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
   48   49   50   51   52   53   54   55   56   57   58