Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Friday, October 31, 2025

Half-Sunk Chateau of the Vampire Squid (A Small Dungeon for HALLOWEEN)

FUCK IT DOUBLE TRACK DRIFTING, BACK TO BACK HALLOWEEN POSTS, HALLOWEEN FOREVER HAPPY HALLOWEEN

This is a little dungeon that I originally started writing like a full year ago but never finished. Figured this was as good a time as any to work on it some more and put it out there!

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A small abandoned manse, the ground on which it sits slowly sloughing off into the sea. Its foyer is inhabited by the ancient vampire squid Sosteiromachus, with his henchmen and familiars holding the upper floors. Sosteiromachus slips out of the chateau under cover of night, to slurp the blood out of fishermen and skinny dippers, leaving row upon row of pierced holes on their drained skin.
 

Map Key
D: Old dining chamber, beautiful ornate silver dining set (worth 600 gold) arrayed on table -- 2-in-6 chance of hermit-man presence.
 
K: Half-flooded kitchen, dumbwaiter connects to W (wine/brine cellar).
 
F: Main flooded foyer area. There is a 3-in-6 chance that Sosteiromachus is in the flooded portion, 100% chance at day. The bodies of Sosteiromachus' victims float, some with jewelry worth 200 gold on their necks and wrists. The rafters are teeming with bloodthirsty doves that swarm when agitated, while the ragged rug-shewn seating area is ensnared with thin strands of hagfish mucus (if tripped, they act as wires, loudly knocking over furniture).
 
C: Half-flooded cave. Home to crabs and lampreys. Provides access to the foyer, via an underwater passage.
 
W: Wine/brine cellar. Barrels and bottles float in the waist-deep water. Each bottle is a rich vintage, worth 100 gold, with 18 such bottles bobbing there.
 
T: Turret. The creaking of the steps on the spiral staircase can alert the hermit-men that nest on the roof.
 
R: Roof. Open-air hovel of Sosteiromachus' hermit-man servants. There are 16 crustacean men that huddle together on the roof. They sleep on ragged mats and build statues of their master out of mud and seashells. There is a single such idol of Sosteiromachus with a golden cameo locket for an eye, worth 300 gold (and with the face of a woman whose body decays in the foyer inside it).
 
Wandering Monsters
Roll 1d6:
1-2: 1d8 Hermit-men
4-5: Swarm of bloodthirsty doves
6: Intruding otters
 
Monster Stats
 

Hermit-Man
Number Encountered: 1d8
HD: 1+1
Attack: 1 claw (1d6) + 1 cutlery (1d4)
Armor: as chain + shield
Morale: 7
Under Sosteiromachus' thrall. Hunched, Igor-like manservant mutants uncannily merged with hermit crabs. Under the light of a full moon, they perform a ritual where they form a line and "size up" their giant mollusk shells, the smaller hermit-pages taking over the shells of their senior brethren.
 
Swarm of Bloodthirsty Doves
Number Encountered: 1
HD: 2
Attack: bloodletting peck (1d6 + 1 damage per round thereafter)
Armor: none
Morale: 5
 
Intruding Otter
Number Encountered: 1d6
HD: 1
Attack: 1 bite (1d6)
Morale: 5
Inquisitive, friendly, and will warn allies of nearby danger. They can also use rocks as simple bludgeons.
 
Lamprey
Number Encountered: 2d6
HD: 1-1
Attack: 1 bite (1d6 + latch on for subsequent rounds)
Armor: none
Morale: 4
 

Sosteiromachus the Vampire Squid
Number Encountered: 1
HD: 4+1
Attack: 2 filament lash (1d6) OR 1 bloodsucking bite (1d6 + latch on + 1 damage per round thereafter), OR spell
Armor: as chain
Morale: 10* (will not check morale, can be turned as a vampire)
Psychic seaborne undead cephalopod. Can cross moving water (of course), but cannot crawl on land for more than a few scant moments. Otherwise same weaknesses as a normal vampire. Knows mind control spells (such as charm and hold person) and the spell Darkness, all of which he can cast at-will.
 
