Tuesday, September 28, 2021

Grotto of the Ape-Men

 So, my PCs' next dungeon crawl will be into a grotto populated with eight Ape-men that guard a copy of the Necronomicon, which Kadoz the Fishwife will buy from them for a dozen slaves and ownership of the old watchtower. The Ape-men are a set encounter in The Islands of Purple-Haunted Putrescence, Kadoz is a semi-random NPC. 

I will confess that I am a bit worried about this one: the PCs expect, from the description, the same things they slaughtered in the ancient ruins in 013. They are decidedly not. In fact, when I reviewed The Islands of Purple-Haunted Putrescence for Welcome to the Deathtrap this encounter prompted me to talk about just how extreme some of these encounters can be.

If my PCs fight eight of these all at once, that's this project over. So, I am going to give them a fighting chance. I am going to spread the Apes over a dungeon. I hit DonJon up for a random map made to equate to a 4th level dungeon. Here is the map:

Generated using Donjon

On a skim I have noted that there are a few monsters worth keeping in here, but also a lot of monster & trap free rooms: 17 of them. So I am going to build a new pair of random tables. One will cover random encounters and one will be random room dressing.

When I skim, I do not read the monster, only that there is one. I do not look at the map. So I have no notion about what is where. I leave that to discover when I play. 

The random room dressing & random encounters will include the location of the Necronomicon (guarded by two of the Ape-men), along with two single and one pair of the ape-mens, some degenerate cultists, some prisoners, and some future hooks. I will toss in some Gonzo weirdness as well. 

The wandering monsters table will favor Ape-men, but I will keep a strict tally on how many have been encountered and adjust rooms accordingly.

Any time I enter an empty room, I will roll from this table to populate the dungeon. When the Ape-men are down to two left, I will encounter them only as guards to the Necronomicon.

Wandering Monster Table

1d8+1d4


2

Cha'alt cyborg displaced in time space. 

3

Captive attempting escape

4

1d4+ 2 Sahaguin, seeking their lost princess, hostile to the Ape-men. 2 in 6 chance of knowing who the PCs are. 

5

Lone Ape-Man making tools

6

Acid Pod Trap

7

Lone Ape-Man, returning from hunt. 

8

Ochre Jelly

9

Two Ape-Men, bringing a captive home (1d4: 1. Human; 2. Sahaguin; 3. Derp One spawn; 4. Koshi) 

10

2d4 Normal Men with 1 Void Power and Mutation ea., led by 1 3rd Level Chaotic Voidwarped 

11

Carrion crawler

12

A Mind Flayer + dominated Berserker, an emissary from the Great K'tulu

No more than 6 Ape-men can be encountered through either of these tables. On any further result leads to no encounter.

Random Room Contents

1d12 + 1d6


2

A broken time machine sits with a skeleton mounted in its command chair. It has a flashlight, revolver, and 14 bullets.

3

An ancient black stone allows anyone to use scrying, but it loses its magic if moved. It currently shows a black pyramid under a Fuscia sky. 

4

1d4 Crystals of random colors embedded in a purple corpse chained under a natural skylight. 

5

This obscene shrine depicts K'tulu and the breeding of a new God. Inscriptions on the wall predict the birth of his spawn and the drowning of the Isles. Check wandering monsters each time you enter this room. Contains Treasure type E

6

Strange writings have been burned into this wall. Random 2nd level spell formula. 

7

A periodic vortex from Earth Circa 1972 opens here and disgorges random items from a high school locker row. 

8

A fungus farm containing 1d6 Shriekers

9

An Ape-Man torments a prisoner here. Randomly determine the prisoner using a DonJon generator. 

10

Ornate and disturbing sculptures of human bone. Roll for a trap

11

Numerous hanging spherical bunks made of humanoid bones hang here. 1d3-1 Ape-men sleep here (unless the alarm has berm raised.) . Treasure types C, K, and O can be found in bags here. 

12

A well drops into a flooded cave (level 2 of the dungeon). Traps with 2d4 giant crabs sit on hoists to be pulled up. 

13

1d3 Sahaguin and 1d6 human prisoners are kept in cages

14

This chamber is choked with flesh purple vines. 

15

This area is hung with human and Sahaguin flesh on hooks. A natural table made from a broken stalagmite serves as a butcher's table with a couple of short swords and hand axes used as butcher's tools. 10% chance of one being magical. 

16

Giant but harmless silverfish dart around the walls here. 

17

The cultists' quarters; hammocks between stalagmites. A hidden Type F. Treasure hides here. There are 1d4-1 cultists here at present. 

18

The Necronomicon on a trapped altar guarded by two Ape-men 

If I roll a repeat result on this table, I will re-roll.

I used the Blended do a random roles in order to create a probability Plateau. I am much more likely to encounter the middle for rooms on this table than any of the others first. And it is very likely I will find the Necronomicon room dead last. But that is not a guarantee.

I hope I got the Purple-Haunted vibe right.

I will share the rest of the randomly generated module with you here.

I have not read it, but will use encounters and treasures placed within as well.

2 comments:

  1. You got the purple-haunted vibe, hoss!

    ReplyDelete
  2. Thanks so much! I am glad that I am creating a consistent experience for myself.

    ReplyDelete