Nothing Special   »   [go: up one dir, main page]

The Isle of Dread (2018)

Download as pdf or txt
Download as pdf or txt
You are on page 1of 334
At a glance
Powered by AI
The document provides an overview of an adventure module set on the Isle of Dread, including credits, a table of contents, and preview of the adventures and locations within.

Several locations on and around the Isle of Dread are mentioned or previewed, including the Central Plateau, Taboo Island, and areas below Taboo Island.

Based on the credits and descriptions, adventurers could potentially encounter dinosaurs, monsters, and other creatures native to the dangerous jungle environments of the Isle of Dread.

A FIFTH EDITION CONVERSION AND CLASSIC HOMAGE

X1: THE ISLE OF DREAD


Conversion by Chris Doyle and Tim Wadzinski

0RjGiilAL A.DVEilTVR.ES REiilCARPATED • THE ISLE 0F DREAD


THE ISi.i er BBE!I
Full credits for the original editions of The Isle of Dread can be found in their respective sections of this book, where
thry are scanned verbatim from priorprintings. The credits thatfollow are for the 5E portion of this work.

Original Writers David "Zeb'' Cook, Tom Moldvay


SE Conversion D esign and Writing Chris Doyle
SE Edition Editing and Additional Support Tim Wadzinski
Additional Writing David "Zeb" Cook, Michael Curtis,
Paul Reiche III, Lawrence Schick,
Harley Stroh
SE Edition Playtesters Alec Doyle, Lisa Doyle, Devin McCullen
Cover Design Lester B. Portly
Cover Art Jeff Dee (front), Bill Willingham (back)
Interior Layout Jamie Wallis
Interior Art Direction Jeremy Mohler
Interior Art Ger Curci, William McAusland, Erol Otus,
Chris Yarbrough
Cartography William McAusland
Scans and Restoration Steve Crompton
Publisher Joseph Goodman

This volume is produced under permission from Wizards of the Coast. Dungeons & Dragons is a trademark of Wizards of the Coast. Good-
man Games and the Goodman Games logos are trademarks of Goodman Games. Contents ©2018 Wizards of the Coast LLC, PO Box 707,
Renton, WA 98057-0707, USA. Wizards of the Coast, D&D, their respective logos, and all adventure rides are trademarks of Wizards of the
Coast LLC in the USA and other countries, and are used with permission.

visi't vs OITLiITE AT: www.GOODMAil-GAmEs.com

0RjGi l1AL ADVEl11'URJ:S REil1CARIIA1'ED • THE ISLE 0F DREAD


TABLE OF CONTEN TS
CHAPTER 1: INTRODUCTION .. . ... .. ... ... .. ................................. ..... .. ........ . .... .. ............ 5
CHAPTER 2: X 1: THE ISLE OF DREAD - ORIGINAL PUBLICATION . .............. ............. 16

CHAPTER 3: OVERVIEW OF THE ISLE ....... ............... . .................... ... ... ....... . .............. 92
CHAPTER 4: WANDERING DREAD .. ... ... ................................. ....... .. .. .. ................... .. 104
CHAPTER 5: THE ISLE OF DREAD ... .. ................................. .............. .. ...................... 120
CHAPTER 6: MORE DREAD .. .. . .. .. ... ........ .. . ... ................................. ...... .. .... .......... .. .. 143
CHAPTER 7: THE CENTRAL PLATEAU ....... . ................................. .................. ........... 160
CHAPTER 8: TABOO ISLAND ....... ... . .... ... ....... ...... ..... ................................. .. ....... ...... 171
CHAPTER 9: BELOW TABOO ISLAND ..... .. ........................ ................................. ....... 183
APPENDIX A: FURTHER ADVENTURES ON THE ISLE OF DREAD ............................... 207

APPENDIX B: NEW MONSTERS ... .. ..... . ......... ..... .................... ................................. . 212

APPENDIX C: NEW ITEMS & MAGIC .... .... . .... .................... ....... .............. ......... . ....... 263

APPENDIX D: CHARACTERS ... . .. ... ... ... .. ... ..... ... ...... .... ........ ... ................................. .. 268

APPENDIX E: PLAYER HANDOUTS . ... .... .. .. .. ... ..................... .. ................... ... ...... .... ... 287
APPENDIX F: MAPS ....... ............................... ................................. ... ...................... 296

0RjGiilAL ADVEII'f'VR..ES REiIICARJIA'fED • THE ISLE 0F DREAD


0RiGillAL ADVEn'tv~s REillCARJIATED • THE ISLE 0F DREAD
Foreword

How I Designed a Classic Adventur e ...


Without Meaning To
by David "Zeb" Cook

t's been 37 rears since I first saw the lsJe of Dread. Of monsters to kill and treasure to find.

I course, it wasn't a reaJ place-no island on the horizon,


or e''en a reaJ printed module you could hold in your
hand. l\Iy first vision of it was a place that didn't even exist
i\Iost of all, we didn't know that we were sowing the seeds
for the whole of Mystara. The island needed to be some-
where and we had to show DMs what a simple world set-
yet. It was a few scribbles on notepaper and many office ting looked like. Tom mined places and bits from his shared
discussions with fellow designer Tom Moldvay. Although campaign and we forged that into the proto-Known World.
it was an island cloaked in mystery, it was the mystery of There was a thought that we might place future adventures
necessity. into the map, but never a great plan to create a complete
\V/e didn't set out to create a classic. I'm not sure you can campaign setting that Mystara became. We didn't even
ever imentionally do that, and for Tom and me, that thought know how to create campaign settings at the time.
didn't e''en cross our minds. \'('c were focused on the mun- So despite all these accidents, a classic it has become. It
dane business of filling up a box. The Basic Ser had an didn't hurt that it appeared in every Expert Set box and chat
adventure therefore we needed one in the Expert Set. !\Core it was the first wilderness adventure many players experi-
importantly we needed an ad,·enture that could teach nov- enced. And because so many saw it, read it, or played it, The
ice DMs how to create and run a wilderness game. Some- J.rle ef Dread became a touchstone for players. Ask a group
thing self-contained (an island) with lots to explore (hexes!) of players, ''\V/hat happened t0 you on the Isle of Dread?"
filled with random encounters (tables!) and a simple sto- and there was a good chance someone would have a story
ryline that could work with almost any campaign (dinosaurs to tell. The stories might be heroic, comic, or even some-
and lose worlds!). Plus, we needed co write it fast. times tragic, but if you had adventured there, you had the
So we spent a several months with our heads down writing same stories from your days on the Isle of Dread.
what was meant co be a solid example of how to create, So here's to Rory Barbarosa with his big tales and suspect
populate, and run a w~derncss setting. With rwo writers and maps. Here's to all the brave player characters who went
little time for playtesting or revision, we drew on what we to sea in search of adventure, and all the D Ms who shoul-
knew. Our shared love of pulpy lost world stories gave us dered through the encounter tables to provide it. Raise a
both a common theme to write about. It ·wasn't even clichc glass for the friendly Tanaroa and the sinister kopru. Most
since no one had created such an unashamed lost world of all, here then is to the Isle of Dread. May it always be
module before. Tom's desire to get dinosaurs into the rules out there somewhere!
somehow filled out the wilderness with new monsters and
challenges. l\Iy fondness for anciem cults and bizarre foes Agai11sl the odds, Dal'id "Zeb" Cook has been a professio11al gall/e
added the final threat at the center of the island. designerfor 39J'ears-a11d hopes lo make that 40 or more. In 1979
ln hindsight the design should never have worked, what he joined TSR in its heydqJ1 a11d i11 1994, he successfulfy lllOved over
with two hands and brains creating one adventure at their lo videogames development, IJ'here he has been ever since. I le has cre-
typewriters at the same time. Since we were still creating ated ll'orks for TSR, Coptic Studios, Black Isle, I111pressions1 a11d,
our jobs while we were doing them, nobody rold us you mrrentfy, Zeni1llax Onli11e. T!is creatiom i11cl11de Oriental Adven-
shouldn't design an advenrure that way, so '"'e did. ,\nd we tures, AD&D 211d Editio11, Planescape, the I11dia11a ]011es a11d
got it done in time. \Y/e were happr. It was complete and ir Co11a11 RPGs, the Ci!J• ef Villains MJ\10, Elder Scrolls 011li11e,
played fun even if the story was not profound. There were and t111111ero11s ad1wl11re s11pple111e11ts and 111od11les, like the one)'01t're
no deeply detailed l PCs, complex plots, or earth-shaking holding right 11om He also has a 1vife, two cats, and an obsession for
foes. There was a map, a boat, and a lot of jungle filled with l)Ji11iat11res 1varga111i11g.

0RjGiilAL ADVEntv~s REincA~IlA.TED • THE ISLE 0F DREAD


The Deranged Anl<ylosaur-That Was
Me at My Best
by Paul Reiche Ill

t's guite likely that whatever success I've had making the number of pages was fixed at (I think) multiples of 16

I games over the past 40 years is due to one particularly


deranged Ankylosaur, a humble herbivorous dinosaur
whose short existence in The Isle ef Dread is defined by his
and we had a page or so to fill. 1 believe my first pitch.was
to expand on the tantalizing details of the villagers' zom-
bie helpers. The notion of keeping your departed family
loco weed-fueled "frenzy of tail-bashing." I will always members around as shambling mindless slaves struck me
treasure that Zeb Cook and Tom Moldvay gave me the op- as having unlimited comedy potential- The Mother-In-Law
portunity to contribute to The Isle of Dread. I also treasure That Lf7ould Not Dief.-that kind of thing. My idea got an im-
my original copy of the module which has a little personal mediate "no" (which 1 interpreted as an "almost yes"), and
note from Zeb on it. 1 I moved on to PLAN B, expanding on the module's ran-
dom encounters, including the above-mentioned Deranged
I joined TSR in the spring of 1980, moving from Berkeley,
Ankylosaur.
California, where, unlike Wisconsin, winter is entirely op-
tional. At first, I worked in the Development department If you are worried that the Ankylosaur did not have enough
with Evan Robinson, Kevin Hendryx, and Brian Pitzer, time in the spotlight, he/she (or another, very similar Anky-
where we had three tasks: polish manuscripts from Design, losaur) played an important part in Lawrence Schick's "Di-
field hundreds of outside game submissions sent to TSR, nosaurs vs. Army Men" miniatures event a couple months
and answer the fun and fregueotly bizarre2 fan mail. later. Specifically, he was eaten by a T-Rex from the Carnos-
aur team, digested and turned into bonus hit points.
Speaking of halls, the creative team worked out of the
top two floors of a condemned3 hotel in downtown Lake
Geneva, immediately above The Dungeon Hobby Shop, a Pa11/ Reiche III began designing and publishing paper tole-plqying
game store run by Gary Gygax's son Ernie. In the basement products with Ero/ Otus in 1978, 111orking at TSR Hobbies in
below The Dungeon was a small abandoned bowling alley4 1980-1981, 111ost/y for the D&D and Gamma World game !}Stems.
and TSR's shipping department. At the very tippy-top of Du1£11g that time, Paul contn'buted not on/y to D&Ds The Isle
this old narrow building was an attic which to my knowl- of Dread, but also to GWs The Legion of Gold and The
edge only had one visitor, Erol Otus, who fell halfway Albuquerque Starport. The majority of Pauls time as a designer
through the floor dangling his legs through the ceiling of 111as spent writing an unpublished draft of Companion D&D. Paul
the office below. No one was hurt and everyone had a good flligrated to videogames in 1982, co-creating 18 games, including Ar-
laugh, except perhaps Erol, whose laughter (or screaming?) chon: The Light and the Datk, Star Control I & II, and most
was a bit muffled . recent!J the tqp-to-lifa genre 11Jith the S!glanders series.

I loved my "Devo" crew, but I wanted to work with design-


1
ers like Zeb Cook, Tom Moldvay, and of course Lawrence "Design Copy-DO NOT TAKE!"
Schick, who was the "big boss" in the creative department. 2
We got one letter written on US Army stationery that end-
Working on The Isle ef Dread was a big deal for me because ed with a personal note, "I am in Artillery because I like to
it allowed me to move from the Development depart- blow stuff up!" Self-aware and living the dream.
ment about 20 steps down the hall to the "Big Rock Candy 3 "Condemned" is pretty harsh. "Illegal to inhabit at night"
Mountain" of Design. But there was a Dino-sized problem: is a nicer way to put it, plus it suggests the possibility of
unlike many manuscripts I received, this one didn't actually ghouls wandering the halls after midnight.
need much polishing-Zeb and Dave were great design-
+I sometimes confuse dreams with actual memories, so the
ers. Fortunately, due to the offset printing press we used,
miniature bowling alley is only 50% likely to be true.

.0R.iGillAL ADVEllTV~S REillCARJIATED • TH E ISLE 0F DREAD


The Origins of X1's "J(nown World"
Campaign Setting
by Lawrence Schick

?rst encountered Tom Moldvay in late 1973 at a meet-

I
• Norse
ing of the Kent State University Science Fiction Club. • Ancient Mediterranean (Greece/Rome)
We hit it off right away, and quickly decided we ought • Ottoman Empire
to collaborate on something-we just weren't sure what. • Mongolian Tribes
In early '74 Tom came back from an SF convention with • Aztec Mexico
D ungeons & Dragons in its original white box edition. • Han China
He DMed a session, I DMed a session, and suddenly we • Celtic Wales
knew what we were going to create together: a fantasy • Pharaonic Egypt
world setting for D&D. • Hanseatic League Baltics
• Carolingian France
We had both read \videly in world history and mythology
• Ancient Persia
and enjoyed a lot of the same fantasy fiction; we traded
• D utch Republic
Lin Carter's Ballantine Adult Fantasy books back and
• Mughal India
forth until we'd read them all, as well as everything we
could find by Howard, Lovecraft, Tolkien, Merritt, Hag- We decided to plot out a single giant Pangea-type con-
gard, Harold Lamb, Dunsany, Hodgson, Machen, and tinent on which there would be fantasy-fictionalized
Zelazny. We were both nuts about Clark Ashton Smith, versions of each of the above cultures. We also added
Tom was a Michael Moorcock and Philip Jose Farmer homelands for the nonhuman races: Ores, Goblins,
fanatic, while I could quote chapter and verse from the Elves, Dwarves, Hobbits, Lizard-Men, Deep Ones, Kz-
works of Jack Vance and Fritz Leiber. So, we knew what inti Catfolk, and Barsoomian Tharks, as well as a pirate
we wanted to create: a single world setting that would kingdom, and areas where prehistoric creatures were the
enable us to simulate the fictional realities of these, our norm. Plus, in every land there would be hidden cults
favorite authors. that worshiped Lovecraftian Elder Gods.

It was going to have to be a big world. We dubbed this setting the "Known World," to imply
there was more out there yet to be discovered, because
Most fictional fantasy worlds, of course, are based on
we didn't want to paint ourselves into a corner. It was
aspects of our own world and its history. For example,
our intention to use the I<:nown World in ongoing open-
all the states in Robert E. Howard's Hyborian setting are
ended campaigns run by multiple DMs in which player
based on real-world cultures, simplified and boiled down
characters could go back and forth from one D M's game
to their easily-recognized essences-cliches, in other
to another. Moldvay and I were already running our own
words, but in tropes that were instantly familiar to How-
campaigns this way, and we hoped to bring other DMs
ard's readers. We decided we could do the same thing,
on board as well, so we'd all be playing in the same giant
adapting from historical sources, so our first task was to
sandbox.
make a list of world cultures tl1at would be useful tem-
plates for fantasy gaming. The list looked something like That meant we were going to need detailed write-ups
this: on each of the various Known World cultures, so there
would be consistency in how different DMs depicted
different areas. For every culture we needed to specify
how it was organized, who ruled it and by what methods,
what gods the people worshiped, what their economies

0zjGiilAL ADVEilTV~S REiilCARJIATED • THE ISLE 0F DREAD


were founded on, what other states were their traditional So, we were going to need a wider fantasy world to put
rivals or allies, what their geography and environments them in. Up to that point most of TSR's scenarios had
were like, key cities and fortresses, important events in been set in Gary Gygax's World of Greyhawk, but we
recent history, and so forth. Setting out to do this for couldn't use that, as it was Gary's personal campaign
two dozen homelands was pretty ambitious, but why the setting, and was reserved for Advanced Dungeons &
hell not? We were college students with plenty of time Dragons game products. I can't remember whether it
on our hands. was Moldvay or me who suggested it, but we proposed
dusting off our Known World documents for use as
Moldvay and I had complementary skills and personali-
the new, standard D&D campaign setting. This got ap-
ties, and we worked well together: where I was meticu-
proved, I think by Mike Carr, and a revised version of
lous, organized, and precociously professional, Tom was
our campaign map was hexed-up by the Art Department
brilliant, creative, and indefatigable.
for use in the X1 : The Isle ef Dread module-which you
We made a great team. Moldvay did most of the initial now have in a deluxe version, thanks to our friends at
culture write-ups, whereas I created the leading non-play- Goodman Games!
er characters in each homeland; I was also the Name Guy
and came up with most of the location names, drawing La1vrence Schick is agame designet·and J1Jriter who~ main!J kno1vn
on Dunsany, Vance, and Clark Ashton Smith for inspira- for role-plqy1ing games, and has been in the business for almost 40
tion. We were also inspired by how H. P. Lovecraft and years. Schick is the on/y person in games who~ JJJOrked close!J JJJith
his circle all drew from each other's works in creating both Gary Gygax and Sid Meier. He began his career at TSR
stories set in a common setting. We thought, by imitating Hobbies in the late 1970s, 1vhere he 1vas a game designer and
that approach, we could create something the sum of head ef the editorial stajf. In the earfy 1980s he moved to video
which would be greater than its parts. And it would be and computer games, and has done most of his lJJOrk in digital
an open setting that drew in the work and creativity of 1nedia since then. As Exemtive Director ef games at AOL in
whoever wanted to contribute to it. the late 1990s, he 111as influential in the birth ef online gaming.
It took us two years and countless revisions, but by the He is current!J a lead JJJriter and the ''Loremaster"for the popular
end of the summer of 1976 we had the Known World multiplayerfantasy game The Elder Scrolls Online. As a sideline,
documents and maps in a state we were satisfied with. he mites, edits, and translates histolical fiction under the name
Other local DMs were already using the setting from pre- Lawrence Ells1JJorth.
liminary write-ups, and players in campaigns in Akron,
Kent, and Cleveland were all playing in a shared world,
adventuring together in the Republic of D arokin, the
Emirates of Ylaruam, the Ethengar Khanates, the Prin-
cipalities of Glantri, the Grand Duchy of Karameikos,
and the E mpire of Thyatis. What we'd set out to do had
succeeded.
In early 1979 I went to work at TSR Hobbies as a de-
signer for D&D and other games. I was rapidly promot-
ed to director of the D esign Department, and in 1980 I
brought Moldvay in to join us as a game designer. At that
time, we were preparing a revised version of the D&D
Basic Set, as well as a companion box, the Expert Set,
which would introduce players and DMs to wilderness
adventures in the wider world.

0NGiilAL ADVEflTVR_FS REiIICAR_flATED • THE ISLE 0F DREAD


Isle of Dread From The Bacl< of a
Mini-Van
by Michael Curtis

or most, a mention of The Isle of Dread conjures up or gastronomical importance from coast to coast. Being

F thoughts of vibrant jungles, blazing ,,fate beaches,


aquamarine waters, and bronzed flesh adorned with
feathers, copra, and pearls. The mind swims in imagery
the oldest, I had the back seat of the van to myself and
set up camp there with a stash of comic books, fantasy
no,·els, and my RPG supplies. For two weeks, it would
dredged up from a myriad of other media: "Gilligan's be my mobile command post, a place to while away the
Island," "King Kong," "Danger Island," and the infer- hours as we drove from one state to another, pausing to
nal drums of a hundred 1950s jungle films that never witness the splendor of the Grand Canyon, the vastness
seemed to cease-only to suddenly silence ominously. of the Great Plains, or the smell of hops in at least three
It is an adventure that gleefully and effectively borrows breweries my father insisted we tour (his reward for haul-
from numerous sources, employing the best of the jun- ing the family around during his two weeks of vacation
gle, pirate, and lost world tropes to immense effect. time).
I, however, do not think of lush tropical islands when I ~fy brother didn't play RPGs aside from a brief game
dwell upon the Isle of Dread module, first released with of Toon and a one-off AD&D session where I believe
the Expert Dungeons & Dragons boxed set in 1981. In- the Demogorgon got itself assassinated. That meant
stead my mind falls back through time to vistas of the l was on my own as far as Dungeons & Dragons was
American Southwest, to arid deserts and towering mesas, concerned. If I was lucky, I might find another kid into
and the sound of 1950s do-wop on the family Dodge gaming at one of the motels we stopped at, but for the
Caravan's sound system. For it was in the year of 1985, most part it was myself, my dice, and a couple of D&D
in the midst of a cross-country summer ,·acation that l modules to solo through while we were on the road.
first ventured, alone but eager, into the steaming jungles Younger gamers reading this might be scratching their
of that distant island. heads at the thought of "solo D&D," the activity of
Dungeons & Dragons was introduced to me in 1980, bur taking one or more PCs through a commercial module
the 1981 Basic D&D boxed set, edited by the talented and serving as both player and DM as a strange form
and very much missed Tom Moldvay, was the first version of cheating. Older gamers are undoubtedly nodding
of the game I owned. I must have picked up the Expert sagely and remembering their own experiences of self-
Set the following year, as I remember a long gap when l D.Ming. While there were solo adventures published for
owned just the Basic Set and played through a number of some fantasy role-playing games, it was much simpler to
the Basic and AdYanced D&D modules aYailable at that utilize a form of compartmentalization of information
time, not to mention the many home-brewed adYentures while playing through a published dungeon. If you failed
created by myself, my friends Greg and Mike, and Mike's your secret door check, for example, you had to pretend
older brother D.J. I had Aipped through The Isle of Dread, it wasn't there, and if the monsters killed you, it was cur-
but circumstances never allowed for me to actually play tains for your character (usually) . I won't pretend there
or run the adventure. It sat, like the island itself, distant wasn't the occasional fudged die roll in the favor of my
and unexplored at the back of my role-pla}~ng collection. PCs, but I largely played it straight and let the dice fall
The summer of '85 changed all that. where they may (whjch included the Frito chip-strewn
carpet underneath my brother's seat in front of me).
That year, my father, mother, younger brother, and I
piled imo the back of the family mini-van and headed l fondlr recall sending my elf, Shea (a name Liberated
west for a prolonged excursion along America's high- equally from The S1J1ord of Sham1ara and the nearby sta-
ways, stopping at various sites of historical, geological, dium where the Mets played), across the hex map of the

0IVGiUAL A.DVEilTVR_ES RE iIT C.ARJIATED • THE ISLE 0F DREAD


Isle of Dread, setting pirate thorn palisades alight with which has come before The Isle of Dread and cooks them
burning oil, befriending the phanaton and dwelling for up in a delicious cannibal's stew of its own.
a time in their tree-top village, and running in fear when
And despite the nods to that which has come before, this
he encountered a deranged ankylosaurus high on "loco
stew can still accept additional spices without becoming
weed" that was spoiling for a fight.
too complex a dish. The adventure is ready to play as
Shea reached name level somewhere during his explora- is, but it allows ample room for a creative judge to cus-
tions of the Isle of D read and I sketched out his soon- tomize the island. This history of the Isle of Dread is
to-be elven stronghold on graph paper, looking for the a blank canvas, permitting the DM to create their own
perfect hex to drop it in. Construction fees were partially masterpiece upon it. Some DMs have turned the island
covered with countless pearls the elf dredged from the into a pseudo-R'lyeh, inhabited by Lovecraftian horrors.
bath-warm waters around the island, but his (my) designs Others have deemed it a fragment of lost Atlantis or
were grand indeed and more funds were required. That similar sunken empire, home to the few survivors of that
meant a trip to the forbidden plateau in the island's cent- doomed nation and the advanced technology that sur-
er, and excursion into the lost temple at the center of the vived the sinking. Still more have transformed it further
mysterious lake. along the "lost world" path, removing the island from the
That would be the undoing of my hero. Shea perished, time stream and turning it into a "Brigadoon"-esque land
succumbing to wounds inflicted by a terrible fire trap, that shifts through time and space, appearing in tropical
then later plunging into boiling waters which finished seas long enough to be briefly explored before vanishing
him off. His bones lie bleached and possibly now min- once again. The possibilities are limited only by the DM's
eral-encrusted at the bottom of a hot spring at the heart imagination.
of the Isle of Dread. In the wake of his demise, The Isle In retrospect, part of me is glad my own experience with
of Dread was returned to the pile and I plucked a new The Isle of Dread was so brief and so long ago. I don't
adventure out to be explored. think I could have given the adventure its full due in
I'm somewhat shame-faced to admit that this was my sole my youth, wringing every last possibility out of it. Now,
exposure to this wonderful module in a playing capacity. with this conversion to the latest version of D ungeons
I never again ran The Isle of Dread, but the adventure had & Dragons, possibly the most popular one yet, I have a
an impact on my design style, one which has never faded new opportunity to make The Isle of Dread my own and
despite my brief sojourn onto the island as a player/ DM. unleash it upon unsuspecting players. Regardless of what
tweaks I make to this amazing adventure, I know one
The Isle of Dread was as instructive as it was entertaining, thing for certain: there's a certain dead elf and his treas-
demonstrating techniques to create a concise hex crawl ure waiting for them under Taboo Island.
setting suitable for prolonged exploration. As a DM who
had yet to discover Judges Guild's fantastic Wilderlands In addition to exploring the Isle of Dread, Michael Curtis has
series of game supplements, The Isle of Dread was my worked in the roleplayinggame ind11stry since 2008. During that
first introduction into stocking a wilderness and creat- time, he's written more than 70 RPG books and articles, rang-
ing a mixture of encounters containing the potentially i11gfrom new tJJatetial to the classic ]11dges Guild line to one of
friendly as well as the fearsome-a different set of DM the very first thirdpar!J p11blications for fifth edition D11ngeo11s
skills than stocking a dungeon. & Dragons. Michael is best kno11m for his 1vork for D1mgeo11
David Cook and Tom Moldvay's design is an entertain- Crt11d Classics, but is also responsible for kicking off Goodman
ing mixture of both their own creativity and homages t0 Games' line of "Alphabet" books, beginning 1vith the best-selling
the classics of fantasy and adventure fiction. Can anyone The D ungeon Alphabet. Michael is also the lead 1vriter for
read the description of the village of Tanaroa and its DCC Lankhmatj the licensed adaptation of the Fafard and the
Great Wall without envisioning the village from "King Grtf)' Mouser tales l!J Fritz I..eiberfor Dungeon Crawl Classics.
Kong?" Are the aranea nods to the talking spiders from His incredible goodfort1111e continues with this opport1mity contrib-
The Hobbit? Is it possible to encounter the kopru without 11te to this fifth edition conversion of David "Zeb" Cook and To111
hearing the echoes of Lovecraft rolling down the dec- Moldvay's classic adventure. lVhen not /ying on tropical shores and
ades? And yet their talent takes all of these nods to that fighting dinosaurs, Michael lives on another island with a slowfy-
diminishing collection of books and a static number of cats.

0NGiIIAL ADVEntv~s REiIICARJIAf ED • THE ISLE 0F DREAD


Every Sixth Grader's PC Should Have
the Chance to Ride a Battle-Tiger
by Harley Stroh

0 f all TSR's adventures, The Isle of Dread hews the


closest to D&D's pulp roots. A mysterious jun-
gle island stalked by dinosaurs, pirates, and sab-
er-toothed tiger-riding catfolk; a lost map, compiled by
and generally made it as much of a Monty Haul cam-
paign as the island would allow
Yet we never dared to set boot on Taboo Island.

a professional adventurer; a ruined temple, now home Even as a child, I knew this was where explorers went to
to headhunters; and a fallen empire of tentacle-mawed die. The strange kopru that could charm my precious PCs
amphibians, once regarded as gods. It's easy to imagine with a mere thought; the oil traps that had only grown
spending an afternoon in a used bookstore, tearing pages more dangerous with age; the boiling well and attendant
from Doc Savage, Weird Tales, and Argo.ry, re-creating the mud-pots-these were challenges to be feared and re-
adventure encounter by encounter. spected. The treasures of Taboo Island were left undis-
turbed and my reavers set sail for other adventures.
And likes its pulp antecedents, Isle drips adventure. In
the hands of an accomplished Dungeon Master, the ad- (I'm pretty sure we looted Xanathon next.)
venture's sweeping vistas, terrifying foes, and foreboding * *
*
mysteries are enough to fuel an entire campaign. What
For prospective adventure writers, the venerable isle still
party of reavers would look askance at their own island
conceals treasures waiting to be unearthed. Chief among
kingdom, ruled from a menacing temple set within an
these is the depth of imagination employed in the design
ice-capped caldera?
of Taboo Island.
At the age of 9, I was not that Dungeon Master.
The temple wasn't simply conceived as a "ruin." Rather
The Isle of Dread came to me, appropriately enough, via it was first written as the living, breathing temple-palace
a used bookstore. Sandwiched inside a Moldvay red box of the kopru. Then, as the centuries wore on and the
set, between The Keep on the Borderlands and Slave Pits of loathsome empire fell into decay, new inhabitants took
the Undercity, was the strange blue-cover version of Isle, over the temple. The old chambers and features were put
proclaiming: For Dungeons & Dragons Expert Set! to radically new uses. New monsters found their way into
I didn't know what I was doing, but I knew without a the flooded chambers and new horrors appeared in the
doubt that I wanted to be a D&D expert. I dove right in. humid gloom.

