Page 36 - Lords of Madness: The Book of Aberrations
P. 36

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


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