THE ESOTERIC ORDER OF DAGON, or The Pelagic Knights of Y'Ha-Nthlei
You knew this was coming eventually. |
No. Appearing: 1d6
Alignment: Chaotic
Move: 120’ (40’)
Armor Class: 14
Hit Dice: 2
Attacks: 1
Damage: by weapon
Save: Fighter
Morale: 10
Experience: 29
Serving one of the... ickier Ancient Ones, Lord Dagon of the deep kingdoms, the Esoteric Order is composed of former fishermen, captured and hypnotized sailors, the "mates" of the Deep Ones, and their Sea-Blood offspring. You know what they're here to do: get fresh with your human (or dwarf, or elf - they aren't picky) women and breed a vile half-aquatic replacement for mankind! Are you gonna let them do it, hot shot?
They come armed with scraps salvaged from the deep, or tools of their former lives: tridents, cutlasses, nets, spears, marlinspikes and any other aquatic-themed weapons and rusty patchwork armour, dripping green with algae. This also means sometimes they carry fantastic treasure from sunken ships or old hoards fallen under the waves: maybe the jewelled cutlass of a pirate king, or magic items from fabled Atlantis. If parley could be made with the Order, they might show an enterprising adventurer the way to these treasures lost under the waves. Then again, they might just give them directions to a nearby pod of sharks, or a colony of hungry Deep Ones.
Sorry mom. Sorry dad. Sorry HPLHS. |
The other terrible thing about the EOoD is that they know where the Deep Ones make their lairs, and tend to build their temples nearby (usually in caves or grottoes accessible to the ocean) for ease of human sacrifices. A given temple will be led by a sea blood of level 3-6 and two sea blood acolytes of levels 1-3, all equipped with the best treasure and magic items the cult has scavenged. Remember: these dudes don't play around, and it could get real grim. Keep that in mind when you're running your own game huh?
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