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This is so stark and small because I was squeeeezing it into the front and back of a little graph paper notebook (the same one that I also wrote The Carven Carapace in!), so really a "final" version of this would be much more detailed and probably much larger. But, hopefully this is enough evocative sea-horror, enough wandering monsters, and enough hagfish mucus based traps for a nice little dungeon morsel :) 

Tuesday, June 3, 2025

Wasserdämonen des Landes der Dunkelheit (Three Monsters (and Two Lairs) for King of Kings)

Lake Blut, nestled in the northern foothills of the World's Edge Mountains, is a dangerous body of water. The northern barbarians that dwell on its shore warn their children to steer clear of the water, lest they be snatched and eaten by Der Blutschink, an unclean spirit of the lake that thrives on blood. Even adults are wary whenever they must venture across the fog-shrouded waters to fish or attend to the shrine on the other side. The Land of Darkness is home to many terrible things, and in this corner of it, that means this bloody demon of the water.
 

Der Blutschink
Number Encountered: 1
Hit Dice: 8
Attacks: 2 claw (1d6) + 1 bite (1d8)
Armor: as leather + shield
Morale: 9
Bloodsucking: The Blutschink thrives on the blood of lively humans. If a claw attack and bite attack successfully hit the same target, he grabs hold of them and latches his sharp teeth onto their body to suck their blood. He continues to hold onto them, draining 1d6 HP per round, until the victim is pulled out of his grasp. While sucking the victim's blood, the Blutschink can only make 1 claw attack to any other target. The Blutschink will never suck the blood of anyone that is currently ill or the victim of a curse, or any Froglings or Elves. He loves sucking the blood of children.
Collection: The Blutschink collects together the bones and baubles of his victims in a pile hidden in the vicinity of his lake. He often constructs elaborate towers out of the bones.
Resistances: The Blutschink is immune to damage from mundane weapons. He is only harmed by magical weapons and weapons made from gold. 
Swallow: If the Blutschink brings an opponent down to 1 HP by sucking their blood, the next attack (if it successfully hits) instead results in the Blutschink crushing them into a condensed shape and swallowing them whole.
Trap-Setting: The Blutschink sets traps made from vines and roots around the edge of his lake to ensnare any victims who venture too close to the shore. 
 
Der Blutschink appears as a dark-furred bear with snaggly mismatched fangs, long arms that hang at his sides, and human legs constantly dripping with blood. His snout, buried deep in the guts of his victims, is always caked with blood, dripping down onto his chest and arms. Der Blutschink's presence is always apparent from the slowly spreading swirls of blood that seep through the water of Lake Blut as he wades through. He can speak, but he is a child-eating water demon of few words, mostly growling, grunting, and pitifully mewling. And, ultimately, he cannot be pacified or placated; at certain points in the history of Bairglyana, town on the shores of Lake Blut, frenzied prophets have begun programs of regular child-sacrifice to stave off the beast, but, like, well, a bear getting used to human food and venturing further into civilization, this only made him hunger more (and so, such schemes were abandoned). For as long as anyone can remember, Der Blutschink has haunted the lake and devoured the occasional child or fisherman that ventured just far enough away from the lights of the village.
 
That is, until now.
 
Vodyanoy in three of his forms

In recent days, another water demon has taken residence in Lake Blut, and seems poised to evict the lake's longtime residence entirely. Vodyanoy, "He from the Water," the many-bodied but of one mind amphibious shapeshifter whose presence is steadily expanding across the many lakes, rivers, and streams of the Land of Darkness, has arrived. In his base form, Vodyanoy appears as a fleshy frog-like humanoid with long drooping facial hair, usually wearing a wide-brimmed hat made from sedges and clothing made of algae and water lilies. When he arrives in a new body of water, the deepest hole in the bottom of the lake becomes a doorway to his half-sunken home, where him and his wife Vodyanitsa collect the souls of drowning victims in clay jars. A wannabe lesser god, Vodyanoy (who is himself subject to Tir, also known as the star Sirius, the god of rain) sets up shop in a new lake or river and makes a nuisance of himself, dragging sheep and cows and children beneath the waves and blocking up waterwheels to pressure the locals to make offerings of butter and honeycomb (his two favorite foods). He upholds his end of the bargain, though; as the owner of all the freshwater fishes, he provides for bounteous catches, and even exerts some influence on the beehives to keep the flow of honey going. And it would seem that Vodyanoy, that selfish godling, and his wife Vodyanitsa have set their sights on Bairglyana to expand their sphere of influence. And Der Blutschink is in the way; can't have two water demons haunting the same lake, now can you?
 
