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Drider (3): hp 45 each; Monster Manual page 89. All three   The rift’s ceiling stretches nearly 400 feet up, but there are
               cast spells as 6th-level sorcerers and know the same spells as   no other exits from the chamber larger than a few inches
               listed on page 90 of the Monster Manual except that lightning   in diameter.
               bolt is replaced by major image.                    The ropers have no treasure, nor is there anything of value
                                                                 hidden in the mulch below the violet fungi.
              3. DINING ROOM                                       Violet  Fungus  (24):  hp  15  each;  Monster  Manual  page
               This large room is empty except for a bowl-shaped depression in   112.
               the middle of the fl oor. A narrow channel runs from this bowl   Roper (3): hp 85 each; Monster Manual page 215.
               down the passageway to the southeast. The inside surface of the
               bowl and the channel are stained a dark red-brown and smell of  5. PANTRY (EL 8)
      CHAPTER 3  THE EYE   TYRANTS  rotten meat.                 This large chamber is ringed by six 10-foot-wide pits. Stacked in
                                                                 the center of the room are six large wooden discs, reinforced with
               This is where Sekarvu eats its victims. After the mess that
                                                                 bands of metal. Several 1-inch-wide holes are drilled into the
               resulted from its first few meals, the beholder used its dis-
                                                                 center of each disc.
               integrate eye ray to create the bowl-shaped depression and
               channel to capture blood and other material. Once Sekarvu   Sekarvu keeps its captives here, trapping no more than one
               finishes eating, it uses telekinesis to sluice the remains down   creature per pit if possible. Each pit is 50 feet deep, so the

               the channel and into the violet fungi farm in area 4.  beholder can observe the contents of the pit with its darkvision.
                 If the PCs manage to infiltrate the lair this far without alert-  The walls of each pit are smooth and cannot be climbed by

               ing Sekarvu, there’s a 20% chance that the beholder is here,   creatures without a natural climb speed. The wooden and
               eating one of the still-living prisoners from area 5.  metal discs in the middle of the room are lids; each weighs
                                                                 300 pounds. Whenever Sekarvu drops a prisoner into a pit, it
              4. THE SKITTERRIFT (EL 15)                         uses telekinesis to move a lid and cap the opening.

               This massive rift in the surrounding stone stretches up into the     When the PCs reach this area, they might find prisoners in
               darkness.  Below,  a  softly  shifting  and  slightly  phosphorescent   the pits—perhaps someone they’ve been looking for or charac-
               violet mass seems to writhe. Several ledges protrude from the   ters caught by the driders in area 2. As a general rule, Sekarvu
               edge of the rift at various heights. A thick stink of rotting meat   keeps prisoners in a pit for only one or two days before eating
               wafts up from below.                              them, since to keep them any longer requires the beholder to
                                                                 feed them. In the rare cases where it wishes to keep a prisoner
               This large rift is where Sekarvu grows its precious violet fungi   alive, either Ilirik or the denizens of this room provide food
               to satisfy its hankering for fungi-tainted flesh. To prepare a   and water as necessary.

               meal, the beholder uses telekinesis to lift a prisoner from a pit     Sekarvu has managed to charm five ethereal filchers, and


               in area 5, carries him out to this area, and dips him into the   these creatures stay here as guards when not out on duty. Their
               fungi below until he’s nearly dead. Sekarvu then retires to   ability to ethereally jaunt makes them valuable gatherers for the
               the dining room (area 4) to eat. Waste left over from the meal   beholder, which sends them out to distribute more of Ilirik’s
               is drained back into this room to feed the fungi; as a result,   false treasure maps or to gather food and water for the other
               the plants are particularly thick in the northeast end of the   creatures in the lair.
               chasm. In all, twenty-four violet fungi grow on the rift floor.   Ethereal  Filcher  (5):  hp  22  each;  Monster  Manual  page

               A  cautious  party  should  be  able  to  avoid  the  hazard  these   104.
               fungi present, but anyone who comes within their reach is
               in deep trouble.                                6. ILIRIK’S QUARTERS (EL 11)
                 The beholder is terribly protective of its fungus farm and has   A single freestanding torch leaning against the west wall inef-
               posted three charmed ropers on the ledges that overlook the   fectively lights this chamber. The contents of the room include
               bulk of the fungi. These ropers are located at the areas labeled   a single bed, a desk and chair, and a large barrel that seems to
               A, B, and C on the map (there is no roper at location D). The   contain water.
               ropers have been commanded not to attack the violet fungi,

               driders, ethereal filchers, Ilirik, the beholder itself, or anyone   This is the home of Ilirik, the illusionist Sekarvu charmed
               Sekarvu accompanies, but any other creatures they spot are   several years ago. Ilirik’s long servitude to the beholder has left
               fair game.                                        him a hollow, joyless gnome who spends his free time studying

                 Ledges A and C are 50 feet above the rift floor, ledge B is   magic and slowly researching new spells. Sekarvu collects
               20 feet above the rift floor, and ledge D is 180 feet above the   these notes on new spells as they are completed, promising to

               rift floor. Squares shaded in tan indicate a square of the rift   keep them safe and return them when the gnome’s servitude

               floor that the ropers can attack with their strands. Ropers A   to the beholder ends sometime in the future.

               and C can attack any adjacent square on the rift floor (these     In truth, Sekarvu uses Ilirik as a constant source of new

               squares are colored a darker shade of tan). Since roper B is 30   magical  writings  to  observe  and  absorb.  It  also  uses  the
               feet closer, it can reach any target in any of the shaded squares.   gnome to shore up the defenses of the lair with illusions, and
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