With no gaming group to speak of, I "ran" the adventure The temple was designed not once, but twice.
for myself. Early on my band of brave explorers defeated It's not enough that the temple's former traps had fallen
the fell pirate captain and took command of his crew. into decay. Rather the flooded corridors created an en-
We never spent much time with the villagers, preferring tirely new set of deadly challenges. The iconic oil trap,
instead to traipse our way directly to the lair of the green that formerly simply set the dry chamber aflame, now
dragon, who was somehow always discovered asleep threatens to burn and drown the PCs-all before sweep-
atop its mountain of treasure. The rakasta always wel- ing them down to the temple's deadliest level.
comed us, and so of course we were able to command
Similarly, consider the renegade headhunters that now
the respect of their saber-toothed tigers. Inevitably we
lair in the island temple. Tellingly, they do not know of
would stop by the vein of gold and set our pirate band to
the full scope of their own complex. They have mastered
work as miners and smelters.
some, but not all, of its secrets. Opportunities abound
My reavers coursed the island, scribbling our tally of its for clever players to make deadly use of the temple's se-
riches on college-ruled character sheets (for certainly no crets.
D&D expert would confess to using wide-ruled sheets)

0RjGiilAL ADVEilTU ~S REiilCARJI.ATED • TH E ISLE 0F DREAD


Both examples call out a nuance that I often miss in my should they happen across the dragon's lair, it will be
own writing: their actions that determine whether or not it is asleep.
Don't write to the ruins. Write of the temple-palace at its But I'm nearly certain they will be able to command the
height-and then ruin it. respect of the rakasta and their saber-toothed tigers (for
every 6th grader's PC should have the chance to ride a
* * * massive tiger into battle).
Fast-forward 30 years. I'm still not a D&D expert, but But I can't imagine the PCs will escape entirely unscathed.
I've come a long way from the wide-eyed child, playing For when furious winds break the dense clouds that hug
D&D alone as he loots the interior of the island. the caldera, and the stink of sulfur and brimstone washes
The Isle and all its mysteries haven't dimmed with age. As down to the jungle floor, PCs and players alike should
I write this I am prepping to run a DCC RPG version realize that the dreaded Taboo lsland-still undisturbed
of Isle for the local library. A fearsome band played by after all these years- awaits.
wide-eyed 6th graders and their fathers are studying Rory
Barbarosa's map, scouring his journal for clues, and plot- Harley Stroh has been 1vritingfor Goodman Games since DCC
ting their ship's course. 17: Legacy of the Savage Kings,J1et he stillgets nervous when-
ever he is about to rnn a game. He lives in the mountains of
No doubt they will clash with the pirates. Hopefully they
Colorado JJJith his JJJije, !Jvo chzldren, and a smafl but vicious dog.
are wise enough to make allies with the natives. And

0RJGiIIAL ADVEilTURJ;S REiIIC.A.RJI.A.fED • THE ISLE 0F DREAD


Goodman Games Interviews
David "Zeb" Cool<
eb Cook is rhe legendary TSR designer who de- DZC: Well, for the commercial goals we needed some-

Z signed many TSR titles. He co-authored The Isle of


Dread with Tom Moldvay. We had a chance to speak
with him about the origin of this famous adventure. Here
thing to go in the box, it had to showcase the Expert
rules, and it had to be 32 pages long. The design goals
were a little more thought out. Most importantly Isle of
is what he had to say! Dread had ro introduce new players to the idea of doing
tl1-ings outside a dungeon and how to create a bigger cam-
Goodman Games: Zeb, thanks for raking the time to
paign than just the nearby "hole-in-ground." We didn't
speak with us today. To start with, can you remind read-
want to throw new DMs into something too complicated
ers when you worked at TSR, and what you did there?
like a city, an evil barony, or the like. At the same time
David "Zeb" Cook: I started at TSR in 1979, fresh out it shouldn't be too linear-part of wilderness adventur-
of college and two years of teaching. I left TSR in 1994, ing was to make it seem more freeform. An island made
after 15 years. I was the second member of the brand- good sense since DMs could have a lot of open territory
new Design D epartment (where frankly we barely knew without having to worry about players wandering off the
what that meant) doing module writing, editing, and edge of the map. One of the big design goals related to
layout. Over the years and through the persistence of how we split up the work.
not getting fired, I became the de facto senior designer.
GG: You were a co-author of the adventure, along with
During that time I designed the Expert Rules, 01iental
Tom Moldvay. Who designed which parts of the mod-
Adventures, Star Frontiers, Planescape, a host of modules
ule?
and sourcebooks, and, of course, the AD&D 2nd Edi-
tion rules. DZC: Tom and I were co-authors because frankly it was
the only way to get both rule sets done in time. We were
GG: Now tell us a little about The Isle of Dread. As I'm
on very tight deadlines and we both had a rulebook to
sure you know, it is loved by thousands of gamers. How
create first. Plus, Tom was a fast writer, me not so much.
did the module come about? Did you "pitch it" or was
To make the whole thing easier to manage, we split the
it assigned? Was it always intended to be a part of the
island into two sections. Tom did the outer part of the
Expert boxed set?
island with all the dinosaur and other encounters while I
DZC: After a couple of modules, Tom Moldvay and I did the central plateau where the adventure ended. The
were tapped to create the Basic and Expert Sets. It was point of the plateau was that we didn't have to worry
assigned, because TSR wanted to revamp the rules and about tripping over each other's work. The handoff was
create D&D as its own line. We were mostly chosen clean in terms of story elements.
because our schedules were open and because we both
GG: What was it like having two developers working on
by that point had gained experience as designers. While
the same book? Was it a competitive or a collaborative
Tom wrote the Basic book and I wrote the Expert, we
situation?
collaborated on the overall design since the two books
had to work seamlessly together. For the Basic Set it was DZC: Certainly it was more collaborative. Trying to
decided to use the existing Keep ot1 the Borderlands, so we compete wouldn't have helped the module at all. We
needed a module for the Expert Set. Tom and I both needed to make sure we stayed in sync so X1 would feel
loved things pulpish, so a lost island scenario made sense like a single thing and not two competing adventures. To
to us. So I guess we pitched the story but it wasn't a par- this day I still think that's the biggest weakness- that
ticularly hard sell. our two parts didn't quite gel into a single story. Oddly
though, that might also be a strength-the outer part of
GG: Were tl1ere any specific design goals or commercial
the island is filled with all sorts of quickly sketched out
goals in the creation of the adventure?

0NGi IJAL A DVEDi'VRJ:S REiDCARJIAfED • THE ISLE 0F DREAD


encounters that aren't bound tightly to each other, but as those days. The "N' series of modules was probably the
you go toward the center a story and threat develops. It most ambitious connected thing we did at the time. And
does show how to do a wilderness that is filled with lots finally, we didn't even know at the time that the Known
of "random" activity while building toward a final goal. World would become a real thing-if you don't already
GG: What were your influences for the setting? have a campaign setting in mind, it's hard to make grand
plans for what goes into it. But we were always really
DZC: Hopefully it's pretty obvious-Skull Island, "King good at dropping in hints and suggestions for ways
Kong," The Lost World, Pellucidar, and all those other jun- things could be used or expanded on. And of course, an
gle island/ dinosaur land stories and films. We weren't try- ancient evil amphibian race would want to dominate the
ing to be subtle. Tom got to put dinosaurs in, which made world-what other choice do they have?
him happy. I was trying for the degenerate lost world,
which is one of my favorite themes. Plus, dinosaurs and GG: Can you provide any insights regarding the changes
lost worlds can work in just about any campaign. If we'd from the first and second printings to the third printing?
been more specific it would have been hard to plop it (Specifically, the replacing of certain monsters.)
into any and every player's campaign. DZC: I've never really examined the changes so I don't
GG: The Known World officially debuted in this mod- have much to comment here.
ule, and it lacer evolved into the Mystara setting. Did you GG: Who developed the rakasta and the phanaton? Were
help flesh out the material in Xl, or was it basically taken there ever plans to expand or flesh them out, or were
directly from Tom Moldvay and Lawrence Schick's prior their motivations on the isle intentionally left up to indi-
work? vidual DMs?
DZC: I honestly don't remember seeing Tom and Law- DZC: I developed the phanacon and Tom was respon-
rence's campaign, but especially at that time we were all sible for the rakasra. Certainly it has his sense of humor
mining things we had created for our personal games. to it. Like the kopru, we always had ideas for what could
Still, I certainly had input on this. Anything we did for a be done with our creations, but seldom had the oppor-
personal game needed massaging and reworking before tunity to take it further. In this case, space and the need
we could actually publish it. For example, Karameikos in to avoid creating a competing storyline to the kopru im-
the Expert Set was my take on the original, at least co fit posed limits on what was said about them. So ultimately
the rest of the text. Plus we had to make sure the Known their motives were left to the DM. This in itself meshed
World covered a lot of basic needs for a campaign set- in well the goal to leave some things to the DM. If we
ting. Hence there was an elf land, a dwarf region, etc. had provided all the answers, there would be less outlet
Fortunately, Tom and I were both history buffs so it was for DM creativity.
easy to use our interests to make adjustments we felt we
GG: How much research went into creating stats for the
needed.
various dinosaurs in the module?
GG: What was the inspiration for the kopru? Were there
DZC: Knowing Tom, he tried to make them as accurate
any larger plans for the race regarding their hinted-at
as possible at least in descriptions and general size/ men-
plans of domination?
ace. He didn't like being inaccurate unless there was a
DZC: Every lose world needs a mysterious sinister foe- good reason to make a change. That said, it was still B/X
whether it's a sorcerer or a race like the kopru. For the rules, so there wasn't a high degree of precision in the
island, a standard sorcerer was too mundane. Plus, since tools available to the DM.
we were just presenting people with the rules about high-
GG: Is there any additional backstory on the giant black
er-level play we couldn't cheat and give them an NPC
pearl hinted at in the module? How about the lost city of
who broke all the rules! A monster, however, can get
the gods?
away with whatever powers we want to give it. As for
inspiration, the kopru were modelled after various pulp D Z C: That? Pack o' lies. I'm not saying good old Rory
horrors of the Burroughs/Lovecraft/ Howard vein, es- Barbarosa wasn't an honest fellow, just that he was a bit
pecially the Mahar of Pellucidar. too liberal with his adjectives. Plus, to get top price for
his maps Rory had to suggest there was a good reason to
As for larger plans, we never thought that far ahead in

0R.iGillAL ADVEnfv~s REiilCARJIAfED • THE ISLE 0F DREAD


go there. But, there is a black pearl you can find eventu- DZC: Dinosaurs! That and it just shamelessly played on
ally, even if it isn't as great as implied. pulp themes that make for good, uncomplicated adven-
GG: T here is a huge variety of creatures and foes to en- turing.
counter on the isle, and the wandering monster tables are GG: Did you have any trouble getting the deranged anky-
some of the best ever. Was there anything you wanted losaurus and its patch of "loco weed" past the censors?
to include that didn't make the cut? Something perhaps DZC: Hah, no, after all it was clearly a dumb critter and
deemed too crazy?
dangerous! See kids, loco weed is bad for you.
DZC: Tom tried to cram them full of as much stuff as GG: Who signed the parchment as "Rory Barbarosa"-
he could. I'm sure he could have included even more di-
was it you?
nosaurs if there had been enough space for yet more
monster stats. Mostly we tried to avoid horrible stereo- DZC: Well, the artist who did the parchment signed it,
types- except for pirates, dinosaurs, and tribesmen, of but I'm pretty sure Rory Barbarosa was the name of one
course. of Tom's characters. It was a good name for a colorful
pirate!
GG: The Isle of Dread had a vast reach due to its inclusion
in the D &D Expert Set. How did it feel to work on an GG: I'm sure you've heard many, many stories from
adventure with such a wide circulation? gamers who played The Isle of Dread. What's your favorite
real-life table tale?
DZC: Very lucky. I'm not sure it dawned on us at the
time how far the reach would be. I certainly never ex- DZC: I don't remember the particulars, but there was
pected it to become so beloved. It's a nice adventure, but one group of players who after escaping the Isle of
not necessarily a great one. I guess because it was the Dread decided to return many levels later and set up their
first mini-campaign for lots of players gave it a special own pirate empire. I'm not sure how it wound up for
importance with .fledgling DMs. them, but I'm sure it would have been a grand adventure.

GG: Was there any truth to the rumor that TSR planned GG: That's a great next step for a campaign. Than k you
to drop X1 from the BEC:MI Expert Set, and replace it very much for your time today, Zeb!
with a new module written by Gary Gygax? Publisher~Note: The Isle of Dread ivas co-authored f?y Zeb
DZC: I don't recall ever hearing that one. I wouldn't be Cook and Tom Moldvqy. Mr. Moldvqy unfortunatefy passed aivqy
surprised if someone hadn't asked if the module should in 2007.
be changed, but I never heard any suggestion of Gary
writing one for it. He was very busy with other things by
that time.
GG: In your long list of adventure-writing credits, where
would you rank this one?
DZC: Well, I don't consider it one of my greatest ef-
forts-I wouldn't call it tightly plotted or an amazingly
original story, but it worked really well for introducing
players to wilderness adventures and showing D Ms how
to put something together. Ultimately a lot of people had
fun with it and that makes me happy.
GG: The isle has lived on in various incarnations in later
editions of the game, including an ongoing campaign/
adventure path, and then as a mystical, setting-hopping,
extraplanar location. Officially, it currently resides in the
Elemental Plane of Water. Any thoughts on this continu-
ous evolution?

0RjGiIIAL ADVEIITV~S REiIICARJIATED • TH E ISLE 0F DREAD


CHAPTER TWO

X1: The Isle of Dread


Original Publication
X
1: The Isle of Dread has quite an interesting publica- it is unclear if this was done on purpose, or merely vari-
tion history. It was the first adventure to feature a ations in print colors. This printing was included in the
wilderness setting, and to include numerous new second print run of the D&D Expert Boxed Set, and it
monsters. It includes four different printings, with the was also available for sale separately. Although the re-
first three being fairly similar, and the fourth edition hav- peated ''All Rights Reserved" text on the cover was re-
ing significant changes to formatting, art, and even some moved on this print run, the product code discrepancy
content. This essay is based on information gleaned from with the first printing is still occasionally present.
The Acaeum, and the author encourages the reader to
The third printing is virtually the same as the second
seek out that reference (www.Acaeum.com) for more in-
printing. This printing was packaged with the third print-
formation of the publication history of this module.
ing of the D&D Expert Boxed Set, and, too, was avail-
Published by TSR in 1980, the first printing featured a able for sale as an individual module.
dark blue cover and cover art by Jeff Dee, an old-school The fourth printing (1983) of X1 : The Isle of Dread is
artist of renown with many classic D&D illustrations to very different to previous printings, and similar to other
his credit. The cover art features two adventurers on a modules produced by TSR in the mid-1980s. It features
small boat observing a pair of tribesmen attacking a di-
an orange-red cover, with artwork by Tim Truman. This
nosaur or dragon-like creature on a beach. On the top
artwork depicts a band of three adventurers standing in
left corner is an orange diagonal stripe that says, "For
rocky water, battling a Tyrannosaurus rex, with a small
Dungeons & Dragons® Expert Set". The back cover
sailing ship stranded on the rocks nearby. The diagonal
featured a color illustration by Bill Willingham depict-
stripe is gone, replaced by a dark blue horizontal bar la-
ing three adventurers battling a serpentine form in thigh- beled "Xl" and the (correct) product code. The updated
deep water. The first printing of X1 was the first color
"block letter" TSR logo is prominently displayed on the
module produced by TSR, as previous modules were
front cover and the title page. Although the back cover
monochrome. This printing was included in the first
lacks artwork, there is now a text teaser of the module
printing of the D&D Expert Boxed Set, but it was also
plot and a contents summary. This module was edited
available for sale separately. Inclusion in these boxed sets
by Tim Kiplin, as credited on the title page which now
in addition to being available for individual sale make X1
includes a preface.
one of the most widely distributed on the classic TSR ad-
venture modules. Although the module cover is labeled Notable changes to the interior include a new font
copyright 1980 (which is correct), the module booklet is type and format. The second page is a detailed table of
labeled copyright 1981. There were also some issues with contents and list of tables and maps. A sidebar listing
the product code being mislabeled in this printing. Some all abbreviations used in the stat boxes is now located
copies have the erroneous product code 9034 (which is on page 3. All of the art\vork has been replaced with
actuaUy the product code for B2: The Keep on the Border- updated pieces, including for all the new monsters de-
landr) instead of the correct product code, 9043. In ad- scribed in the appendix. These occur on the upper bor-
dition, the last line of text on the cover is repeated: "All der of the last two pages of the booklet. See pages 3, 5,
Rights Reserved". 6, 11, and 28 (not particularly well spaced throughout
the book, mind you) for the new artwork. Rory's diary (a
The second printing occurred in 1981, and largely was Player's Handout) has been reprinted as a sidebar with an
the same as the first printing. One notable difference is old parchment background on page 5. In addition, this
a common lighter shade of blue for the cover, although handout is reproduced as a dual color part of the gate-

0RjGiilAL ADVEilTVR!SS REiilCAR.IlATED • THE ISLE 0F DREAD


fold cover, with the opposite side featuring a full color with monster statistics available in the Basic and Expert
Player's Handout of Rory's sketch of the outer parts of Sets. For example, in area 2, the five bull sharks were
the isle. All maps have been renumbered, and there is an replaced with four crocodiles. Area 6 was formerly the
obvious omission on Map 12 (Temple Level 1). In the lair of an ancient giant squid, but in the fourth printing
first three printings, near area 5 (renumbered area 34), this has been replaced with a water termite. Area 24 once
there was a sketch displaying the route from area 3 (now featured a sea dragon, but was replaced with a sea hydra
area 32) passing under a raised platform in area 5 (now (depicted in artwork on page 6) instead. In the lower level
area 34) to the corridor leading to the lower temple levels. of the temple, giant crabs replaced the three albino mako
This sketch has been removed in this printing, so now sharks in che Chamber of the Great One, and more
it appears there is no access to the rest of the dungeon. crocodiles replaced giant piranhas in a nearby corridor.
There is a letter ''N.' now on the map, which is a reference It always vexed the author how open-water sharks could
to the room description. survive in a small underground chamber with freshwater
fish lairing nearby. Thus, these latter two changes actually
Further, several of the encounters were altered with dif-
make some ecological sense, although logical dungeon
ferent monsters, apparently to bring this printing in line
ecology in the early 1980s was mildly (at best) observed.

0RjGiilAL ADVEilTV~S REiilCAIVIATED • THE ISLE 0F DREAD


0RjGiIIAL A.DVEilTVR_J:S REiIICARJIA'f'ED • THE ISLE 0F DREAD
Dungeon Module Xl
The Isle of Dread
by David Cook and Tom Moldvay
A WILDERNESS ADVENTURE
FOR CHARACTER LEVELS 3-7

The Isle of Dread Is the first In a aeries of adoenture modules for use with the DUNGEONS & DRAGONS~ Expert rules. As
the first D&De wilderness aduenture published by TSR Hobbles, the Isle of Dread Is designed as an Instructional module
to help noulce Dungeon Masters design their own wilderness aduentures.
Thi. module contains maps and background material for the Isle, fifteen n ew monsters, and suggestions for further ad-
uentu res. In addition, The Isle of Dread contains a map and background Information for a large continent, and e/euen
smaller maps for e ncounters on the Island Itself. In this module, p layers will push their IOCl)I through dark jungles and
treacherous s1DOmp• to dlscooer the lost plateau, and the final secrets of - the Isle of Dread!
If you enjoy this module, watch/or future refea.es In the D&D• fine from TSR, The Game Wizards.

© 1981. TSR Hobbles. Inc., All Rights Reserved.


DUNGEONS & DRAGONS® and D&D~ are registered trademarks owned by TSR Hobbles, Inc.

I~ 'TSRf

«>•"'-"'- .,..,.._
TSR Hobbles, Inc.
·T!.t[pww.r•nl• POD 7 56
LAKE GENEVA, WI 53147
PRIHTEO IN U.S.A.
ISBN 0·935696-30-X 9043

0RjGiilAL ADVEntv~s REiilCAR!IAfED • THE ISLE 0F DREAD


Dungeons & Dragons® Expert Set thief, a 5th level dwarf, a 4th level elf, and a 3rd level halfling would
have a total of 30 levels (4+5+6+3+5+4+3-30). Further·
Dungeon Module Xl more, the group should have at least one magic-user or elf. and
one cleric in it. If the party has less than 26 levels or more than 34,
THE ISLE OF DREAD the OM may wish to adjust the strength of the monsters, making
them larger or more numerous (or smaller or less numerous) as the
This module requires information found in the D&D® Expert OM sees fit.
Rules, which are a continuation of the D&D® Basic rules. Without
a copy of both booklets. some sections of this module may be The OM should be careful to give the player characters a reason·
confusing. able chance for survival. The emphasis is on "reasonable". Try to
be impartial and fair, but give the party the benefit of the doubt in
conditions of extreme danger. However, sometimes the players in·
sis! on taking unreasonable risks; charging a tyrannosaur bare·
PART 1: INTRODUCTION handed, for example. If bravery turns to foolhardiness, the OM
should make it clear that the characters will die unless the players
act more intelligently. Everyone should co-operate to make the ad·
About This Module venture as fun and exciting as possible.

This module is intended for use with the DUNGEONS & In addition to the large scale map of the continent and the small
DRAGONS® Expert rules. The Is le of Dread is a wilderness ad- scale maps of the Isle of Dread and the CENTRAL PLATEAU,
venture designed as a framework to help Dungeon Masters (DMs) there are maps of some of the encounter areas. These are in·
design their own wilderness adventures. eluded to give the OM an idea of what the area looks like. The OM
may use them as given. change them slightly. or create different
If you plan to participate in this module as a player, please stop ones. For example, when using the general cave lairs, the OM
reading at this point. The information in the rest of this module is can add new creatures, seal off tunnels, or add secret chambers, to
for your OM so that he or she may guide you and other players nearly any part of the map. Both cave maps can even be combined
through the adventure. Knowledge of the contents of this module for a very la rge lair!
will spoil the surprises and the excitement of the game for every-
one concerned. The lair treasures can be used as given or changed into different
forms with the same value. Primitive native tribes like those on the
Isle of Dread may not have gold or silver coins. Instead, they may
Notes for the Dungeon Master have native carvings of bone or ivory, small nuggets of precious
metals, or any other unusual but valuable forms of treasure the OM
The Is le of Dread is a wilderness adventure module in five parts. can create.
Part one is the INTRODUCTION, which outlines both the ad·
venture and the fantasy "world" it takes place in. Part two, THE When describing monster encounters, the OM shou ld not rely on ly
ISLE OF DREAD, is the first stage of the adventure. It includes get· on sight - there are four other senses - smell, sound, taste and
ting to the Isle of Dread, exploring the main island, and setting up a feelings of hot, cold, wet and so forth! The OM should try to vary
base for the next stage of the adventure. In part three, the party in· his or her approach to encounters when possible. For example, the
vestigates the island's great CENTRAL PLATEAU. With good party may first hear the monster crashing through the underbrush,
fortune and thought, the party should establish a base at Mantru, a or find its tracks instead of just meeting the monster face -to-face.
small village on the shore of the plateau's great crater lake. Part This is a good way to "signal" a party that an encounter may be
four is the climax of the adventure. Here. the party discovers the too difficult for them to handle. The OM should also try to avoid
secrets of the TABOO ISLAND in the center of the lake. Part five letting unplanned wandering monsters disrupt the balance of the
contains the NEW MONSTERS introduced in this module. After adventure.
the basic adventure is over, the Isle of Dread can be used as the site
of additiona l adventures, some of which are described at the end of.
Part 4.
THE MAP OF THE CONTINENT (Map C·l)
While the D&D Expert rulebook contains most of the information
necessary to design wilderness adventures, this module is another Geography
tool. It is a graphic example of what a wilderness adventure may
be. It allows the OM to learn by experience about wilderness design
and supplements the rules given In the D&D Expert and Basic sets. In the center of this module is a large-scale (24 miles per hex)
wilderness map, which shows the southeastern portion of the con·
Before beginning the adventure , please read the module thorough- tinent and the northern islands of an archipelago (a cluster of
ly to become familiar with the details of THE ISLE OF DREAD. islands). This map is useful for the overseas journey to the Isle of
Certain sections may be read aloud to players. Other sections con- Dread and serves as an example of a large-scale wilderness de·
tain information the players should not know in advance, but may sign. The OM may wish to base dungeon and wilderness adven-
learn in the course of the adventure. Before the adventure begins, tures on this map, or expand the map by designing wilderness
the OM should decide what information to give the players and areas where the map leaves off. The following is a suggested key to
what information to hold back. the areas mentioned on the map. To read the map of the con-
tinent, start at the top and read from left to right.
This module has been designed for a party of six to ten characters.
Each character should be between the 3rd and 6th level of experi- The following key gives only a brief background of most areas
ence at the beginning of the adventure. The party should ha ve a exce pt the Isle of Dread which is further described in PART 2. The
total of 26-34 levels, 30 being best. For example, a party with a 4th rest is left for the individual Dungeon Master to "flesh out", allow-
level fighter, a 5th level magic-user. a 6th level cleric, a 3rd level ing as much creative freedom as possible.

0zjGiil.A.L AD V EilTVIQ:S REiITC.A.RJI.A.T ED • THE ISLE 0F DREAD


The Ke y t o the C ontinental Map Rockhome. Rockhome is the homeland of the dwarves. It
stretches throughout the northern Altan Tepe mountain range.
Prtnclpallties of G lantrl. Glantrl Is a magocracy; that is, the The dwarves have built and maintain a road through the moun·
princes and princesses who rule the state are all high level magic· tains for caravans. They charge toll from all who pass.
usen. They live in Glantrl City most of the time, though each ruler
also has a castle hidden In some remote wilderness area. Actually, Atruaghln C lans. These grassy plateau. forest, and hilly regions
the rulen are more concerned with magical research than with rul· next to the sea are Inhabited by herders, hunters, and fishermen
Ing. Most decisions are left to the various local councils of elders who live in small villages. All the villagers claim to be descended
and the princely stewards. The princes and princesses do not trust from the ancient hero Atruaghin. If threatened by war they will
each other and live in a state of uneasy truce. In the face of in· unite under a temporarily elected leader.
vaslon or rebellion , however, they are quick to unite. In extreme
emergencies, they will select one of their number as "dictator", to Republic of Darokln. This republic Is centered around the
serve for one year capital, Darokln. Its wealth is based on trade from Lake Amsorak
(the large Inland lake). the Streel river. the eastern caravan route.
Ethengar Khanate. The Ethengar are nomadic herders of and sea trade filtering in through the Malpheggi Swamp. Darokln Is
horses. cattle, and goats. They are divided into small family clans. a plutocracy; that is. the government is run by the wealthiest
Usually the clans raid and quarrel with each other, but occasionally merchant families. The culture resembles that of Venice or Genoa
a strong leader (khan) emerges to unite the entire Ethengar people in medieval Italy.
into a strong "nation". However, with the eventual death of the
khan, there Is rarely an heir strong enough to hold the Ethengar to- Alfhelm. As the name Implies, Alfheim is the homeland of the
gether. They then break apart, and the family clans begin warring elves. The elven king rules the great forest of Canolbarth. Because
with each other once more. Their culture is similar to that of the Canolbarth Is tended by the elves. it is far larger than a natural
horsemen of the central Asian steppes (Huns, Mongols, Magyars, forest In this area would be. Darokin pays the elves to protect the
Turks. and so on). caravan route through the forest to Selenica.
Heldann Free h o lds. The Heldann are a barbaric, fair-haired
Emirate of Ylarua m . Ylaruam is built in the midst of the largest
people who hunt, fish, and raise crops on isolated farms. They are
oasis in the Alaslyan Desert. It is the center of caravan routes cross·
related to the people in the northeastern kingdoms but acknowl·
Ing from north to south and from east to west, and is controlled by
edge no ruler among themselves higher than the individual house·
the Emir of Ylaruam and his royal family. The culture is similar to
hold leader. Their culture is very similar to that of medieval Iceland.
that of the Arabic desert states or the Central Asian city-states of
Palmyra. Damascus, or Samarkand.
Kingdom of Vestland, Kingdom of Ostland, and the Soder-
fjord J a rls. Each of these northeastern states is composed of
Th e Five S hires. The five shires are the homeland of the half·
many petty "kingdoms" that are loosely united under one ruler. In
lings. The area is ruled by a council of five sheriffs who each con-
Vestland and Ostland the underchiefs are called "kings"; in Soder·
trol a shire. Four limes a year the sheriffs meet at a great feast and
fjord they are known as "jarls" (pronounced "yarl"). Their culture
there decide sh1rewide policy by vote.
resembles that of the vikings.

The people of these kingdoms highly value individualism, physical Grand Duc hy of Karamelkos. This part of the continent is a
strength and prowess In combat. They live mainly by fishing and by wild and unsettled land claimed by Duke Stephan Karameikos. In
occasional raids on nearby coastal villages. Besides being fierce reality, little of the land is under the duke's control. Large areas are
warriors, these people are explorers without equal, ranging far and overrun with monsters and hostile humanoids. For a more detalled
wide In their wooden longships. description of the Duchy of Karameikos. see the D&O Expert rule·
book.
The Broke n Lands. The "broken lands" are an area of rocky
badlands and old volcanic lava beds. The land is extremely wild Kingdom of lerendJ. The trading ships of lerendi rival those of
and inhabited mainly by outcasts and monsters. Thyatls, and the kingdom sports a magnificent royal palace carved

--- ----
from pure white coral. The king and queen of the land are usually
popular adventurer·heroes: however, they are without true power
and serve only as figureheads. Actual rule is held by certain aristo·
cratlc families (making lerendi an oligarchy).

Mlnrothad Guilds. The Minrothad Island cluster is a syndicracy:


the government is run by the heads of the various trading guilds.
Minrothad is closely allied to Thyatis.

Empire of Thyatlt. The empire of Thyatis is an autocracy. The


emperor holds absolute power. but his decisions must allow for the
desires of p0werful nobles and for the threat of mob riots over un·
favorable laws. The city of Thyatis is built beside a large canal that
separates the southern peninsula from the mainland. so the city is
a major trade center. The Thyatlc culture is similar to the medieval
Byzantine empire.

Thanegloth Archipelago. The archipelago is a cluster of islands


about 1000 miles from the coast of the main continent. What little
knowledge is available about Thanegioth is buried in myth and
superstition.

0RjGiilAL A.DVEil1'VRJ;S R Eiil C ARJIATE D • TH E IS LE 0F DREAD


Suggested Pronounclatlons The pages were part of a ship's log and read as follows:

Akesoli - ak·e·so·'ie Karameikos - kar·a· ml'kos "When the gale finally ended, we found ourselves approximately
Akorros - a· ~rf~s Kerendas - ker·en 1das seven days normal sailing distance due south out of Specularum,
Alasiyan - al· as·e·a n Kopru - ko1prU in the Thanegioth Archipelago. We replenished our supplies,
Alfheim - alf'hTm Malpheggi - maHeg·~e patched up the ship, and traded our remaining goods at native
Altan Tepe - al1tan tep.'e Minrothad - mln1ro·thad villages along the shores of several islands. Some villages were
1
Amsorak - am·sor/ak Norrvik - ni'5r' vik friendly, but others were hostile and the natives attacked on sight. I
Aranea - ar· an · e"~ Ostland - osf'iand suspect the hostile villages were filled with cannibals.
Atruaghin - at· ru"a·~in Phanaton - fan 1a·ton
Biazzan - be1a·zan Rakasta - ra· kasfia "We skirted the coastlines of several islands, sailing south by west
l
Canolbarth - can· ~l· barth Selenica - se·len~· ka until we reached a small peninsula cut off from the main island by a
Castellan - kas·tel·lan Soderfjord - si5·~edyi5rd massive stone wall. We were well received by the natives of
1
Corunglain - ki5/un·glan Specularum - spek·u·lar um Tanoroa, the small village that guards this wall. The villagers have
Cruth - kruth Tel Akbir - tel ak'ber no name for the large island other than the 'Isle of Dread'. Their
Darokin - dar· ~·~in /
Thanegioth - than·a·ge·oth own small peninsula is known simply as ' Home'.
Ethengar - eth·en·gar Thyatis - thl-a·'tis
Glantri - glan/tre Vestland - vesdand "The villagers told us a tale about an ancient city in the central
Heldann - hel/dan Ylaruam - ihpu/am highland of the isle that was built by the same people who built the
lerendi - e·er·end!de Zeaburg - ze ..burg wall. The villagers call the builders 'the gods', but I noticed that the
names of the gods and the personal names of the clan ancestors
Weather & Climate were often the same, so I suspect that their ancestors and the
builders were one and the same. I believe that the natives once
The general weather patterns of this part of the conlinent move possessed a much more advanced culture and that the
from west to east. Hence, much rain falls on the western edge of descendants of the builders have returned to a more primitive
the Allan Tepe mountains. while little or none falls on the Alasiyan state.
desert. The warm offshore currents near Thyatis and Minrothad
modify the weather somewhat in the south, making the climate "The inland city is rumored to be filled with treasure beyond
there similar to the Mediterranean. imagining. In particular, I heard persistent tales concerning a great
black pearl of 'the gods' that still remains In the inland city. The
The southern farm lands are extremely fertile. due to a thick layer island waters abound with excellent pearl beds, so the rumor of the
of rich ash from the ancient volcanic hills. The farmers here have black pearl may well be true.
discovered better ways to grow most crops. The heavily irrigated
and terraced gardens of the southern farmlands produce more "The village contains a number of huge life-like statues of iron,
food than any other area o n the map. bronze, and stone. Since no villager currently has the skill or the
craft to make such statues, the tale of a lost city built by the 'gods'
The climate in the Thanegioth Archipelago is tropical, similar to the seems reasonable. I would have liked to explore inland to verify
Pacific South Seas islands (Oceania) and the Caribbean. The the rumors, but too many crewmen died in the storm or by
climate south of the Cruth mountains (running west to east) is cannibal spears. Only five of us are left. I am the only professional
moist and temperate, with mild winters. The climate of Darokin adventurer, the others are only sailors. We can sail the small ship
and Glantri is warm and sunny. similar to that of southern France. well enough but on land. In hostile territory. we would be helpless.
The climate of the Ethengar steppes is mild in the summer, but Once back in Specularum I should be able to recruit a new crew
cold and bleak in the winter; like the Russian steppes around the and a party of professional adventurers, then I will return to claim
Black Sea. The climate of the northeastern coast is wet and mostly the great black pearl.
overcast. similar to that of Denmark.
"One thing I managed to do before leaving: we sailed around the
island and made the best map we could. We were afraid to land,
since village fishermen had warned us that it was extremely
dangerous to land anywhere on the main island and the coasts
were rocky with no beaches. As a result, the map only shows the
coastal areas we could chart from the ship, but it is better than
nothing."

