Page 37 - Lords of Madness: The Book of Aberrations
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iron bars line the walls of this room, and a dripping, jagged hole   swim 40 ft.; AC 14, touch 11, flat-footed 13; Base Atk +3; Grp
               in the wall to the east opens into a cavern passageway.  +7; Atk +8 melee (2d6+4, bite); Full Atk +8 melee (2d6+4, bite)
                                                                 and +2 melee (1d4+2, 2 claws); Space/Reach 5 ft./5 ft.; SA rake
               Any PCs or NPCs captured by enslaved townsfolk are brought   1d6+2; SQ darkvision 60 ft., amphibious; AL LE; SV Fort +4,
               here, where they are imprisoned naked in a cell until the   Ref +1, Will +3; Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6.
               aboleth is ready to enslave them. The gates to these cells are   Skills and Feats: Hide +5, Intimidate +0, Move Silently +6,
               rusty and decrepit; a DC 23 Strength check is good enough   Listen +3, Spot +3, Swim +12; Alertness, Improved Initiative,
               to rip one open. Unfortunately, prisoners are always tied with   Power Attack , Weapon Focus (bite) .
                                                                           B
                                                                                            B
               ropes by a skum (Use Rope +1) as well. Generally, a prisoner   Language: Aquan.
               has to wait only 1d4+1 hours for the aboleth to call.
                                                                   Possessions: amulet of natural armor +1, 2 potions of cure light
      CHAPTER 2  THE DEEP   MASTERS  11. Interrogation Cavern (EL 7 if ambush is prepared)  wounds.
               This large cavern is humid and a bit chilly. Pools of brackish water  14. Breeding Cavern
                                                                 This cave smells of sickness and rotten food. Several shallow pits
               glisten on the fl oor, and a single stout chair with manacles built
               into the armrests and front legs sits in the middle of the room.
                                                                 line the northern wall, and blood-stained manacles dangle from
                                                                 iron hooks driven into the wall above the pits.
               This  chair  is  used  to  restrain  the  few  individuals  that the

               aboleth has difficulty enslaving (such as nonhumanoids). Its   Female prisoners who are enslaved and won’t be missed by
               skum minions take turns questioning and beating the victim   anyone in town face a truly terrible fate here. Zlorthishen

               to find out what it knows, and once the victim divulges what   uses them as incubators for new skum. The birthing process is
               the skum want to hear and is too battered to defend itself, it is   nearly always fatal, and the remains are fed to the skum or the
               dragged into the cavern to the southeast to be killed.  ooze in area 12. If the PCs are searching for a missing female
                 If the PCs make it this far without being seen, there’s a 40%   NPC, she might well be imprisoned here.
               chance that 1d4 skum are here when they arrive. If Huck
               telepathically  warns  the  aboleth  of  the  PCs,  all  five  skum  15. Zlorthishen’s Lair

               (including Toruk) are here, hiding in the cave and prepared   This  large,  underground  lake  ripples  softly,  almost  as  if  some
               to  ambush  the  group.  They  do  their  best  to  bull-rush  the   unseen thing were writhing just below the dark surface.
               characters into the water to the east, where the skum have the
               advantage.                                        This large cavern is where Zlorthishen the aboleth lives. If the
                                                                 PCs arrive without alerting the aboleth, there’s a 75% chance
              12. Disposal Cavern (EL 4)                         it is here. If it knows the PCs are coming (as is the case if
               The fl oor of this long cavern angles steeply away in a 10-foot   Huck warns it telepathically), it creates an illusory wall over
               drop. The fl oor of the cave itself is spotless.   the southern section of the cave, and then creates a persistent
                                                                 image of a kopru swimming in the main cave. It hopes to trick
               The aboleth, Huck, and the skum managed (with great dif-  the PCs into using some of their resources against the illusion,

               ficulty) to catch and herd a gray ooze into this cavern. The ooze   which the aboleth tries to control in a realistic manner. The
               cannot climb out of the pit, and the skum use it to get rid of   image of the kopru quickly “tries to escape” through one of
               victims who’ve been interrogated. A victim is tossed off the   the passages to the east.
               ledge into the pit for the ooze to eat; the skum stick around to     If the PCs follow, Zlorthishen uses project image to send an
               watch unless they’re needed elsewhere.            image of itself into the cave behind them and tries to enslave
                 Gray Ooze: hp 31; Monster Manual page 202.      them via the image. Any PC who approaches the image is hit
                                                                 with hypnotic patterns. If the aboleth is discovered, it fights until

              13. Skum Pond (EL 7)                               reduced to below half its hit points, at which time it flees into

               This large cavern is fl ooded completely with cold, dark water.  the depths of Raven’s Lake to heal and plot revenge.
                                                                   A search of the southern section of the cave uncovers a
               Zlorthishen has managed to breed only five skum so far, but   respectable amount of loot that the aboleth collected from


               one has already become a 2nd-level fighter. This skum is named   other  adventurers  and  victims.  The  spoils  consist  of  4,120
               Toruk and serves as the leader when the aboleth is elsewhere.   sp, 1,003 gp, two thunderstones, a masterwork light wooden
               If the skum haven’t been encountered elsewhere in the caves,   shield, a spyglass worth 1,000 gp, a potion of bear’s endurance,
               they are encountered here. The water in this area is 10 feet   a wand of bull’s strength (20 charges), a +1 scimitar, and a pair of
               deep, so the skum prefer to fight enemies here.    boots of striding and springing.

                 Skum (4): hp 11 each; Monster Manual page 228.    Zlorthishen: Aboleth; hp 88; Monster Manual page 8.
                 Toruk:  Male  skum  fighter  2;  CR  4;  Medium  aberration

               (aquatic); HD 2d8+2 plus 2d10+2; hp 24; Init +5; Spd 20 ft.,

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