Vodyanoy 
Number Encountered: 1
Hit Dice: 6+1
Attacks: 2 attacks of varying type (see below) (1d6)
Armor: as leather
Morale: 9
Catfish Mount: The Vodyanoy often rides upon an oversized wels catfish (2 HD, 1 bite attack (1d6), armor as leather, can't move on land).
Drowning: Vodyanoy will attempt to drown targets if they get too close to the water. A target must make a save vs. paralysis or be dragged under the water and drown within 1d8 combat rounds. 
Many Instances: There is only one Vodyanoy, but he appears in many instances across many lakes and rivers in the Land of Darkness. The only way to kill Vodyanoy would be to eliminate all of his instances, but there are too many to count. At best, he can only be dispelled from a given body of water.
Offerings: Vodyanoy is placated by offerings of melted butter, cooking oil, honey and honeycombs, and live sheep or cattle.
Owner of Fish: All fish and other freshwater animals in the Land of Darkness are understood to be "owned" by Vodyanoy. He has uncanny influence over them, and can call forth up to 20 HD of freshwater animals per day. He especially favors eels, catfish, and frogs.
Resistances and Weaknesses: Vodyanoy is immune to damage from mundane weapons. He is only harmed by magical weapons and weapons made from gold. He is afraid of fire; all fire effects deal +1 damage. He is also dissuaded by the sign of Par (the god Truth as misunderstood by the northern forest-dwelling barbarians).
Shapeshifting: The Vodyanoy can take on a variety of forms. These include: his base, frog-like humanoid form; a soaking wet fat peasant man; a large freshwater fish; a floating log; or a floating tree trunk with wings that allows him to fly short distances. The mode of his attack changes with his form (so in his peasant form he attacks with farm tools, slams against his target in his log form, etc.). 
 

Vodyanitsa, Vodyanoy's wife, is a rusalka, the lingering presence of a young woman who drowned herself because of an unhappy marriage (or, in some cases, was drowned by her conniving husband-widower). Rusalki look like pallid young women with long, wild, unbraided hair flowing down from their heads, wide eyes and lips the color of drowning. Their heads are oft adorned with sedges and wilted roses. They linger on lakeshores and clamber up in the trees, becoming undying spirits of the waters of the forests. Not all rusalki are murderers, but many are; and, as spirits of the gentle waters, they kill mostly indirectly, with exhaustion and suffocation. The most vengeful rusalki call men (mostly men) out into the waters to drown them. A rusalka will dissipate if her hateful husband is killed (or, if he is already dead, if his grave is at least desecrated), but most take too much delight in their new un-lives to want that resolution. And there is, of course, always the risk that with the rusalka of a given river dispelled, the river itself will trickle away to nothing. The kindest rusalki often watch over the rivers that feed cities of thousands; and it would be a truly evil design to get justice for these souls.
 
Vodyanitsa is much happier with her new husband than she ever was while she was alive. Unlike Vodyanoy, there is only one Vodyanitsa (in mind and in body), and whenever she leaves their subaquatic home for a specific lake or river her husband inhabits, that Vodyanitsa is the real one.

I just really wanted to find a place for this illustration of a nix, more or less the German equivalent of a rusalka. One of my favorite pictures ever!!

