Monastery of the Mad Monk
Type | Dungeon |
---|---|
Status | Explored October 907 TA |
Location | Monastery of the Mad Monk |
Hex | 7813 |
Campaign | Voyage of the Wanton Wench |
Adventure # | 122 |
Overview
The Legend of the Netted Gate
For almost two hundred years, the Monks of the Netted Gate, have kept evil behind the Netted Gate. The evil is a large sea monster of sorts - titanic in size with hundreds of large black tentacles. It shows signs of intelligence, but it communicates only in images projected into the dreams of the monks. Able to destroy the largest ships, the creature was trapped in its current prison by monks with the power of telekinesis. They have worked tirelessly to keep the creature trapped inside the mountain.
They call the monster, "The Netted One".
Four monks are always on prayer duty at the gate. The other eight rotate doing the tasks of the daily living.
The abbot (the Mad Monk) lives in the tower.
Each monk appears to be human except their eyes are completely blue. This is due to a drug farmed from blue flowers that bloom on the island. The flowers allow the monks to sleep without dreaming. The blue flowers are dried and ground with it being used to spice all food and drink. The spice smells and tastes like cinnamon and is called "dram".
Map of the Monastery of the Mad Monk
The Cruel Doubloon
The ship is that of Captain Rooking, a pirate. His ship is the Cruel Doubloon. He is in service to Oliver "Three Fingers" Winters, Sea Baron of East Winds. They will attempt to parlay.
Captain Rooking is a thin man with grey, unkempt hair. He is unshaven and has beady black eyes. He is dressed in leathers with a cutlass and several daggers. He wears a number of rings, necklaces and earrings. He squints periodically.
Rooking wears a Communique Ring - the other of which is on Little Timmy Freeday.
Aye, those damn monks stole our main mast - I have no idea how or why. I sent some of my boys up to the monastery to get it back, but they never came back.
Crew is 12 pirates - nobody goes into the hold except the cook.
Captain Rooking, Nathaniel Livings (First Officer), Eddie Rourke (Sailmaster), Tasha Buck, Stanley Pikeherd, Matt Hatfield, Ivan Tracewell
AWAY - Little Timmy Freeday, Alfred Buckler, Marcus Moats, Mary Knipple, Sonia Knipple.
Each has a bag of 60 gold on them - well paid.
The Cruel Doubloon is in en route from Courtshore to Hidden Skerry where they are to meet up on October 28 to exchange their cargo - dwarven siege weapons, guarded by a sleeping hill giant, with Captain Abigail Bates of the Old Kingdom warship, the Mayfly. She's part of a convoy to take out Dragonsford Castle. Payment is 10,000 gold upon delivery.
Officers Quarters
Opening the box, reveals:
- A letter
- A blank log book with a single page in it (which when a page is used goes back to the Oliver "Three Fingers" Winters)
- 1200 gold
- Pirate's Eye Patch
Contract for Delivery of Goods - June 23, 907 TA Captain Rooking and the crew of the Cruel Doubloon will pick up four magical dwarven trebuchets and its crew of two hill giant engineers at Courtshore on or before Jesterscap 907 TA. The cargo has been paid for by Overlord Theodric XIX. In addition, an advance of 10,000 gold has been paid to Oliver Winters, Sea Baron of the East Winds upon contract signature. Captain Rooking and the crew of the Cruel Doubloon will deliver said equipment and crew no later than October 28, 907 TA to Captain Bates of the Mayfly at the rendezvous at Hidden Skerry. The contract balance - 10,000 gold - will be payable at that time. Your signatures below, Captains Bates and Rooking, will be proof that this contract has been completed and payment has been made. Oliver Winters, Sea Baron of the East Winds |
Ironbender and Hardmantle
The hold is filled with 80 tons of siege equipment - 4 magical dwarven trebuchets. 60 feet tall, throwing 80 lb missiles about 1000 feet. These are boxed into 40 crates. There are 4 long poles that could be used as a mast - except for the 2 hill giants that guard them. Ironbender, Hardmantle
One wears a leather headband with a glowing yellow third eye surrounded by red runes.
Smart Talk
When the trebuchet is loosed, the force causes rotational acceleration of the beam around the axle (the fulcrum of the lever). These factors multiply the acceleration transmitted to the throwing portion of the beam and its attached sling. The sling starts rotating with the beam, but rotates farther (typically about 360°) and therefore faster, transmitting this increased speed to the projectile. The length of the sling increases the mechanical advantage, and also changes the trajectory so that, at the time of release from the sling, the projectile is traveling in the desired speed and angle to give it the range to hit the target. Adjusting the sling's release point is the primary means of fine-tuning the range, as the rest of the trebuchet's actions are difficult to adjust after construction.
The rotation speed of the throwing beam increases smoothly until it reaches maximum rotation speed. Then the arm continues to rotate, slowing, coming to rest at the end of the rotation rather smoothly as momentum is transferred to the sling and its projectile. This is unlike the violent sudden stop inherent in the action of other siege engine designs such as the onager, which loses energy thereby. This key difference also makes the trebuchet much more durable, allowing for larger and more powerful machines.
The Island
The Beach
Within the edge of the forest/beach, are a number of large lizards which can be heard slithering amongst the fog and broken ground. They will always be found close to a lava tube.
