Lords of Madness - 3.5e

Page 34

Possessions: bracers of armor +6, headband of intellect +6, ring of 1. Entrance protection +4, amulet of proof against detection and location, lesser This building is fairly unassuming. Its wooden walls and wood shingle roof are spotted with lichens and filaments of fungus, and rod of metamagic (quicken). the solid stone foundation is thick with moss.

THE GOD IN THE LAKE

CHAPTER 2

THE DEEP MASTERS

Worn paths around the exterior of the house lead to the back The sleepy village of Raven’s Lake has a secret: A terrible god door (area 7) as well as to the nearby lakeshore. lives in the depths of the settlement’s namesake. The citizens of Raven’s Lake know that something lives in 2. Storeroom the lake. People who go out on the lake after dark go missing far This room is completely cluttered with a fantastic amount of too often and frequently turn up weeks later with no memory junk. Coils of rope, old bows, barrels, crates, boxes, fishing poles, of where they’ve been. The local church of St. Cuthbert has broken bear traps, and more assault the eye. been abandoned no fewer than seven times in the last two None of the equipment here has seen any use since Huck was years, each time its lone cleric packing hastily and fleeing enslaved; his hunting days are over. town without a word. Adventurers who come to Raven’s Lake have a habit of vanishing forever. The truth is that something does indeed live in Raven’s Lake, 3. Washroom but it is far from a deity. It’s an exiled aboleth by the name of This dirty, foul-smelling room could serve as a washroom only Zlorthishen. for the bravest soul.

Adventure Hooks Huck’s personal hygiene has always been a topic in town, and The PCs could be drawn to Raven’s Lake for a number of his habits have not improved as a result of his enslavement. reasons. An associate might have visited the town and disappeared. A PC cleric might be asked by a superior to investigate 4. Antler Storage why clerics of St. Cuthbert never stay in the town longer than a This room seems to have once been a bedroom, but before it can month. The PCs could just be passing through town and catch serve as such again, someone needs to clean out the hundreds of antlers stacked in tangled piles. wind that something’s wrong by the way the locals regard them with such sadness. Huck had a liking for antlers: deer, elk, moose, peryton (see Raven’s Lake could also serve as the genesis of a new camMonsters of Faerûn)—anything he could knock off and keep, paign. The PCs could all be locals who slowly uncover the sinister secret that festers in the lake and the tunnels below he tossed in here. He planned to sort them and keep only the best, but he never got around to it. The antler collection has town. taken over this room completely; Huck now sleeps on a pile No map of Raven’s Lake is provided, so you can more easily place the village in your campaign world. Detailed below is the of rugs next to the stove in his living room (area 5). home of Huck One-Eye, an old hunter who lives in a simple one-story house with a solid foundation. 5. Living Room (EL 3) Huck One-Eye’s House Huck One-Eye is an old human ranger who was the first person the aboleth Zlorthishen enslaved after arriving in Raven’s Lake five years ago via an underground river. The aboleth knew that its survival depended on its quickly establishing a secret stronghold under the unknowing eyes of the locals, and it enslaved Huck as he wandered alone by the lake edge. Over the last five years, the aboleth has managed to secretly enslave nearly half the town, including all of its leaders and prominent members. Its slaves created a set of underground tunnels that connected the lake to Huck’s basement, and recently the aboleth has started to breed skum in these tunnels. After some investigations in town, the PCs should eventually be led to Huck’s home. No one talks, but careful observation allows the PCs to note that despite the amount of traffic that goes in and out of Huck’s home, there never seems to be much noise or clamor coming from inside the building.

This room is warm but cloying; the air is thick with the scents of unwashed flesh and smoke. Pieces of old, worn furniture sit in the corners of the room, including chairs, a desk, shelves, and an empty bookcase. A cast-iron stove sits to the north, and a filthy pile of rugs and blankets lies heaped in front of it.

This is where Huck sleeps, eats, and whiles away the hours as he waits for his master below to contact him with a new task. Huck’s hearing isn’t as good as it used to be, so chances are he won’t hear anyone who knocks on a door, or even anyone who breaks into his home. If startled here, his initial attitude is hostile. He yells and curses, hoping to drive the intruders off, unless his attitude is adjusted at least to friendly, in which case he calms down and engages in idle chatter. If made helpful, he invites his visitors to dinner (water from rusty bowls and rabbit stew that’s a bit off). He won’t reveal the presence of the skum or the aboleth downstairs, but anyone who speaks to him and makes a DC 15 Sense Motive check

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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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