Page 53 - Lords of Madness: The Book of Aberrations
P. 53
by studying the smooth, circular tunnel that leads to area 2. A
SEKARVU’S LAIR DC 26 Spellcraft check confirms that disintegrate spells were
Sekarvu is a typical beholder. It spent much of its youth explor- used to dig the tunnel.
ing underground realms and killing everything it found. One The tunnels of Sekarvu’s lair remain fairly level, except for
day, it came upon a large cavern filled with violet fungi. At the the numerous vertical shafts. The beholder can navigate these
edge of the cavern, it found a small band of adventurers who easily, but it knows that its enemies and prisoners cannot. The
had all but succumbed to the toxins of the fungi’s tendrils. walls of the shafts are extremely smooth and can be climbed
They offered little resistance to Sekarvu as it approached and only by creatures that have a climb speed, use magic, or use
began to feed on their still-writhing bodies. With its first bite, a rope or similar climbing tool. A PC who uses a rope or tool
the beholder’s life changed forever.
can climb a shaft with a DC 5 Climb check. The depth of each
CHAPTER 3 THE EYE TYRANTS The feeble struggling of each victim it consumed was rapture vertical shaft is indicated on the map; the directional arrow
to Sekarvu. It quickly ate the bodies of the adventurers, and
shows in which direction the shaft descends, and the number
Sekarvu spent the next several months charming monsters and
indicates the shaft’s depth.
bringing them back to the cavern for food preparation. When
Sekarvu tried this tactic with a well-armed band of svirfneblin 2. FOOD TRAP (EL 10)
explorers, though, its taste for fungi-tainted flesh nearly cost This circular room glitters and shines, illuminated by fi ve free-
the beholder its life. standing torches along the edge. The fl oor is hidden from view by
After escaping, Sekarvu decided to build an underground a veritable carpet of coins—copper, silver, gold, and even some
lair where it could raise a farm of violet fungi and to which it platinum pieces sparkle invitingly. Strewn among the coins are
could lure new food with ease. It wanted to maintain terrain the odd gemstone, necklace, ring, and work of art. A large golden
advantages over any victims that proved especially difficult divan sits against the far wall, and lounging upon it is a fi gure
to eat. The beholder found the perfect site at the base of the with writhing hair and terrible, glowering eyes.
Skitterrift, a narrow but deep subterranean gorge filled with
monstrous centipedes. Sekarvu spent several days killing The majority of this room’s contents—the coins and treasure,
the centipedes before settling in. Since then, it has charmed the divan, and even the reclining medusa—are illusions. Only
a gnome illusionist named Ilirik Jadewhisper, whose map- the five torches are real. At Sekarvu’s command, Ilirik placed
making skills have proven quite a boon in luring would-be the illusion here with a permanent image spell (DC 22 Will
treasure-seekers to their doom. save to disbelieve).
The real threat that lurks in this room comes from the three
ADVENTURE HOOK charmed driders that Sekarvu has guarding this chamber. These
The best way to lure the PCs to Sekarvu’s lair is for them to driders cling to the ceiling 30 feet above. Once they hear the
discover one of the false treasure maps that Ilirik has prepared PCs approach or spot their light sources, each drider casts invis-
and scattered throughout the region. The map shows the best ibility on itself. One then casts major image to make it seem as
underground route from a fairly well-known surface entrance if the medusa stands up to attack the intruders. The other two
to what is reputed to be the lair of a powerful medusa. The driders position themselves so that one can cast a web in the
map shows areas 1 and 2 of the lair, but it doesn’t show the hallway to the east while the other casts major image to make
passageway leading south from area 2. It also indicates that it seem as if the vertical shaft to the east has just collapsed in
the medusa lives in area 2 and that she has amassed a huge a cave-in. Sekarvu has ordered the driders to catch “food” alive
mound of treasure within. if possible, so they use spells like ray of enfeeblement and web
to catch the PCs and suggestion to keep them from fleeing if
1. ENTRANCE CAVERN they escape. If the PCs look relatively healthy, the driders use
This long, dry cavern is free of stalagmites and rubble. The fl oor magic missiles to soften them up.
is smooth and covered with a thick layer of pale yellow fungus. Once their spells are spent or the PCs are caught, the driders
Dozens of humanoid statues lie in a jumbled heap against the levitate down to attack, using their bites and heavy maces to
walls. At the far end of the cavern, a 10-foot-wide circular pas- make nonlethal attacks (taking a –4 penalty on attack rolls as
sageway opens into the rough cavern wall. a result) and beat the intruders into submission. If their tactics
are successful, one drider skitters off to alert Sekarvu, while
The forty-seven statues piled along the walls of this cavern the others carry the unconscious prisoners to area 5. There,
are indeed petrified humanoids, victims of Sekarvu’s flesh they strip the PCs of their equipment, which they leave piled
to stone eye ray. Each statue is badly damaged and missing in the center of the room for Sekarvu to look over, and deposit
sufficient parts that any victims restored to life immediately the characters in separate pits.
die. If a body is resurrected, the victim can warn its rescuers The passageway leading south from this room is hidden by an
that a beholder petrified him or her. illusory wall placed here by Ilirik (DC 20 Will save to disbelieve
Characters who do not learn this information can still obtain if the PCs interact with the wall). Numerous other illusory walls
a clue as to the possible nature of the creature that lairs within placed by Ilirik protect the lair, as indicated on the map.
52