PART 2: THE ISLE OF DREAD


Background. Several weeks ago, the party of adventurers was re·
turning from a previous adventure (the DM can work this into the
campaign as desired) wh en they discovered a cache of scroll·
papers. The scroll-paper was made of an excellent vellum parch-
ment (a kind of paper that lasts for centuries). On the journey
home. the characters were caught in a sudden rainstorm and the
entire cache was drenched. Upon the party's return to Specu-
larum, it was found that none of them were magical. Still, magic·
users can always use good paper for spell research and writing Note: The DM should hand the players the tear-out copy of the
their spell books, so the characters carefully spread the paper out in ship's log with the incomplete map of the Isle of Dread on the back.
front of a fire to dry out. Much to their surprise, as the paper dried The tear·out sheet represents the parchme nt that the players have.
out, writing appeared on several of the pages. The heat had The players can use the partial map to chart the unknown wilder-
brought out secret writing on the parchment. ness as they explore it.
4

0R.iGiD.A.L ADVEilTU~S REiilC.A.R!J..A.tED • THE ISLE 0F DREAD


The parchment log is signed by Rory Barbarosa, a well known ad· villages are given In the description of Tanaroa, the main village
venturer and sea captain who died about 30 yeMS ago. A ~Ille re· (encounter area 1 , p. 7). These villages are matriarchies, so the
search in local taverns wUI reveal to the players that just before he chieftain will always be a woman. The OM should set up a few
dled, Rory was indeed recruiting for a journey south. He had been typical NPC leaders in advance, or use the ones included later.
blown off course on his last voyage and had hardly been in town a
day before he started signing on new hands. Unfortunately, Rory From these villages. the party can move inland (note that they can
angered a powerful wizard over a lost wager and died horribly be· map one hex of terrain In every direction when they pass through
fore his journey south began. a hex: seven new hexes maximum: unless the terrain in the hex Is
mountainous or covered with dense foliage which blocks sight).
Not only does the story of Rory Barbarosa's death confirm the writ· For encounters, the OM should use the three Wllde rne sa
Ing on the parchment, but every rumor that the party can track Wandering Monster Tables included in the module. Each table
down about the Thanegioth Archipelago tends to confirm the ac- covers a different part of the Island.
count (the OM should make up suitable rumors as needed).
Using the Wilderness Wanderi n g Monster Tables
Preparation. The players begin the module in Specularum, which Wandering monsters should be checked for twice a day, once for
is In the Grand Duchy of Karamelkos. If the players are based the dayOght hours and once for the hours of darkness. (For the
somewhere else, the OM should arrange to have them go to night check, subtract 1 from the roll since most of the wandering
Specularum or a coastal city before the adventure begins. monsters are inactive at night.)
This method of handling encounters Is used only in the first stage
The players must acquire a ship or passage to the Isle of Dread.
Most parties shou ld have no trouble raising enough money to buy of the adventure. When the players reach the CENTRAL
a small sailing ship. If the characters cannot come up with the PLATEAU and beyond, a new method will be introduced (see p .
12).
money, the OM will have to arrange matters so that the characters
do get a ship or smaller boat that can sail the ocean. Some ideas on
Once a monster is encountered, the exact monster is determined
how characters might acquire a ship include:
by rolling percentage dice (d%) on one of the wandering monster
tables. depending on where the party ls on the Isle of Dread.
1) Have a merchant hire the party to investigate the island. The
Wlldemes• Wandering Mon• ter Table 1 should be used on
players will receive free passage, but must split any treasure
the southern peninsula south of the Great Wall, and on the south·
50-50 with their employer. Alternately, the OM might
change the scenario, so that the characters are allowed to eastem islands. Wilderness Wa ndering Monster Table 2
should be used on the main Island south of the central river
convince a merchant to open up a new trade route to the
(including the swamp), and on the southwestern islands (west of
Thanegioth Archipelago.
enc ounter area 6 ). Wllde rn eH Wandering Monster Ta ble 3
is used north of the central river and on the northern islands.
2) Allow the characters to buy an old, decrepit boat. Generate a
percentage by dividing the price paid for the boat by the cost
The OM should use logic when rolling wandering monsters. If the
of a new boat. This percentage is the measure of the boat's
condition. The speed and hull value of the boat are both monster rolled is highly unlikely for the terrain type (for example, a
multiplied by this percentage (giving lower numbers). Also, plesiosaurus in a non-lake hex) the OM should either roll again or
choose a different wandering monster. If the monster is either
in any storm, the percentage or lower must be rolled as a
much too strong or much too weak for the party. the OM may
saving throw or the boat will sink.
change the number appearing or the monster's hit points to pro·
vide a suitable challenge for the party.
3) Allow one player to inherit a boat. If this idea is used, the boat
should be no larger than a small sailing ship (and should
have no lifeboat). Remember that the normal inheritance tax
is 10% of the value of the inherited goods. The inherited
boat cannot leave port until the tax is paid.

4) Let the characters borrow the money. Interest should be at least


10% per month. The loan must be paid by the end of the
first voyage. Local moneylenders have a working agreement
with a magic-user who will send an Invisible stalke r to
attack each character who has not paid his or her share of
the loan by one week after the due date.

The Adventure. During the voyage from Specularum to the


village of Tanaroa on the Isle of Dread, use the wilderness rules
from the D&D Expert set and the Ocean·Sea Encounter Tables.
Remember to check for weather each day (2d6: 2 - BECALMED,
12 - STORM) and that If a 6 Is rolled on an encounter check,
there will be one. If the boat enters a reef area, it will take 1-100
(d%) points of hull damage. In spite of these hazards, the OM
should remember that the party should still reach the Isle of
Dread, and should handle weather. rolls for becoming lost, and en·
counters with this in mind

Once the characters reach the Isle of Dread (Map 0 -1), they will
probably land at one of the native villages. The details of these

0RjGiilAL A.DVEilTU R,ES REiilCARJIATED • T H E IS LE 0F DREAD


The Map of the I sl e of Dread (Map D·l ) Wilderness Wandering Monster Table #2

The maps of the Isle of Dread include several special features. No.
%Roll Monster Appearing
The tar pits are hard to recognize unless the party has native 01·03 Araneat 1-6
guides or bearers. The natives will not leave the main trail nor 04·08 Cave Bear 1-4
travel beyond the tar pits at the !rail's end. 09·10 Centaur 1-6
11 Cyclops 1
The road symbol joining the CENTRAL PLATEAU to the moun· 12-17 Dire Wolf 1·6
tain chain is a rope bridge. 18 Dragon. Black • 1
19 Dragon. Green· 1
20 Dragon, Red · • 1
21.22 Dryad 1·6
23·27 Elk, Giantt 1-3
Wilderness Wandering Monster Table 1 28-33 Grangerit 1
No. 34-38 Hydra, 5 heads 1
%Roll Monster Al!l!earlng 39-43 Lizard Man 2-8
01.02 Dryad 1-6 44.49 Mastodon 1
03·05 Ghoul 1-6 50-54 Megatheriumt 1
06·29 Humans· 2.12 55-60 Neanderthal 2-8
30-32 Killer Bee 2·8 61-65 Phanatont 4-16
Living Statues· • 66·71 Phororhacost 1-6
33 Living Crystal Statue 1·6 72-75 Rakastat (+Sabre Tooth Tiger) 1-2
34.35 Living Iron Statue 1·4 76·77 Roe 1-2
36 Living Rock Statue 1·3 78·82 Rock Baboon 2-8
Lizards, Giant 83-86 Sabre Tooth Tiger 1-2
37-40 Gecko 1·6 87-92 Titanothere 1
41-43 Draco 1-4 93 Treant 1
44-45 Horned Chameleon 1·3 94.95 Troll 1-3
46 Tuatara 1·2 96 Wyvern 1.2.
Lycanthropes 97.00 Zombie 2-12
47 Wererat 1-8
48 Werewolf 1·6 tNew monsters, see description at the end of this module.
49 Wereboar 1-4 ·Not older than average age.
50 Weretiger 1-3 ·"Young red dragon on ly, 7 or 8 HD.
51 Werebear 1-2
52 Mummy 1-3
53-58 Rat, Giant 2·20
59-60 Rhagodessa 1-4 Wilderness Wandering Monster Table #3
61·62 Robber Fly 2·8
63-64 Scorpion. Giant 1-2 No.
65-69 Skeleton 4-16 %Roll Monster Appearing
Snakes 01·06 Allosaurust 1
70·71 Spitting Cobra 1·6 07-14 Ankylosaurust 1
72.73 Pit Viper 1·8 15-21 Brontosa urus 1
74 Giant Rattlesnake 1-4 22-26 Crocodile, Giant 1
75.77 Rock Python 1·3 27-34 Dimetrodont 1
Spiders, Giant 35 Dragon, Black • 1
78-79 Crab Spider 1·4 36 Dragon, Green • l
80·82 Black Widow Spider 1·3 37 Dragon, Red · • 1
33.84 Tarentella 1-3 38-40 Dryad 1-6
85-88 Toad, Giant 1-4 41-42 Giant, Hill 1
89 Treant 1·2 43-44 Giant, Stone 1
90 Wight 1-4 45.47 Hydra, 5 heads 1
91 Wraith 1-3 48-53 Plesiosaurust 1
92-00 Zombie 0 2·12 54-61 Pteranodon 1-3
62-64 Roe 1-2
"These humans will probably be the natives who live on the 65-71 Stegosaurus 1
island. For information on creating native encounters, see 72-79 Trachodont 1
page 18. 80-82 Treant 1-2
83-89 Triceratops 1
• ·When Living Statues are rolled as wandering monsters there is a 90.94 Tyrannosa urus Rex 1
50% chance they will be living statues. and a 50% chance 95.97 Wyvern 1-2
they will only be normal statues. 98-00 Zombie 2-12
0
Zombies will attack strangers on sight, unless the individ ual looks tNew monster, see description at the end of this module.
like a native. Zombies will on ly attack natives when their "Not older than average size.
master has commanded them to do so. •"Young red dragon only, 7 or 8 HD.

0RjGimu ADVEilTV~S REiilCARJIAfED • THE ISLE 0F DREAD


KEY TO THE
MAIN ISLAND ENCOUNTER AREAS
1. THE VILLAGE O F TANAROA (Map E-1 ). Tanaroa
stands in a clearing at the edge of the jungle, just south of a
50' high wall built of huge stone blocks. The wall stretches for
two miles across the thin neck of land that joins the south·
eastern peninsula with the main Island. Evenly spaced along
the wall are 28 square towers; each 100' to a side and 70' tall.
female, the leader of each clan is male. Each village also elects
In the c"e nter of the wall is a pair of massive wooden gates.
a special official to serve as advisor to the chief and to be the
Each gate has double doors that are 40' wide, 40' tall, and 5'
village war leader in times of trouble.
thick. Each gate can be barred with a heavy wooden beam.
The last important village official and advisor is the village
The village of Tanaroa guards and controls these gates. A Zombie Master (or Zombie Mistress). This advisor will be a
cleared trail leads into the village from the south, winding cle ric or magic·user of at least 5th level, who heads the Cult of
through Taranoa and continuing through the gates into the the Walking Dead in the village. This cult is a secret society
jungle beyond. The path circles four roughly circular groups of whose members (except for the Zombie Master) wear hooded
huts made of wood and roofed with interwoven palm leaves. masks during cult ceremo nies. At these ceremonies. the
The huts are about 50' long and 20' wide and are raised 10' "Walking Ancestors" (the same as the monster, zo mbie) are
off the ground o n wooden stilts. Each group of huts faces a created. While these zo mbies are sometimes used as laborers
central graveyard, with the back of each hut to the encircling or spare warriors, the villagers shun and fear them.
path.
The Great Wall is always garrisoned by warriors from the
seven villages. Each village clan garrisons one tower with
Each collection of huts represents one clan that lives in the
seven warriors, so there is a total of 196 warriors in the 28
village. The four clans are the Elk Clan on the south, the
towers. The pits filled with tar are secondary defenses, should
Hawk Clan on the west, the Tiger Clan on the north , and
a non·human raiding party or rampaging monster fight past
the Sea Turtle Clan on the east. The animal each clan takes
the wall. The area between the wall and the village has been
its name from is its totem , and the members of the clan be-
cleared of trees and brush to allow clear fire for bows and
lieve they are blood brothers to the animal. A large wooden
thrown spears.
statue of the appropriate totem animal stands in the middle of
each graveyard. In battle, each clan will have a standard In a recent meeting, the council of chiefs decided that it would
decorated with the clan totem. be good for the seven villages to trade with the mainland (the
large continent). Unfortunately, their small fishing boats are
In the center of the village is a flat·topped hill that has been unable to sail out of sight of la nd or stand up to storms on the
artificially leveled. In the center of the hill is a 10' tall. open sea.
truncated pyramid that is made of earth and faced with stone
slabs. Set on the top of the pyramid is a huge alarm gong. In a If the party has had the foresight to stock up on trade goods,
square, 300' to a side around the pyramid, is a 3' high by 3 ' their receptio n by the villagers and village chiefs will be at a
wide earthen wall. The hilltop is the assembly place of the bo nus of + 2 on the reaction dice roll. Furthermore, the party
village. Members of each clan sit on the earthen mound (or can sell their trade goods for 100% profit (i.e. they will receive
stand behind it) on the side facing their clan site, while the back twice what they paid for the goods). The villagers are not
village leaders conduct business from atop the pyramid. terribly wealthy and there is a 5000 gp limit on the amount of
money they can spend.
Between the clan sites and the flat·topped hill, the path sur·
rounds village gardens and the grounds for the pigs, chickens, Characters will receive experience points equal to the value in
and goats that provide meat and milk for the village. The path gold pieces of goods sold for opening up a new trade route.
continues until it reaches the Great Wall and passes into the After the initial visit the route is no longer unknown and the
jungle. Between the village and the Great Wall is a second profits from any other trips will not be counted for experience
line of defense; pits 20·30' deep filled with 5· 10' of tar. At the points.
base of the towers of the Great Wall are the huts used by the The party can use their profits o r spare money to buy extra
warriors who garrison the Wall. equipment. All standard equipment is available in the seven
villages at standard prices except the following: battle axes,
Tanaroa is one of the seven village~ on the southeastern crossbows & quarrels, pole arms, two·handed swords. lances,
peninsula and the adjoining islands. The other villages are chain and plate armor, all transport animals and related ob·
Klrikura, Dawa, Mora, Panitube, Burowao, and Usi. The jects (such as barding or animal-dra wn carts). Also, all water
seven villages are loosely allied through a council of village transport is unavailable, except canoes. sailing boats, and
chiefs that meets once a year. The population of all seven vii· rafts.
!ages is about 2100 total.
The natives of Tanaroa occasionally visit the tar pits at the
The seven villages are matriarchies; that is, each village end of the trail to renew their supplies (which they use for
chief is a woman. The natives trace their descent and inheri- waterproofing their boats and roofs) . The party can hire a
tance through their mother's side of the family and take the guide to take them as far as the tar pits. The guide will also tell
mother's family name as their own. them where it is safe to cross the pits. The party can also hire
2· 12 bearers to carry supplies, however, no more will travel
The other six villages resemble Tanaroa (the same map can beyond the wall without a guard force of at least 30 fighters. A
be used) but without the wall and tar pit defenses. Each guide will cost 5 gp per adveniure and bearers will cost 1 gp
village has the same four clans. The clans serve to unify the each per adventure. They will not leave the path nor go
villages in time of war, each clan being organized as a beyond the tar pits at the end of the trail. The natives wUI
separate "regiment". Although the chief of each village is never hire out as warriors.
·7

0 NGi il AL A DV EII1'V~S REi ilC A R._II.A.TE D • THE ISLE 0F DREAD


2. JAWS FROM THE DEEP bones and miscellaneous bits of trash, including old swords,
boots, waterlogged clothing, and an opaque bottle containing
The wide, white sand beaches and placid waters of this bay a potion of heroism.
belle the true dangers that await anyone entering the water.
Swimming just out of sight are five bull sharks (AC 4, HD 2, 7. PIRATE'S CAMP (Map E-4). These pirates have come
hp 15, 10, 10, 7, 6, #AT 1, D 2·8 , MV 180' (60'), Save Fl, ML from another island (the OM should choose one or add new
7, AL N). These savage creatures will attack anyone who islands off the map). They have set up this base camp while
moves more than 20' into the bay and will fight until slain. If they raid the coastal villages for slaves. They sail four 20' long
blood is drawn by either side, there is a 75% chance that 5 outrigger canoes with collapsible masts.
more sharks will be attracted by the scent of blood. They will
arrive in 8 rounds, and will tend to attack wounded creatures There are 41 pirates, consisting of the following:
first.
Leader (AC 5, F4, hp 29, #AT 1, D 1-6 or by weapon, MV
3 . LAIR OF THE SEA S NAKES 90', ML 10, AL CJ with an ornate two·handed sword,
chain mail, a ring of water walking, and the key to
Near these broad coral reefs, hundreds of large oysters cover the iron box in P4.
the sea bottom. They are under 20' of water. If the party
gathers a few, they will discover a pearl worth 100 gp. Each 6 Pirates (AC 5, Fl, hp 5, #AT 1, D 1·6 or by weapon, MV
day the party dives for pearls, they will find 1·4 (ld4) pearls 120', ML 7, AL CJ with chain mail and cutlasses.
worth 100 gp each. However, every day the party dives for
pearls (including the first dive), they will be attacked by 1-4 20 Pirates (AC 7, Fl, hp 5, #AT 1, D 1·6 or by weapon,
sea.snakes (AC 6. HD 2, hp 9, 8, 7, 6, #AT 1, D 1 plus poison, MV 120', ML 7, AL CJ with leathe~ armor and
MV 90' (30') , Save Fl, ML 7, AL N). Although the number of cutlasses.
sea snakes is unlimited, the pearls will run out after 14 days of
diving. 14 Pirates (AC 7, Fl, hp 5, #AT 1, D 1·6 or by weapon,
MV 120', ML 7, AL C) with leather armor, crossbows
and cutlasses.
4 . RANDOM ENCOUNTER. For every day the party spends
within two hexes of this location, they will encounter one At sea, 7·8 pirates will sail In each outrigger canoe. with the
wandering monster from chart 2 . If possible, the encounter leader sailing in the canoe of his choice. The rest will be
should occur in or near the monster's lair. guarding the camp. The details of the camp follow:

5. CAVES OF THE ROCK BABOONS. The party is attracted Key to the Pirate's Camp
to a crumbling stone cliff by the noise of many loud hoots,
grunts and shrieks. The so unds come from a 6 foot high cave Pl. Towers. There are three 20' tall lookout towers, each of
opening in the rock wall. A foul stench wafts out of the dark which can hold up to 4 pirates. There will always be at least
opening but all the characters can see is a tunnel leading back one lookout In each tower (the OM may wish to roll ld4 for
into darkness. the number of lookouts In a tower).

Living within this cavern comple x Is a tribe of 15 rock P2. The Boats. The outriggers will be beached here unless the
baboons (AC 6, HD 2, hp 14 each, leader 16, #AT 2, D l· pirates are out raiding. When ashore, the paddles and sails are
6/ 1·3, MV (40') , Save F2, ML 8, AL N). For the layout of the kept in different huts to prevent theft.
cavern use General Cave Lair # 1 , #2, or one of your own
design, whichever Is preferred. Each of the cave chambers will P3. The Huts. These grass huts have conical roofs of thatched
have 1-4 baboons living in it, except for the hearth·treasure grass. The hut marked "L" is the leader's hut. It contains a
room which will contain the remainder of the tribe and the locked wooden cabinet where the outrigger sails are stored.
leader. None of the chambers have furniture or fire pits but The hut marked "S " is the supply hut. It contains the paddles,
there are large amounts of trash and dung piled in the corners ropes, tools, buckets of tar, food, spare weapons and other
of each room and fruit rinds and bones litter the floor. supplies. The huts marked "c " each contain 3-12 (3d4) cap·
lives. They are shackled to iron weights to keep them from
In a pile of gnawed bones In o ne corner of the hearth·treasure escaping. The unmarked huts each house 4 pirates.
room, among miscellaneous debris, is a gold bracelet worth
700 gp and a silver·and·amethyst necklace worth 1300 gp. P4. The Cave. There will always be 2·8 (2d4) pirates guarding
Both pieces are somewhat tarnished, but are otherwise in the cave. The pirate treasure is here, kept In a large iron box
good shape. that is cemented into the wall. The box is locked and the
leader has the only key. If the box is forced open (not picked),
6 . LAIR OF THE GIANT SQUID. This area is the hunting a secret compartment in the side of the chest will slide open,
ground of an ancient giant squid (AC 7, HD 6, hp 37, #AT 9, releasing a deadly pit viper (AC 6, HD 1, hp 5, NAT 1, D 1-4
D Bx 1·4 , 1·10, plus specia~ MV 120' (40'), Save F3, ML 6, plus poison, MV 90' (30'), Save Fl, ML 7, AL N). The
AL N). There is a 50% chance that the squid will attack any treasure consists of 2000 cp, 3000 sp, 4000 ep, 17 gems
ship passing through this hex. The squid may (25% chance) worth 1300 gp total, a maglc·user/ elf scroU (ehleld), and a
wrap its two long tentacles around the ship, doing l · 10 points sword + 1 (AL N, 18, E9, Detect Metal, Levitate for three
of hull damage while the beak does 2 points per round after turns per use, up to three times per day).
the tentacles grapple. Otherwise (75% chance), the squid will
try to drag characters on deck into the wate r a nd down to its PS. The Escape Tunnel. Behind a hidden exit (treat as a secret
cavern lair. door) in the cave is a n escape tunnel (4' wide). It winds
The squid lives in a rocky cave, located 35' beneath the through the hilt for 500' and exits into a series of natural
water's surface. Within the flooded lair are piles of bleached caverns. These will be under water at high tide (20% chance).

0IQGiilAL AD VE IT'tV~S REiilCAR_IlA'tE D • THE IS LE 0F DREAD


P6. The Wall. The pirate camp is surrounded by a wall of thorn
bushes weighted down with rocks. The wall is 5' tall and 3'
wide, and wiU keep out all but the largest animals.

8. HIPPOGRIFF NEST. Set atop the tallest hill on this island Is


a nest of five hippogrlffs (AC 5, HD 3+1, hp 21, 20, 16, 14,
10, •AT 3. D 1·6/ 1·6/ 1·10, MV 180' (60'). flying 360' (120').
Save F2, ML 8. AL L). These creatures prey on the weakest
of the many wild sheep that graze on the surrounding hills. In
defending their "territory'', the hippogriffs will attack anyone
climbing the hill within a haH-mile of their nest

9 . RAKASTA CAMP (Map E·5). A tribe of rakasta have set up


11 temporary camp In this hex. Rakasta are a race of nomadic
feline humanoids. They walk erect, but their heads and fea·
tu res are cat-like and their bodies are covered with soft. tawny
fur. They are proud and barbaric, fierce fighters who cover
their natural claws with metal "war claws", their favorite
weapon.

The strongest warriors will ride sabre-tooth tigers. They dwell 10. PHANATON SETTLEMENT (Map E·6). This Is a small set·
In large waterproof tents richly furnished within. The rakastas' tlement of about 100 phanaton. These haHling·sized crea·
treasures Include silk tapestries. brightly colored carpets, tures look like a cross between a monkey and a racoon and
bronze artifacts. gilded leatherwork, silverware and gold glide from tree branch to tree branch like flying squirrels.
jewelry. The tribe's treasures are worth a total of 10,000 gp
(weighing about 10,000 coins). The settlement cannot be seen from the ground because of
the foliage between the ground and the tree settlement, which
ln this temporary camp there are 16 normal warriors (AC 6, Is 50' off the ground. Since the settlement is hidden, a non·
HD 2+1, hp 10 each. ,..AT 3, D 1-4/1-4/1·4, MV 120' (40'), phanaton must be within 20' to distinguish it from the sur·
Save F2, ML 9. AL N) and three tiger riders (hp 16 each). rounding greenery.
Only these three, the bravest and strongest Rakasta warriors,
can hold the respect of the three sabre-tooths (AC 6, HD 8, The settlement consists of a haH-dozen wooden platforms
hp 36 each. • AT 3. D 1·8/ 1·8/ 2-12, MV 150' (50'). Save F4. built between several large trees. Each platform is supported
ML 5. AL N) These riders can leap off their mounts, up to from below by wooden braces. The platforms are also sup·
20'. and attack 1n the same round. ported by 11 web of knotted ropes, like the cables of a sus·
Key to the Rakasta Camp pension bridge.

Rl . These Rakasta tents each house 1·4 rakasta. Beginning with Each platform contains a number of wooden huts that vary in
the upper left tent and going clockwise, the tents hold 4, 2. 3, slie. A safety rail runs along the edge of the platforms to pre-
3. 4, and 3 rakasta respectively. The tents with an italicized vent young phanaton from falling off. The platforms are con·
number appearing indicate that one of the rakasta In the tent nected by a series of rope bridges for the young or infirm.
Is a sabre-tooth tiger rider.
Phanaton usually climb or glide up to their settlement. One
R2. Each of these Is a simple tent pavilion with a roof of inter· platform (PH 5), however, has a trap door in the center of the
woven palm leaves raised 10' off the ground on a light floor, from which a rope ladder can be unrolled. The rope
wooden framework. The tent canvas can be rolled down in ladder reaches to the jungle floor and is for the convenience
case of rain. There are three pavilions, each housing a sabre· of non-flying guests. Guests usually sleep on platform PH 5 .
tooth tiger chained to a large heavy log.
Key to the Phanaton Lair
R3. This Is the communal pavilion. It is similar to the pavilions
housing the sabre·tooth tigers, but has a smoke hole in the PHl. On this platform there are three huts housing a total of 14
center of the roof. Inside the pavilion are a number of phanaton (AC 7, HD 1-1, hp 7x4 hp, 5x3 hp, 2xl hp, ,..AT l,
cushions and rugs. D 1·6 or by weapon, MV 90' (30'), glide 150' (50'), Save Fl,
+ 2, ML 7, ALL). There are seven adult males, five adult fe ·
R4. This area Is the communal fire pit, rimmed with rocks, and males, and two children. The phanaton young are unable to
complete with turning spit and other cooking utensils. defend themselves and will flee if attacked.

PH2. The five wooden huts on this platform contain a total of 20


phanaton, Including the clan war chief (AC 6, HD 3, hp 15,
IAT 1, D 1·6 or by weapon, MV 90' (30'), glide 150' (50'),
Save F3, + 2, ML 7, ALL) and his seven bodyguards (AC 6,
HD 2, hp 10 each, NAT 1, D 1-6 or by weapon, ML 7, ALL).
The remaining 12 phanaton are the warriors' mates (AC 7,
HD l · l hp 3 each, *AT 1, D 1-6, MV 90' (30'), 150' (50').
Save Fi. + 2. ML 7, AL L). Hidden beneath the war chief's
bed Is a locked wooden chest containing the clan treasure:
3000sp.

