Except way more Treasure and Monsters |
In order to enter a Sea-Beast one must first find one and there are generally two methods to do so. Summoning a Sea-Beast: By dropping 100 silver worth of blood/entrails and 1000 silver worth of treasure into sea near the whirling straight a Sea-Beast is summoned in 1d4 turns. Entering the Whirling Straight: Make a massive cave complex and populate it with sea monsters, about 2 levels down start flooding it, 3 levels down where you would normally place a dragon/lich/other super high dangerous encounter start placing Sea-Beasts.
Once in the presence of such a creature one either becomes Swallowed by the Sea-Beast or Cuts into the Sea-Beast's flesh making an entrance. If one is swallowed, they enter the Sea-Beast through it's mouth which can be exited out of again. By Cutting into the Sea-Beast's flesh, one enters into a random organ and the musculature plugs the whole in after them.
Sea-Beast Maps/Physiology
Every Sea-Beast has a base structure composed of 8 organs (rooms which the PC's can travel through). There is the Bloody Path and the Bile Path. The Bloody Path is a one-way series of 4 organs which loop back into one another. The Bile Path is a linear series of organs. There are always 3 intersections in the Bloody and Bile Paths. The Throat and Gills have a passage between them, and the Veins have passages to both the Stomach and Bowels. The graphic below should help make things clear.
If the Party chooses to become swallowed by the Sea-Beast, they start in the Mouth, otherwise randomly select a room that isn't a Mouth or Gills Organ and they start there. Once the party is inside, the Sea-Beast simply becomes a dungeon to be plundered. However, the Sea-Beast is not simply a series of 8 rooms, there are more organs.
Creating the Sea-Beast Dungeon
Each Sea-Beast has 1d10 (or more) spare organs/rooms. When creating your Moby-Dick dungeon, you figure out how many extra organs the sea-beast has and then roll on the chart below for what type of organ it is. If the extra organ is a bowel, you attach it to another Bowel Room, otherwise just attach it to a room at random.
Roll | Organ |
---|---|
1-5 | Extra Bowels |
6 | Spare Heart |
7 | Extra Gills |
8 | Extra Veins |
9 | Egg Cavity |
10 | Air Bladder |
For our example lets say we rolled a 5, so we have 5 extra organs. We roll 5d10 and learn our sea-beast has 3 Extra Bowels, 1 Spare Heart, and 1 set of Extra Gills. Below is a graphic showing where we have placed them. And further each room is now numbered as it would be in a normal dungeon map. Now it should be looking a bit more familiar, it's not to scale what so ever though. Room size is listed below, the passage length between adjacent organs is 30ft.
Sea-Beast Organ Contents/Dungeon Room Population
The contents of each room are based on the table below and what kind of organ it is. For each room roll a 1d10 for the contents and then modify based on the organ type.
Roll | Result |
---|---|
1-6 | Empty/re-roll (a room is only empty if it is rolled as empty twice) |
7-8 | Monster |
9 | Guarded Treasure |
10 | Treasure |
Mouth - Entrance to the Dungeon. Filled with massive teeth, parasites within the beast's maw, and corpses stuck in between the fangs. 25% chance of oxygen inside and roughly 20x20 feet.
Throat - Filled with howling wind, dripping slime, and flotsam stuck in the soft flesh of the throat. 25% chance of the Sea-Beast intelligently communicating with the party. 50% chance of oxygen inside and roughly 20x40 feet.
Gills - Exit out of the Dungeon. Massive bleeding slits from which the outside ocean can be momentarily seen. 0% chance of oxygen inside and roughly 20x20 feet.
Lungs - If torches are lit here, there is a 1d6 + 1 per minute per exposed torch chance of the Sea-Beast violently coughing and spasming. Party takes 1d6 damage and each member must save or be shunted out into the throat of the beast. 100% chance of oxygen inside and roughly 30x30 feet.
Heart - Beating irregularly this amalgam of misshapen tumors sends out a pressure wave to those who stand nearby. All those in a heart room take 1d6 Non-lethal damage every 3 rounds. 0% chance of oxygen inside and roughly 30x30 feet.
Veins - Filled with fluid that snuffs out torches. Speed is reduced to half here. 0% chance of oxygen inside and roughly 100x5 feet.
Basically This Level From Super Mario Land 2 |
Egg Cavity - Home of a sleeping Fetal Sea-Beast which will fight the party. 50% chance of oxygen inside and roughly 40x40 feet.
Air Bladder - Always empty. 100% chance of oxygen inside and roughly 40x40 feet.
Stomach - Filled with acidic waters which will erode PC possessions. If a PC spends more than 1 turn inside a stomach they must save vs possessions being destroyed. On a successful save only 1 possession lost, while on a failure 1d6+1 possessions are lost. If the PC has less possessions than what is listed they instead take the difference in damage. There is a 25% chance of this organ containing a ship. 25% chance of oxygen inside and roughly 40x60 feet.