A 10-foot long gray lizard with large wide feet and sapphire-gold bulging eyes stares. Balanced upon thick and muscled, its feet cling to surfaces upon small suction cup-like pads. Its head is angular and somewhat flat and its mouth sports a row of long, serrated teeth.
The Forest
In the evening and night, owls can be spotted hunting in the forest.
A footpath leads from the center of the forest northeast towards a waterfall.
The Waterfall
Dead - Alfred Buckler, Marcus Moats
The other three - Little Timmy Freeday, Mary Knipple and Sonia Knipple are in a nearby tree watching what goes on. Little Timmy - a gargantuan man with red hair and a beard - is wearing the other Communique Ring.
A beautiful human female with long flowing dark hair, emerald eyes, and milky-white skin sits nearby. She is cloaked in a robe of green seaweed.
The Stairs
Brother Aldo.
Figure this one out if you can with that massive brain of yours. You can always ring the bell if you need me to come down and open the wee little door for you. Brother Gerolf. |
The thick stone door slides quietly outward revealing a set of stone steps leading up into the cliff. At intervals, the steps double back as the climb continues. The stones are slick, but the steps are wide and in good repair.
The Tubes
Perception: You notice there is garbage inside the tube - about 20 feet from the grate. They look like the bones of a large creature along with plant leaves, eggshells and other food remnants.
If the party stays long enough, they will see the movement of a tentacle as it probes up the tube looking for food.
The Monastery
If the party moves the boulder, they find themselves at the junction of two hallways. Immediately, they will be met by blue-eyed Brother Aldo. He is unarmed and wears a simple red robe. "Who, who, pushed the stone?" Do it again. Once he realizes that they are just normal folk, he will admonish them for disturbing the monks. You must leave, we must keep our vigil. It is very dangerous to be here.....
The Monks
We are led by Brother Kiril, although he hasn't been seen in months. He stays in the tower protecting us and calling for reinforcements to help keep the Netted Gate sealed.
Brother Kiril is looking for more telekineticists - nothing else. Brother Kiril is a stout man of middle age. He wears a perpetual frown and has bushy grey hair and a furrowed brow.
At the monastery:
Brother Aldo, Otwin, Conrad (apothecary), and Rayner (brewer) - on watch - 2 healing potions Brother Erfried, Hilger, Ottokar, and Rembert - sleeping Brother Till, Farald, Gerolf, and Gerwin - praying at the Netted Gate
The monks will fight, but tend to use telekinesis to shove folks around.
Each brother wears an strange tentacled amulet around a glowing amber gem. These are generally worn inside their monk's robe.
The Monastery Grounds
The Stable
These are Kiril's Owls. He can see through their eyes and send them on missions. None of the monks care for them, as they live off small rodents and animals in the forest below.
The Ruins
Of note, the center of the pile seems to be heaped around a large metal frame - four long iron "arms" extend out from a central hub in the trash heap. Rotted bits of netting hang from these arms giving the area the appearance of a spider web.
The Chapel of the Net
Just inside the north door, a pile of boxes and crates are filled with meat and vegetables, nicely frozen. NOTE: The source of the cold are a number of small square holes - each about 1" wide in the floor inside the door.
Just inside the south door is an ornate oval pool - carved in marble - and set into the floor. It is still full of clear liquid water.
The dripping is coming from the east chancel. There, a net - this time remarkably rope-like sags down over an altar carved from a piece of black marble to look like an giant baptismal font. Hanging from the net is a long, black tentacle. You can see water running down the tentacle and dripping into the bowl.
The water is black.
The bowl actually has clever holes in the bottom that allow the water to drain out. There are images of elementals on three sides of the font - air, water, ice.
The altar can be opened by turning it so that the correct symbols are in the correct position.
ICE = 12 o'clock
WATER = 9 o'clock
WIND = 6 o'clock
The altar grinds to the side revealing a spiral staircase leading down into a shaft about 20 feet in diameter. In the center of the shaft is a large wooden pole - covered in black pitch. Coming up the stairs are two giant beetles - their bodies black and shiny. The shaft descends 60' and ends in a pool of black goo which is slowly leaking out through some holes in the floor.
This black goo creates super-strong wood - which was used earlier to create poles to keep the monster in.
The Netted Gate
Perception: Down from the grate, you can see the sea is filled with hundreds of broken ship's masts - all of them cracked in the middle. You note that the keelhaul markings on one of the masts is that of the Wanton Wench.
As they bend, it seems that the Wanton Wench mast is stronger than the other in place.
Changing out the gate requires a few minutes, during which the creature behind will sense weakness - a change in thought patterns - and hit the gate once. Roll a d10 to see the strength of its hit:
"normal mast" = 3
WW or hardened mast = 5
priests praying (normal) = 2
priests praying (full) = 4
Releasing the Monster
Kiril's Tower
Perception: You can see protean shapes in the approaching storm. They look like the masts of great ships hovering above the water.....
It is from here that Kiril will "push" players off who try to cross to his tower. Players with telekinesis can stop the winds, cause the bridge to straighten, and make it over the chasm.
The upper room that Kiril is in is a plain round chamber with four small windows - the one from the bridge and three others. This gives him a 360 degree view from the island. He is generally at prayer, although sometime he sits at a small wooden desk in the center of the room reading or writing letters. All the books in the room deal with telekinetics.