Rusalka
Number Encountered: 1d12
Hit Dice: 3+1
Attacks: 1 forced dance OR 1 tickle OR 1 drown (see below)
Armor: none
Morale: 8
Drowning: When in water, a rusalka will attempt to draw her victim out and then drag them below, tying up their legs in her long hair. A target must make a save vs. paralysis or be dragged under the water and drown within 1d8 combat rounds.
Forced Dancing: When outside of water, a rusalka can point at a target and force them to begin dancing on a failed save. They will keep dancing until either they collapse from exhaustion or a spell frees them from her grasp.
Tickling: A rusalka can tickle someone to death. The target must save or succumb to laughter and be unable to act that turn; three failed saves and the victim's heart gives out and they die. A target who has collapsed from exhaustion (see above) dies immediately if a rusalka tickles them.
Turning: As undead, rusalki can be turned by priests of Truth. However, during the festival of roses (a week in the month of Thaigrasihr), they are immune to turning. During that time, they are especially bold.
 
Der Blutschink's island

While Der Blutschink does not sleep, he does have a lair, a little island where he collects together the refuse from his devouring and where he goes to just mope. Recently, especially with Vodyanoy's arrival (which Der Blutschink is well aware of), he has been very morose and hopeless. He still hunts for children to suck the blood of and eat, but he just doesn't feel with it anymore. It seems to him that the writing is on the wall, and the era of Der Blutschink may genuinely be at an end. When he is encountered, a reaction roll, rather than providing a range of results from hostile to friendly, is instead from whether he is angry and lashing out to moping and despondent. During the day, there is a 4-in-6 chance that Der Blutschink is in his island lair; at night, a 2-in-6 chance. His lair is covered with elaborate towers made from human bones and pieces of clothing, including some treasure. There is a 2-in-6 chance of a tower having a bauble or piece of jewelry worth 1d6x20 drachmae on it (these aren't an especially rich people). If Der Blutschink is angry while in his lair, he will lash out and knock over these towers, scattering their contents everywhere. Der Blutschink, despite his communication difficulties and thirst for blood, would greatly appreciate any attempt to remove Vodyanoy from Lake Blut. He has never been offered help before.
 
Vodyanoy and Vodyanitsa's apartment. 1: Entrance chamber, 2: Main room, 3: Collection of souls in clay jars, 4: Pantry.

Vodyanoy and Vodyanitsa's underwater apartment can be found at the bottom of a whirlpool on the eastern side of the lake. There is a 2-in-6 chance at any time that Vodyanoy is in the apartment, and a 4-in-6 chance that Vodyanitsa is. Entering the lair is simple: allow yourself to get sucked down the whirlpool. However, if one or both of the pair of water demons are in the apartment when you enter, they will immediately know. The safest bet would be waiting until you know that both of them are lurking on the lake; Vodyanoy is the harder to spot of the two, but Vodyanitsa sings a plaintive song. 
 
Their apartment is comparatively small, with walls directly carved out of rock and dirt, water dripping and roots hanging from the ceiling. The main room has a large rug in Shahanistani style (now long watterlogged) on the floor, and several sitting/sleeping cushions stuffed with leaves along with a low-lying table or workbench. The walls are festooned with racks of kitchen utensils and household tools, as well as a shelf of twine and pieces of forest plants. A side room has walls lined with shelves holding clay jars with the souls of drowning victims (a few are actually the souls of drowned animals!). These jars are labeled with a name and their date of death. If the jar is opened or broken apart, the soul will release itself and its ghostly presence will, for one time only, assist the one who freed it. A large pantry next to the soul-room holds jars of honey and butter and crusts of bread.
 
Vodyanoy and Vodyanitsa would be greatly appreciative of any assistance in ousting Der Blutschink from the lake. They are rather self-important, but they understand when a deal must be struck; unlike Der Blutschink, they have experience in doing deals with mortals. Vodyanoy will promise gifts of items imbued with his power to those who promise to help him. These will primarily take the form of simple things woven from sedges that have control over freshwater animals. He can also provide gold coins, but these will reveal themselves to be river rocks when back in civilization.
 
Lake Blut and environs. The star is the town of Bairglyana, the triangle is a shrine to a local hunter-god, the tower is Der Blutschink's island lair, and the spiral is the whirlpool that leads to Vodyanoy's apartment.