0R,jGiIIAL ADVEil'fVRJSS REiITCARJIA'tED • THE ISLE 0F DREAD


PH3, 4 , S, and 6 . These platforms house the rest of the tribe. On be seen unless one climbs above the first layer of leaf growth,
areas 3 and 4 there are 3 huts and on S and 6 there are 4 about 20·30' above the ground. Each aranea has a separate
huts. In each hut there will be a family of phanaton composed lair, but the walls are close enough together so that the aranea
of an adult male. an adult female and 1-4 children. The can jump from one to another with ease. Part of the webs are ·
wooden huts are filled with skillfully carved furniture made roofed over with a waterproof mixture of leaves, bark. twigs,
from many different types of exotic woods. Decorating the in· and web strands.
teriors of all the houses are dozens of hanging plants and
ornate wood and bone mobiles. This section of forest is inhabited by three aranea. Each has its
own lair. The webbed·over sections of their lairs resemble
11. LAIR OF THE LIZARD MEN. This lair is located on the caves. These are ftlled with many pieces of crude "furniture"
edge of a dense swamp in a dank , half.flooded cave. Living made out of wood, vines, and web and webbed in place on
within this dismal cavern are 14 lizard men (AC 5, HD 2 + 1. the floor. These include storage chests, and libraries used for
hp 10 each, *'AT 1. D 2-7. MV 60' (20'), swim 120' (40'), spell research. Aranae treasure ts usually woven into the roofs
Save F2. ML 12, AL N}. They hunt and eat the various of their lairs for safe keeping.
swamp animals that live in the area. For tribal feasts, the lizard
men will occasionally attack a neanderthal lair. From these Key to the Aranea Lalrs
raids the saurians have accumulated a small horde of
treasure. The area beneath the aranea webs Is patrolled by two bug·
bears (AC 5, HD 3+ 1, hp 16, 14, *'AT l , D 2-8. MV 90' (30'),
For the lair, use general cave lair # I or 1112 or create a dlf· Save F3, ML 9, AL C). They earn treasure and favors from
ferent one. There will be from 1·3 lizard men in each the aranea by guarding the grounds from intruders. These
chamber. except for the hearth·treasure room which will con· bugbears live nearby in thatched huts, and each carries a large
tain the remainder of the group. Stored in an untrapped. un· alarm horn that it will sound at the first sign of trouble, warn·
locked box 1s the lizard mens· treasure: 5000 cp. 6000 sp. and ing the aranea. The bugbears each carry a pouch containing
8 opal gems worth 500 gp each. scraps of food. personal mementos (such as bones and teeth),
and lOgp.
12. NEANDERTHAL LAIR. In this lair are 16 normal neander·
thats and 2 leaders (AC 8. HD 2, leaders 6, hp 9 each, leaders Al. The aranea In this lair (AC 7. HD 3. hp 19, #AT 1, D 1-6 plus
27, 31, "'AT 1, D 1·6, leaders 1·6 + 2, MV 120' (40'), Save poison, MV 60' (20'), 120' (40') In web, Save M3, ML 7. AL
F2/F6, ML 7, AL L). For an outline of their cavern home, use C) has learned the magic-user spells detect magic, s leep,
general cave lair # 1 or # 2 or create a different one. Each and levitate. This spider has a s hield -1 (cursed) and a
room will have 1-2 neanderthals, except the hearth-treasure potio n of undead control hidden in the roof of its lair.
room , where the two leaders and the remainder of the
neanderthals will be. In a chest made from fitted , uncemented A2. This aranea's lair is similar to the previous one, but the only
rock slabs are 1000 sp, 1 large white pearl and a small piece treasure is a bro om of nytng hidden in the roof. The aranea
of obsidian. The pearl is worth 500 gp: the obsidian 10 gp. has learned the spells floating disc, ventriloqu ism and
The rooms are filled with crude wooden furniture and each phantasmal forces.
has a firepit. The walls are painted with hunting scenes and
the floors are kepi reasonably clean. A3. The final aranea web is the same as the other two except that
the aranea {hp 19) has a potion of poison stored in the web
ceiling and a scroll (light, read languages , mirror Image)
13. AERIE OF THE G ARGOVLES. When the characters enter
laid out on its table for quick use.
this hex, they will notice a single grotesque statue. standing
atop a craggy rock peak several hundred yards in the dis·
lance. As long as the party is al least 100 feel away, the figure
will not move and will appear to be nothing more than a stone
statue. However, if someone moves closer than 100 feet, the
gargoyle (AC 5, HD 4. hp 26, #AT 4, D 14 each, MV 90'
(30'). flying 150' (50'), Save F4, ML 11, AL C) will fly forward
with a grating shriek and attack.

Two other gargoyles (hp 23, 22) attracted by the gargoyle's


cries, will leave their nearby cliff lair and JOin in the fray.

The gargoyles' nest is set into a rocky cliff about 50' from the
ground. Any non·thief character who tries to climb the cliff
must roll less than his or her Dexterity (on a 20·sided die) or 15. PTERANODON TERROR. This area is inhabited by three
fall to the ground. The fall will cause 3-18 points of damage. A pteranodons (AC 6, HD 5, hp 26, 23, 18, *'AT 1, D 1-8, MV
thief will succeed automatically in an attempt to reach the lair. 30' (10'), flying 240' (80'), Save F3, ML 8, AL N). There Is a
Among bones and assorted garbage, the party wlll find a ruby 75% chance that the pteranodons will attack the party as they
worth 600 gp and a scroll (protection from elementals) cross the 300' rope bridge. Anyone who is hit by one of the
lying on the cave floor. pteranodons has a 10% chance of falling off, taking 10· 100
points of damage from the fall to the rocks below.
14. ARANEA LAIR (Map E-7). The Aranea are a race of highly
intelligent, magic-using arachnids (spiders) who live in webs 16. THE ROCS' ROOST. This next belongs to two small roes
strung between trees. They look like huge, greenish-brown (AC 4, HD 6, hp 32, 26, #AT 3, D 2·5/2·5/2-12, MV 60'
spiders (about the size of a small pony), with a massive odd· (20'), flying 480' (160'), Save F3, ML 6, AL L). Woven into
shaped lump on their backs that houses a large brain. The the nest Is a map showing that a treasure worth 17.000 gp can
webs are about 40' above the jungle floor. These lairs cannot be found at the location in hex #19.

10

0Rj G iil AL A.DVE ilT V1'_E S REiilC A 1'_IlAfE D • THE IS LE 0F DREAD


17. DIMETRODON PERIL. The party hears a series of horrible 21. LAIR OF THE WRETCHED TROGLODYTES. As the
screams. In the center of a grassy clearing is a dimetrodon party nears this area, they wtll begin to smell a particularly
(AC 5, HD 7, hp 36, "AT 1, D 2-16, MV 120' (40'), Save F4, foul stench. As they continue, the smell will become worse
ML 8, AL N) attacking on a frantically struggling native. Al· until the party reaches a dark opening in the ground. The
though the native is mortally wounded, if the dlmetrodon Is odor seems to come from this hole.
slain or driven off, he will give the party his only treasure - a
nugget of platlnum (worth 50 gp) - if they will swear to bury
him In a special locatlon (DM's choice). Within lhis lair are 17 troglodytes (AC 5, HD 2, hp 10 each,
"AT 3, D 1·4 each, MV 120' (40'), Save F2, ML 9, AL Cl.
18. THE OGRE'S LAIR. This ancient burial chamber Is the They have recently moved to this location because of lhe
home of five ogres (AC 6, HD 4 + l, hp 21, 18, 18, 15, 9, "AT pleasantly damp climate.
1, D 1-10, MV 90' (30'), Save F4, ML 10, AL C). For an out·
line of the lair use general cave lair *1 or *2 , or create one
For a map of lhe troglody1es' home. use general c ave lair
of your own. There is a 50% chance that each room wtll con·
*1 or "'2 or design one of your own. There will be from 1-4
taln an ogre, except for the hearth-treasure room which will
troglodytes In each room, except for the hearth-treasure
house the rest of the group.
chamber where the rest will be. The chest containing their val·
uables Is chained lo the bottom of a 3 fool deep, evil-smelling
Each chamber of the cavern complex is lit by a crude torch at·
pool of dark liquid. The rusty box is attached to a bolt In the
tached to the rock wall by a glob of sticky, black adhesive center of the pool's floor. In order to get the chesl the chain
(tar). The dim Illumination In each room will reveal burial must first be severed (the OM must decide the party's chance
chambers, with dozens of old, shrunken bodies strewn about of severing the chain, based on their actions). Allhough lhe
the stone floor In various stages of decay. Hidden amongst a chest is locked, the lock mechanism may be picked once the
pile of shrouds In the hearth room Is the ogres' treasure chest. box Is removed from the water. Underneath the slime at the
Inside the locked wooden chest are 2000 sp, 1000 gp and bottom of the pool is the key to lhe lock; however, lhere Is
three sabre· tooth tiger skulls. only a 20% chance that the party will find it accidentally (If
19. DERANGED ANKYLOSAURUS. As the party moves the party actively searches for a key, each character searching
through thls lightly wooded area, an ankylosaurus (AC 0, HD has a l·ln·6 chance of finding it). The hoard of valuables con·
7, hp 33, "AT 1, D 2·12, MV 60' (20'), Save F4, ML 8, AL N) slsts of 2000 cp, 2000 sp, 1000 ep, 3000 gp and 6 amelhyst
will rush out and attack the party In a frenzy of tail-bashing. stones worth a total of 3000 gp.
Although normally quite docile, this beast recently grazed on
a patch of loco weed and is now under the plant's Influence.
The giant beast will attack until slain, or until the drug wears
off (in about two hours).

This area Is also the hunting ground of an aUosaur (AC 5, HD


13, hp 55, *AT 3, D 1-6/1·6/4-24, MV 150' (50'), Save F7,
ML 9, AL N). If the party has the treasure map from the
22. PLESIOSAUR MENACE. Beneath the surface of this lake
ROC'S ROOST (*16), they can dig for the large treasure
there awaits a hungry pleslosaur (AC 6, HD 16, hp 60, #AT
burled here. The hoard is buried 10' underground and will
1, D 4·24, MV 150· (50'), Save F8, ML 9, AL N). The beast
take 2·5 (ld4 + 1) turns to dig up. The OM rolls for wandering
will attack anyone coming within 15' of the shore. If it hits, it
monsters each turn. If one appears, It will be the allosaur. The
will pull Its victim into the lake on the following round. If the
treasure consists of 2000 gp, 3 diamonds worth 3000 gp
pleslosaur Is slain and its body cut open, 1he party will find a
each, and a sapphire necklace worth 6000 gp.
skelelal arm and hand wearing a ring of regeneration.
20. ABODE OF THE G.REEN DRAGON. As the characters
pass a low, stony hill they will notice a broad opening In the
rocky hillside. Once the party arrives at the mouth of the cave 23. RANDOM ENCOUNTER. For every day the party spends
they will be able to hear heavy, labored breathing coming wilhln two hexes of this localion, they will encounler one
from Inside the dark cavern. For the lair, use either general wandering monsler from table "'3.
cave lair *1 or *2, or you may design your own as you pre·
fer. If one of the general designs Is used, the dragon will have
blocked all tunnels that are too small for him to move
through. 24. THE SEA DRAGON. If a ship passes within one hex of this
location, It will be attacked by a sea ciragon (AC 2, HD 6,
If the characters enter the caverns, they will find all the rooms hp 25, #AT 1, D 2-16, MV 180' (60'). gliding 180' (60'), Save
empty except the hearth-treasure chamber. In this room lies a F6, ML 8, AL NI. The beast will first surface 150' away and
green dragon, a creature of great age and fearsome aspect. bombard the deck with globs of poison for two rounds. The
dragon will then slnk, only to reappear a turn later next to the
The dragon (AC 1, HD 9, hp 45, #AT 3 or breath, D 1·6/
ship. The creature will attack as norma~ biting or using Its lhird
1-6/ 3-24 or breath, MV 90' (30'), flying 240' (801, Save F9,
breath. It does not use magic.
ML 9, AL C). Quite often 33% of the time) he will be asleep
atop his pile of treasure and can be surprised. However, If he
is awake when the party enters his cave, he will know the
characters are there. There Is a 50% chance that. instead of The dragon's lair is located 200' beneath the surface in a
slaying the party, the dragon will allow the characters to leave flooded cave. Inside the cave Is the treasure the dragon has
if they give him all of their magic Items. gleaned from sunken ships and unfortunate passers-by. The
treasure Includes 10,000 gp, an untarnished coat of chain
The dragon's treasure hoard consists of 40,400 sp, 2000 gp mall + 3 , a rusted cutlass with a jewelled pommel worth 500
and 30 assorted pieces of jewelry worth a total of 18,000 gp. gp and a potion of water breathing.

11

0:tjGiilAL ADVEilt'U~S REiIICAR_IlAt'ED • THE ISLE 0F DREA D


PART 3: THE CENTRAL PLATEAU 11. Sabre-tooth Tigers (2); AC 6, HD 8, hp 35, 29. #AT 3.
D 1·8/1-8/2·16, MV 150' (50'). Save F4, ML 10. AL N.
(Map D-2)
THE PLATEAU 12. TREMOR. This is a minor earthquake (caused by volcanic ac-
tivity underground) that will vary in severity. Roll ld6 and con-
Bordered by mountains on one side and the great river canyon on sult the following table:
the other is the central plateau. It stands separated from all else by l ·4 - Minor Shock: no effect on characters or ground
steep, jagged cliffs that rise 3000'. There are only three ways to 5 - Major Shock: characters knocked off their feet, if
reach the top of the plateau - by crossing the rope bridge (at climbing cliffs 30% chance of falling
1'15), by using a magical flying device, or by climbing. Characters 6 - Severe Shock: trees tilt, rocks fall, small cracks ap-
without climbing skill cannot successfully scale the cliff, and even pear In ground, characters knocked off their feet (if
thieves must check for falling every 100' (30 times). The characters in forest, 5% chance per character of 3d6 damage
should be given hints about the great risk Involved in climbing. from falling trees); if climbing cliffs, 60% chance of
falling
The plateau is shown on a separate map (Map D-2) from the rest All tremors will last for 10 to 30 seconds.
of the island, and has its own encounter table and lairs. The
temperature atop the plateau is somewhat cooler than the rest of
the island and less tropical (except for the volcanic crater) resulting KEY TO THE
in grasslands and some forests. The plateau is dominated by a PLATEAU ENCOUNTER AREAS
dormant volcanic mountain, complete with a crater lake. This
mountain can be seen from nearly all points on the plateau.
1. GOLD VEIN. A recent tremor has revealed a lode of high
The scale of the map is one mile to the hex, so the characters will quality gold ore. A dwarf or any character knowledgeable
travel six times as far per day when using the plateau map. Note, about mining can identify the ore and estimate the possible
however, that it takes much longer to scale the cliffs at area #3. value as 5 gold pieces for every IO coins of ore mined. The vein
Encounters on the plateau will also be handled somewhat differ· is actually a small one and will not yield more than 15,000
ently (see the CentTaJ P lateau Encounter Table, below). pieces of refined gold.

Central Plateau. The Encounter Table is to be used when However, to obtain this amount, the characters will have to
travelling across the central plateau of the island. Every 3 hexes mine, transport, and refine 3000 pounds (30,000 coins) of raw
travelled a d6 should be rolled, on a 5 or 6 an encounter occurs. ore. Two men can mine 200 pounds of ore in one day.
The encounters in the middle of the encounter table are more like·
ly to be rolled than those at the high or low ends. Hence, on this Workers may be brought in from the mainland to mine and
encounter table, antelope will be most common, followed by boars transport the ore. The cost for each worker Is 1 gold piece per
and dire wolves. Very seldom will players encounter a cave bear or week plus food and the cost to transport them. The natives
a sabre·tooth tiger. living on the plateau will not work the vein unless enslaved (the
Central Plateau Encounter Table OM may wish to discourage this by making slave labor work
slower, rebel often, and so forth). Once the workers have re -
Unlike the main island, there is a 2 in 6 chance of an encounter moved the raw ore, it must be carried overland by mules or
every 3 hexes travelled, regardless of terrain. If an encounter porters, loaded on a ship, and taken to the mainland. The cost
occurs. roll two 6·sided dice to determine the encounter type: for refining the gold is 10-20% of final value. and may be done
in any major mainland city of the DM's choice.
2. Cave Bears (2); AC 5, HD 7, hp 33, 28, #AT 3, D 1-8/1-8/
2-12 points, MV 120' (40'), Save F4, ML 9. AL N.
2. TREANT FOREST. This forest is open and easy to move
3. Woolly Rhino (1); AC 4, HD 8, hp 37, #AT 1, D 1-12, through, but the tree branches overhead are tightly woven to·
MV 120' (40'). Save F4, ML 6. AL N. gether, making the forest dark and gloomy. Scattered through-
out this small forest are 15 treants (AC 2, HD 8, hp 34-41
4. Pteranodons (4); AC 6, HD 5, hp 20, 19, 18, 16, #AT 1, (33 + ld8), #AT 2, D 2-12/2-12, MV 60' (20'), Save F8, ML 9.
D 1-12, MV flying 240' (80'), Save F4, ML 8, AL N. ALL). They are reclusive and will try to avoid any contact with
the party. The only encounter in these woods is with treants,
5. Pterodactyls (7); AC 7. HD 1, hp 6 each, #AT 1, D 1·3, and if the party moves through without searching, the chance
MV flying 240' (80'), Save Fl, ML 7, AL N. of encounter is only 1 in 20. Treants can only be spotted at a
range of 30' or less and will surprise the party on a roll of 1-3.
6. Boars (2); AC 7. HD 3, hp 10, 9, #AT 1. D 2-8. MV 150' (50'). The treants will usually ignore the party, but the following ac-
Save F2, ML 9, AL N. tions will bring the listed responses:

7. Antelope (5); AC 7, HD 2, hp IO each, #AT 3, D 1-2/1-2/1-4,


MV 240' (80'). Save Fl, ML 5, AL N. Searching. If the party is searching for creatures, they have a
1 in 6 chance of discovering a treant. If they are searching
8. Dire Wolves (4); AC 6, HD 4 + 1, hp 19. 16, 14, 11, #AT 1, specifically for treants, the chance is increased to 3 in 6.
D 2-8, MV 150' (50'), Save F2, ML 8 , AL N.

9. Mastodons (2); AC 3, HD 15, hp 67, 59, #AT 3, D 2-12/ Climbing Trees. If a character climbs a tree, there is a 1 in 20
2-12/4-32, MV 120' (40'), Save F8. ML 8, AL N. chance it is a treant. If nothing harmful is done, the treant will
not move or reveal its presence. If attacked or hurt, it will Im-
10. Titanothere (l); AC 5, HD 12, hp 50, #AT 1. D 2-1 2 or 3 -24, mediately capture or kill the offender while calling loudly for as-
MV 120' (40'), Save F6, ML 11, AL N. sistance (2-5 treants will come in 2-12 rounds) .

12

0RjGiilAL ADVEilTVR}SS REiilCARJIATED • THE ISLE 0F DREAD


MAP E-1 VILLAGE OF TANAROA SCALE: ONE SQUARE - 50 FEET

13

0ajGiilAL ADVEilTURJ:S REiilCARJIA'tED • THE ISLE 0F DREAD


MAP D-1
ISLE OF DREAD
SCALE: 1 HEX = 6 MILES
7t Jungle
..'''1
Swamp


6
Mountain
Volcano
".2;-- Hills
r.- Caves
/'A Broken Land

• • ., •' Trail
• Village
• Ruins

0NGiilAL ADVEiltv~S REiUCAR._llATED • THE ISLE 0F DREAD


MAP E-2
GENERAL CAVE LAIR # l

ESCAPE TUNNEL
WINDS 50+ 1-100'
THROUGH
HILLSIDE TO

--
A HIDDEN
EJllTRANCE/EXIT

MAP E-3

GENERAL CAVE LAIR #2


SCALE: EACH SQUARE - 5 FEET

15

0ajcinAL ADVEili U ~ S RE iITCAR__ITAfED • TH E I S LE 0F DREA D


0RjGiilAL A.DVEIITVR.J;S REiilCAR_Il.A.TED • THE ISLE 0F DREA.D
..
-0 -0
c
..
Q,
Q,

ci5
..
-"

a::"'
0 .s "'c :;,c "'
..J

.. .. ..
..J
0 0
l'i
..
·a
-0 "'E uc
Q,
~

2' ~ ·;;; :> 0 0 :!!l ~ 3 -"' ~


Oi :l
E Oi
-0 .."'
::i
..91
Ol
c
~
:c & e ~ 0 :& c
u a ~ f!:: ii: ::E: > V> cc <.? cc 0.. ...
:> u
0

0RjGillAL ADVEilTVRJ;S REillCARJIATED • THE I S LE 0F DREAD


MAP E-4
PIRATE LAIR

1 SQUARE ~ 10 FEET

0 Grass Hui Outrigger Canoe

,... II
/"'• -·
Watchtower

Thorn Wall
Hills

Jungle

'
' ...
_,," •'
Cave Sand Beach

-..
::::~.... ·...:,~
Tunnel Raised Earth Mound

18

0J:\jGiIIAL ADVEllTVRJ:S REiTICARJIATED • THE ISLE 0F DREAD


SCALE: 1 SQUARE - 10 FEET
I I I I I I I I I
I I I r--~ -
I I I I I I I
I I
'"- MAP E-5 I I
::: RAKASTA CAMP hl<-H-+++++++-+-;n1.-t-t
·~+--~~.......""T""<-.-.-+-"ll ~-:-"-:l-J~l-4-~~~~J~ !_•.:::.. ...
K

:++-+-+-+-+-+-11~1-Ht-+--lf \..f ,/t-+-t-+i-+-+7 1J~l


f-~+-+-++ --
H-t-T-+++++-t-H--rl!-+-H-f~f,~1-1-+-+-++++-+-l''-fJT-H--,~
·-

/~l:!:tj:t:)::t:j:t:t:tt:t:t~~~~j:j:j
1-1-~~"'-RL~~J,1\~"-
R2~ri1',..~+-t-H-;
1
1-4-'""1+-.-++-+-+-T, ·r<
1-4-+-+-+-++-+-~,--1~-......++-+-i-4-+-l-l-~--.-J- '
; I" I
I

SCALE: I SQUARE - 10 FEET


I I
......
.,.
I

,__ ~
,__ • J
\_.-J
(
.;
- '). ,__ L___, v "'I
'-""'
'

T
\_ - 'rJ
'

I n.'
~ .
1-( ~.... ~j
I 'r1 -
."
)-
A3 I

""'
' I
v,/
II:- t-:;i
' t~-
\

, ---
...
~ N

·- -
<........ Fl ~

~ ['\' ~
Vlr-\.
.~ ~
·~

--:;: 1\ ' ~
\
1;) I ~ \. > \ ~

\_ ~ J
..JI '\ I

/,/ Jt: \ r\.' ~ ; ,l.


- ;
"\.."I ..... ~ ~J I / f \ .
,.,, ~I)
J . ~ '~
"' "' " "'\ ~ ,
~ ~~!',.l....,'"l... -- ~
I<"

A2 ;>.. r 1.L~
I\ ..- \.I 'I ~~ '.\.' .~ 1
>----
lr"
(1\ • i
y /' ) lj
~' ~ ~
/ :71
' ·'~
I I
-
~ ,..r
>---- >----

'I '
- MAP E-7
- / \\ ' V( j
A1

ARANEA LAIRS .; -
th !\-...
" ~A"""W'b '\{-'"' "l ...._...._
>- Over Webbed Ir" (. • '
>- Section
l · T~"
- • Tree
'""" Trunk
I I I I I

19

0RjGiflAL ADVEil'tURJ;S REiIICAR_flA'tED • THE ISLE 0F DREAD


MAP E-6
PHANATON PLATFORMS

Trap Door (:mJifill Railing bJ,':f::bJ Tree Trunk I I• l I

Hut •
Rope
Bridge
~
~ Platform j;t~iii!l:~;\!I
20

0ajGiIIAL ADVEII'f'VR._ES REiIICARJIA'f' ED • THE ISLE 0F DREAD


MAP D-2 THE CENTRAL PLATEAU

SCALE: 1 HEX - 1 MILE

[ZjRope Bridge ~Ravine

l1t]Ridge [ ! ]Lake

MAP E-8
VILLAGE OF MANTRU
SCALE: ONE SQUARE - 10 FEET

~
Door
Outrigger

~
Tree
Garden

Fire
Beach
Lake
Stockade

21

0RjGiilAL ADVEil'tVR_ES REiilCAR_IlATED • TH E ISLE 0F DREAD


Cutting Trees. If the characters try to cut down a tree , one as one group sharing food and work. Each family has Its own
treant will arrive in the first tum of activity. The treant will try to possessions - canoes, nets, tools, and lodges. These people
avoid being noticed, but will cause the tree being cut down to are not warlike, but if attacked they will defend themselves to
move away at 30' per tum. Each tum thereafter, one treant will the best o f their ability. If the characters do not attack the
arrive. The treants will do whatever they can to drive the party village, they will be met by a band of men from the village
from the forest while avoiding combat as long as possible. armed with spears. At first, spears will be thrown to fall short of
the party. The villagers will then try to frighten the party away
Starting a Fire. If a small campfire is lit, the forest will gradual· by shouting and gesturing. If the party remains non-hostile and
ly recede from the camp, leaving a clearing 50' in diameter. friendly, the villagers will welcome the party and lead them into
Three treants will be in position around the camp, controlling the village.
the trees. They will do nothing if the party uses dead branches In the village, the party will be introduced to Fano, the "talking
and brush for the fire. II the party collects living branches or chief" and village leader; Umlat, the tribal cleric (both de-
wood, each treant will send 2 trees through the camp late at scribed later); and the ''chief', a small stone carving of an old
night. The characters will not be attacked unless they try to man that is kept in the council lodge on the lake. The p arty
destroy the trees. but the trees will try to take or destroy as learns that all major decisions come from this "chief", while the
much gear as possible on one pass. If a fire-based spell Is used, "talking chief" (Fano) acts as a messenger and the interpreter
the treants will attack the caster. of the "chief's" wishes. After this meeting (a solemn affair) there
Summary: Searching for Treants will be feasting on baked fish, fruits, yam paste, turtle soup,
roasted birds, and fermented yam beer. This feast will be held
Party Is: Chance to Discover Treants on the beach, and great smoking fires will be lit to drive away
insects. Lodging will be provided by several families. The
Not Searching 1 in20
natives will insist that at least one character sleep in each lodge.
Searching for Creatures 1In6 The natives will freely give anything a character asks for, but
Searching for Treants 3in 6
will expect the same in the future (the OM should use this tribal
3. CLIFF WAU.. The cliffs surrounding the central volcanic lake custom at least once during the adventure).
form a high, imposing wall of upthrust rock . Often shrouded in The characters may remain for as long as they wish, but after a
low clouds, the tops appear jagged, and in some places snow· short period of time they will be asked to help the natives by de·
covered. There are no clear trails over the cliff wall, but it stroying a threat to the village. Fano and Umlat will carefully
appears that the wall can be scaled in many places. Even char· describe the attacks of a group of renegade tribesmen, now
acters without climbing skill may attempt the climb, as there are headhunters, who have been preying on lone villagers. These
obvious handholds and routes up the rock face. For all charac- renegades have settled in a great ruined temple on the western
ters except thieves, the base chance of falling is 50%. This may side of an island in the center of the lake. Th e villagers cannot
be reduced 10% If a thief is with the party (to give guidance), do anything to their enemy because the renegades are stronger
by 10% if the character's Dexterity is 15 or greater, and by and because the island is taboo . Although the villagers will aid
20% if the characters are roped together (the DM may further the party by providing canoes and what equipment they can,
adjust the chance of falling depending on other party actions). they will not set foot on the island.
It will take 12 hours of climbing time to reach the top of the
cliffs. During this time , normal encounters are still rolled for, but Fano, the "talking chief' (AC 9, F4, hp 26, #AT 1, D 1-6 or
only the following apply: pteranodons (#4). pterodactyls ("'5), by weapon type, MV 120' (40'), ML 8, ALL). Fano is an
and tremors ("'12). elderly man , badly scarred and crippled in the left arm. His
infirmity, his responsibilities to the tribe, and his superstitious
At the top. the rocks are covered with ice and snow, and the fear of the island will prevent him from joining the party on
temperature is below freezing. No encounters will occur here, the raid . His good will is important, however, as his opinion
but characters who attempt to stay here overnight without of the characters will decide the treatment the villagers give
warm clothing will suffer 2-12 points of damage from exposure. the party. Fano is good-natured. but proud of his position.
II the party has brought firewood, they can start a fire to keep He will not tolerate mockery of it or of the "chief" of the vii·
warm, but there is none to be found here. lage.
As the party descends into the volcanic crater (an 8 hour climb) Umlat, the tribal cleric (AC 9, C 6 , hp 22. #AT 1, D 1-6 or
the temperature will become warm and near tropical. Jungle by weapon type, MV 120' (40'), ML 8, AL L). Umlat is a
vegetation covers the lower slopes, but the valley is sparsely pious man, devoted to his deity (Oloron, Lord of the
populated with animal life. No normal encounters of im· Skies) but it seems that he has been both blessed and
portance will occur, but on a roll of 12 on 2d6, a minor tremor cursed. He Is an extremely aged man, living many years
will shake the ground. beyond the normal lifespan of others in the tribe. The
villagers ascribe this to the favor of his deity. However, he is
4 . VILLAGE OF MANTRU (Map E-8). This small village lies on frail and weak, and this greatly limits his activities. The
the shore of the large crater lake. Its landward side is sur· villagers speculate that this weakness is due to some past
rounded by a crude palisade of palm trunks and branches that failing. Because of his condition, Umlat cannot travel on
extends into the water on both sides of the village. Part of this adventures, or actively assist the party. However. he will
wall has been expanded to form two fish pens for keeping any make his spells available to aid the party in their task. The
extra fish from the daily catch. The village itself consists of six spells he normally uses are:
palm-thatched lodges that are raised about 2' off the ground on First Level: cure light wounds, purify food and
stilts. Further out in the lake are two more lodges, kept 3' above water
the water on stilted platforms. The small one (20' x 40') belongs Second Level: bless, snake charm
to Umlat, the tribal cleric, an aged man. The larger building (30' Third Level: cure disease
x 50') is the main council lodge. Um lat will pray for other spells. given one day's notice.
The village has 50 inhabitants who live by fishing and farming 5. TABOO ISLAND. The details of the TABOO ISLAND are
small gardens. They are divided into five large families who live given in PART 4.

22

0RjGillAL A.DVEil'tV~S REiilCAR_Il.A.'tED • THE ISLE 0F DREAD


PART 4: TABOO ISLAND In this chamber are 10 men and 12 women, the renegade
tribesmen (AC 9, Fl or NM, hp 5, #AT 1, D 1-6 or by weapon,
This island was once the center of the kingdom of the Kopru, until MV 120' (40'), ML 9, AL C), with 8 children. The men and
native rebellion destroyed their power (the players should not be women will fight while the children attempt to escape up the
told who or what the Kopru were; this is part of the taboo - for rope to the surface. Also, the men in areas 3A and 3C will rein·
more details. see page 20). The rocky island is now dotted with force the natives here In two melee rounds. Should the morale
small ruins. statues, and broken terraces. The largest ruin on the of the adults fail, those fighting will attempt to charge towards
island Is a temple that is carved into the cliff wall of the island's the exit to area 1.
western shore. It can be most easily entered from the lake side, as
its broad steps descend to the waters of the lake. This is where the 3A. The unmarried men of the Uibe sleep in these rooms. Each
players will begin the final stage of the adventure. The lair of the room is hung with ornaments and headdresses of bones,
headhunters Is on the first level of the temple complex (Map E-9). feathers and fish scales. Short bows and spears lean against the
walls. Mats, gourd pots of paints, and carved obsidian bowls
The entire dungeon Is damp and foul·smelling. The air is hot and filled with mud and ash are arranged in a circle around a small,
stale. Small blind creatures will constantly scatter before characters, smouldering lire. The ceiling is heavily stained with soot and
flitting here and there. the air reeks of grease, smoke, sweat, and fish. In each room
seven young men armed with spears and bows and wearing
KEY TO THE FIRST LEVEL (Map E-9)
primitive leather armor (AC 7, Fl, hp 6 each, #AT 1, D 1-6 or
1. TEMPLE ENTRANCE. The entrance to the temple has been by weapon type, MV 120' (40'), ML 9, AL C) are telling boast·
carved into the side of a rocky cliff. Two primitive docks of ful stories to one another. Their arrows are coated with a gum·
narrow poles and weak planking extend from the temple steps; my vegetable poison, which will cause 1·6 points extra damage
several canoes are moored there. Two steps lead to a landing and violent sickness and fever for 2-20 hours. A successful sav·
lined with pillars. The landing and pillars are made of red ing throw vs. Polson will negate the sickness and the additional
marble. Set on poles thrust Into cracks In the floor of the land· damage.
ing are many shrunken heads, jawbones, feathered totems, and
other primitive tribal symbols. 3B. This room is reserved for unmarried girls. It is decorated like
3A, except that the weapons here are daggers of bone and
Three short flights of steps lead up to a second landing 5' above metal. There are also many tools - scrapers, needles, mallets,
the first. To either side of the center steps is a stone foot and etc. There are 5 girls here. They are hairstyling, tatooing. filing
ankle, the remains of a huge statue that once straddled the their teeth, and otherwise "improving" their looks. These girls
stairs. The end stairways are each flanked by another red (hp 3 each) will not attack, but will try to flee if possible.
marble pillar. At the back of the second landing ls an opening
leading back into the cliff. The opening is flanked by another 3B. This large room Is the tribal chiers quarters. Jn this room are
pair of pillars. Carved out of the angled back walls of the land- the following natives:
ing are two bas·reliefs of humans holding lighted braziers.

