Page 57 - Lords of Madness: The Book of Aberrations
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Spell-Like Abilities: 1/day—dancing lights, ghost sound (DC 11),  to discover). The PCs must move the 300-pound statue before
               prestidigitation, speak with animals (burrowing mammal only,   they  can  investigate  the  hollow,  which  contains  Sekarvu’s
               duration 1 minute).                               treasure. Inside the hole is 8,025 gp, 521 pp, 15 gems (worth a
                 Wizard Spells Prepared (caster level 11th; prohibited schools   total of 5,510 gp), a bottle of air, a +1 bastard sword, a pair of boots
               abjuration and enchantment): 0—detect magic, ghost sound (2)   of the winterlands, pipes of haunting, and a sword of subtlety.
               (DC 16), light, read magic; 1st—color spray (2) (DC 17), identify,
               silent image (2) (DC 17), Tenser’s floating disk; 2nd—darkvision,  Sekarvu,  Beholder:  hp  93;  Monster  Manual  page  26.

               locate object, minor image (2) (DC 18), mirror image, whispering   Sekarvu’s feats and skills are slightly different than those of a
               wind; 3rd—arcane sight, gentle repose, major image (2) (DC 19),   standard beholder, as detailed below.
                                                                   Skills and Feats: Craft (sculpting) +10, Knowledge (arcana)
               tongues (2); 4th—illusory wall (2) (DC 20), Otiluke’s resilient sphere
      CHAPTER 3  THE EYE   TYRANTS  (2) (DC 18), scrying (DC 18); 5th—persistent image (DC 21),   +17, Listen +18, Search +21, Spot +22; Alertness , Disintegration
                                                                                                   B
                                                                 Finesse†, Flyby Attack, Great Fortitude, Iron Will.
               Rary’s telepathic bond, wall of stone (DC 19 to avoid entrapment);
                                                                   † New feat described on page 44.
               6th—legend lore, permanent image (DC 22).
                 Spellbook: Ilirik’s spellbook contains only those spells he
               has prepared; these are the few spells Sekarvu allows Ilirik to
               keep.                                             CULT OF THE HUNGRY EYE
                 Possessions: Small dagger, headband of intellect +2, 4 potions of   Akeni was born a servant to a powerful drow family deep
               cure moderate wounds, 2 potions of lesser restoration, 2 potions of   underground, but her personality was anything but servile.
               neutralize poison, spellbook, simple robes.       When she was caught in an affair with the house matron’s
                                                                 mate, she killed the matron and her own paramour and fled,

              7. SEKARVU’S INNERMOST VAULT                       eventually stumbling into the lair of a powerful beholder mage
              (EL 15)                                            named Ormathulak. Akeni knew immediately that the creature
               This large chamber is quite impressive; the walls and ceiling   was just the ally she needed to wipe out her hated family.

               are covered with intricate carvings depicting beholders eating     Ormathulak found her difficult to charm, but just as it was
               humanoids, and vast fi elds of mushrooms with writhing ten-  about to kill and eat her instead, the drow pledged her loyalty
               drils.  On  the  ceiling  above,  the  image  of  a  single  immense   to the beholder in return for its support. Ormathulak was
               beholder  watches  everything.  Two  large,  uneven  stalagmites   impressed with her bravery and imperious attitude and agreed
               protrude  from  the  fl oor  along  the  northeastern  wall,  and  to   on one condition: She must submit to the test of the Hungry
               the south stand several well-made statues of powerful-looking   Eye. Akeni agreed, and after a grueling 20 hours of torture
               adventurers and fearsome monsters. In the center of the room   and grafting, she emerged with a beholder’s eye grafted to her
               sit numerous desks, each of which is covered with mounds of   forehead and a newfound adoration for both Ormathulak and
               papers and books.                                 the Great Mother. Ormathulak promised to help her destroy
                                                                 her family’s house if she would first aid the beholder in the

               This chamber is Sekarvu’s personal lair, and where it spends   creation of a large network of cult bases on the surface. Akeni
               the majority of its time. If the PCs have not yet encountered   agreed and set out for the surface world without a second
               the beholder, they find it here.                   thought.


                 Sekarvu keeps an additional pair of charmed ropers here as     She took the first three letters of her patron’s name as her
               guardians; these are the two “stalagmites” to the northeast.   surname and has since established no fewer than nine beholder
               Their positions allow them to attack anywhere in the room   cults. She left each cult in the care of a charismatic individual
               with their strands. In addition, Sekarvu defends its lair with   who’d been fully brainwashed and converted to her cause. Her
               ferocious rage. The prospect of defeat is as alien to it as is the   tenth cult is nearing completion and is based in the Lost Gull,

               concept of friendship, and it fights to the death.  a roadside tavern perched atop a sea cliff. Akeni has converted
                 The tables in the center of the room are covered with Ilirik’s   the owners of the tavern along with most of its regular patrons,
               spell research notes from the past several years. Sekarvu spends   but none of them are charismatic enough to serve as a proxy
               much of its time studying these notes and basking in the magic   leader. As soon as she finds her proxy, though, she plans to

               they represent. The DM can place any number of new, unusual,   return to Ormathulak to report her success.
               or unique arcane illusion spells in this mass of notes.
                 The statues to the south are the remains of creatures petri- ADVENTURE HOOK
               fied by the beholder. None of the statues retains its original   The PCs can become involved in the machinations of the Cult

               form, though, for Sekarvu has used its disintegrate eye ray on   of the Hungry Eye in many ways. They might simply stop at

               them to sculpt them into finer poses or to change their faces   the Lost Gull for a drink, or they might arrive seeking a regular
               to look more like its own visage. If any of these bodies are   patron who hasn’t come home for several days. Akeni takes note

               restored to flesh, they die immediately. If a creature is raised,   of any charismatic PC and tries to kidnap him or her and use
               its personality, statistics, and purpose are left to the DM.  her magic to convert that character to her cause.
                 The southernmost statue, a halfling with a large central eye     As  the  PCs  approach  the  tavern,  read  or  paraphrase  the

               for a face, sits over a small hollow in the ground (Search DC 25   following description.
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