Bowels - Rather large and surprisingly dry, these massive caverns are filled with the accumulated debris that the Sea-Beast has consumed over the course of the past years. There will always be treasure inside a bowels organ alongside what ever is rolled on the Room Content Table. There is a 33% chance of this organ containing a ruined ship 50% chance of oxygen inside Roughly 60x90 feet.
*Torches can only be lit in rooms with oxygen and when moving to a room without oxygen, the torch snuffs out in 1d4 minutes.
Monsters in a Room of a Sea-Beast
Roll | Result |
---|---|
1 | 2d6 Crazed Sailors/Pirates |
2 | 1d4 Giant Tapeworms |
3 | 1d6 Spider/Crab/Crustaceans |
4 | 3d10 Giant Isopods |
5 | Half-Dead Berserk Whale |
6 | Dead version of one of the above |
Wandering Monsters of a Sea-Beast
Roll | Result |
---|---|
1 | Crawling Mechanized Shark |
2 | Crazed Gyre Islander Trapped |
3 | Marauding Party of 1d8 Atavistic Merfolk Raiders |
4 | Swarm of 1d4 Winged Squids |
5 | 2d4 Echindaspawn |
6 | Ningen Wanderer Trapped Inside |
Types of Guarded Treasure in a Sea-Beast
Roll | Result |
---|---|
1-3 | Monster Squatting above the Treasure |
4 | Treasure is CURSED!!! (use your favorite curse table) |
5 | Treasure is trapped (save or damage/poison) |
6 | Treasure is wanted by someone else |
Types of Monster Squatting above the Treasure
Roll | Result |
---|---|
1 | Giant Sea Snake/Eel/Lamprey |
2 | 3d4 Undead Sailors |
3 | Treasure Chest Mimic |
4 | Half-Dead Giant Squid |
5 | 4d8 Giant Isopods |
6 | Ghost |
Treasure Within a Sea-Beast
Roll | Result |
---|---|
1-4 | Bullion + Jewelry |
5-6 | Trade-Goods |
7 | Weapons/Armor |
8 | Historic Artifacts |
Ships: Micro-dungeon filled with 1d2+1 Treasures and are a set of linear rooms equal to the number of treasures+1.
Ruined-Ships: Micro-dungeon filled with 1d4+1 Guarded Treasures and 1 Monster from the Monsters in a Room of a Sea-Beast Table and are a set of linear rooms equal to the number of treasures+1.
Art by Roberto Innocenti |
Beastiary
Crazed Sailors/Pirates
HD 1, Def 2, MV 12, Dam 1d6, SV 6, Mo 13
Giant Tapeworms
HD 3, Def 3, MV 6, Dam 1d6+Suction, SV 8, Mo 10
Spider/Crabs/Crustacean
HD 2, Def 5, MV 10, Dam 1d6 x2, SV 6, Mo 8
Giant Isopods
HD 0, Def 1, MV 8, Dam 1d4(as group), SV 5, Mo 12 *when taking damage, roll to see how many die
Half-Dead Berserk Whale
HD 8, Def 4, MV 7, Dam 2d6, SV 10, Mo 12
Crawling Mechanized Shark
HD 3, Def 3, MV 15, Dam 1d10, SV 11, Mo 20
Art by Kainsword |
Crazed Gyre Islander
HD 1d4+2, Def 3, MV 12, Dam 1d10, SV 6+HD, Mo 18
Atavistic Merfolk Raiders
HD 2, Def 2, MV 10, Dam 1d6, SV 8, Mo 14
Winged Squids
HD 1, Def 2, MV 16, Dam 1d6, SV 6, Mo 10
Echindaspawn
HD 2, Def 5, MV 5, Dam 1d6, SV 11, Mo 12
Ningen Wanderer
HD 4, Def 1, MV 12, Dam 1d4, SV 10, Mo 6 *pacifist and wants to get out
Art By Sergey Kolesov |
Giant Sea Snake/Eel/Lamprey
HD 4, Def 2, MV 12, Dam 1d8+Grapple, SV 6, Mo 12
Undead Sailors
HD 1, Def 2, MV 12, Dam 1d6, SV 6, Mo 20
Treasure Chest Mimic
HD 4, Def 4, MV 12, Dam 1d8, SV 8, Mo 20
Half-Dead Giant Squid
HD 8, Def 2, MV 3, Dam 1d6 x8, SV 7, Mo 6
Ghost
HD 2, Def 0, MV 0, Dam 1d4+100xp drain, SV 9, Mo 20
Fetal Sea-Beast
HD 10, Def 3, MV 9, Dam 1d8, SV 6, Mo 20
Art by Kentaro Miura |
HP100, Atk 5, Def 2, MV 12, Dam Swallow Whole 1d4 Sailors, SV 13, Mo 20 *regeneration 10/round
Sea-Beast Heart
HD 5, Def 1, MV 0, Dam 0, SV 12, Mo 20 *if a Sea-Beast has no heart it begins to sink to the bottom of the ocean at a rate of 100 ft/minute
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