2. GUARD POST. The tribesmen have carefully narrowed the The Chief (AC 5, F7, hp 44. "'AT 1, D 1-8 + 2, MV 120'
passage with mounds of rubble at this point so that only one (40'), ML 10, AL C) with a sword + 2 and bone armor
character can pass through at a time. Waiting on the other side and shield.
of the opening are 31st level fighters (AC 7, Fl. hp 7 each, MV
120' (40'). II AT 1. D 1-6 or by weapon type. ML 8, AL C) and a His 3 sons (AC 7, F3, hp 16, 20. 17, NAT 1, D 1-6, MV 120'
5th level fighter wearing bone armor and carrying a shield and (40') , ML 9, AL C) with spears and leather armor.
epear + 1 (AC 5, F5, hp 32, MV 120' (40'), NAT 1, D 1-6 + 1.
ML 9, AL C). Able to observe intruders as they move down the The Witchdoctor (AC 6. CS. hp 21. "AT 1, D 1-6, MV 120'
hall, these guards will attempt to slay their opponents one at a (40'), ML 9, AL C) with a bone club and bone armor. He
time. If attacked with a fire ball, lightning bolt, or similar can cast the following spells:
spell, these guards will gain + 1 on their saving throws, as they Firs t Level: cause light wounds (x2)
are well protected by cover. Should the morale of these guards Second Level: h old person, snake charm
fail, they will retreat to area 3 , the main chamber.
5 women (AC 9. hp 3, MV 120' (40'), AL C) who will not
3 . MAIN CHAMBER. This large hall was once the main worship fight.
area of the temple, but is now being used as the central living
area of the tribe. The floor Is covered with mats, bowls, and eat· The chief, his sons, and the witchdoctor will come to the aid of
Ing utensils made of bone. There is a blazing fire in the center of the families in area 3 should the alarm be raised. They will also
the chamber. The hall itself Is two stories high with balconies on investigate any unusual noises from the area. Should their
three sides (the dashed lines on the map). There is a rectangu· morale fail, they will retreat to this room and make a stand.
Jar hole (20' x 30') In the center of the ceiling that is open to the
sky. To prevent debris and small creatures (such as bats) from The room Is cluttered with pots, gourds. a rack of skulls, neck-
entering, a net has been fastened across this opening. This net laces of bones. and many skins and furs of animals. Hidden in
will not prevent characters from entering through here, nor will one of the skulls on the rack are 5 gems (1000 gp, 500 gp, 800
it support a character's weight. A rope hangs from one corner gp. 1200 gp, 50 gp). In a wax -sealed gourd is a potion of fly-
of the opening to the floor. ing. Hanging on the walls are 6 furs worth 100 gp each.

In the center of the wall opposite the entrance is a carved face 4. SECRET VIEWING C HAMBER. The secret door, unknown
that fills the area from the floor to the ceiling. It looks like a to the natives, leads to a small chamber near the main entrance.
human or humanoid creature with its mouth agape. The carv· The hallway Is extremely dusty and apparently unused. Jn the
Ing has been cut and defaced, making the kind of creature it chamber, moldering rags and unidentifiable lumps dot the floor,
was difficult to Identify. The other doors are all located on the presenting a variety of vivid colors to the eye. Along the south
balcony level. wall of the chamber are several large stone levers and a

23

0RjGiITA.L ADVEilfVRJ;:S REillCAR.._IlA.fED • THE ISLE 0F DREA D


corroded bronze tube. Hanging from small holes in the ceiling All who look at this statue must make a saving throw vs. Spells.
are three rotted ends of rope. These ropes and levers once Failure means the character becomes a secret servant of the
operated mechanisms within the now-ruined statue that stood Kopru (see description) until the power of the statuette is de·
over the temple's entrance. The metal tube was used as a stroyed. This happens when the statuette is blessed by a Law·
megaphone for the "god's" voice. The slanted section of the ful cleric or physically destroyed.
wall has a small niche carved in the back of the statue (B ) in the
northeast wall of area 1. A person can stand in this niche and The corridor beyond this room is blocked by fallen rock and is
observe the landing (area 1 ) through two small spy holes. How· impassible (the DM can have this lead to additional areas of his
ever, the walls of the niche are lined with a brownish mold (ac- or her own design, if desired) .
tually, yellow mold: AC special, HD 2, hp 8, MV 0'. #AT
Special. D 1-6 plus spores, Save F l , ML Special, AL N). The
mold is filmed with damp dust so its true color is not easily seen. K EY TO THE SECOND LEVEL (Map E-10)

5. PRIESTS QUARTERS. This secret chamber was where "the Special note: Part of this level is underwater to the depth of 5'.
gods" watched the services held in their honor. The chamber is The DM should keep track of which areas are flooded and how
bare o f furniture and has a heavy layer of dust and fine sand on deep the water is; periodically reminding the players (via de-
the floor. The dust covers a trap door in the northeast corner, scription) of this special condition. Careful attention should be paid
so it is unlikely to be noticed (a 1 in 6 chance). The trap door is to normal light sources. as these can easily be extinguished or
weak and will break when stepped on, dropping the character made useless if gotten wet.
into room 3 on the second level. The character will take 1-6
points of damage. In the northwest corner are stairs up to a 1. WATER-FILLED CHAMBER. Formerly a torture chamber.
narrow platform (A) above the corridor behind the eyes of the this room has flooded with water to a depth of 5'. Characters
carved face looking into area 3 on the first level. Two small less than 4' tall and wearing metal armor must keep their heads
holes allow a character standing on the platform to view the above the water in some manner, or they will quickly drown.
main chamber. Between the two spy holes is a large wooden The ceiling above is reddish-black from an oxidizing rot, and the
piston and handle. If given a strong hard pull. this piston will supporting beams are a lmost entirely rotted away. (Characters
spray a 20' diameter cloud of inflammable dust through the who enter from the hall may break and smash their way
nose of the face into the main chamber. Any open flames in this
through the ceiling to room 5 on the first level.)
area will cause a fiery explosion for 4d6 of damage (a
successful saving throw vs. Dragon's Breath will reduce Several small, harmless cave fish live in this room a nd the
damage by half). There is a 50% chance that any explosion in flooded corridors beyond. These will occasionally bump against
the main hall will cause a similar explosion on the platform the legs of the characters, feeling cold and slimy. T here a re sev-
where the piston is, resulting in 2d6 points of damage to any- eral sharp metal, stone, and glass items hidden underwa ter. Un-
one there.
less the characters probe ahead with sword, spear, staff, or pole,
each character has a 1 in 6 chance of stumbling and stepping
6. BLOCKED-UP PASSAGE. The hallway ends in a crude wall
on a sharp item every 10' travelled. Stepping on a n item will
of stones that completely closes the passage. This wall was built
cause 1-2 points of damage.
by the renegades to prevent creatures from the lower levels
from entering their tribal home. So seldom has anything al·
The door leading out of this chamber is open, revealing a pas·
tempted to come through this wall, the natives no longer bother
sage that is also filled with waier to a depth of 5'. Along the pas-
to guard it. If they have suitable tools. the characters can make sage are cells with Iron bars. The bars are badly corroded and
an opening large enough for one character to get through in
may be broken by any character who rolls his or her Stre ngth or
one hour.
less on ld20. All the cells are empty.

7. WEAKENED FLOOR. Unused for many years, this section of 2. CHAMBER OF THE GREAT ONE. The doors to this cham·
the floor has been weakened from below. The stone and sup· ber are 15' above the level of the chamber floor. The chamber
porting beams have been rotted by water and slimes. The sec- is filled with water to the level of the surrounding flooded
tion marked by the T is sturdy enough to support one person passages. If the characters are not probing ahead, they will
crossing it at a time; 2 or more people will cause the section to stumble on the stairs (or dais steps) and fall into the room, ta k-
break, dropping characters to the water-filled room below ing no damage. Three albino Mako sharks (AC 4, HD 4, hp 26,
(Level 2, room 1). No damage will be taken by the characters. 29, 19, #AT 1, D 2-12, MV 180' (60'), Save F2, ML 7, AL NJ
live in this chamber. They are extremely hungry and will attack
8. PRIVATE ALTAR. This altar room contains several items any character or creature who tries to swim across the chamber.
once used by the priests in the worship of their "gods". Across
from the door is a square stone pedestal. Next to It are several 2A. At this point on the dais, 5' below the water's surface, rests a
bone rhythym sticks, 3 inlaid and bejeweled bowls (worth 500 giant oyster (AC 5 open, -2 closed. HD 10, hp 55, #AT 1,
gp each), a crumbling bamboo flute, and the remains of a D 4 -24, MV 0. Save F5, ML none, AL N). The DM must decide
feather fan . when the party can see it. Between its open valves is a large
black pearl (3000 gp).
On the pedestal is a small, intricately carved stone box with two
hinged doors. Inside is an unusual statuette of gold and coral. It If the oyster is attacked from a distance, it will close its shell and
looks like an amphibious humanoid with a smooth head, large not open for at least a turn. The pearl may be "picked" from the
eyes, and a tentacled, sphinctered mouth. The torso is human - open oyster (non-thieves can be given a 5% worse chance than
like, with two arms that end in webbed, clawed hands. From the a 1st level thief, at the DM's option). Failure means the oyster
waist down, the body divides Into three long tentacles ending in closes, possibly trapping the unsuccessful character (roll a
fluke-like fins, each tipped with a single large claw. (This is a normal melee attack). The oyster will not open by itself while
kopru: see the description at the end of the module.) The under attack. It can be pried open by several characters with a
statuette is worth 2000 gp. combined Strength of 50 + (a knock spell will also work).

24

0NGiilAL ADVEil1'VR_ES RE i ilCAPJIATED • T HE I SLE 0F DREAD


3 . LAIR OF GUARDIANS. The floor of this room is covered morale of the rats fail, they will retreat into the tunnels and hide.
with small puddles and the walls of this room are lined with The tunnels are dug out of dirt and are wide enough for a haJf.
statuary, some of graceful creatures, others of women with ling to crawl through. The large chamber at the end of several
children and others of fierce monsters. All the statues are well of the tunnels is the main lair of the giant rats. The rats will at·
fashioned, but have deteriorated due to age and moisture. The tempt to flee If invaded, but if cornered they will fight ferocious·
stone glistens a green-streaked red when struck by light. giving ly to the death. In the lair are rags, some bones, a gnawed scroll
even the simplest and most innocent pieces an unwholesome (with a levitation spell on it), and three metal potion bottles (2
look. At the point where the secret door is located is a larger potions of healing and a contaminated potion, now a deadly
puddle of water. In the center of the room's ceiling is an ob· poison).
vious trap door to an upper floor (Level l , room 5 ). This trap
door is wooden and appears to be severely rotted. 7. FIRE TRAP. This room had originally been trapped to fire a
burst of flame from a hole near the north wall. Now the room is
Coiled around several of the statues are a total of 4 spitting flooded with 5' of water, but the trap still operates - in a differ·
cobras (AC 7, HD 1, hp 6. 4, 2, 2, #AT 1. D 1·3 plus special, ent manner. Across the center of the room is a wire set about
MV (30'), Save Fl, ML 7, AL N). They are cold blooded and ankle height (therefore hidden underwater). If it is broken or
cannot be distinguished from the statue by infravision. Though pulled, It will release a spray of fine oil into a 10' wide. 10' long
they can be seen in normal light, the snakes will not attack area in front of the north door. This is special oil that will ignite
u nless they are approached. At the base of a statue in the on contact with water. As the oil bursts into flame, a mist of
northeast corner is a 50 gp gem. water will cover any character in the area, Igniting any remain-
ing oil. The oil will burn for 6 rounds and will do 3 points of
There are 2 exits from this room: the passageway north to 8 damage per round to characters in the fire. The oil may be
and the secret door in the south wall. At the point on the map wiped off.
marked " A" is a hidden trigger that will drop the portcullis
across the north entrance to this room when the first character The burning oil will make the air in the chamber smoky and
steps on it. Ra ising the portcullis will require the efforts of sever· hard to breathe, requiring characters to leave this room as
al characters (wlth a combined Strength of 50 +,for example). quickly as possible. (The DM should try and cause the party to
On the other side of the secret door, the hallway is flooded. The move quickly here, by any means preferred: a description of
doors open inward and any characters near this door when it is the rapidly dwindling air supply, a few points damage, saving
opened will be swept off their feet, and 20-120' (2d6 x 10') throws vs. Death Ray for unconsciousness, etc.) The door
down the hall towards the shaft in area 8. They will be screened by the flame may be opened by characters moving
knocked around considerably, taking 2-8 points of damage. underwater on a roll of 1 on a six-sided die. When the door is
Characters not standing near the secret door will be able to opened, the water will rush out of the room, sweeping unpre·
brace th emselves and remain on their feet. Should the secret pared characters into the lowered portcullis beyond. This will
door be opened from the other (hall) side, all characters in the cause 1·4 points of damage to the first character to strike. If the
water will be swept through the door as above. door to the flooded hall is opened, water will rush through the
portcullis (and down the stairs) for 2 minutes (12 rounds) . The
4. PIRANHA POOL. Just in front of this section of hallway is a characters will be thrown against the portcullis and underwater,
short staircase that leads up to a platform just above the level of taking 1·2 points of damage each round until the characters
water. T he floor of the platform is damp and covered with pale take some action to keep their heads above the level of the
fungus, cold and slimy to the touch . If the fungus is cleared water. On the east wall between the door and the portcullis is a
a way a nd the floor examined by a dwarf, the dwarf will notice lever which will raise the portcullis if pulled down. If characters
that the rock below must have been too hard to carve through, raise the portcullis while the water is still flowing, they will be
thus making this change in passage depth necessary. swept down the stairs to level three . This will cause 2-12
points of damage to all characters involved.
Beyond the platform, the steps lead back down into the flooded
hall. This section contains 3 giant piranhas (AC 6, HD 3 + 3, hp
14, 18, 20, HAT I, D 1·8 bite, MV (50'), Save F2, ML 8, AL NJ
who ha ve only fed on small lizards, rats, and snakes. They will
attack a nything that enters the water.

5. PRIESTS CHAMBER. The door to this room is closed and, if


examined, will look tightly sealed. It has kept the water out of
the chamber. Should the door be opened without precautions,
anyone in the water will be swept Into the room for 1·6 points
of damage. In the chamber are severa l stone benches and a
small altar stone. Hanging from a stone hook on the wall Is a
bone-handle mace + 2 , while hidden in a secre t compartment
on the right side of the altar are 500 gp and 2 coral statuettes
worth 1000 gp each. This compartment will be hidden under·
water if the room is flooded. There is nothing else in the 8. BOILING WELL. In the center of the hallway is a circular
chamber. shaft of carved stone that descends out of sight. Sixty·five feet
below the level of the floor, the shaft is filled with boiling water.
6. RAT LAIR. As characters move down this hallway, they will The shaft forms a "U", trapping water at the bottom. The other
se e several large, rough holes in the walls just above water end of the "U" opens into a ledge overlooking the great cavern
level. These holes are the tunnels of giant rats. who will swim on level three (location C). This water is heated by volcanic
out and attack the characters from both sides as they pass by. action. Characters may swim the distance, but unless they have
There are a total of 10 giant rats (AC 7, HD 1/z, hp 2, #AT 1, some method to protect themselves from the boiling water,
D 1·3 bite plus disease, MV (40'), swimming (20'). Save NM, they will suffer 2·20 points of damage. The water in the well
ML 8, AL N). They are attracted by light and scent. Should the cannot be bailed out, as hot water constantly seeps in.

25

0RjGiITAL ADVEIITV ~S REiII CARJIATED • TH E ISLE 0F DREAD


KEY TO THE THIRD LEVEL (Map E·ll) C. BOILING WELL. This Is the topmost terrace of the level.
Here is the hot spring that is connected to the U-shaped shaft
This is a single natural cavern of great size. The air Is hot, steamy, to area *8 of level 2 . Characters may swim to the other side
and foul with volcanic gases. The floor of the cavern is a field of of the shaft and climb out, taking 2-20 points of damage unless
bubbling mud pots, small geysers, hot springs, and mineral crusts. protected from the heat. On the terrace beside the spring is a
The colors are rich reds, browns, and yellows, combined with bag, almost unnoticeable under a crust of minerals, containing
blacks and greys. Terraces crusted with deposits from mineral 5 emeralds worth 1000 gp each. The party will only find it if
springs extend from the sides of the cavern at several points. they search the terrace.
Stalactites hang from the celling, and merge with stalagmites in
several places to form pillars from the roof to the floor. The heat of D. CAVERNS. This set of terraces leads to a series of natural
the chamber will prevent the use of infra vision. Occasional flares of caverns. These caverns are left unmapped so the DM can
ruddy light, combined with great bursts of steam from the depths of create his or her own special encounter areas. Many cave·
some of the hot springs, will briefly illuminate small points in the dwelling creatures might live here, and there may be exits up
room. to the plateau.

When the characters are moving about the floor of this cavern, E. WEAK CRUST. This section of trail is actually nothing but a
there is a 1 in 6 chance per turn that one of the following events weak crust over a hot spring. Unless the path ts probed first, the
will happen (roll ld6): lead character will break the surface. The character will drop
into the hot water. suffering 1-10 points of damage the first
1. mudpot bursts, spraying random party member with hot round and 1-8 points each round until rescued. The crust will
mud (1·3 points of damage) be crumbling and dangerous around the edges and characters
2. geyser sprays random party member with hot steam (1-4 will not be able to come closer than 5' to the edge without also
points of damage) falling in. Ropes, poles, and rescue techniques like those used
3. cloud of steam from hot springs covers 10' diameter area, on thin ice may be used to save the character.
blinding all within it for 1-4 rounds (randomly determine
which member it centers upon) F. THE HIDDEN THRONE. Set on the topmost terrace, direct·
4. boiling water splashes random party member (1 -3 points of
ly under a dripping stalactite, is a throne. On the throne sits a
damage) grinning skeleton. Mineral-rich waters, falling from the ceiling
5. gas bubble bursts near random party member: save vs. over many years, has encrusted the skeleton and throne, hid·
Poison or be nauseated for 1 round (no action may be ing all but the most general features. In front of the throne (and
taken) hard to see under the mineral crust) is a sword. On the
skeleton's finger is a ring, similarly concealed. They are entirely
6. small tremor shakes the cavern
ordinary in appearance. The ring is a ring of telekinesis and
A. THE MINERAL TERRACE. This terrace leads to the stairs to the sword is a sword + 2, charm person ability (non-intelli·
level 2. If characters have been washed down these stairs, gent).
they will be able to stop themselves here. The terrace is white
with calcium deposits and hot enough to be painful, but not Further Adventures On The Isle of Dread
damaging. All terraces are somewhat slippery and there is a 1
in 10 chance of slipping if care is not taken. The characters will Since this module gives a great deal of detail on the Isle of Dread.
attack at .3 to hit and defend at -3 (3 AC worse) due to the the DM may desire to use the locations and descriptions found
wet, unsure footing and have a 10% chance per round of slip· herein after the main adventure has been played. To aid the DM in
ping. Characters who slip will lose at least one melee round this, some suggestions for further adventures on the Isle of Dread
while they stand, and may even slip off the terrace (at the DM's are listed below. Each is accompanied by a short description of
option) . how the adventure might be handled.

8 . THE KOPRU. In the bubbling mud at each location is a con· 1. Destroy the Zombie Master. This is a short adventure suit·
cealed kopru (two total: AC 3, HD 8+4, hp 44, 49. #AT 2, able for use before the characters venture inland for the first
D 1-4/3-18 or charm, MV 150' (50'), Save F9, ML 9, AL C). time. The village of Tanaroa has been plagued recently by the
They are amphibious humanoids who dwell in the hot geyser attacks of undead creatures. The villagers are frightened and
pools. the tribal leader seems to be losing the authority necessary to
The kopru will use their special charm ability to capture mem· maintain order. If questioned, the people will only speak in
bers of the party, or perhaps lure them off the paths and into frightened terms of the Zombie-Master. At night zombies and
the geyser basins. Characters who fall into a geyser basin will ghouls will prowl the paths, killing lone travellers.
take 1-8 points of damage each round from the boiling water. If
the charm attempts fail, the kopru will either physically attack As seen on the map, each section of the village surrounds a
characters on the paths or hide in the hot mud, awaiting a graveyard. These graveyards are infested with tunnels and un·
chance to strike again. If the party is obviously stronger or is wholesome creatures, at the center of which is the Zombie·
trapped on a terrace, the kopru will not pursue, but will wait in Master. The DM would have to prepare for this adventure by
the bubbling mud. If the party is badly hurt or obviously weak, drawing and populating the tunnels under the graveyard.
the kopru will attack both mentally and physically.
2 . Map the Island. Information is always valuable. After having
The kopru will never surrender and will attempt to enslave as opened up new territory, a merchant prince or curious map
many characters as possible. Should the entire party be en· maker might wish for more information about the Island. The
slaved, the kopru will attempt to use them to restore the party could be hired to make a careful survey of the i.sland,
kopru's ancient kingdom. (If this happens, the DM can either mapping the terrain and noting important features. This would
start thinking up ways the characters can serve the kopru, or be a dangerous and time consuming task.
retire the captured characters from the campaign, perhaps to
be re-introduced later as NPCs. The DM and players should 3. The Dinosaur Hunt. A powerful and well-equipped party
talk it over and come up with their own solution.) might find it quite worthwhile to try to kill several dinosaurs and

26

0R,iGiil.A. L A.DVEilTURJ;S REiilC.A.RJI.A.TED • THE ISLE 0F DREAD


carry all or part of their bodies back to the mainland. It is likely Wandertns Hum an Part!i1 #2
that the rare essences and parts of these beasts would bring a
good price from wizards or collectors of the unusual. Magic Items
ClaH&Level S ex J!.e_ AC AL and Spells
4 . Exterminate the Pirates. To provide secure trade with the
fighter: 2 female 13 1 N Plate mall + 1.
mainland, it is first necessary to destroy the pirates. The adven·
war hammer + 1
turers could be given the use of a ship by mainland merchants
magic-user: 3 female 8 9 N detect magic,
for the adventure The pirates described in the module would protection from
be used If the OM feels the pirates are not strong enough to evil, phantas·
challenge the party, the pirates may be increased in level or
mal forces
number, or given stronger defenses.
normal human: 0 male 4 9 N none
5. Bring 'Em Back Alive. A tough challenge for strong charac· normal human: 0 male 1 9 L none
ters would be to c11pture some creature alive and take it back to normal human: 0 male 2 9 c none
the mainland. At the request of some wizard or king the party
could attempt to capture one of the giant monsters, uncharmed
or charmed. and bring it back. If this deed were done voluntarl· Wandering Human Part!!! #3
ly, the reward could be sizable - enough to make the effort
worthwhile. Monsters suitable or challenging for this adventure Magic Items
would include a pterodactyl, tyrannosaurus rex, stegosaurus, Class & Level Sex J!.e_ AC AL andS2ells
or perhaps even a giant ape. Such an expedition would require fighter: 3 male 14 2 c axe +1
careful planning: how to catch the monster, how to keep It cle ric: 2 female 10 2 L purify food &
quiet, how to move It overland, and how to get it across the water
ocea n. It would not be unusual for the princes or princesses of magic-user: 1 female l 9 c s leep
Glantri to want a live monster from the Isle of Dread. thief: 2 male 7 7 N sword+ 1, +3
versus dragons
6. Sunken Treasure . The characters could find a treasure map
which gives a description of a shipwreck near the Isle of Dread. normal human: 0 male 4 9 L none
The information m the description should be enough for the normal human: 0 male 1 9 N none
characters to recognize the island (the wall, the dinosaurs and normal human: 0 male 2 9 c none
the unusual races), the general location where the ship might normal human· 0 male 2 9 c none
be found (for example, on the southwestern side, between the normal human· 0 female 4 9 L none
smoking mountains and the reeO , and a description of the
ship's cargo. The sunken ship should, of course, be inhabited by
a sea monster Sample Nat ive Leaders

Creating Human Encounters The OM should create NPC personalities as needed to populate
the Isle of Dread. The main purpose of such NPCs is to help set up
Human encounters can either be natives or other adventurers with the background They are not meant to adventure with the party
native guides and bearers. When these are encountered, the group or openly attack 11. The following native leaders can be placed in
can be set up by the OM, or created randomly o n the following any of the seven villages or used to inspire other NPCs created by
tables. The number appearing Is 2-12. the OM Note that the figures for number of attacks and damage.
Armor Class, and hit points have already been adjusted for
C lass Le vel Alignment Sex Strength, Dexterity, and Constitution. The war leaders are as·
{ldlO) {ld12l {d8l {ld6l sumed to have shields and spears (armor will improve their AC).
1·6 Normal Human 1·5 1st 1·3 Lawful 1·3 Male Three matriarchs and three war leaders are provided. Details for
7 Cleric 6-8 2nd 4·5 Neutral 4-6 Female the leaders of the other vlllages and for the Zombie Masters are left
8 Fighter 9-10 3rd 6-8 Chaotic to the OM.
9 Magic· user 11 4th
10 Thief 12 5th Matriarchs
Generally, the natives on the Isle of Dread are peaceful and fight J'kal (AC 9, NM, hp 5, " AT 0, MV 120' (40'), ML 10. ALL: S8,
only ii attacked. Most will have Armor Class 9, though some may 114, Wl4, 011. C8, Chl2). This aged and respected woman is
have the equivalent of leather armor (AC 7) or special armor made a shrewd leader and a brilliant strategist. She has a medallion
out of hardened fish or animal bones (AC 5). Warriors will usually of ESP, 30'. Through her experience and clever use of this
be armed with spears and short bows. Spells can be assigned or item, she usually takes the best course of action.
rolled randomly by the OM. Magic items can be assigned or rolled
for as In the D&D Expert rules. Since setting up a human party can Sanar (AC 9, T3, hp 8. "AT 1. D 1-4 or by weapon. Move 120'
be lime-consuming, three typical parties are given below: (40') , ML 10, AL C; S9. 114, W9. 012. ClO, Ch17). This
schemer has one goal - to become leader of all the villages!
Wandering Human Party # 1
She sees trade with the mainland as a tool to this end. Sanar
Magic Items will use any person any way she can as long as they can serve
Class&Level J!.e_ AC AL and Spells her ends She is ruthless and treacherous, but practical, and she
fighter: 4 male 20 2 L none respects those who bargain from strength.
magic-user: 1 male 4 9 L charm person
thief: I female 2 7 C potion of Kuna (AC 9, NM, hp 3, "AT 0, MV 120' (40'). ML 6, AL N; Sl2,
diminution 16, W7, 012, Cl2, Chl5) This matriarch is neither very bright
normal human: 0 male 1 9 N none nor very brave. She will often act on a whim, but is never inten·
normal human: 0 female 3 9 C none tlonally cruel. Although Kuna is content to let her advisors
normal human: 0 female 3 9 L none make the decisions while she remains the figurehead, she will

27

0RJGiilAL ADVEITTVR_E S REiil CARJJ. AT ED • THE I S LE 0F DREAD


occasionally use her Charisma to sway them. She is much An kylosaurus
loved.
Armor Class: 0 No. Appearing: 0 (1·8)
Tribal War Leaders Hit Dice: 7 Save As: Fighter: 4
Move: 60' (20') Morale: 6
Bakora (AC 6, F5, hp 36, #AT 1 at + 2, D l ·6 + 2. MV 120' (40'). Attacks: 1 tail Treasure Type: NII
ML 10, AL N; Sl6, 18, WlO, 016. Cl7, Chll). Because of his Damage: 2·12 Alignment: Neutral
skill with weapons, this warrior is highly respected by his village.
Though he is not extremely intelligent, he does have good ad- The body of an ankylosaurus is covered with thick bony armor and
visors. Bakora is strong-willed and somewhat superstitious. ends in a massive club-like tail. This dinosaur walks o n four legs
and eats plants. It is 15' long, 4' tall and weighs 4.5 tons. An
Kuro (AC 7. F4, hp 24, #AT 1 at +3, D 1-6+3. MV 120' (40'), ankylosaurus is usually found in jungles and hills.
ML 10, AL L; Sl7. 110, W9. 015. Cl6. Ch12). This mighty
leader carries a family heirloom, a spear + 1. Though he is first
a warrior, Kuro is also a kind and honest man. His fair and just Ara n ea
treatment of his people and of captured enemies has earned
him respect and fame throughout the seven villages. Armor Class: 7 No. Appearing: 1-3 (1-6)
Hit Dice: 3·· Save As: Magic-user: 3
Masawa (AC 7, F4, hp 20, "'AT 1 at + 1, D 1·6+ 1, MV 120' Move: 60' (20') Morale: 7
(40'), ML 10, AL C; Sl5, 110, W8, 014, C13, Ch7). This ar· Jn web: 120' (40')
rogant warrior is feared by the people of his village, not only be· Attacks: 1 Treasure Type: D
cause of the great war skills of which he boasts. but because of Damage: 1·6 +poison Alignment: Chaotic
his cruelty to those who cross him. Masawa does not like
strangers. He does not want trade with the mainland. but has Aranea are an inteUigent giant spider race. They are as large as a
been overruled by the village matriarch. small pony, and are greenish-brown in color. An aranea can be
distinguished from other giant spiders by the massive odd-shaped
CREDITS lump on its back that houses its large brain. Aranea a re web-
Design: Tom Moldvay and David Cook spinners, and their bite is poisonous.

Development: Paul Reiche Ill The front limbs of an aranea are divided into flexible digits. The
aranea uses these to grasp prey and manipulate simple tools. Jn
Editor: Jon Pickens addition, the aranea can cast spells as a 3rd level magic·user (two
1st level and one 2nd level spell) and they spend much of their
Editing: Harold Johnson, Jon Pickens. Patrick L. Price. Edward G. time in magic research.
Sollers. Steve Sullivan, David Cook
Aranea live in dense forests or jungles, spinning their web homes
Art: Jeff Dee, David S. Laforce, Ero! Otus, David C. Sutherland high in the trees. Part of the web will be roofed with bark, leaves,
lll, Bill Willingham and vines held together with web. In the covered part of their lairs,
the aranea keep their crude tools, magic research, and crude
Layout: Al Hammack "furniture" of web, vines, bark, and wood. They are the traditional
enemies of the phana ton, and will attack them on sight. They are
Able Assistance: Lawrence Schick, Evan M. Robinson friendly with bugbears and often hire them to guard the forest be·
neath their lairs.

