The Emerald Eye of Aramjapur

My basic D&D group has been continuing their adventures in my re-imagining of The Isle of Dread. Having spent their initial couple of sessions striking out from the village of Taranoa, the party opted to leave the relative safety of the peninsula and explore the island.

Following a successful hunt with the tribe’s Hawk Clan, party members heard legends of a great treasure hidden in one of the volcanic mountains to the west. The story claimed that an ancient race had lived on the mountain and worshipped a one-eyed god in a cavern temple. Aramjapur, as the deity was called, was said to be all-knowing. His followers prayed to a giant statue of the cyclops featuring an eye cut from an emerald that was the size of a human head.

Traveling cautiously, it took the party 4 days to make their way to the twin volcanos to the west. While they managed to avoid combat, the trip was not without incident.

Just before dusk on the first day, the party spied an allosaurus in the swampland to the north. This caused them to veer to the west and hug the coast.

In the afternoon of the 2nd day, the party stumbled across their first “pylon”. In my previous post I mentioned that I planned to borrow liberally from the old Land of the Lost television series for this adventure. Both this metallic obelisk-shaped booth and the strange tracks (Sleestak) that were found in the area were directly inspired by the show.

On the 3rd day, the party entered the broken lands surrounding the volcanos. A small river meandered between the twin mountains and the party took advantage to replenish their water supply. It took the better part of a day but the party found signs along the northern slope that matched descriptions provided to the by members of the Taranoa Hawk Clan.

Crossing the shallow waterway, the party confirmed that they were on the right track when they identified the crude handholds carved into the rock, leading up the side of the mountain. While hair-raising at times, this allowed even the party’s magic-user to ascend with relative ease.

Natural shelves in the rock were present along the way up, allowing for convenient resting areas during the climb. On the first of these the party discovered the desiccated corpse of what appeared to be a previous adventurer. This was of no great surprise, as the Taranoa had mentioned meeting other outsiders before. However, this did worry the party that perhaps the Eye of Aramjapur had already been claimed by others.

Outfitted in old chainmail, the corpse consisted of not much more than a skeleton. Nothing of value was found on the poor soul, though the party did uncover a sealed scroll case and a discarded short sword. Within the scroll case was a piece of parchment bearing instructions to “beware the children of Aramjapur.”

After encountering 3 resting shelves and covering about a 1000’ climb, the party arrived at a much larger shelf with some vegetation and a fairly obvious cave entrance (map location #1).

Map Locations

#1 Shelf

Occurring roughly three quarters of the way up the side of the mountain, this is a fairly large outcropping. A few trees seem to thrive up here and a pair of billitri bushes grow alongside a cave opening. Large cobwebs adorn the trees.

#2 Cave Entrance

Characters entering the caves here will notice that the air is quite warm from volcanic activity. One passage leads to the northwest, while another leads more due north. To the east, another passage leads back outdoors to a smaller mountain shelf, also covered with large cobwebs.

Giant Spider © Jeremy Mohler 2023. Standard Stock Art: Issue by Outland Entertainment.

#3 Spider Lair

A good deal of debris is piled up in this room. It also serves as the lair for 3 giant spiders who have taken up residence along the side of the mountain. The spiders will attack as soon as the party enters the cave. Digging through the debris will yield a silver dagger and an old coin purse containing 50 gp.

#4 Temple

The large cavern is the old temple to Aramjapur. The room is dimly lit from the lava pool, as well as a bit of sunlight coming in from both of the entrances to the east. Along the northern wall a 30’ tall bust of Aramjapur is ringed by the lava pool. True to the legend, the statue of the cyclops is adorned with a giant emerald eye. In the center of the room, a crude altar sits upon a raised pedestal. The room is otherwise empty, aside from rocks of various sizes and a number of patches of fungus growing about the room.

The lava pool radiates 5’ – 10’ out from the statue, depending on the location. Unless the party has the ability to fly, it appears that they will need to devise some way to safely cross the lava, if they wish to gain the emerald as a prize.

The party could gather sufficient debris from location #3 to build a makeshift ramp across the lava. However, this option would only be sturdy enough to support a character weighting 100 lbs. or less. The only other readily available option would be to cut down a tree outside of area #1 or #5. Assuming the party has a proper axe and goes this route, it will take them approximately 10 minutes to cut down a sufficient tree.

Whichever course of action the party chooses, it will be important to keep track of time. Any party members with applicable skills (or even any who specifically mention that they are looking) will notice numbers of dusty footprints coming and going from this central cavern. Roughly 15 minutes after the party first enters the cave (or earlier if they make a great deal of noise) the “Children of Aramjapur” will start coming to investigate (see location #6).

Children of Aramjapur. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

If a party member is able to access the statue, the Eye of Aramjapur may be pried loose in one round.

#5 Shelf

This tunnel leads out to another mountain shelf similar to the one to the south that the party entered from. The only thing of note out here are 3 stikricki bushes along the side of the cliff.

#6 Exit

3 of the “Children of Aramjapur” lounge in the shade outside of these 3 cavern entrances. These protohumans descended from those who lived on the twin volcanoes for centuries. Standing at roughly 7′ tall, these brutes have a heavy brow and somewhat resemble a cross between a man and an ape. Lacking any verbal language, they will defend their home and the cave system to their death. For my game, I used a reskinned troglodyte stat block (minus the special abilities) but you do what works for you.

Once they detect the party, they will attack immediately and make a great deal of noise. Their grunts and shrieks will soon draw others, so the party will have to act quickly. The “children” will focus their attacks on any party member visibly attempting to acquire the Eye of Aramjapur or approach the statue.

Wrap-Up

How things play out from here is largely up to you. This encounter takes the place of the “Caves of the Rock Baboons” from the original adventure, which seemed rather bland. I created the Emerald Eye of Aramjapur to give things a bit more depth.

There were 15 rock baboons listed in the original adventure and they have similar stats to the troglodytes that I modeled my children of Aramjapur after. Therefore, I surmised that there could be a settlement of roughly 15 of them inhabiting this part of the mountain.

For my game I turned it into a bit of a moral conundrum for my players. The Children of Aramjapur are not evil beings but they will keep coming and defending their home. 4 rounds after the initial 3 attacked and were dispatched, I sent in another 3. The waves of attackers made it increasingly difficult for the party to cross the lava and secure the emerald. At that point one of my players started to question whether this was a noble cause, while another worried that a whole village of the brutes might appear in the next wave. Ultimately my party ended up beating a hasty retreat back down the side of the mountain, leaving the Eye of Aramjapur safely behind.

That is all for now. Thank you for stopping by. Please take a minute to say hello in the comments below. Have a great week!

The Isle of Dread is owned by Wizards of the Coast. All of my work on this post is strictly non-commercial, on a voluntary basis as unofficial Fan Content permitted under the Wizards Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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