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Sinbad and the Roc of Serendib

One-Shot · 6 PCs Lvl 10 · ~3–3.5 hrs · Greek–Arabian crossover · Sinbad ally · Three-phase Roc finale
Style: Quick Cyclops toll (RP) → Valley Fork (branch) → Roc: nest → descent → ship  |  Win: Extract crew; end the Roc's pursuit at sea — Diamond mercy (preferred) or 0 HP (downed, staged)

Guest: Sinbad the Sailor · Maguffin: Serendib Noon-Diamond · Pacing: Enc. 1 ~20 min · Enc. 2 ~45 min · Enc. 3 ~90–105 min (half the session).

DM SECRET — do not leak: the egg in the nest is a poachers' decoy (carved cliff-stone, hollow; the real egg was stolen). Nobody knows — not even Sinbad, who believes it's a dud that must be removed so the Roc will leave. Reveal ONLY in Enc. 3: destroy/roll the egg (auto), Investigation DC 18 mid-fight, or the Phase 3 finale.
"When the mountain-bird stoops for its stolen moon, flash Serendib’s noon — nest remembers sky, and sky remembers mercy." — Serendib Noon-Diamond

Major Beats

  1. Mist → crossover shore; meet Sinbad; Noon-Diamond. Insight DC 15: he wants the egg gone as much as the crew ("It's a dud — she'll never leave while it sits there").
  2. Enc. 1 (quick, RP): Valley Cyclops toll — gift / riddle / story / flash. Combat discouraged; ~20 min.
  3. Enc. 2 (branch): Rim Path (Proteus ride + recruit; free Layla) or Gorge Floor (1–3 scorpions + 1–4 serpents; no recruitment). Converge at cliff base; Short Rest.
  4. Enc. 3 (3 phases, ~half the session): P1 nest (Roc grounded, free crew) → P2 flight + vultures + egg decision + descent → P3 trireme pursuit; 0 HP or 5–6 rounds → Diamond finale + reveal.

Creature List

CreatureE/M/HMythos / Where
Valley Cyclops1 (RP)Greek + Sinbad · Enc. 1
Proteus (Old Man)1Fey/Fiendish Druid · Wild Shape · Rim
Giant Scorpion1/2/3Gorge floor
Diamond Serpent1/2–3/4Gorge floor (giant snakes)
Ghul (opt)0/0–1/2Arabian · Gorge
Giant Vulture1/2/3Enc. 3 P2 nest guards
Roc of Serendib1Rukh / sky-terror · 3 phases

Difficulty

TierAdjust
As Written ★6 PCs · APL 10 — Enc. 1 RP scene; Enc. 2 Hard either branch; Enc. 3 Deadly, three phases.
EasierAPL 8–9: 1 scorpion + 1 serpent; 1 vulture; Roc HP −20%; DCs −1.
HarderAPL 11–12: 3 scorpions + 4 serpents; 3–4 vultures; Roc +1 pass per 2 rounds in P3; DCs +1.
Misthaven’s mist opens onto a black-sand shore where wine-dark water meets spice-wind surf — a “crossover islet” the charts refuse to name. Sinbad the Sailor is already waiting, bruised and grinning, with a diamond that burns like noon. His crew was taken toward a cliff nest; a one-eyed giant tolls the valley; and above it all, a rukh the size of a sky-mountain guards an egg that will not hatch.

DM Tips

Encounter 1 — The One-Eyed Toll (Quick · RP · ~20 min)

🗺 Terrain Valley mouth · 50×40 ft · boulder cover · cliff walls (climb DC 15). Cyclops in a 10-ft choke. · A Valley Cyclops tolls the only path — same breed Sinbad fled on another voyage. Roleplay scene; combat discouraged.

Encounter 2 — The Valley Fork (Hard · ~45 min · branch)

🗺 Valley floor 80×40 + rim ledge (10 ft wide, 15 ft up) · diamond difficult terrain · dens/burrows (Gorge) · poacher camp with Layla staked (Rim). Party picks: Rim Path (social, allies) or Gorge Floor (combat, no recruitment). Both converge at cliff base → Short Rest.

