Your ship rocking in the rough waves of the Sea of Giants, you spot a little black crag poking out of the seafoam... "Land ho!" you cry, turning toward what you hope is a respite from the storms and the schools of raucous dolphins, but instead you find...
THE ISLE OF THE CYCLOPEAN MONOLITH
Wandering Monsters
Roll 1d6
1-2: Pygmy Giants [Total number: 16]
3-5: Pariah Dogs [Total number: 23]
6: The Piscine Apparition [Total number: 1]
Piscine Apparition % in Lair: 50%
Pygmy Giant % in Lair: 80%
[I include % in Lair here to account for reaching the lair/house of the respective creature while they may not be there.]
Platform 1: A platform made of lashed together driftwood. The smell of briny sea air, the bitter feeling of salt on your face, the sound of yipping dogs. Small wood and rope pens hold a total of 21 fat pariah dogs. Connected to the pier by a wooden walkway, and to platform 2 by a rickety wooden staircase.
Platform 2: A platform made of lashed together driftwood. Frigid wind rushing through your hair, the floor shifting beneath your feet. Five small tents serve as houses for 10 pygmy giants, as well as 2 pariah dogs that sleep up here. Not all of the pygmy giants will be here all at once. Connected to platform 1 by a rickety wooden staircase, and to platform 4 by a wooden rope bridge. Beneath the platform lives a degenerate octopus that has grown fat and lazy on the waste and effluvia of dogs and does not take kindly to being bothered. It roosts on a large clam that holds a pearl worth 325 drachmae.
Platform 3: A platform made of lashed together driftwood. The smell of briny sea air, the bitter feeling of salt on your face, the feeling that something you wouldn’t want to see has happened here regularly. Most of the platform is taken up by a pen used for breeding dogs. Beneath the platform is the little moray eel style lair of the piscine apparition.
PISCINE APPARITION
Number Encountered: 1
Hit Dice: 3
Attacks: 1 kick (1d6)
Armor: none
Morale: 8
Aquatic Curse: The piscine apparition can cast a curse of water breathing. Pointing with its big toe, which puts it off balance, the target must make a save vs. spells or have their respiration transformed to water breathing.
Mischievous: The piscine apparition is a silly little thing that delights in causing problems.
Spirit Being: The piscine apparition is a spirit of the Sea of Giants. It is immune to damage from mundane weaponry, fire, acid, electricity, etc. The only things that can harm it are immaterial weapons, spirit wards, and magic.
A gawping fish thing sat upon two chubby humanoid legs. It wishes to get to the antediluvian monolith but cannot pierce the wards placed around it by the pygmy giants.
The Piscine Apparition |
Platform 4: A platform made of lashed together driftwood. Frigid wind rushing through your hair, the floor shifting beneath your feet. Three small tents serve as houses for 6 pygmy giants, with a fourth serving as a smokehouse for dog flesh. Not all of the pygmy giants will be here all at once. Connected to platform 2 by a wooden rope bridge, and to platform 3 by a wooden staircase.
Cave Room 5: Smoked dog meat and dog cheese storage facility used by the pygmy giants. Connects to room 8 and cave room 6. The passage to room 8 is marked by multicolored ragged flags and occult wards.
Cave Room 6: A chamber of things gleaned from the sea. A hostage sailor is tied up against the slick cave wall. He is desperate to be freed, but is liable to steal from the party if he has the chance. There is also a box of gold teeth, small pearls, sea glass, and scrimshaw collectively worth 450 drachmae. Connects to cave room 5 and cave room 7.
Cave Room 7: Soggy cave smell and the sound of dripping water. Empty except for a cave painting of octopuses, dolphins, and the outlines of squat hands. Connects to room 8, cave room 6, and cave room 9. The passage to room 8 is marked by multicolored ragged flags and occult wards.
Room 8, the Open Air Clearing: Wide open under the cloudy sky, ringed by the cracked craggy rocks at the peak of the island, sits the ancient, antediluvian monolith carved in days long forgotten. It exudes a terrible aura that causes intense nausea and confusion the closer you get to it, the cnidarian tentacles stabbed into its surface seeming to squirm in the corner of your vision. It is covered with a thin layer of green and black slime, algal and fungal, which prickles the skin to the touch. The pygmy giants hate to approach it.
Save vs. poison or be unable to approach the antediluvian monolith without collapsing and/or vomiting. If touched with bare skin, it deals 2 points of damage per turn to all touching it. The monolith is worth immense amounts to the right buyer, upwards of 2,500 drachmae if you can find someone who can stomach its unwholesome vibrations. If yanked out of the ground, beneath the monolith are the mummified remains of an anomalocaris. Connects to cave room 5 and cave room 7.
The cyclopean monolith |
Cave Room 10: A small cave marked only by a single cave painting of an eye in a star. Connected to platform 3 by a rock cliff that can be navigated with rope.
Awww I love the pygmy giant drawing!
ReplyDeleteThanks for sharing this, all hail the 10-room dungeon template!