PART 5: NEW MONSTERS


The monsters in this section are special additions for the Isle of
Dread. Of course. the DM may use them elsewhere and may alter
their statistics if desired. Any of these monsters could have giant·
sized variations with more hit dice, better Armor Class, and the
ability to cause more damage. Special monsters can also be de-
signed for a specific party by assigning hit points instead of rolling
them. Leaders of a group will usually have high or maximum hit Brontosaurus
points. Additional prehistoric creatures may be found in the D~
Expert rulebook. Armor Class: 5 No. Appearing: 0 (1-3)
Hit Dice: 26 Save As: Fighter: 13
Allosaurus Move: 60' (20') Morale: 8
Attacks: 1 bite/l tail Treasure Type: Nil
Armor Class: 5 No. Appearing: 0 (1-4) Damage: 2-1 2/3-18 Alignment: Neutral
Hit Dice: 13 Save As: Fighter: 7
Move: 150' (50') Morale: 9 A brontosaurus is one of the largest of all dinosaurs. It has a
Attacks: 1 bite Treasure Type: v massive body with a small head, long neck, and a strong, tapering
Damage: 4-24 Alignment: Neutral tail. The creature is 65' to 75' long and weighs more than 30 tons.

An allosaurus is a huge carnivorous dinosaur which runs upright A brontosaurus is so heavy that it needs to spend most of its time
on its large hind legs. It stands almost 15' tall, and weighs several in water, so that the water helps support Its weight. If only its neck
tons. The allosaur's attack is to bite with its large jaws, which are shows above water, the brontosaurus may be mistaken for a
filled with dagger-like teeth. Allosaurs hunt most often in lowland plesiosaur or sea serpent. This dinosaur eats plants, and can only
hills and plains. be found in deep marshes or on the edge of swamps.
28

0R,iGiilAL AD VE ilTV R._ES RE i ilCAR...I lATED • T H E I SLE 0F DREAD


Dlmetrodon While they do not truly hate all men, they view humans as nothing
but brutes to be used, played with, and controlled. Their expansion
Armor Class: 5 No. Appearing: 0 (1-6) has been severely limited by their need for very hot, wet environ-
Hit Dice: 7 Save As: Fighter: 4 ments (hot springs, tropical swamps. and so forth) and their civillza·
Move: 120' (40') Morale: 8 lion has been in decline for many years.
Attacks: 1 bite Treasure Type: V
Damage: 2-16 Alignment: Neutral In combat, a kopru will bite white coiling all three of its tails around
a single victim in a powerful crushing attack. However, more dead·
A dimetrodon is a sail-backed, meat-eating dinosaur. The "sail" Is a ly than the normal attacks of the kopru is its special charming
comb of long bony spines con nected with a skin webbing. The di· power. Instead of attacking normally In a round, the kopru moy
metrodon is about 10' long and weighs nearly a ton. Dimetrodons use this power on any one opponent within 30'. If the victim falls to
hunt most often In hills and In the drier areas of swamps. make a saving throw vs. Death Ray, the character becomes totally
obedient to the mental commands of the kopru. If the saving throw
Elk (Giant) is successful, no similar attack from the same group of kopru will be
effective.
Armor Class: 6 No Appearing: 0 (1-6)
Hit Dice: 8 Save As: Fighter: 4 The special charm of the kopru is different from the charm
Move: 120' (40') Morale: 7 person spell, in that the person wlll act normally (including the use
Attacks: 1 butt Treasure Type: Nil of spells and magic items), but will be totally committed to the
Damage: 1-12 Alignment: Neutral interests of the kopru. The kopru wlll know the thoughts and
memories of the charmed character. A character may only be con-
Giant elk Inhabit hills and ploins. They are 10-1 2' long and weigh trolled by one kopru at a time, but there is no limit to the distance
nearly a ton. Their antlers often span 10' or more. Giant elk eat at which a character may be controlled. The charm can be broken
shrubs and grasses. They are preyed upon by dire wolves and by a dl.s pel magic or by the death of the controlling kopru. In ad·
sabre-tooth tigers. dition, the controlled character gets a new saving throw al the be·
Grangeri ginning of each game month If successfu~ the character breaks
free of the charm.
Armor Class: 5 No. Appearing: 0 (1-6)
Hit Dice: 13 Save As: Fighter: 7
Move: 120' (40') Morale: 7 Megatherium
Attacks: 1 bite or Treasure Type: Nil
trample Armor Class: 6 No. Appearing: 0 (1 -6)
Damage: 2-12 or 3-18 Alignment: Neutral Hit Dice: 11 Save As: Fighter: 6
Move: 90' (30') Morale: 7
Grangeri look like a cross between giant hornless rhinoceri and Attacks: 2 claws Treasure Type: NII
giraffes. Their long necks let them reach and eat leaves from the Damage: 2-12/ 2-12 Alignment: Neutral
lops of trees. A grangeri is about 30' long and stands 20' tall.
A megatherium is a giant ground sloth that eats leaves, roots, and
Kopru shrubs. It stands 24' tall and can walk erect on its hind legs, though
it usually walks on all fours. It Is slow, stupid. and peaceful unless
Armor Class: 3 No. Appearing: 1-3 (1-3) provoked.
Hit Dice: 8+4 Save As: Fighter:9
Movement: 30' (10') Morale: 9
Swimming: 150' (50') NatJve
Attacks: 1 bite/1 tail Treasure Type: l+N
or charm Armor Class: 9 No. Appearing: 0(3-30,
Damage: 1-4/3-18 Alignment: Chaotic Hit Dice: 11 village 30-300)
Move: 120' (40') Save As: Fighter: 1
The kopru are a race of heat-loving amphibians of great lntelll· Attacks: 1 Morale: 7
gence and power. Their heads ore smooth with large eyes and a Damage: 1-6 or by Treosure Type: A
tentacled, sphinctered mouths. They have human-Uke torsos and weapon Alignment: Any
two arms ending in webbed, clawed hands. From the waist down
their bodies consist of three fluke-like tails, each ending in a sharp Natives are primitive people who live in jungles, wilderness, or on
ripping claw. Kopru have a + 2 bonus on their saving throws tropical islands. The warriors of the more warlike tribes (including
against magical attacks. cannibals) will all be 1st level fighters but the natives of peaceful
tribes are mostly normal humans with fewer higher level leaders.
Most natives wear no armor (AC 9), but some will wear the equiva-
lent of leather armor (AC 7), and the tribal chiefs may wear speclal
armor of hardened bone or lacquered wood that is the equlvalent
of AC 5 or 6. Natlves may also carry shields.

For every 20 natives, there will be an additional 2nd level fighter


who acts as their leader. For every 40 natives, there will be an addi·
tional 4th level fighter as war leader. For each village of at least
100, there will be a chieftain who Is a 6th level fighter and a 50%
chance for a tribal shaman who will be a magic-user or cleric of at
least 5th level. If 300 are encountered, there will be a "great chief'
of at least 9th level with a bodyguard of 2-8 warriors of 4th level.
29

0RjGiilAL ADVEJI'tVR}::S REiilCARJIATED • THE I SLE 0F DREAD


Pleslosaurus

Armor Class: 6 No. Appearing: 0 (1 -3)


Hit Dice: 16 Save As: Fighter: 8
Move: Morale: 9
Swimming: 150' (50') Treasure Type: Nil
Attacks: 1 bite Alignment: Neutral
Damage: 4-24

A plesiosaurus is a fish-eating, lake-dwelling dinosaur, usually


about 30'-50' long. It has an extremely long neck and a large
snake-like head filled with sharp teeth. This dinosaur has small
flippers in place of legs to aid in swimming. It is aggressive and can
overturn small boats and rafts.

Rakasta

Armor Class: 6 No. Appearing: 0 (3-30 + 1-8


Phanaton Hit Dice: 2+1 sabre-tooths)
Move: 90' (30') Save As: Fighter: 2
Armor Class: 7 No. Appearing: 0 (3-18, Attacks: 2 claws/ 1 bite Morale: 9
Hit Dice: 1-1 village 30-300) Damage: 1·4/1-4/ 1-4 Treasure Type: M (special)
Move: 90' (30') Save As: Fighter: 1 Alignment: Neutral
Glide: 150' (50') Morale: 7
Attacks: 1 Treasure Type: Nil The rakasta are a race of nomadic, cat-like humanoids. They walk
Damage: 1-6 or by Alignment: Lawful erect. much like humans, but are covered with soft, tawny fur and
weapon have feline heads and features. The rakasta fight with special metal
"war claws" fitted over their natural claws (without these special
The Phanaton look like a cross between raccoons and monkeys. "claws", the rakasta claw attacks do only 1-2 points each). The
They are roughly halfling-size and have 4' long tails that can grasp rakasta can use normal weapons such as swords. but generally
objects, and even manipulate them clumsily. For example, when disdain them, preferring to use their "natural" weapons (the war
fighting in the trees, a phanaton will often wrap its tail around a claws).
branch for support. In addition, phanatons have membranes of
skin stretching from arm to leg, that they can spread and glide from The rakasta often tame sabre-tooth tigers that they then ride to the
branch to branch. They have a + 2 bonus on all saving throws due hunt or into battle. The sabre-tooth tigers are controlled with knee
to their small size and agili1y. pressure and heavy riding crops and are fitted with special saddles
that do not hinder the fighting abilities of the sabre-tooth tigers.
Phanaton prefer to eat fruits and vegetables, though they may eat These saddles also allow the rakasta to leap off their mounts (up to
meat. They live in tree -top villages built on platforms of wood and 20') and attack the same round. The ''tame" sabre-tooths are too
woven vines connected by rope bridges. Each village of 30-300 ferocious to be ridden by any non-rakasta.
will be a separate clan. They are the allies of treants and dryads.
and are friendly with elves. Phanaton are the traditional enemies of Rakasta settlements average 3-30 rakasta and 1-8 sabre-tooths,
aranea, the spider-folk, and will attack them on sight. and are made up of many colorful tents or pavilions. Although
they have type M treasure, the rakasta will have rugs and tapestries
For every 30 phanaton, there will be a clan war chief who will have of fine workmanship, crafted bowls a nd drinking cups, and other
3 hit dice and at least 15 hit points. He will also have a bodyguard bulky items of value instead of gems and jewels.
of 2-12 phanaton warriors who fight as 2 hit dice monsters and
have 7-10 (ld6 +4) hit points each. For every hundred phanaton,
there will be a tribal subchief with 6 hit dice, 30 hit points, and a + 1
bonus to all damage rolls. The subchief will have 2-8 (2d4) body·
guards with 3 hit dice and 15 hit points. If 300 phanaton are en-
countered, there will be a tribal king who has 8 hit dice, 50 hit
points, and a + 2 bonus to all damage rolls. His bodyguards will be
4 phanaton warriors with 6 hit dice, 30 hit points. and a + 1 bonus
to all damage rolls.
Phororhacos ("Sword Beak")

Armor Class: 6 No. Appearing: 0 (l-8) Trachodon


Hit Dice: 3 Save As: Fighter: 2
Move: 150' (50') Morale: 8 Armor Class: 5 No. Appearing: 0 (1-6)
Attacks: 1 bite Treasure Type: u Hit Dice: 14 Save As: Fighter: 7
Damage: 1·8 Alignment: Neutral Move: 120' (20') Morale: 6
Attacks: 1 tail Treasure Type: Nil
A phororhacos. or Sword Beak, is a 6' tall flightless bird with small, Damage: 2-12 Alignment: Neutral
useless wings and large hind legs. This bird eats meat and runs
down its prey, often reaching great speed across flat ground. A A trachodon is a duck-billed dinosaur that stands 15'- 18' tall. This
phororhacos has a large curved beak that snaps at prey with the beast runs erect on its hind legs. This dinosaur only eats plants, but
force of a sword. may be dangerous if enraged.

30

0RjGiilAL ADVEilTV~S REiilCAR._IlATED • THE lSLE 0F DREAD


"When the gale fmally ended, we found ourselves approximately seven days normal
sailing distance due south out of Specularum, in the Thanegioth Archipelago. We re-
plenished our supplies, patched up the ship, and traded our remaining goods at native
villages along the shores of several islands. Some villages were friendly, but others
were hostile and the natives attacked on sight. I s uspect the hostile villages were filled
with cannibals.

"We skirted the coastlines of several islands, sailing south by west until we reached a
small peninsula cut off from the main island by a massive stone wall. We were well re-
ceived by the natives ofTanoroa, the small village that guards this wall. The villagers
have no name for the large island other than the 'Isle of Dread'. Their own small penin-
sula is known simply as 'Home'.

"The villagers told us a tale about an ancient city in the central highland of the isle that
was built by the same people who built the wall. The villagers call the builders 'the
gods', but I noticed that the names of the gods and the personal names of the clan an-
cestors were often the same, so I suspect that their ancestors and the builders were
one and the same. I believe that the natives once possessed a much more advanced
culture and that the descendants of the builders have returned to a more primitive
state.

"The inland city is rumored to be filled with treasure beyond imagining. In particular, I
heard persistent tales concerning a great black pearl of 'the gods' that still remains in
th e inland city. The island waters abound with excellent pearl beds, so the rumor of
the black pearl may well be true.

"The village contains a number of huge life-like statues of iron, bronze, and stone.
Since no villager currently bas the skill or the craft to make such statues, the tale of a
lost city built by the 'gods' seems reasonable. I would have liked to explore inland to
verify the rumors, but too many crewmen died in the storm or by cannibal spears. Only
five of us are left. I am the only professional adventurer, the others are only sailors.
We can sail the small ship well enough but on land, in hostile territory, we would be
helpless. Once back in Specularurn I should be able to recruit a new crew and a party
of professional adventurers, then I will return to claim t he great black pearl.

"One thing I managed to do before leaving: we sailed around the island and made the
best map we could. We were afraid to land, since village fishermen had warned us that
it was extremely dangerous to land anY'vhere on the main island and the coasts were
rocky with no beaches. As a result, the map only shows the coastal areas we could
chart from the ship, but it is better than nothing."

0RJGiilAL ADVEOTVR._ES REiilCARJJATED • THE ISLE 0F DREAD


,-------.....----------------------------------------
0ajGiITAL ADV.Errtv~s REiITCARJIAfED • THE ISLE -----------------------------------
0F DREAD
TABOO ISLAND

3A 3A 38
;...., ....... v
• .i t11•
['\
~
4 I I I
-
••II-••
·-- .. ~---
I

!
= 3
• I 1 • ..J···2
1... ··. I
7
,- .. :1 .. - ....

o1 II ... .. . ! .1_J: -·· - ® & I


!
\ t

mlllolilt--l-.....;+--t+-+--+----ill-~·....--~t-~

ttf P~<
• · •1.-
111
• ·--~.a&
-
-
:Ct: mmrn ::n:
J:@ii:: ~ ::t
• • 7 17 = __ .. ________ ..-

I
_.n
J___.__.
I __

>t: MI: rn ?:1,


%1: tt@I: It• 3C
mr:;tt:Ittt
TEMPLE LEVEL 1
(MAP E-9)

SCALE:
ONE SQUARE - 10 FEET

-0- Door
-Cl)- Secret Door
;:1:: ® Trap Door In Floor

r~r~ © Trap Door in Ceiling

rn:::
:~:
~
····-
1111111.
Iron Bars or Portcullis
Stairs
T Trap
Trigger

i? Statue

• Pillar
Dais
Rubble
Stone Wall
Dock
Balcony
Water
Smoke hole
[CJ] Altar

0RJGiilAL ADVEilTV~S REiTICARJIAfED • THE ISLE 0F DREAD


SCALE: ONE SQUARE - 10 FEET

TABOO ISLAND Stairs


TEMPLE LEVEL 3 Terrace
(MAP E-11)
Mud Pits, Geyers, Hot Springs

LEVEL 2, *B
The Boiling
Well
(Side View)

LEVEL 3, C

0R,jGiil.A.L ADVEIT1"V~S REiUC.A.RJl.A.TED • THE I SLE 0F DREAD


0NGiITAL A.DVEil1"UR.ES REiilCAR...IlATED • TH.E ISLE 0F DREAD
0ajGiTIAL ADVEilTUR._ES REiilCARJIA1'ED • THE ISLE 0F DREAD
0Fjcin.AL ADVEil'tU~S REiITC.AR..nAtED • THE ISLE 0F DREAD
0Rj.GiITA.L ADVEITTV~S REiITCA.R!JA.TED • THE ISLE 0F DREAD
flDD GIORI
l~DUOORI® The Isle of Dread
by David Cook and Tom Moldvay
Expert Set Game Adventure Xt

Preface
The harrowing ocean voyage was exhausting enough. Now you are
faced with a dark island that could well be filled with cannibals!
A tattered, old ship's log is your only clue to the riches that may lie
beyond the isle's quiet shores.
Rumors of great wealth brought you here, but the thrill of adventure
sustains you as you work your way inland, slashing through dense
jungles and murky swamps in search of a lost plateau and the great
black pearl:
The Isle of Dread is a wilderness adventure designed for use with the
Editing: Tim Kilpin D&D®Expert rules. The module includes both wilderness and dungeon
Art: Timothy Truman encounters, complete maps, new monsters, and background for further
adventures.
The player characters begin their adventure by p icking up on the
trail left by a long-dead explorer. Rumors of great wealth and
Oisiribu1<'d 10 1hf book uadr m tht Uniltd S1a1.. by adventures lure the characters across the ocean to a tiny island -
R•ndom 1l ou..-, Inc.. and in Canada by Random
H ous<" ol Canada. Lid. known to its natives only as the Isle of Dread.
Oi<mbu1C'd 10 1hr ioy and hobby trail<- by rrgiooal Once they land, the characters move inland in search of an ancient
dis1ribu1on
Oi>1nbu1C'd in 1~ lln11rd Kingdom by TSR. (UK) Lid. temple built upon a lost plateau. Hidden within the ancient temple are
the secrets of the natives' an cestors - and the wealth hinted at in the
OUNCEONS le ORACONS and Ol:O .re rtgu1rrC'd
uadrmarks ownC'd by TSR. Inc. o ld explorer's logs.
But the characters are not alone in the temple! T he evil kopru make
C 1981. 1983 TSR. Inc. All Righi> RtSt<Vt'd.
their home here, in boiling geysers and mud pits deep beneath the
Thi• module is pro1tt1ed under thr copyrigh1 laws of temple.
th• Uni1cd St•IC'S of Aronica. Any reproduction o r Can the characters defeat the kopru and escape the temple, or will
ocher unauthori1ttl uw of tht: ma1~rial m anwork con·
1ainC'd htrtin is prohib11td wi1hout tht npr~ wrium they fall prey to the kopru's deadly charm? The Isle of Dread awaits!
ptTmiuion ol TSR. Inc.

TSR. Inc
POB 756
1..3~< Centva,
WI 53147

l~~R (lJKJ Ltd.


Tlw Mill , Rathmor• Road
C",,:imbndgt, CB14AO
lJmlt'd Kingdom

Prmccd in U.S.A.
ISBN 0.88038·053·5

TSR Inc

9043

0IVGiilAL ADVEfftUR...ES REiilCAR.._IlAtED • TH E ISLE 0F DREAD


TABLE OF CONTENTS

Notes for the Expnt Dungeon i\lnster The natives are re.1//rs.~ - and so are the Wa11d1'1ing mon~ters ............. 24
PREPARING FOR THE ADV ENTUR E dinosaurs. Taboo Island encounter>
........................... 3 GENl:RAL ISLA ND ADVENTURE:S Ke)· 10 Temple Leid I ......... 24
Abotll this module ................ 3 ........................... 7 Key w Temple Level 2 .. ....... 25
EncountC'r maps ................ 3 Map' for gl'nern l i>land t•ncountns .. 7 Kc·y to Trmplr Level 3 ......... 27
Stal is1 ics and ahbn•\'i,11 iom ...... 3 WandC'ring mo1i-tt'I'> .............. 7
Thl' party of ad\'t·111u1 c1 • ... . ...... 3 Ge1wral i\htnd <·nco11mt•r\ ......... 8 Extra drrad
Wand('ring mom1cr>' .............. 3 APPENDIX ....................... 28
Mountaws and monsters Alternate scenarios .............. . 28
CENTRAL PLATEA U ADVl:NTURES C1ea1ing human encounters ...... . 29
"Unfurl thr sails a11d pray, mnteys!" .......................... 22
BEGINNING THE ADVENTU RE ... 4 Wandering human pany I 29
Maps for cc·nual pl.ueau encoumers Wandciing human party 2 ..... . 29
fhe Onuin<'m ................... 4 .......................... 22
Continrm map kn ............. 4 Wandering human party 3 ..... . 29
Wandering momt<'r' ............. 22 Sample 11a11w leaders ........... . 29
Wt-athC'r and climatt' ............ 4
Central platC'au entnu111cr~ ....... 22 Matria1ch'> ........ ... .. .. .... . 29
Atlvt'nlun· background ............ 5
Finding tht· snolls .....•........ 5 The heart of the 101m1ey T rib;tl w;n kaders ............ . 29
P1 l'pai ing to set sai I ............. 6 TABOO ISLA ND ADVENT URES .. 24 New monStl'IS .......... . ....... . 30
The voyagl' to thl' i'>lt• ........... 6 Maps for Taboo Island c11coun1ers.. 24 P1 on11ncialion guide ... . ........ . 32

LIST OF TABLES AND MAPS


Table I: Gene1al l'land Wand1·1 ing Monsti:rs .............................. 7 Do you have <Ill) qur,11011' 01 tommt•m\' Om
d1•<ig11t>r- Jnd ed11ua. Giil lwlp. Send )Our
Table 2: Ge1wi;il 1,1and Wancl<-1 ing Monsters .... • ......................... 8
qur>11011< to
T able 3: Gem•1al l~land \\',111de1i11g Monsters ............ • ................. 8
Table 4: C'..<'ntn1l Plall.'<tll \\',111dt•t ing Monstt·r~ ............................. 22 1)8c0' Qut•stions. c 'o
Tablt 5: Templt- Lc"t'I 3 £,1·111' .............. . ..•....................... 27 !"SR. In<.
Table 6: Human £111 ountt·1~ ................................. ........... 29 POB756
1.,l.e G~ne\d, WI 5SH7
Map I: The lsk of D1t·ad ................................. ............. 13
Lt'ltfr' without a stampt>d. self-addrr,wd
Map 2: Village of fan:not1 ................................. .......... .. 14
envrlopt•.in· l:"~n 100111 pct gelaunouH11br. ><>
Map 3: C1·1wt<1 l Ca'<' l ,;111 I ................................. ........... 18 don'11011:1·1! Wr'll gt't our elves nr<:hl on 11
Map 4: G<·nrrnl Cave l.ai1 2 ................................. ........... 18
Map 5: Pirate• I.air .................... ... ............................. 15
Map 6: Cont i m· m ~fa p . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16· I 7
Map 7: Ra ka;1a Camp ................. ......... .................... ... 18
Map 8: Aranra l.ai1 s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Map 9: Phanaton 'eulemen1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Map IO: ('.(·ntr:il Pla1e-.1u ................................. ............... 20
Map II: \ 'illagt- of :\l,1111r11 ....•.•.....•...•....••.•.•••.•.. ....•.....••• 21
~tap12: fompk LeH·I I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . module cover
Map 13: frmplr l.rH·I 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . module cover
Map 14: Tempi<' l.t•\rl 3 ............................... ....... module cover

0lVGiDAL A.DV£IlTU~S REiilCAR,.IlA'tED • THE ISLE 0 F DREAD


PREPARING FOR THE ADVENTURE

About this module The party of adventurers


The Isle of Dread is a wilderness adventure This module is designed for a party of 6-10
designed to help you plan your own wil· charac1ers. Each character should be
demess settings and adventures. While the between the 3rd and 6th level of experience
D&:D~ Expert rule book contains most of when 1he adventure begins. The party
the information you will need 10 design should have a total of 26-34 levels, 30 being
this type of adventure, this module is best. Furthermore, the party should have at
another 1001. It is a graphic example of least one magic-user or elf, and at least one
what a wilderness adventure may be. cleric. You may wish to adjust the strength
Before beginning play, you should of certain monsters and encounters, based
read the entire module care! ully and become on the makeup of the party.
completely familiar with it. Much of the Be careful LO give the characters areas-
information given in the encounter des· onable chance of survival. Try 10 be impar·
criptions is for your use only, and should tial and fair, but give the characters lht'
be revealed 10 the players at your discretion. benefit o( the doubt in extremely danger-
Use )'Our imagination when describing ous situations. However, if the players
encounters 10 the players. U an area des· insist on taking unreasonable risks, they
cription is not gh'en in an encounter, make must be willing 10 pay the penalty. Eve·
up your own, based on what you know ryone should cooperate to make the adven·
about the area and what you see on the 1ure as fun and exciting as possible.
maps provided.
There are three main areas of adven· Wandering monsters
turing on the Isle of Dread: the general Tables for wandering monsters are given in
island. the central plateau, and Taboo each major encounter section (excep1in the
Island. Each area has its own section, com· T aboo Island Adventures section, where no
ple1e with encounter descriptions, wander- wandering monster encounters occur).
ing monster tables. and maps. Statistics and abbreviations If you have discovered that an encoun·
Encounter m aps ter is going 10 take place in a specific turn,
Monster s1a1istics are listed in the follow· determine the exact monster by rolling d\lr.
Several maps of encounter areas have been ingorder: (percentage dice) on the appropriate table.
provided with the module. In most cases, Monster/ NPC Namt': Armor Class; H it The wandering monster tables have
one map shows the general outline of an Dice or Class / Level; hit points; been set up for this module so 1ha1 approp·
area, while other smaller mapsshow greater Movt>ment per tum (round); No. of riate monsters will appear in certain areas
details of that same area. Maps are num- Auacks per round; Damage per auack; or terrains. If you feel that the monster
bered from I to 14 for easy reference. You Save As: Class/Leve l; Morale; Align· rolled still does not logically belong in the
may use these maps as given, alter them ment; and Abilities for NPCs (such as terrain the characters are in, roll again or
sligh1ly, or create all new maps for the spells), when appropriate. choose a different wandering monster.
encounters. For example, when using Maps IC the monster rolled is either much 100
3 and 4 (General Cave Lairs), you may want The following abbreviations are used in strong or much 100 weak for the characters,
to add new creatures or secre1 chambers. this module: you may change 1he number of monsters
appearing, or you may reduce the mons-
ter's hi1 points 10 provide a more balanced
encounter.
ABBREVIATIONS When describing wandering monster
encounters, don't rely just on sight. Use all
N Neutral five senses 10 give the players the mood or
AC Armor Class
fed of an encounter. For example, the
HD Hit Dice s Strength
characters may first hear a monster crash·
hp hit points I Intelligence
D Dexterity ing through the underbrush, or find its
F Le"~I
w Wisdom tracks, ra1her than just meeting the mons·
MV Movement
ter £ace-10-£ace. This is a good way 10 "sig-
MT number of attacks c Constitution
nal" characters that an encoumcr may be
D Damage Ch Charisma
EC Ego 100 difficult for them to handle. Also try 10
Save Save As
avoid leuing unplanned wandering mons·
ML Morale c Cleric
1ers disrupt the balance of the adventure.
AL Alignment D Dwarf
c Chaotic MU= Magic-user
L Lawful NM= Normal man
T Thief

0R,jGiIIAL ADVEIIfUR..._ES RE ilICAR!IA'tED • TH E IS LE 0 F DREA D


BEGINNING THE ADVENTURE

The continent (Map 6) individual household leader. Their culture Atruaghin Clans: These grassy plateau,
is very similar 10 lha1 of medieval Iceland. £ores1, and hilly regions next to the sea are
In the center of this module is a large-scale
Kingdom of Veslland, Kingdom of Ostland, inhabited by herders, hunters. and fisher·
wilderness map that shows the southeast·
men who live in small villages. All the
em portion of a continent and the northern and the Soderfjord Jarldoms: Each of these
nonheastem states is composed of many villagers claim 10 have descended from 1he
islands of an archipelago (a cluster of
a11ciem hero A1ruaghin. If threa1ened by
islands). The Isle of Dread is located in this peuy "kingdoms'" tha1 are loosely united
war, they unite temporarily under an elected
archipelago. This map should be used for under one ruler. In Veslland and Ostland
leader.
the characters· overseas journey 10 the isle. the underchiefs are called '"kings'": in
The continent map also serves as an Soderfjord they are known as "'jarls" {pro· The Five Shires: This is the homeland of
example of a large-scale wilderness design. nounced "yarls'"). the halflings. The area is ruled by a council
You may wam 10 basr dungeon and wil· The people or these kingdoms highly or five sheriffs; each com rols a shire. Four
dernrss adventures on this map, or you may value indi vidualism, physical strength, and times a year the sheriffs mcel a1 a great feast
expand the map by designing wilderness prowess in combat. They live mainly by a11d decide shirewide policy by vote.
areas where the map leaves off. fishing and by occasional raids on nearby
Grand Duchy of Karameikos: This pan of
Following is a key of the areas mcnti· coastal villages. Besides being fierce war·
lhe continent is a wil i and unseuled land
oned on the map. The key gives only a brief riors, these people art' explorers without
claimed by Duke Stefan Karameikos the
background of most areas. You may "flesh equal, ranging far and wide in their wooden
Third. In reality. liule of the land is under
ou1·· individual encounter areas wi1h your longships. Their culture resembles 1ha1 of
the duke's control. Large areas are overrun
own informa1ion. the vikings.
by monster~ and hostile humanoids. For a
T o read the map of the cominent,start The Broken Lamb: The "broken lands" more detailed description of the Duchy of
a1 thr top and read from left 10 right. are an area of rocky badlands and old vol· Karameikos, stt the D!!cO® Expert rule
Continent map key canic lava beds. The land is extremely wild, book.
and is inhabited mainly by outcasts and
Pri n cipalities of Glantri: Claniri is a Kingdom of lerendi: This kingdom sports
monsters.
magocracy; lhat is, lhe princes and prin· a magnificem roya l palace carved from
cesses who rule the stale are all high level Rockhome: Rockh ome is the homeland of purr white coral. The king and queen of
magic-users. They livr in Glantri City tht' dwarves. It siretchcs throughout the the land arr usually popular advemurer·
most CJf lhe lime, though t>ach ruler also has nonhem Allan Tepe mountain range. The heroes; however. they are wiLhou1 true
a castle hidden in some remo1e wifd(•mess dwarves have built and maintained a road power and serve only as figureheads. Actual
area. Actually, the rulers are more con· through the mounwins £or caravans. They rule is held by certain aristocratic families
cerned with magical research than wiih charge toll from all who pass. (making lerendi an oligarchy).
ruling. Most decisions are left 10 the princely
RepublicofDarokin: This republic iscen· Minrothad Guilds: The Minrothad island
s1ewards and the various local councils of
tered around 1hecapital, Darokin. Its wealth cluster is a syndicracy: the govemmem is
elders. The princes and princesses do not
is based on trade from Lake Amsorak (the run by the heads or the various trading
1ms1 each other and live in a state of uneasy
large inland lake), 1he Street river. the east· guilds. Minrothad is closely allied with
truce. In the face of invasion or rebellion.
em caravan route. and sea irade filtering in Thyatis.
however, they are qui ck to unite. In ex1reme
emergencies, lhey select one or thrir number through the Malpheggi swamp. Darokin is
as "dictator," who serves £01 one year. a plutocracy; 1ha1is, 1he government is run Empire of Thya1is: The empire of Thyatis
by the wealthiest mcrcham families. The is an a111ocracy. The emperor holds abso·
£1hengar Khana1e: The Ethengar are culture resembles that or Venice or Genoa lute pow<·r. but his decisions must allow
nomadic herders or horses. cau lc, and goats. in medieval Italy. for the desires or powerful nobles and for
They are divided into small family clans. the lhrea1 of mob riotS over unfavorable
The clans usually raid and quarrel with Alfheim: As the name implies, Alfheim is laws. The city o! Thya1is is built beside a
each other. but a powerful lt'ader (khan) the homeland of the elves. The elven king large canal 1ha1 separates the southern
occasionally emerges 10 unite tht' emire rules 1hegrea1 £ores1of Canollxtr1h. Because peninsula from lhe mainland, making the
E1hengar people imo a strong "nation." Canolbarth is tended by the elves, it is far city a major 1rade center. Trade routes for
However, when a khan dies. there is rarely larger than a natural Corest in this area this area art given in the D!!cD®Expen rule
an heir strong mough 10 hold the Ethengar would normally ~. The Republic of book. The Thyatic culture is similar 10 1he
1ogc1her. Their nation 1hen breaks apart, Darokin pays lhe elves lo protect the cara· culture of the medieval Byzamine em pire.
and the family clans begin warring wi1h van route through lhe forest to Selenica.
each 01hcr once more. Their culture is sim· Thanegioth Archipelago: The archipe·
ilar 10 that of the horsemen of the central Iago is a cluster of islands about 1,000 miles
Emirate of Ylaruam: Ylaruam is built in fron1 lhecoast of the main continent. Wha1
Asian s1eppes (Huns, Mongols, Maygars.
the midst or the largest oasis in the Ala· liule knowledge that is available about
Turks, and so on).
siyan dt>sert. It is lhe cemer of ca ravan Thancgioth is buried in myth and super·
Heldann Freeholds: The Heldann arc a routes crossing from 11onh to south and stition.
barbaric, fair-haired f)<'Ople who hum, fish, from east 10 wes1, and is comrolled by the
and raise crops on isolated farms. They are EmirofYlaruam and his royal family. The
related to the people or the nonheas1em Weather and climate
culture is similar to that of the Arabic
kingdoms, but, among themselves, lhey desert s1a1esor 1heCen1ral Asian ci1y-s1ates The· general weather pauerns of this part of
acknowledge no ruler higher lhan 1he of Palmyra, Damascus, and Samarkand. the contint•m move from west 10 east.