Encounter 3 — The Roc of Serendib (Deadly · 3 phases · ~90–105 min)

🗺 P1–2: nest ledge 30×40 · 40-ft drop (4d6, Ath DC 14) · egg center (AC 12/HP 20) · pillars AC 14/HP 25 (crew penned behind) · rope-ladder south. Descent: skill challenge. P3: trireme deck 20×60 · mast AC 14/HP 50 · hull AC 15/HP 80. One 198 HP pool across all phases.

DM Callouts

STAT BLOCKS

Sinbad (Ally)

AC 15 | HP 84 | Climb 20

STR 14 (+2) · DEX 16 (+3) · CON 14 (+2) · INT 13 (+1) · WIS 14 (+2) · CHA 16 (+3) · Saves Dex +6, Wis +5

  • 2× Scimitar +6 · Feint Wis DC 14 · Seven Voyages 1 HP once/SR · Roc-Lore Tip · P3: helms trireme

Valley Cyclops CR6 (RP)

AC 14 | HP 138

STR 22 (+6) · DEX 11 (+0) · CON 20 (+5) · INT 8 (−1) · WIS 6 (−2) · CHA 10 (+0)

  • 2× Club +9 · Rock +9 · Poor depth perception · Drives off, never kills; retreats rd 3

Proteus (Old Man) CR4 · Rim

AC 14 | HP 71 · Fey/Fiendish Druid · Magic Res

STR 16 (+3) · DEX 12 (+1) · CON 14 (+2) · INT 13 (+1) · WIS 14 (+2) · CHA 15 (+2)

  • Slam + ride · Salt Curse R5–6 · Wild Shape ≥1× (again if Enc. 3 recruit) · Future-call on Enc. 3 success

Giant Scorpion CR3 · Gorge ×1–3

AC 15 | HP 52 | Burrow 10

STR 15 (+2) · DEX 13 (+1) · CON 15 (+2) · INT 1 (−5) · WIS 9 (−1) · CHA 3 (−4)

  • 2× Claw +4 grapple DC 12 · Sting +4 + 4d10 poison Con DC 12 half · Gem-shell ambush (Perc DC 15)

Diamond Serpent CR3 · Gorge ×1–4

AC 14 | HP 60 | Climb 30

STR 18 (+4) · DEX 14 (+2) · CON 12 (+1) · INT 2 (−4) · WIS 12 (+1) · CHA 3 (−4)

  • Bite +6 + poison Con DC 12 · Constrict grapple DC 14 · Hunts by vibration

Ghul CR2 (opt · Gorge)

AC 13 | HP 45

STR 15 (+2) · DEX 14 (+2) · CON 14 (+2) · INT 10 (+0) · WIS 11 (+0) · CHA 8 (−1)

  • Claw +4 · Howl Wis DC 12 · Adv vs bloodied

Giant Vulture CR1 · P2 ×1–3

AC 10 | HP 40 | Fly 60 · Pack Tactics

STR 15 (+2) · DEX 10 (+0) · CON 15 (+2) · INT 6 (−2) · WIS 12 (+1) · CHA 7 (−2)

  • Beak +4 · Talons +4 · Egg Wardens: disadv. on checks vs egg within 5 ft

Roc of Serendib BOSS · 3 phases

AC 15 | HP 198 (one pool) | Fly 120 · LR 2

STR 28 (+9) · DEX 10 (+0) · CON 20 (+5) · INT 3 (−4) · WIS 12 (+1) · CHA 9 (−1) · Saves Dex +4, Con +9, Wis +5

  • +13 Beak/Talons · Snatch R5–6 · P1: Nest Quake · P2: Flyby every 2 rds · P3: Wing Gale (perched; Str DC 15 push+prone), Talons Str DC 17 or overboard, Siege Beak ×2 vs ship · LA Wheel · 0 HP = downed, not dead

KEY ITEM / NPCS

Serendib Noon-Diamond

Sinbad the Sailor

Layla of Basra

Crossover Reminder

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