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The Blutschink was featured in the classic D&D hobbyist publication All the Worlds' Monsters, put out by Chaosium. The first volume even came out before the Monster Manual, making AtWM the first dedicated D&D monster book if you don't count Vol. 2: Monsters & Treasure! However, the version of the Blutschink in AtWM left something to be desired:
 

Just tacking on a bloodsucking mechanic onto the preexisting bear hug rules makes a lot of sense, but that's basically all this has going on, and its appearance is just "Looks exactly like a bear." I tried to do some more research into the folkloric background of the Blutschink, which was honestly kinda difficult because it doesn't seem that there's been any academic or even popular writing on it in English! But the name does imply the most interesting aspect of its appearance, which AtWM misses: the human legs (Blutschink means "blood ham," comparing human thighs to a ham hock). And, well, the rest of this post just flowed from me wanting to put this weird piece of Tyrolean folklore somewhere in King of Kings! The Vodyanoy is another monster from real world folklore that I've loved for quite some time, so it seemed like a no-brainer to use this as an opportunity to write up a very folkloric-style Vodyanoy for King of Kings and other old school games. Anyway, hope any of y'all can get any use out of this scenario/location or the monsters inhabiting it! Thanks for reading!
 
Also here's this side profile sketch of Der Blutschink from when I was first sketching him out. I liked how he looks in profile :)

 

Monday, May 27, 2024

The Carven Carapace (A Ten Room Dungeon for King of Kings)

Back in December, I purchased a little Japanese graph paper notebook, with the intention of filling its pages with as many adventure locations as I could come up with. I wrote up one (which I will be sharing here today) and then... subsequently didn't make any more until yesterday. In my defense, stuff's been goin' on. But anyway, here's the first dungeon I made for this notebook, using my favorite, the Ten Room Dungeon format from friend of the blog Tristyn. All the text is exactly as I wrote it in the notebook, with the addition of some monster stats that I couldn't actually fit into the three little pages I wrote this on and some slight edits for grammar.

THE CARVEN CARAPACE

The skeletal remains of a great tortoise, half-buried in the ground, made into a shrine dedicated to the poet laureate of the long-dead tyrant Shama-Khur. Ancient rumors once told that Shama-Khur was in a torrid homosexual relationship with his beloved poet. The shrine has been abandoned for centuries, other than the occasional peasant giving offerings and paying their respects. It is said, however, that a most beautiful lost poem of the laureate is buried in the turtle, on a slab of stone too heavy to carry out.

You can see the original unedited version of (part of) that description in the corner up there lol

Random Encounters
D6:
1-3: D4 Giant Ground Beetles
4-5: D3 Giant Shrews
6: D6 Dust Bunnies

Random Events [this, like most of my dungeons, assumes an Overloaded Encounter Die, where one of the results is a random dungeon-specific event]
D6:
1: Whispered poetry drifts into earshot.
2: The shell settles, sinking slightly into the ground.
3: Ghostly lewd moaning echoes off the walls.
4: The wafting scent of smokey incense.
5: One of the party members uncontrollably recites a line of verse.
6: A sudden draft animates a little dust cyclone on the floor.

Room Descriptions

1: The altar room. Cones of incense burning, and husks of sacrificed fruit left on the shrine. Stone brick walls depict mythological scenes, and one wall has the great poet on it. Lines of poetry circle the chamber near the ceiling.

2: Former shrine storage chamber. Stone door broken down. Inhabited by Jamshir, wandering vagabond. Desirous of warm clothes and money, but a philistine who cares not for art.

3: 6 of the zodiac signs are on the floor in a circle. A broken alcove in the wall hides a silver necklace worth 160 drachmae.

4: 6 next zodiac signs on the floor in a circle. Line up the 2 circles so that Libra and Gemini face each other through the door between the two chambers, and a secret door opens, as well as revealing an ebony box in a hidden alcove (long looted, but the box is worth 50 drachmae).

[Edit: Had a couple people express confusion over the zodiac wheel thing, which is fair because this text is the very pared down version directly from the notebook so I won't act like its super developed. Rotating the wheels to a given combination would take an exploration turn due to the weight of the wheels. When it comes to communicating the solution to the puzzle, I would likely do it one of two ways: if the dungeon is being ran as a one-shot, there would be a poetic mention of their star signs in the carvings in Room 1; if it is being ran as part of a larger campaign, their respective zodiac signs would be found outside of the dungeon, from an NPC or an ancient scroll.]