0RJGiilAL ADVE n tv~s REiilCARJIAtED • THE ISLE 0F DREAD


H ence, much rain falls on the wesiern edge
of the Allan Tepe mountains, while liule
or none falls on the Alasiyan desert. The
warm offshore currents near Thyatis and
Minrothad modify the weather somewhat
in the south, making the climate there simi-
lar to the Mediterranean.
The southern farmlands arc extremely
fertile, dut> to a thick layer of rich ash from
the ancient volcanic hills. The farmers here
have discovered beuer ways to grow most
crops. The heavily irrigated and terraced
gardens of the southern farmlands produce
more food than any other area on the map.
The climate in the ThanegiOlh Archi-
pelago is tropical, similar to the Pacific
South Sea islands and the Caribbean. The
climate souch of the Cruth mountains
(running west to east) is moist and cemper-
ate; the wincers here are mild. The climate
of Darokin and Glantri is warm and sunny,
similar to that of southern France. The
climate in the Ethengar sceppes is mild in
the summer, but cold and bleak in the win-
ter. This climate is similar to the R ussian
steppes around the Black Sea. The climate
of the nonheascern coast is wet and mostly
overcasc; it is similar to Denmark's climate.
Adventure background
Finding the scrolls
Several weeks ago, a pany of adventurers
was returning from a previous quesc when
chey discovered a cache of scroll-papers.
The scroll-papers were made of an excel-
lem vellum parchmem (a kind of paper
that lasts for centuries). On the journey
home, the adventurers were caught in a
sudden rainstorm. and che entire cache was
drenched. When the adventurers returned
to Specularum, they discovered that none
of the scrolls was magical. Still. magic·
users can always use good paper for spell
research and for writing their spell books,
so the adventurers carefully spread the
paper in from of a fire to dry out. Much to
their surprise, the adventurers found that
as the paper dried, writing appeared on
several of the pages. The heat had brought
out secret writing on the parchment.
The pages were part of a ship's log.
Give the players the tear-out copy of the
ship's log provided on the third panel of
the module cover. An imcomplete map of
the Isle of Dread is also included on the
third panel of the module cover. The play·
ers may use that map to chart the island as
they explore it. You may read the following
boxed text to the players, or you may let
them read it themselves from lheir copy of
the log.

0RjcinAL ADVEfff'VF,J;S REiilCARp:ATED • THE l SLE 0F DREAD


BEGINNING THE ADVENTURE

The ship's log is signed by Rory Barbarosa, should have 110 trouble raisrng enough EXAMPLE: The characters buy an
a well-known adveniurer and sea captain money to buy a s mall sailing ship. If the old sailing boat for 500 gp. A new boat
who died about 30 years ago. A little characters cannot come up with the money, would normally cos t 2,000 gp. Divide 500
research in local taverns reveals to the char· arrange mauers so that the characters are by 2.000. The resulting percentage is 25%.
acters that just before he died, Rory was able to get a boat or small ship that can sail H ull va lue fora new sailing boat is 20-40,
indeed recruiting for a journey south. He the ocean. Following are some ideas on 30 being the average. Multiply 30 by 25%.
had been blown off course on his last how the characters migh1 acquire a ship: The resulting hull value for the party's
voyage and had hardly been in town a day boat is 7.5. Speed (in feet per round) for a
before he started signing on new hands. • Have a merchant hire the party to invesli- new sailing boat is 120. Multiply 120 by
gate the island. The characters wil I recei vc
Unfortunately, Rory angered a powerful 25%. The resulting speed for the party's
free passage, but must split any treasure
wiiard over a lost wager and died horribly boat is 30 feet per round.
50-50 with their employer. You migh r
before his journey south began.
alter this scenario by allowing the charac- • Allow one character to inherit a boat. If
Not only does the story of Rory Barba-
ters to convince a mercham to open up a you use this idea, make sure the boat is no
rosa's death confirm the writing 011 the
new trade route to the Thanegioth Archi- larger than a small sailing ship. The ship
parchment, but every rumor that the char-
pelago. should not have a lifeboat. Remember
acters can track down about the Thanegi-
that the normal inheritance tax is 10% of
oth Archipelago tends to confirm the • Allow the characters to buy an o ld,
the va lue of the inherited goods. The
account. (You should make up suitable decrepit boat. inherited ship cannot leave port until lhe
rumors as needed.) Generate a percentage by dividing
tax is paid.
the price paid for the boat by the cost of a
new boat. This percentage is the measure • Let the characters borrow the money to
Preparing to set sail
of the boat's condition. The speed and buy a boat. Interest should be at least 10%
The characters begin the adventure in Spe- hull value of a new boat are both mult i· per month. The loan must be repaid by
cularum, which is in the Grand Duchy of plied by this percentage, giving lower the end of the first voyage. Local money·
Karameikos. values for the party's boat. Also, in any lenders have a working agreement with a
The characters must acquire a ship or st0rm, the percentage or lower must be magic-user, who sends an invisible stalker
passage to the Isle of Dread. Most parties rolled as a saving thro w or the boat sinks. to auack any character who has not paid
his share of the loan by one week after the
due date.
The voyage lo the isle
During the characters' voyage from Spe·
cularum to the Isle of Dread, use the wil·
derness rules and the Ocean Encounter
Tables from the D&:D® Expert rule book.
You should check for an ocean e ncounter
at least once per day while the party sails
toward the isle. A 6 rolled on ld6 indicates
that an encounter takes place.
Remember to check for weather once
each day. Roll 2d6. A roll of 2 means there
is no wind, and a roll of 12 means there are
gales or fierce swrms. Check the D&D®
Ex pen rule book for effects of these weather
checks.
Check once per day during the voyage
to see if the party becomes lost. A roll of I or
2 on ld6 indicates that the party is lost. The
D&: O® Expert rule book lists what you
should do when lhc party becomes lost.
If the party's boat enters a reef area, it
takes d% points of hull damage.
In spite of these hat.ards, remember
that the characters should still reach the
Isle of Dread. Keep this in mind when
balancing encounters, weather checks, a nd
checks for becoming lost.

.................................................................................................................................................................................
~

0Rj:GiilAL ADVEil1'V~S REiilCARJIA1'E D • THE ISLE 0F DREAD


GENERAL ISLAND ADVENTURES

Once the characters reach the Isle or Dread


(Map I), they probably land at one of the TABLE 1
native villages on the southeastern penin- GENERAL ISLAND WANDERING MONSTERS
sula. Details of these villages are given in 3 Roll Monster No.
the description of the village of Tanaroa Appearing
(encounter area 1).
From these villages, the characters 01-02 Bee, Giant 2-8
may move inland. They may map I hex of 03-05 Dryad 1-6
terrain in every direCLion when they pass 06-29 Ghoul 1-6
through a hex (7 new hexes maximum). If 30-32 Human• 2-12
the terrain in the hex is mountainous or Living Statues ..
covered with dense foliage, the party's sight 33 Living Crystal Statue 1-6
will be blocked, and mapping will bediHi- 34-35 Living Iron Statue 1·4
cult. In these instances, you must decide 36 Living Rock Statue 1-3
how many new hexes the characters are Lizards, Giant
able to map. 37-40 Gecko 1-6
41-43 Draco 1-4
14-45 Horned Chameleon 1-3
Maps for general island 46 Tuatara 1-2
encounters Lycanthropes
You will need the following maps to run 47 Wererat 1-8
encounters on the general island: 48 Werewolf 1·6
Map I: The Isle of Dread 49 Wereboar 1-4
Map 2: Village of Tanaroa 50 Weretiger 1-3
Map 3: General Cave Lair I 51 Werebear 1-2
Map 4: General Cave Lair 2 52 Mummy 1-3
Map 5: Pirate Lair 53-58 Rat, Giant 2-20
Map 7: Rakasta Camp 59-60 Rhagodessa 1-4
Map 8: Aranea Lairs 61-62 Robber Fly 2-8
Map 9: Phanaton Settlement 63-64 Scorpion, Giant 1-2
All of the numbered encounters in this sec- 65-69 Skeleton 4-16
tion may be found on Map I. Many of the Snakes
encounters, however, have their own, more 70-71 Spitting Cobra 1-6
detailed maps. These maps are listed at the 72-73 Pit Viper 1-8
beginning of the specific encounter 74 Giant Rattlesnake 1-4
descriptions. 75.77 Rock Python 1-3
Spiders, Giant
78-79 Crab Spider 1-4
Wandering monsters 80-82 Black Widow Spider 1-3
Wa.n deringmonsters should be checked for 83-84 Tarantella 1-3
twice a day: once in the day Iight hours, and 85-88 Toad, Giant 1-4
once at night. For the night check, subtract 89 Treant 1-2
I from the dice roll, as most of the wander- 90 Wight 1-4
ing monsters are inactive at night. Consult 91 Wraith 1-3
thewildemessencounter tables in lhe D&:D® 92-00 Zombie+ 2-12
Expert rule book to determine if wandering
monsters are encoumered in a specific ter-
rain type.
• These humans will probably be the natives who Jive on the island. For information
The exact monster is determined by
on creating native encounters, see p. 29.
rolling d% on General Island Wandering
•• When Living Statues are rolled as wandering monsters, there is a 50% chance they
Monster Tables I, 2, or 3. H the characters
will be alive, and a 50% chance they will only be normal statues.
are advemuringon the soULhern peninsula
+ Zombies will attack strangers on sight, unless the strangers look like natives. Zombies
south or the Great Wall , or if they are
will only attack natives when their master has commanded them to do so.
exploring the southeastern islands, use
Table I. If the characters are adventuring
on the main isle south or the central river,
or if they are exploring the southwestern
islands, use Table 2. If the characters are
adventuring north of the central river, or if
they are exploring the northern islands, use
Table 3.

0RjGiilAL ADVEilTV~S REiilCARJIAfED • THE ISLE 0F DREAD


GENERAL ISLAND ADVENTURES

TABLE2 TABLE.II
GENERAL ISLAND WANDERING MONSTERS GENERAL ISLAND
WANDERING MONSTERS
% Roll Monster No. Appearing
% Roll Monster No. Appearing
01-03 Aranea• 1-6
04-08 Bear, Cave 1-4 01-06 Allosaurus• I
09-10 Cat, Great: Sabre-tooth Tiger 1-2 07-14 Ankylosaurus• I
II Centaur 1-6 15-21 Brontosaurus• I
12 Cyclops I 22-26 Crocodile, Giant I
13-17 Dire Wolf 1-6 27-34 Dimeuodon• 1
18 Dragon. Black.. I 35 Dragon, Black•• I
19 Dragon, Green .. 1 36 Dragon, Green.. I
20 Dragon, Red• •• I 37 Dragon. Red••• I
21-22 Dryad 1-6 38-40 Dryad 1-6
23-27 Elk, Giam• 1-3 41-42 Giant, Hill I
28-33 Grangeri• I 43-44 Giant, Stone I
34-38 Hydrd, 5 heads 1 45-47 Hydra, 5 heads I
39-43 Lizard Man 2-8 48-53 Plesiosaurus• I
44-49 Elephant, Prehistoric 1 54-61 Pteranodon 1-3
50-54 Megatherium• 1 62-68 Roe 1-2
55-60 Neanderthal 2-8 69-76 Trachodon• I
61-65 Phanaton• 4-16 77-82 Treant 1-2
66-71 Phororhacos• 1-6 83-89 Triceratops I
72-75 Rakasta• (+ Sabre-tooth Tiger) 1-2 9()-94 Tyrannosaurus Rex I
76-77 Roe 1-2 95-97 Wyvern 1-2
78-84 Rock Baboon 2-8 98-00 Zombie 2- 12
85 Treant 1
86-93 Triceratops I
94-95 Troll 1-3 New monster, see description at end
96 Wyvern 1-2 of the module.
97.00 Zombie 2-12 .. Not older than average age.
••• Young red dragon only, 7 or 8 HD.
• New monster, see description a1 end or module.
.. Not older than average age.
••• Young red dragon only, 7 or 8 HD.

General island encounters the natives of the village as the Great Wall. is that clan's totem; the members or the clan
A cleared trail leads into the village believe they are blood brothers to that
1. VILLAGEOFTANAROA (Use Map 2.) from the sou th, winding through Tanaroa animal. A large wooden statue of the
The villageo£Tanaroa stands in a clearing and continuing north through the gates appropriate totem animal stands in the
at the edge or the jungle. Looming up just into the jungle beyond. The trail circles middle of each graveyard. When in battle,
to the north or the village is a 50-foot high lour groups of huts. Each group or huts is each clan has a standard decorated with the
wall buih out or huge stone blocks. The laid out in a circle, and each group faces a clan totem.
wall stretches for 2 miles across the thin central graveyard. The backs or the huts Jn the center of the village is a fla1-
neck or land that joins the southeastern face the encircling path. Each group or 1opped hill that has been artificially leveled.
peninsula with the main island. huts is made or wood and roofed with A 10-foot tall leveled pyramid made of
Evenly spaced along the wall are 28 interwoven palm leaves. The hutS are 50 earth stands in the center of the hill. The
square towers, each 100 feet to a side and 70 feet long and 20 feet wide. They are raised pyramid is faced with stone slabs. Set on
£ee11all. In the center of the wall is a pair or 10 feet off the ground on wooden stilts. top 0£ the pyramid isa huge alarm gong. A
massive wooden gates. Each gate has dou- Each collection of huts representS one square eanhen wall, 3 feet high by 3 feet
ble doors that are 40 £ee1 wide, 40 feet tall, clan that lives in the village. The four clans wide, stands around the pyramid. Each side
and 5 feet thick. Each gate can be barred are the Elk Clan on the south, the Hawk of this wall is 250 feet long.
with a heavy wooden beam. clan on the west, the Tiger Clan on the The hilltop is the assembly place of
The village of Tanaroa guards and north, and the Sea Turtle Clan on the east. the village. Members of each clan sit on the
comrols these gates. The wall is known 10 The animal each clan takes itS name from earthen mound (or stand behind it) on the

0RjGiilAL ADVEilTV~S R EiilCARPATED • T HE I S LE 0 F DREAD


GENERAL ISLAND ADVENTURF.s

side facing 1heir dan site, while the village seven villages. Each village clan garrisons the bearers leave the path or go beyond the
leaders conduct business from atop the one tower with seven warriors, so there is a tar pits at the end of the trail. The natives
pyramid. total of 196 warriors in the 28 towers. The never hire out as warriors.
Between the clan si1es and the flat- pits filled with tar are secondary defenses,
topped hill, the path surrounds village 2. CROCODILE BAY (Use Map l.)
should a nonhuman raiding party or ram -
gardens and the grounds for 1he clans' paging monster fight past the wall. The Floating just below the surface of the
animals. Pigs, chickens, and goats are kept area between the wall and the village has placid waters of this bay are four large
here. The path continues umil it reaches been cleared of trees and brush to allow crocodiles.
the Great Wall. From there, it passes imo clear fire for bows and thrown spears.
Crocodiles (4): AC 3; HD 6; hp 18, 15, 12,
the jungle. Trading with the villagers: In a recent
A second line of defense s1ands between 10; MV 90' (30'), 90' (30') swimming;
meeting, the council or chiefs decided that #AT I; D 2-16; Save F3; ML 7; AL N
the village and the Great Wall: 20-30 feet it would be good for the seven villages to
deep pits filled with 5- 10 feet of tar. At the These hungry creatures attack anyone who
trade with the mainland (the large comi-
base of the towers of the Great Wall are the moves more than 10 feet into the bay. Each
nent). Unfortunately, the villagers' small
huts used by the warriors who garrison the of the crocodiles averages 20 feet in length.
fishing boats are unable to sail out of sight
wall. of land. They are also unable to stand up to 3. LAIR OF THE SEA SNAKES
Tanaroa is one of the seven villages on storms on the open sea. Therefore, if the (Use Map 1.)
the southeastern peninsula and the adjoin- characters have had the foresight to stock
ing islands. The other villages are Kir- Hundreds of large oysters cover the sea bot·
up on trade goods, the villagers greet the
ikura, Dawa, Mora, Panitube, Burowao, tom near these broad coral reefs. The oys·
characters warmly. Add 2 to the reaction ters are under 20 feet or water. If the charac-
and Usi. These villages resemble Tanaroa, dice roll of the villagers and village chiefs
except for the Great Wall and the tar pit ters gather a few, they find ld4 pearls worth
when the characters are received by them.
defenses. Each village also has the same JOO gp each. H owever, every day the char-
Furthermore, the characters may sell acters dive for pearls (including the first
four clans. 1£ the party lands at any one o( their trade goods for 100% profit (i.e. they
these villages, use this encoum er descrip- dive), they are attacked by ld4 sea snakes.
receive back twice what they paid for the
tion. The same map may also be used. goods). The villagers are not terribly Sea Snakes ( 1-4): AC 6; HD 3; hp 9, 8, 7, 6;
wealthy, and may only spend a total of MV 90' (30'); #AT I bite; D I +poison;
Village government and culture: The Save F2; ML 7; AL N
5,000 gp on the goods brought by the
seven villages are loosely allied through a
characters.
council of village chiefs that meets once a Although the number of sea snakes is
If the characters are responsible for unlimited, the pearls run out after 14 days
year. The population of all seven villages
opening up a new trade route to the isle,
combined is about 2,100. of diving.
they receive experience points equal 10 the
The seven villages are matriarchies;
value (in gold pieces) of the goods sold. 4. RANDOM ENCOUNTER. (Use Map l. )
that is, each village chief is a woman. The
After the initial visit, the route is no longer
natives trace their descent and inheritance For every day the characters are within 2
unknown, and the profits from any other
through their mothers' side or the family. hexes of this location, they encounter one
trips are not counted for experience poi ms.
They also take their mothers' family names wandering monster from General Island
The characters may use their profits or
as their own. Wandering Monster Table 2. If possible,
spare money to buy extra equipment. All
Although the chief of each village is a the encounter should occur in or near the
standard equipment is available in the
female, the leader of each clan is a male. monster's lair.
seven villages al standard prices, except the
The clans serve to unify the villages in time
following: battle axes, crossbows 8c quar· 5. CAVES OF THE ROCK BABOONS
of war, each clan being organized as a sepa-
rels, pole arms, two-handed swords, lances, (Use Map 3 or 4.)
rate "regimenI." Each village elects a spe-
chain and plate armor, and all transpori
cial official to serve as advisor to the chief. As the characters near a crumbling stone
animals and related objects (such as bard-
This person also acls as the village war cliH, they hear many hoots, grunts, and
ingoranimal-drawn cans). The only types
leader in times of trouble. shrieks. The noises are coming from a 6·
of water transpon available to the party are
The last importam village official is foot high opening in the rock wall. A foul
canoes, sailing boats, and rafts.
1he village Zombie Master (or Zombie Mis- stench wafts out of the dark opening, and a
tress). This advisor is usually a cleric or Preparing to travel inland: The natives of cunnel leads back from the opening into
magic-user of at least 5th level, and heads Tanaroa occasionally visit the tar pits darkness.
the village's Cult o f the Walking Dead. beyond the Great Wall to renew their supp- Living within this cavern complex is a
This cult is a secret society whose members, lies (the villagers use the tar for waterproof- tribe of 15 rock baboons.
with the exception of the Zombie Master, ing their boats and roofs). The characters
Rock Baboons (15): AC 6; HD 2; hp 14
wear hooded masks during cult ceremo- may hire a guide to take them beyond the
ea.c h, 16for leader; MV 120' (40'); #AT
nies. At these ceremonies, the "walking Great Wall as far as the tar pits. The guide I club/ I bite; D 1-6/ 1-3: SaveF2; ML8;
ancestors" are created. (Treat any walking also tells them where it is safe to cross the
ALN
ancestor as the monster zombie in an pits. A guide coS1s 5 gp per adventure.
encoumer.) While these zombies are some- The party may also hire 2d6 bearers to You may use General Cave Lair I (Map 5),
times used as laborers or spare warriors, the carry supplies; however, no bearers uavel General Cave Lair 2 (Map 4), or a map of
villagers shun and fear them. beyond the Great Wall without a guard your own design for this encounter.
The Great Wall north of Tanaroa is force of at least 30 fighters. Bearers cost I gp Each chamber in the cave has ld4
always garrisoned by warriors from the each per adventure. Neither the guide nor baboons living in it, except for the hearth·

0RjGiilAL ADVEilTVRJ:S REiilCA R_IlATED • THE ISLE 0 F DREAD


GENERAL ISLAND ADVENTURES

treasure room, where the leader and the rest Pirates(40): AC5; Fl;hp5each;MV 120'; tunnel winds through the hills for 500 feet
of the tribe can be found. None of 1he #AT I; D 1-6 or by weapon; ML 7; and empties into a series of natural caverns.
chambers is furnished, but large amounts ALC These caverns are under water at high tide
or 1rash and dung are piled in 1he comers or Six pira1es wear chain mail and fight with (20% chance).
each room. Fruit rinds and bones litter 1he cutlasses. Twenty others wear lea1her armor
lloor. and fight with cutlasses. Fourteen wear 7f. WALL: The pirate lair is surrounded by
A gold bracelet worth 700 gp, and a leather armor, and are armed with cutlasses a wall of thorn bushes weighted down with
silver-and-amethyst n«klace worth 1,300 and crossbows. rocks. The 5-foot tall by 3-foot wide wall
gp may be found in a pile or gnawed bones keeps out all bu1 the largest animals.
in one corner of the hearth -treasure room. At sea, seven to eight pirates sail in each
Bo1h pieces of jewelry are somewhat tar- outrigger canoe. The leader sails in the 8. HIPPOGRIFF NEST (Use Map 1.)
nished, bu1 are otherwise in good shape. canoe of his choice. The rest guard the
camp (areas 7a-7f). Set a1op the tallest hill on this small island
is a large nest. The nest is the home or five
6. LAlll OF THE WATER TERMITE 7a. TOWERS: Three 20-loot tall lookout hippogriffs.
(Use Map 1.) 1owers stand guard over the lair. Each
tower holds up to four pirates. At least one HippogriUs (5): AC 5; HD 3+1; hp 21, 20,
A 5-loot long wa1er termi1e lives in this
lookou1 is in each tower at all times (you 16, 14, JO; MV 180' (60'), 360' ( 120')
area. The termite's home is a rocky cave, 35
may wish to roll ld4 to determine the flying; #AT 2 claws/ I bite; D 1-6/
feet beneath the water's surface.
number of lookouts in a tower). 1-6/ 1-10; Save F2; ML 8; AL N
Water Termite: AC 5: HD 4; hp 30; MV These creatures prey on the weakest of the
180' (60'): #AT see below; D 1-6: Save 7b. BOATS: The outriggers are beached
here unless the pira1es are out raiding. many wild sheep that graze on the sur-
F3: ML II: AL N rounding hills. In defending their "terri-
When 1he pira1es are ashore, 1he paddles
The wa1er termite does not bite unless cor- and sails from 1heir boats are kept in di£fer- tory," the hippogriffs attackanyone climb-
nered; instead, it uses an inky spray for ent hu1s to prevent thefl. ing the hill within a hal£mile of their nest.
defense. If the termi1e is above water when
it sprays ink, a saving 1hrow versus poison 7c. HUTS: These are made of grass, and 9. RAKASTA CAMP (Use Map 7.)
mus1 be made by any character caught by are roofed with cones of 1ha1ched grass.
The hut marked " L" is the leader's hut. It A tribe of rakasta has set up a temporary
the spray. Anyone failing the saving lluow
is paralyzed for I tum. contains a locked wooden cabinet, in which camp in this area.
The water termi1e's most dangerous the outrigger sails are stored. The hut Rakasta arc a race of nomadic feline
attack is the hull damage it does to ships. If marked "'S" is the supply hut. Paddles, humanoids. They walk er«t, but their
1he characters' ship passes through this ropes, tools, food, buckets or tar, spare heads and features are catlike, and 1heir
hex, 1here is a 50% chance that 1he water weapons, and other supplies arc kept here. bodies are covered with soft, tawny fur.
termile clings 10 the hull, doing 1-3 points The huts marked "C" each contain 3d4 The rakasta a~ a proud and barbaric
of hull damage before leuing go. Once any captives. The prisoners are shackled to iron race. They are fierce fighters who cover
damage has been inflicted, there is a 50% weights. The unmarked huts each house their natural claws with metal "war claws"
chance per round that someone notices the four pirates. (their favorite weapon).
leakage. Certain rakasta warriors ride sabre·
7d. CA VE: This cave is always guarded by too1h tigers. These tiger riders are consi-
Within the flooded lair are piles of 2d4 pirates. The pirates' treasure is kept
bleached bones and miscellaneous bits or dered to be the bravest and strongest of the
here, locked in a large iron box that is rakasta warriors, and only they can hold
trash. Among the items 10 be found in the ct"mented into the wall. Only the leader has
trash are old swords, boots, wa1erlogged the respect of the sabre-tooth tigers.
1he key 10 this box. If the box is forced open,
clo1hing, and an opaque bottle containing Rakastadwell in large, richly furnished
a secret compartment in the side of the tents. Their treasures include silk tapes·
a po1ion or heToisrn. chest slides open, releasing a deadly pit
tries, brightly colored carpets, bronze arti·
viper.
facts, gilded leatherwork, silverware, and
7. PIRATE LAIR (Use Map 5.) Pit Viper: AC 6; HD 2; hp 5; MV 90' (30'); gold jewelry. The tribe's treasures arc worth
The pira1es who live here have come from #AT I bite; D 1-4 +poison; Save Fl; a total of I 0,000 gp (equal to the weight of
another island (you may choose one or add ML7; ALN 10.000 coins).
new islands to the map). They work from Sixteen normal warriors and three
If one of the characters picks the lock on the tiger riders are in this temporary camp.
1his base camp, raiding 1he coastal villages
box, he finds in the box 2,000 cp, 3,000 sp,
for slaves. They sail in four 20-foot long 4,000 ep, 17 gems (worth l ,700 gp tolal), a Warriors (16): AC 6: HD 2+1; hp 10 each;
ou1rigger canoes with collapsible masts. magic-user/elf scroll (shield). and a magic MV90' (30'): #AT2claws/I bite; 01-4
A tOLal or 41 pirates are based here. sword +I. The sword's statistics are as each; Save F2: ML 9; AL N
Following are their sta1is1ics and weapons: follows: Each of the tiger riders has 16 hit points.
Leader: AC 5; F4; hp 29; MV 90'; #AT I: AL N ; l 8; EC 9; detect metal; levitate These riders may leap up to 20 feet from
D 1-6 or by weapon; ML JO; AL C for 3 turns per use, up to 3 times per their mounts and attack in the same round.
The leader wears chain mail and fights day Sabre-tooth Tigers (5): AC 6; HD 8; hp 36
with an ornate two-handed sword. H e also 7e. ESCAPE TUNNEL: Behind a hidden each; MV 150' (50'); #AT 2 claws/
has a ring of water walking, and the key LO exit in the cave is a 4-foot wide escape tun· I bite; D 1-8/ 1-8/ 2-12; SaveF4; ML5;
the iron box in area 7d. nel. (Trea1 the exi1 as a secret door.) The ALN
10

0RjGiilAL ADVEilfVR,J:S REiilCARJIA" f'ED • THE ISLE 0F DREAD


GENERAL ISLAND ADVENTURE.S

I Ob. HUTS: The five wooden hul.S on this


platform house a total or 20 phanaion,
including the clan war chief and his seven
bodyguards. The remaining 12 phanaton
arc the warriors' mates.
WarChief: AC6;HDg;hpl 5;MV90'(g0') ,
150' (50') gliding; #AT I; D 1-6 or by
weapon; Save F3+2; ML 7: AL L
Bodyguards (7): AC 6; HD 2: hp 10 each;
MV 901 (gO'), 150' (50') gliding; #AT I;
D 1-6 or by weapon; Save F2 +2; ML 7;
ALL
Mates ( 12): AC 7; HD 1- 1; hp g each:
MV90' (gO' ), 150' (50') gliding; #AT 1;
D 1-6or by weapon; Save Fl+2; ML 7;
ALL
Hidden beneath !he war chief's bed is a
locked wooden chest containing the clan
treasure: g,ooo sp.
of phanacon, see the New Monsters section
(p. go) in the Appendix. 1Oc, lOd, lOe, 1Of. OTHER PLATFORMS :
9a. TE.NTS: Each of chese cents houses This settlement is hidden 50 feet off These platforms house the rest o( the tribe.
rakasta: the ground in the trees. The seulement There are Lhrec hul.S each on platforms l Oc
cannoc be seen from the ground, and any and IOd; there are four huts each on plat-
Tent 9al: 4 rakasta forms lOe and )Of.
(I is a tiger rider)
creature other than a phanaton must be
within 20 feet of the settlement co distin- In each hut, there is a family of pha·
Tent 9a2: 2 rakasta naton composed or an adult male, an ad uh
guish it from the sunou nding greenery.
Tent 9a.': g rakasta female, and ld4 children.
The phanaton seulement consislS o(
Tent 9a4: g rakasta The wooden huts are filled with skill-
six wooden platforms built between several
(I is a ciger rider) fuJly carved furniture made from many dif-
large trees. Each platform is supported
Tent 9a5: 4 rakasta ferent types of exotic woods. Dozens of
( I is a tiger rider) from below by wooden braces. The plat·
forms are also supported by a web of knot- hanging plants and ornate mobiles deco-
Tent 9a6: g rakasta rate !he huts.
ted ropes, like the cables of a suspension
9b. PA VIUONS: Each of these is a simple bridge. 11. LAIR OF THE LIZARD MEN
tent pavilion covered with a roof of inter- A number of huts, varying in size, have (Use Map 5 or 4.)
woven palm leaves. The pavilions are built been built on each of the platforms. A
o n a light wooden framework, and are safety rail runs along the edges of the plat· This lair is located on the edge of a dense
raised JO ft"Cc off the ground. The tent can- forms to prevent young phanaion from fal- swamp in a dank, half-flooded cave.
vas can be rolled down in case of rain. The ling off. The pla1fomlS are connected by a You may use General Cave Lair I
three pavilions each house a sabre-tooth series of rope bridges for !he young or (Map 5), General Cave Lair 2 (Map 4), or a
ciger chained to a large heavy log. infirm. map of your own design for this encounter.
Phanaton usually climb or glide up to Living within this dismal cavern arc
9c.COMMUN ALPAVIUON : This pavil- their settlement. However, a trap door is 14 lizard men.
ion is similar to those used to house the built into one of the plat(orms(lOe); a rope Li zardMen(l4): AC5; HD2+1; hp lOeach;
tigers, except for a smoke hole cut in lhe ladder may be unrolled from !he door. The MV 60' (20'), 120' (40') swimming;
roof. Inside, several cushions aod rugs are rope ladder reaches to the jungle floor, and #AT I weapon: D 2-7 or weapon +I;
placed out on !he floor. is for the convenience of nonflying guests. Save F2; ML 12; AL N
9d. FIRE PIT: This communal fire pit is Guests urnally sleep on the northernmost One to three lizard men are in each chamber
rimmed with rocks. A turning spit sta nds platform (lOe). of the lair, except for the heanh-treasure
in the ~mer of the pit, and other cooking room, where the remainder of the group
IOa. HUTS: Three huts, housing a toiaJ o( can be found.
utensils are scauered about. 14 phanaton, have been built on this plat- The lizard men hunt and cat the var-
10. PHANATON SETTLEMEN T form . There are seven adult males, £ive ious swamp animals that live in the area.
(Use Map 9.) adult females, and two cl1ildren. The child- For tribal feasts. they occasionally attack a
ren are unable to defend themselves and neandenhal lair. The lizard men have
This is a small settlement of about I 00 nee if auacked.
phanaion. Phanaton are hal£Jing-siz.ed accumulaied a small horde of lJ'eaSure from
creatures that look like a cross between a Phanaton (14): AC 7; HD 1-1 ; hp 7x4; 5xg; th ese raids. Scored in an untrapped,
monkey and a raccoon. They are able to 2xl; MV 90' (g0'), 150' (50') gliding; unlocked box in the hearth-treasure room
glide from tree branch to tree branch, like a #AT I; D J-6or by weapon; Save F1+2; is the lizard men's treasure: 5,000 cp, 6,000
flying squirrel. For a complete description ML ?;ALL sp, and eight opal gems worth 500 gpeach.

