Page 59 - Lords of Madness: The Book of Aberrations
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damage, but all those who breathe it take a –2 penalty on Will   Sneak  Attack  (Ex):  A  cultist  deals  an  extra  3d6  points
               saving throws.                                    of  damage  on  any  successful  attack  against  flat-footed  or


                 Prices  for  food  and  drink  are  as  detailed  in  the  Player’s   flanked targets, or against a target that has been denied its
               Handbook, but anything served to the PCs is poisoned with   Dexterity bonus for any reason. This damage also applies to
               oil of taggit. Anyone who eats or drinks must make a DC 15   ranged attacks against targets up to 30 feet away. Creatures
               Fortitude save 1 minute later or fall unconscious. If all the   with concealment, creatures without discernible anatomies,
               PCs fall unconscious, they are stripped of their gear, tied up,   and creatures immune to extra damage from critical hits are
               and taken to the old storeroom. Akeni then leads them one at   all immune to sneak attacks. A cultist can choose to deliver
               a time upstairs to her chambers to fascinate them and implant   nonlethal  damage  with  his  or  her  sneak  attack,  but  only
                                                                 when using a weapon designed for that purpose, such as a
               suggestions to remain here and join her cult. Characters who
      CHAPTER 3  THE EYE   TYRANTS  prove too difficult to manipulate are instead disposed of via   sap (blackjack).

                                                                   Evasion (Ex): If a cultist is exposed to any effect that normally
               gas spore infestation.
                 If the PCs don’t seem interested in ordering food or drink,
                                                                 allows him or her to attempt a Reflex saving throw for half
                                                                 damage, the cultist takes no damage with a successful saving
               Akeni comes downstairs (disguised as an exotic human gypsy)
               and tries to fascinate them with her bardic music so she can
               suggest they eat and drink their fill.             throw.
                                                                   Trapfinding (Ex): A cultist can find, disarm, or bypass traps

                 If at any point the PCs grow belligerent, attack, or start   with a DC of 20 or higher. He or she can use the Search skill

               casting spells (as a result of spotting the hidden crossbows, for   to find, and the Disable Device skill to disarm, magic traps
               example), the cultists panic. They upend their tables to gain   (DC 25 + the level of the spell used to create it). If a cultist’s
               cover and use the loaded crossbows attached to the undersides   Disable Device result exceeds the trap’s DC by 10 or more, he
               of the tables to attack. Upending the tables and retrieving the   or she discovers how to bypass the trap without triggering or
               crossbows is a full-round action, but once done, the cultists   disarming it.
               try to pin the PCs down with fire from their crossbows until   Uncanny Dodge (Ex): A cultist retains his or her Dexterity

               Akeni arrives with Glaken, her charmed troll minion, to help   bonus to Armor Class even when flat-footed or targeted by an


               finish them off.                                   unseen foe (the cultist still loses his or her Dexterity bonus if

                 The cultists fight to the death, completely loyal to Akeni.   paralyzed or otherwise immobile).

               Although all the cultists were commoners when Akeni first   Possessions:  masterwork  dagger,  +1  light  crossbow  with  10
               recruited them, she’s had them train as rogues quite rigorously,   crossbow  bolts,  ring  of  protection  +1, potion  of  cure  moderate
               and they have become fairly skilled thugs as a result. The DM   wounds, cult ring worth 100 gp, 15 gp in belt pouch.
               should feel free to add a few more dangerous cultists as desired.
               Akeni herself does not stick around to the end of the fight. If  2. STABLES


               things go poorly, she flees the room, turns invisible, and tries   The  double  doors  at  the  east  end  of  the  stables  have  been
               to escape on foot. If capture seems inevitable, she tries to bluff   boarded  up  on  both  sides  to  prevent  entry  by  unwelcome
               the PCs into thinking that she, too, was charmed, and that the   visitors (DC 23 Strength check to force open).
               actual leader of the cult is elsewhere. If the PCs penetrate her
               gypsy disguise, she realizes that her unusual appearance (that   That this musty room was once a stable is obvious, but the place
               of a three-eyed drow) will probably cause her bluff to fail. In   does not smell of horses. Several pens line the walls to the east,
               this case, she tries to slip away or, if escape is impossible, fights   each with at least two crude cots.

               to the death.
                                                                 Since Akeni took control, she’s had her cultists temporarily
                 Hungry Eye Cultist (12): Human commoner 1/rogue 5;   sleep in the stalls here while she prepares to have more suitable
               CR 5; Medium humanoid; HD 1d4+1 plus 5d6+5; hp 37 each;   chambers for the members constructed under the tavern.

               Init +3; Spd 30 ft.; AC 14, touch 14, flat-footed 11; Base Atk
               +3; Grp +5; Atk +6 melee (1d4+2/19–20, masterwork dagger)  3. OLD STOREROOM
               or  +8  ranged  (1d8+1/19–20,  +1  light  crossbow);  Full  Atk  +6   This room seems to have been a storeroom for the stables. A
               melee  (1d4+2/19–20,  masterwork  dagger)  or  +6/+6  ranged   number of sawhorses stand in the middle of the room, next to
               (1d8+1/19–20,  +1  light  crossbow);  SA  sneak  attack  +3d6;  SQ   several coils of rope. Barrels of grain to the south sit astride a
               evasion, trapfinding, trap sense +1, uncanny dodge; AL LE;   large mound of moldy hay bales.

               SV Fort +2, Ref +7, Will +2; Str 14, Dex 16, Con 13, Int 10, Wis
               12, Cha 8.                                        The grain and hay are slowly rotting, having seen no use for the
                 Skills  and  Feats:  Bluff  +8,  Diplomacy  +1,  Disguise  –1  (+1   several months since Akeni arrived. This room is now used to
               acting), Intimidate +1, Knowledge (religion) +4, Listen +10,   hide prisoners the cultists capture. Akeni ties any captives to
               Sense Motive +10, Spot +10, Swim +6, Tumble +12; Point Blank   the sawhorses while she figures out what to do with them.

                                                     B
               Shot, Rapid Reload (light crossbow), Rapid Shot , Weapon
               Focus (light crossbow).                         4. PRIVATE ROOMS
                 Language: Common.                               This room contains a single table surrounded by four chairs.
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