Lords of Madness - 3.5e

Page 102

An unskilled dwarf, for example, with CR 1/2, costs 100 gp (CR 1/2 rounds up to 1; 1 squared = 1; 1 times 100 gp = 100 gp). A troll slave, on the other hand, costs 2,500 gp (CR 5 squared = 25, times 100 gp = 2,500 gp). Unusual or marketable qualities in a slave, such as great strength, great beauty, valuable skill, or exotic origin, can multiply the price by two, three, or four. A skilled miner dwarf might bring 200 gp if sold at a mine. If that same dwarf were exceptionally strong, he could cost 400 gp. If that dwarf was an 8th-level rogue and the buyer was the head of a thieves’ guild, the slave could cost between 12,800 and 25,600 gp. The DM has considerable leeway when setting these prices, of course. When dealing with high-level characters, there’s always a possibility that the neogi don’t know how valuable or how skilled a particular captive is, leading them to undervalue the slave. Several skills come into play when haggling with neogi. Appraise is valuable for obvious reasons, but it’s less useful when dealing with unfamiliar or alien goods. Diplomacy is another handy skill. Long years of trading with some of the most unsavory creatures imaginable have made the neogi difficult to offend, but they respond uncharacteristically well to politeness. Sense Motive is essential; neogi lie about anything if they expect to get away with it. Pertinent Craft and Knowledge skills can provide essential synergy bonuses to relevant Appraise checks.

TRAVEL Among the most impressive achievements of the neogi are their spider-shaped flying ships. Spiderships not only fly rapidly from point to point on a world, but they are said to be able to travel from one world to another. When neogi arrive with exotic goods, the items might not be simply from far away—they might be literally from another world. In practical terms, most neogi are bound to the world where they live and tied to more mundane methods of travel. Like most merchants, they favor caravans for protection. Their caravans tend to be small, but with umber hulks acting as guards, they travel most regions with confidence. In fact, they probably present a greater danger to those they meet on the road than vice versa.

A few weeks ago, a neogi flying ship met with misfortune in a furious thunderstorm as it was setting out on a long journey. Heavily damaged, it crashed on an isolated rocky beach. Several neogi and their slaves were killed or injured in the crash, but five of the small monsters survived, along with four umber hulks and a handful of other useful slaves. Under the leadership of the sorcerer Neex Hist, the neogi are working to repair their ship so they can continue their interrupted voyage. In the meantime, they have set up camp in a large sea cave close by the site of the shipwreck. While the repairs continue, the neogi and their minions are scouring the area for anything of interest—there’s no point in leaving potentially valuable merchandise in the vicinity of the crash site, after all. The areas outside the sea caves consist of sheer bluffs, pebble-strewn beaches with heavy surf and massive driftwood logs, and a thick coastal forest of evergreens beginning at the upper end of the beach. The coast is cool and rainy, with frequent fogs. At the time the PCs arrive on the scene, a light fog covers the area. This fog has no effect within 30 feet, but creatures 30 to 60 feet away have concealment, and vision is obscured beyond 60 feet. The beach is difficult terrain due to the deep layer of pebbles. The outer sides of the headland are steep, but offer numerous handholds (DC 15 Climb check). Inside, the sea caves are somewhat slick and wet. Add +5 to the DC of Balance or Climb checks made inside the caves. In several places, the neogi had the umber hulks block passages with heavy boulders. Rolling a boulder barrier aside requires a DC 22 Strength check. Two or three umber hulks cooperate to emplace or remove a barrier.

CHAPTER 5

Cost = (CR, minimum 1)2 × 100 gp

WRECK OF THE MINDSPIDER

THE SLAVE TAKERS

20 to 50 percent more than that. If the item comes from far away (more than 500 miles) and it’s not available locally, double its price. If the item comes from another world or another plane of existence, the sky’s the limit—five to ten times the book price is a good target. The value of slaves is a different matter. Multiple factors go into the value of a slave, and the interest shown by the potential buyer is not the least. The basic method for determining the value of a slave is based on the creature’s CR, using the following formula:

1. GUARD POST (EL 8) A tall headland rises up across the beach in a long rocky wall jutting well out into the water. Mist-wreathed evergreen forest crowns the top of the cape, and surging waves break along its sides. A large crevice in its side leads to a cave at the beach level. Two armored bugbears stand outside the cave, keeping watch over the area.

If the PCs approach openly and give no outward signs of hostility, continue with the following: The bugbears glare at you, sizing you up. “Are you here to trade?” one growls.

The bugbears have orders to defend the lair against outright attack, but to hold their fire until they’ve established whether any approaching creatures might in fact be potential customers. A party of characters can easily feign interest in “trading,” but before the bugbears allow any strangers to enter, they summon the umber hulk Kothogg, who keeps out of sight in

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The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
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