Page 87 - Lords of Madness: The Book of Aberrations
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broken off, leaving only an uneven neck stump. A cursory  9. UNUSED STOREROOM
               examination of the broken statuary on the floor reveals that   Piles  of  sodden  and  broken  junk  are  jumbled  throughout  the

               the missing heads and hands were not remotely humanoid in   room.
               form—instead the statues featured lobsterlike claws, feelers,
               and mandibles.                                    This room might have served an important function under the
                 As soon as someone views the statues closely (within 10   kuo-toa priests. It is now clogged with jumbled paraphernalia,
               feet), they notice that the back of each humanoid head has a   much of it taken from slain adventurers, drow, duergar, and
               gaping hole.                                      kuo-toas. None of it was particularly valuable to begin with.
                 These seven heads are from seven victims whose brains   Years of exposure to moisture and mildew have ruined most of
               were especially pleasing when Sarkt devoured them. One
                                                                 it. With a few minutes of poking through the junk and a DC 15
      CHAPTER 4  THE MIND   FLAYERS  place of honor remains unfilled. If Sarkt encounters mul-  Search check, determined salvagers can turn up masterwork

                                                                 scale mail, a masterwork dagger, and a pouch containing 44
               tiple brains that outshine those already enshrined, it simply
                                                                 sp and 18 gp.
               replaces one of the former trophies. If any characters were
               slain by Sarkt in an earlier encounter, the PCs find their

                                                               10. CHOIR
               comrades’ heads here.
                                                                 This chamber is irregularly shaped but seems to have been carved
              7. THRALLS’ QUARTERS (EL 6 OR 0)                   that way purposefully. It is clean and dry, unlike the rest of the
               These  squalid  rooms  appear  to  be  living  quarters,  but  they   shrine. Randomly spaced around the walls are several holes that
               contain little in the way of creature comforts and no personal   are big enough for a strong man to insert his arm up to the shoul-
               possessions at all.                               der. These tubes extend to an unknown distance.

               Sarkt has seven thralls: five kuo-toas, a kuo-toa cleric, a troll,   When this structure was a shrine, this chamber served a vital
               and the elf Oristel. The kuo-toas do most of the menial work   purpose. It was shaped to be an acoustic resonator. Sounds in
               and keep up appearances (such as they are) around the lair, in   this room are amplified and channeled through much smaller,

               an effort to maintain the illusion that this is nothing more   harmonic tubes cut through the stone and leading back to the
               than a dilapidated shrine to Blibdoolpoolp. Oristel the elf is   rotunda. These tubes extend to an unknown distance. Those
               Sarkt’s personal servant, accompanying the master wherever   sounds boom into the rotunda, seeming to come from the
               it goes—except into Sarkt’s true sanctum—unless ordered   surrounding rock itself. The intent was not to trick worshipers
               to wait elsewhere.                                into thinking they were hearing the voices of deities but to
                 At the moment, the kuo-toa cleric and four of the kuo-toas   make the priests’ sermons more impressive.
               are engaged in guarding or foraging in areas 2 or 5. One kuo-    Sarkt maintains the chamber in working order because its

               toa and the troll remain in these quarters, awaiting orders. If   function amuses the mind flayer. It sometimes addresses its


               they hear fighting in area 5, they go to join the fight there.   thralls through this system, haranguing them for hours on
               Otherwise they attack any intruders who enter this room.  the superiority of the illithid race and their good fortune to
                 Any PCs captured by the mind flayer’s domination power   have become thralls.

               are assigned a pallet in these rooms (presuming they’re not
               eaten right away).                              11. SARKT’S TROPHY ROOM
                 Kuo-toa: hp 11; Monster Manual page 163.        Chests and urns are arranged in clear order around the walls of
                 Troll: hp 63; Monster Manual page 247.          this chamber. Several more stand in the middle of the fl oor.
              8. THE POOL                                        This room contains items that Sarkt finds interesting, attrac-

               The walls of this chamber are natural stone with no paint or   tive, or potentially useful, but that do not have immediate use
               plaster. They have been scored everywhere with grooves about   or require immediate analysis. The chamber is kept reasonably
               the size of fi nger marks. The fl oor slopes downward very gently   well ordered, unlike area 9.
               toward the center, where it drops into a circular, bowl-shaped,     A jeweled velvet mask worth 340 gp hangs on one wall,
               stone-lined depression 15 feet in diameter and 5 feet deep at its   and a masterwork trident hangs on the opposite wall. A silver
               center. Moisture condenses onto the cool walls of the chamber,   plate worth 400 gp is displayed nearby. The most interesting

               trickles to the fl oor, and collects in the pool.  and valuable piece (assuming one could find a buyer for it) is a
                                                                 small golden idol of Blibdoolpoolp with aquamarine eyes and
               Every  kuo-toan  shrine  or  temple  includes  a  pool  of  water   platinum pincers, worth 1,700 gp.
               that serves both ceremonial and practical purposes. Because     The door connecting this chamber to room 12 is locked with
               illithids need to keep their skin moist, they bathe regularly.   two locks (DC 25 and 35 Open Lock checks to open). Sarkt
               Keeping the pool clean for Sarkt’s daily visits is one of the   carries the only keys.
               thralls’ chief duties.


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