5: Secret passageway, intended for the tyrant's heir.

6: Semicircular staircase chamber, hidden behind a half-broken stone door connecting to room 2. Holds a stone chest with 200 drachmae worth of jewels, and a shiny obsidian blade that, on a failed save, slices open the fingers of whoever attempts to pick it up.

7: The inside of the tortoise skull. A crawling mass of black worms blankets the floor.

8: The ultimate chamber, the heart of hearts. A large, octagonal room, dug out of the ground, lined with stone bricks. In the center is a stone table, upon which sits a clay effigy of the poet laureate, and at his feet is a stone chest within which is a papyrus roll of poetry, which would be worth upwards of 3,000 drachmae to the right buyer. When the scroll is removed from the chest, 4d6 dust bunnies take shape and confront the adventurers.

9: A smaller side chamber, carved out of the tortoise's femur bone: the tomb of the poet laureate's mad brother. Clutched in his desiccated claw is a scroll with a vindictive spell of jealousy scrawled on it. He sits on a rotted fleece, next to a crust of bread and jug of wine.

10: The dug-out underground burrow of a mated pair of badgers, and their 4 offspring (who hide in the phalanges of the tortoise). Connected by a tunnel to a hollowed-out tree stump that can serve as an alternate entrance or exit point.

Badger
Number Encountered: 2 (+4 young)
Hit Dice: 1-1
Attacks: 2 bite (2 points of damage)
Armor: none
Morale: 9

Beetle, Giant Ground
Number Encountered: 1d4
Hit Dice: 1+4
Attacks: 2 bite (1d6+1) or 1 slam (1d6 and save or be pinned against wall)
Armor: as leather + shield
Morale: 7

Dust Bunny
Number Encountered: 1d6
Hit Dice: 1-1
Attacks: 1 bite (1d4) + 1 kick (1d4)
Armor: none
Morale: 5
Dispel and Disperse: Dust bunnies are animated by lingering feelings of sorrow and yearning. They can be dispersed by gusts of wind or the movement of fans, but will eventually reform (though this may give the players an opportunity to flee). They take no damage from mundane weaponry. Dust bunnies are immediately dispelled by the spell Remove Fear.

Shrew, Giant
Number Encountered: 1d3
Hit Dice: 1+1
Attacks: 2 bite (1d6)
Armor: as leather
Morale: 9
Agility: Always win initiative on the first round of combat, and +1 to initiative each round after.
Venom: On a successful hit, the victim of the shrew's bite must save vs. poison or be weakened and sickly, taking 2 points of damage each turn for the next 1d12 turns.

The above dungeon is, at times (not always, given how I gave into my proclivity for more flowery language there in those last two rooms), much more terse than the usual material I post to the blog. I think the constraint of the paper size in the notebook is a good influence there, causing me to really think through what I have to actually note or describe (which is why, for instance, the monster stats were originally left out). Anyway, hope y'all at least get something out of this dungeon!

Monday, December 19, 2022

Isle of the Cyclopean Monolith (A Ten Room Dungeon for King of Kings)

So I've been wanting to post more adventure locations for a while, and a format that I think is great is Tristyn's Ten Room Dungeon. She made a bunch of them earlier in her blog's existence, but recently made that post I just linked to with a general overview of the format. So here I've made a ten room dungeon for King of Kings, Tristyn style! The rooms don't really stick completely to the guidelines in the post, but yknow its close enough. I'll start posting more of these, its a really fun way to make a nice lil adventure location!

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

You're gonna take this sketchy almost purely relational dungeon map and you're gonna LIKE IT

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.

The octopus
A pygmy giant




















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 9: An eroded cavern dripping with caustic green slime. On the ground, amidst the half melted remnants of a human corpse, is a lapis lazuli statuette of a goat shaped goddess, worth 400 drachmae. Connects to cave room 7 and cave room 10.

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.