near the stairs.
natural areas); Endurance , Point Blank Shot, The room is otherwise empty.
B
Huck tries to draw visitors into
B
B
Rapid Shot , Stealthy, Track , Weapon Focus
the skum’s waiting ambush
(longbow). A character who passes within 5 feet of the wall
Language: Common. separating the root cellar from area 10 can make a DC 15
Favored Enemy (Ex): Huck gains a +2 bonus on his Bluff, Knowledge (architecture) check to realize that it is only a
Listen, Sense Motive, Spot, and Survival checks when using few years old and made of different stone than the rest of the
these skills against animals. He gains the same bonus on cellar walls.
weapon damage rolls.
Possessions: +1 leather armor, masterwork dagger, masterwork 10. Prison
longbow with 7 +1 arrows, 13 masterwork arrows, potion of cure This room reeks of algae-choked water. Thick green puddles of the
light wounds. stuff are pooled on the fl oor. Several brick-lined cells with rusting
35