II

0R,jGiilAL ADVEil1'VR J;S REiilCARJJ ATED • THE ISLE 0F DREAD


GENERAL ISLAND ADVENTURES

12. NEANDERTHAL LAIR (Use Map 3 or 14. ARANEA LAIRS (Use Map 8.) The bugbears earn treasure and favors from
4.) the aranea by guarding the grounds from
The aranea are a race of highly intelligent,
You may use General Cave Lair I (Map 3), intruders. Each carries a large alarm horn
magic-using arachnids (spiders) who live
that it sounds at the first sign of trouble,
General Cave Lair 2 (Map 4), or a map of in webs strung between trees. The webs are
your own design for this encounter. warning the aranea. Each also carries a
about 40 feet above the jungle floor. Only a
pouch containing scraps of food, personal
In this lair are 16normal neanderthals character who climbs 20-30 feet above the
mementos (such as bones and teeth), and I 0
and 2 leaders. jungle floor is able to see the webs. Pan of
gp. They live nearby in thatched huts.
the webs are roored over with a waterproof
Neanderthals (16): AC 8; HD 2; hp 9each;
mixture of leaves. bark. twigs, and web 15. PTERANODON TERROR
MV 120' (40'); #AT I weapon; D 1-6;
strands. (Use Map 1.)
Save F2; ML 7: AL L
Each aranea has a separate lair. but the Three pterandons inhabit this area. There
Leaders(2): AC8;HD6;hp31,27;MV 120' walls are close enough together so that the is a 75% chance that the pteranodonsauack
(40'); #AT l; D 1-6+2; Save F6; ML 7; aranea can e-,isily jump from one to another. the characters as they cross the rope bridge
ALL An aranea looks like a huge, greenish- that spans the central river. Anyone who is
brown spider (about the size of a small hit by one of the pteranodons has a 10%
One to two neanderthals will be in each
pony). A massive, odd-shaped lump on its chance of falling oH the bridge and taking
room of the cavern, except for the heanh-
treasure room, where the leaders and the backs houses a large brain. For a complete I Od 10 points of damage from the fat I to the
description of aranea, see the New Mons- rocks below.
remainder of the neandenhals can be found.
The rooms are filled with crude wooden ters section (p. 30) in the Appendix.
Pteranodons (3): AC 6; HD 5; hp 26, 23, 18;
furniture; each has a fire pit. The walls are Three aranea inhabit this section of
forest. The webbed-over sections of their MV 30' (JO'), 240' (80') flying; #AT I;
painted with hunting scenes, and the floors D 1-8; Save F3; ML 8; AL N
are kept reasonably clean. lairs resemble caves. Many pieces of crude
"furniture" made out of web, vines, and 16. THE ROC'S ROOST (Use Map 1.)
The neanderthals' treasure is kept in a
chest made from fitted. uncemented rock wood are webbed in place on the floors of
This nest belongs to two small roes. Woven
slabs. In the chest are 1,000 sp, one large these lairs. Storage chests and libraries used
into the nest is a map showing that a trea-
white pearl worth 500 gp, and a small piece for spell research are among the pieces of
sure wonh 17,000 gp can be found at area
of obsidian worth 10 gp. furniture in the lairs. ·
Aranea usually weave their treasure 19.
13. AERIE OF THE GARGOYLES into the roofs of their lairs for safe keeping. Roes (2): AC 4; HD 6; hp 32, 26; MV 60'
(Use Map I.) (20'), 480' (160') flying; #AT 2 claws/
Aranea(3): AC?; HD3; hp 19each; MV 60'
1bite;D2-5/2-512-12; Save F3; ML6;
When the characters enter this area, they (20'), 120' (40') in web; #AT I; D 1-6 +
notice a single grotesque statue, standjng poison; Save MU3; ML 7; AL C ALL
atop a craggy rock peak several hundred The aranea in the first lair (l 4a) has learned 17. DIMETRODON PERIL (Use Map I.)
yards in the distance. As long as the party is the following magic-user spells:
at least 100 feet away, the figure does not As the charaaers emer this area, they hear a
First Level: detect magic, sleep
move, and appears to be nothing more than series of horrible screams. In the center of a
Second Level: levitate
a stone statue. However, if anyone moves The aranea in the second lair (14b) has grassy clearing, a dimetrodon is attacking a
closer than 100 feet, the gargoyle (statue) frantically struggling native.
learned the following magic-user spells:
flies forward with a grating shriek and First Level: floating disc, Dimetrodon: AC 5; HD 7; hp 36; MV 120'
attacks. ventriloquism (40'): #AT I: D 2-16; Save F4; ML 8;
Second Level: phantasmal force ALN
Gargoyle: AC 5; HD 4; hp 26; MV 90' (30'), For a complete description of the dime-
150' (50') flying; #AT 2 claws/ I bite/ Each of the three lairs is similar, except for
the types or magic items to be found in trodon, see the New Monsters section (p.
I horn; D 1-4 each; Save F4: ML 11; 30) in the Appendix.
ALC them:
14a: A shield +I (cursed to-l)and a potion If the characters slay or drive off the rume-
Two other gargoyles (hp 23, 22) are attracted of undead control are hidden in the ceiling trodon, the native, though mortally
by the cry of the first gargoyle, and leave of this lair. wounded, gives the characters his only
their nearby cliff lair to join.the fray. treasure: a nugget of platinum worth 50
The gargoyles· nest is set into a rocky 14b: A broom of flying is hidden in the
ceiling of this lair. gp. The characters must swear, however, to
cliff about 50 feet from the ground. Any bury the native in a special location in
character other than the thie£ who tries to 14c: A scroll with the spells light, mirror return for the treasure. You may choose the
climb the cliff must roll less than his dex- image, and read languages is laid out a special location given the characters by the
terity on ld20orfall to the ground. The fall table in this lair. A potion of poison is native.
causes 3d6 points of damage. A thief auto- hidden in the ceiling.
malically succeeds in any auempt to reach 18. THE OGRE'S LAIR (Use Map 3 or 4.)
the lair. Two bugbears patrol the area beneath the
aranea webs. You may use General Cave Lair l (Map 3),
Among bones and assoned garbage in General Cave Lair 2 (Map 4), or a map of
the lair, the characters find a ruby worth Bugbears (2): AC 5; HD 3+1; hp 11, 10; your own design for this encounter.
600 gp, and a protection from elementals MV 90' (30'); #AT I weapon; D 2-8 or This ancient burial chamber is the
scroll lying on the floor. by weapon +I; Save F3: ML 9; AL C home of five ogres.

12

0zjGiDAL ADVEDTV~S REiDCAR..._IlATED • THE ISLE 0F DREAD


Map I
The Isle
of Dread
r Jungle
. . ...
Swamp

6
Mou111ai11
Volnmo
~ H ills
,... Caves
IV'- Broki:>n Land

•• • Trail
• Villag<-
• Ruins

'50

O 1981 , 1983 TSR. Inc. All Righi- R""'""'I.

0.RjGiIIAL A DVE ll'fV ~S REiIICARJIA1'ED • TH E ISLE 0F DREAD


Map 2 Village of Tanaroa Sc:alr: I $qmrr • 50 fftl

1-1--+-+--H"~~~~r-:t-:~~~~~~~~r:;:t-~~~~-r--r~J
t---+~-+-~+- 1<.·-+~-+-~.,.,..-....1----i-=--.f'..,,,,.-+-~+--"'li.,-.'-+~"1-~-i'lr-l ~-'-~
...... ~~-+--'-.f--~i---1~-+-...~~"'~~-+-~-+-~11-~~
............--l......

.--- ~-~~~~~~~l~-i----+-'i-+--+-+-~"H~---+-1~1
t--+-+-+-·~+--+--+-'"-+--'"t-._...,_~~-+----.--+--+ ~a-.r-:-+--+---+--+--.,._.-+--+--+--+--1~--+--+----~J
--~-~~~--=+----·~~~~~-~----1
1---+~-+-~r t-t-~':f'-~f;o;-4-t--'"~"""'~_,...;..-+-:!"'tT'-""+'"-+--"::t":'~ t-irn,......m.t"""' ..."""ir="t-~~-t-~t=--i~-f:~il----ii t-!+--+~-+----<•
I
1--1-_.__._ ~.~~""'-4"-'-*__..l-_.,__-+-.....,..-+-l-4---+--""'"t-ft-+--+--+-H-+---+---+-+--1--+-.c-~,,......,~---r--r-;I
1-+-+-~~~~:.;i.:::+:-t:;+\1--+4-+:~~-t--t--¥=4--~~~~~~~+---f i1

"4---4-..---~ ~
il
t: f
~~~~+-+4--~~~H~~~-~~~I
-r i!

0R.tcin'u ADVEilTVRJ;S REiilCAR__IlA'fED • THE ISLE 0F DREAD


Map5
Pirate Lair

-~
I
JJ--+-4.::d:~~lok-4::~~~~
lt--.-1-1-!hA+-~h+-+--+-+-+ -E!,~~~~~.....-+.....~~~~~""'t-~
l~~~~~~~
I ~µ+--1-f-r!:..+F~~......~
00
! J.,..,...4~~~~1-+":.+-

l h--t;;-tt.:-+7--H'T-i~~......~
1 ~. . . ....,,.,.

I ~-+F+-=-+-~4iiF-::i::--+-~
I h-h.-+-1+=--+H__...._~..+--:p
fN-'-H-+=-++-+"-+-+-~
i la...:41!::..j.L.4..jR-4~~~~
~ ~-+....4~+:--1--4;c...,i..-~-+-f'J~~~

Scale: 1 Square = 10 Pee1

0 Grass Hut

,...
(
II
,,- ....

(
Watchtower

Thorn Wall
H ills

jungle

', ... _,,, Sand Beach


,- ......
=~:,--
-
. . _, Tunnel Raised Earth Mound

·~

0RjGiDAL A DVED'f'U~S REiDCARJIA'fED • THE ISLE 0F DREAD


0ajGiilAL ADVEil'fVRJSS REiilCARJIA'tED • THE ISLE 0F DREAD
0
~.
C')
.....
t:I
:t>
t""
>
0
<
t"1
=
-+
<:
~
(I)

!:=
.....
"'
=
C1
:t>
Broken Land
~
Grassland/ Steppe
~
tl1 Border
0

-I
::c
I'll

( I)
-
l""
l"lj

0
"'
0
l=
M
>
0
Map 3 General Cave Lair l Map 7 Rakasta Camp
I I I I I I I
+}--

~ Tt·nt
\1
- Pa"ilion
l'!itJ.
n
~ ..... 1

I-

" ~1
-
I-
I-
/
~
....
,

ii) I
~
·'">. ~

/
'

Entrance
I-
-
Map 4 General Cave Lair 2
I' ..g
Map 8 Aranea Lairs 1
1
-
,__
~
\,.,._;
• i ~
(

-
- ').
• J 1-- ~
;s

,~.
.f ...,

~
'

~
"'\.

-- - • r)
~

- I ·ft -~

,, k1~~ ~ f
I
v"'"'"
...... ~L-~~~ ({ I\.
n -
' vl
-
?--
.'ir..(,,....,....

'"'
1--:::ii
!I

!!. ~ v ~:,_.,
v-
'' ..,._
l+
.,_ N
'-
I
'rl/ -~ \: • "'> I\ fl.II \
- ~
".., "
/,; ~ Jr.: \ , ~ ;. L
• J
1 •I
·~
"' ' " \
- " I / L ,J .

'\ ~ ,. ;,.::'"""' r' ~ '( r


4b ~ r J ,..,; :~..:::: ....- ~ •""-
') r J "\.l 11 ; r::;. tA \ ,),. "'
y
>---
Ir""'-.
I'l\ • }
(
l
)
~ t'\
/I/ :71.

l...- /)~·J"
' ~'\.!' '--- -
-
- ~ Amow" IV<·b
,__ I \'\
._ ~ ~
i\.--
' iy
-'l
3 14'1

'("' t ,__1 - -
Webbed-Over Ir'»)"-> •
&ct ion l . ""'
• T ree
l I I I I Sc le: Sqau ~= ~o Ct'l

Tree Trunk
18

0ajGiil.A.L ADVEilTV~S REiilC.A.RJI.A.TED • THE ISLE 0F DREAD


Map9
Phanaton
Settlement

J
I t-+~-+--lb'
l
.!
c
-2
11--1--+--+--+-~~~
~ ~~~~~
..g
1
1
f
I
f
ie
~

.Hui
Ttt'<·T1unk

l5J Rope Bridge Pim form

19

0RjGiflAL ADVEil'tV~S REiflCARJIA'tED • THE ISLE 0F DREAD


Map IO Central Plateau

+
Vi llagt• ~ Ruins
R<lpt' Bridge RavinC'
Ridge Lal..t•
Sak. I H t•x ~ I Milt-

Map II
Village of Mantru

Door
Outrigger Qrnoe
Tree
Garden
Fire
Beach
Lake
Stockade

Sc-.t l~: I Squan• • 10 Fee1

o 1981, 1983, TSR, lac. AD lligbt1 Rnened. 20

0 RjcinAL ADVEllTV~S REiilCAR!lATED • THE I SLE 0F D READ


GENERAL ISLAND ADVENTURES

Ogres(5): AC6; HD1+1 ; hp21, 18. 18, 15, hillside. As 1ht characters come to the is locked, the lock mechanism may be
9; MV 90' (30'); #AT I club; D 1·10; mouth of thecavt, 1hty hear heavy, labored picked once the chest is removed from the
Save F4: ML 10: AL C breathing coming from inside the dark wa1er.
cavern. Underneath the slime at the bouom or
There is a 50% chance 1ha1 each room is If the characters enter the caverns, they the pool is the key to the lock on the chest.
occupied by an ogre, except for 1ht' hearth· find all Lht' chambers LO be empty. except The characters only have a 20% cha nce of
treasure room. where the res1 or the ogres for one. In the hearth-1reasure room, the accidentally finding the key: however, if
can be round.
characters come upon a green dragon. a they actively search the area for the key,
Each chamber of the cavern complex is creature of great age and fearsome aspect. eachcharaeterhasa I in6chanceoffinding
lit by a crude torch. The torches are at· ii.
tached to the rock walls by ~ticky, black Green Dragon: AC I; HD 9; hp 45; MV 90'
(30'), 240' (80') flying; #AT 2 claws/ The hoard o( valuables consists of
globs or adhesive (tar). The dim illumina· 2,000 cp, 2,000 sp, 1,000 ep, 3,000 gp, and 6
1ion in each room reveals burial chambers, I bite+ breath weapon; D 1-6/ 1-613·· 24
or breath; Save F8; ML 9; AL C amethys1 stones worth a total of 3,000 gp.
Ii Ltered with old bones and rou ing sh rou<ls.
Hidden benea1h a pile or shrouds in The dragon will often (33% or the Lime) be 22. PLESIOSAURUS MENACE
1he hearth-treasure room is the ogres' Lrt'a· (Use Map I.)
asleep a1op his pile or 1reasure, and can be
sure chest. inside the locked wooden chtst surprised. However, ir he is awake when A hungry plesiosaurus lurks beneath the
are2,000sp, l,OOOgp,and 1hreesabre·LOOLh the characters enter his cave, 1he dragon surface of this lake.
tiger skulls. knows they are there. There is a 50% chance
that. instead of slaying Lhe characters, the Plesiosaurus: AC6; HD 16; hp60; MV 150'
19. DERANGED ANKYLOSAURUS (50') swimming; #AT 1 bite; D 4-24;
(Use Map I.) dragon allows the characters to leave
unharmed; however, he only allows 1his if Save FS; ML 9; AL N
As the characters move 1hrough this lightly For a complete description of the plesio-
the characters give up all ol Lheir magic saurus, see 1he New Monsterssec1ion (p. 30)
wooded area, an ankylosaurus rushes ou1 items.
and attacks in a frenzy or 1ail-bashing. in the Appendix.
If you are using either Map 3 or 4, the
Although normally quite docile, this beast dragon will have blocked orr all tunnels in The beas1 auacks anyone coming within 15
recently grazed on a patch or loco weed. and Lhe cavern that are 100 small for him to Ccet of the shore. 1£ i1 hits, the plesiosaurus
is now under the plant's influence. The move through. pulls its victim into the lake on the follow·
giant creature attacks until slain (+6 to The dragon's treasure hoard consis1s ing round.
morale), or until the drug wears oH (in of 40.400 sp, 2.000 gp. and 30 assorted If the plesiosaurus is slain and its body
about 2 hours). pieces of jewelry worth a total of 18,000 gp. cu1 open, 1he charaeters find a skeletal arm
Ankylosaurus: AC 0; HD 7; hp .53: MV 60' and hand wearing a ring of regeneration.
21. LAIR OF THE WRETC.HED
(20'); #AT I tail; D2-12; SaveF4;ML6; TROGWDYTES (Use Map 3 or 4.) 23. RANDOM ENCOUNTER
ALN (Use Map I.)
You may use General Cave Lair 1 (Map 3),
This area is also the hunting ground of an General Cave Lair 2 (Map 4), or a map or For every day the characters spend within 2
allosaurus. your own design for this encoun1er. hexes or this location, they encounter one
Allosaurus: AC 5: HD 13: hp 55: MV 150' As the charac1ers near this area, they wandering mons1er from General Island
(50'); #AT I bile: D 4-24; Save F7; begin to smell a particularly foul s1ench. Wandering Monster Table 3.
ML9;ALN The smell becomes worse as the party
comes upon a dark opening in the ground. 24. THE SEA HYDRA (Use Map I. )
U the charaClers have 1he treasure map The odor seems LO be coming from this If the party's ship passes within I hex of
from 1he roes' roos1 (area 16), 1hey may dig hole. this location, it is attacked by a six-headed
here for the large buried treasure. The Within this lair are 17 troglodytes. sea hydra.
hoard is buried 10 feet underground, and They have recemly moved to this location
takes ld4+ I turns to dig up. Roll for wand- Sea Hydra: AC 5; HD 6; hp 18; MV 120'
because of 1he " pleasantly" damp climate.
ering monsters each tum. Hone appears, it (40') swimming; #AT 6; D 1-10 each;
is the allosaurus. Troglodytes ( 17): AC 5; HD 2; hp I 0 each; Save F6; ML II; AL N
The treasure consists of 2,000 gp, thrtt MV 120' (40'); #AT 2 claws/ I bite;
D 1-4 each; Savt' F2; ML 9; AL C The sea hydra attacks with all of its heads
diamonds worth 3.000 gp t>ach, and a sap· every round. For every 8 points of damage a
phire necklace worth 6,000 gp. One to four troglodytes are in each chamber hydra lakes. one head is destroyed.
For complete descriptions or 1he anky· o( tht' lair. excepl for 1he hearth-treasure The hydra's lair is located 200 feet
losaurus and the allosaurus, see tht' New room, where 1he rest of the 1roglody1es can benca1h the surface in a flooded cave.
Monsters section (p. 30) in 1he Appendix. be found. Inside 1he cave is the treasure the hydra has
The 1roglodytes' treasure chest is gleaned from sunken ships and unfortu·
20. ABODE O F THE GREEN DRAGON chained to 1he bo1tom of a 3-root deep,
(Use Map 3 or 4.) na1e passers-by. The treasure includes 1,000
evil-smelling pool of dark liquid. The gp, an untarnished coat of cham mail+J, a
You may use General Cave Lair I (Map 3), rusted chest is a1tached to a boll in the rusted cutlass topped with a jeweled porn·
General Cave Lair 2 (Map 4), or a map or center o( the pool's Ooor. In order to get to mel (worth 500 gp), and a potion of water
your own design for this encounter. the chest, Lhe chain must first be severed breath mg.
As the charaeters pass a low, stony hill. (you must decide tht' characiers· chances,
they notice a broad opening in tht' rocky based on Lheir actions). Although the chest

21

0aj.GinAL ADVEntviu;s REillCAR._IlATED • THE ISLE 0F DREAD


CENTRAL PLATEAU ADVENTURES

Bordered by moumains on one side and 1he


TABLE4 CENTRAL PLATEAU WANDERING MONSTERS
great river canyon on the other is the cen-
Dice Ro ll Monster Dice R oll Monster
tral pla1eau. II Slands separa1ed rrom all
else by Sleep, jagged clir£s rising 5,000 ree1.
A dormant volcanic mountain domi - 2-3 Cave Bears (2): AC 5; H D 7; hp 33, 28; Save F8; ML 8; AL N
na1es the plateau, and a crater lake lies at MV 120' (40'); #AT 2 claws/ I bi1e; D
1-8/ 1-8 2-12; Save F3: ML 9; AL N 10 Triceratops: AC 2; HD 11 ; hp 50; MV
the cem er o f the moumain. The volcano 90' (30'); #AT I gore or I trample; D
can be seen £rom nearly all points on 1he 4 Pteranodon) (4): AC 6; HD 5; hp 20, 3-18; Save F6; Ml 8; AL N
plateau. 19, 18, 16; MV 240' (120') flying; #AT
Except for the volcanic crater, 1he 11 Sabre- tooth Tigers (2): AC 6; HD 8; hp
I; D 1-12; Save F4; ML 8; AL N
temperatures a re cooler on the plateau than 35, 29; MV 150' (50'); #AT 3; D 1-8/
on the rest o[ the isle. Grasslands and 5 Pterodactyls (7): AC 7; HD I; hp 6 1·812·16; Save F4; ML 10; AL N
forests cover much of the plateau. each; MV 180' (60') flying; #AT l; D
1-3; Save Fl; ML 7; AL N 12 Tremor: minor quakes that vary in
There are only three ways for the char- severity (roll ld6);
acters to reach 1he plateau: by ciossing the 6 Boars (2): AC 7; HD 3; hp 10, 9; MV 1-4; Minor Shock - no effect
rope bridge (at area 15), by using a magical 150' (50');#AT I: D2-8: Save F2; ML9; 5: Major Shock -characters knocked
flyi ng device, or by climbing. Characters AL N off their feet; 30%chance of Calling
without climbing skill canno1 succcssrully ir climbing cliffs
scale the cliffs surrounding the plateau; 7 Animal Herd (5): AC 7; HD 2; hp 10
each; MV 240' (80'); #AT 3; D 1-2/ 6: Severe Shock - trees tilt, rocks
even thieves must check for Calling every fall, small cracks appear in ground;
100 fee1(30 times). Give 1hecharacters hints 1-211-4; Save Fl. ML 5; AL N
characters knocked off their feet;
about the grt.'31 risk imolved in climbing. 8 Dire Wolves (4): AC6; HD 4+1; hp 19, if in forest, 5%chance per character
You migh1 also want to hin1 10 1he 16, 14, 11: M\/ 150' (50'); #AT I; D 2-8; o r taking 3d6damage Crom Calling
playerstha11he village of Mantru is a good Save F2; ML 8; AL N trees, 60% chance or fall ing j(
place for 1he characters to se1 up a base for climbing cl iHs
£urther adventures in this area. 9 Elephams, Prt>histo1 ic (2): AC 3; HD
15: hp67, 59; MV 120' (40'); #AT 3; D2 All tremors las t for 10-30 seconds.
Maps for central plateau tusks or I trample; D 2-12/2-12or4-32;

encounters 3,000 pounds (30,000 en ) of raw ore. Two feet or less. They surprise the characters on
You wi ll need the following maps 10 run men can mine200 pounds of ore in one day. a ro ll of 1-3 on ld6.
encoun1ers on the central plateau: Workers may be brough t in Crom the These treants are reclusive a nd try to
Map 10: Central P la1eau mainland to mine and transpon the ore. avoid any contact with the characters. The
Map 11: Village of Mamru The characters must pay each worker I treants are the only living beings in this
The scale on the Central Plateau Map is I gold piece per week. They mus1 also pro- forest, and if the characters move through
mile 10 the hex, so 1he characters move six vide food for the workers. and pay the cost without searching, the chance o f their
times as far per day when 1raveling on this of transporting the workers to this area. encountering the Lreams is only I in 20.
map. II does ta ke 1he characters much The natives living on the plateau do The treams ignore the characters, but
longer 10 scale 1he cliffs al area 27, however. not work the vei n unless they are enslaved. the following actions by the characters
You may wish Lo discourage this by having bring the listed responses:
Wandering monsters 1he s laves work very slowly, and having Search ing: If the characters are search-
them rebel o£ten. ing for creatures, 1hey have a I in 6 chance
Check for wandering monster encounters Once the workers have removed the o f discovt'l'ing a Lreant. Ir they are searching
by rolling ld6 for every 3 hexes the charac- raw ore, it must be carried overland by specirically for treants, the chance is
ters travel. If a 5 or 6 is rolled, an encounter mules or porters, loaded on a ship, and increased to 3 in 6.
occurs. Roll 2d6 on the Cemral Plateau taken 10 the mainland. The COS! or refining Climbing trees: There is a l in 20
Wandering Monster Table 10 determine the gold is 10-20% or rinal value, and may chance that any tree a character climbs is a
what is encoumered by the characters. be done in any major mainland city of your treant. If the character does nothing harm·
choice. £ul, the ueam does not move or reveal its
Central plateau encounters 26. TREANT FOREST (Use Map IO.) presence. (( a ttacked or hurt, the Lreant
25. GOLD VEIN (Use Map 10.) immediately captures or kills the o ffender,
This forest is open and easy 10 move while ca lling loud ly for assistance. More
A recen11remor has revealed a lode of high 1hrough, but the tree branches overhead are treants (ld4+1) come in 2d6 rounds.
quality gold ore. A dwarr o r any o ther tightly woven 1ogc1hcr. making the forest Cutting trees: If the characters try to
character who knows about mining ca n dark and g loomy. cut down a tree, one tream arrives in the
idemify 1he ore and estimate the possible Scattered throughou1 this small forest first tum o f activity. The treant tries 10
value as 5 gold pieces for every 10 coins or a re 15 Lreants. avoid being noticed, but causes the trtt
ore mined. The vein is actually a small one, being cut down to move away at a rate of 30
a nd does no1 yield more than 15,000 pieces Treams (15): AC 2; HD 8; hp 34-41 (33 +
ld8); MV 60' (20'); #AT 2 branches; feet per tum. One new treant arrives in the
or refined gold. area each 1um thereafter. The treants do
To obtain that amoum, however, 1he D 2-12 each; Save FS; ML 9; ALL
whatever they can to drive the characters
characters must mine, transport, and rerine Treamscanonl} bespoued a1 a rangeor3o from the forest and still avoid combat.

22

0RjGiITAL ADVEn"tu~s REiilCARJIA"tED • THE ISLE 0F DREAD


CENTRAL PLATEAU ADVENTURES

Starting a fire: 1( Lhe characters lighL a Continue to roll for wandering mons- The characters may remain in the vil-
small campfire in this area, the forest be- ter encounters, but ignore all resulLs, unless lage for as Jong as they wish, but afLer a
gins 10 gradually move back from the a 12 on 2d6 is rolled. In this event, a minor shon period of time, they are asked to help
camp, leaving a clearing 50 (eet in diame- tremor shakes the ground. the natives destroy a threaL to the village.
ter. Three Lreams then move into position 28. VILLAGE OF MANTRU Fano and UmlaL Lell the characters that a
around the camp, controlling the trees. (Use Map 11.) group of renegade tribesmen (now head-
T hey do nothing if Lhe characters use dead hunters) has been preying on lone villag-
branches and brush for the fire. If Lhe char- This small village lies on the shore of the ers. These renegades have settled in a great
acters collecL living branches or wood, each large crater lake. The western edge of the ruined temple on the western side of an
treant sends two trees Lhrough Lhe camp village is surrounded by a crude stockade of island in the center of Lhe lake. The villag-
late at night. The characters are not auacked palm trunks and branches. This sLockade ers cannot do anything to their enemy,
unless they try to destroy the trees, but the extends in to Lhe water on both sides of the because Lhe renegades are stronger and
trees try to take or destroy as much gear as village. Pan of this wall has been expanded because the island they inhabit is consi-
possible on o ne pass. Ha character uses a 10 form two fish pens, which are used Lo dered to be taboo. Although the villagers
fire-based spell, he is attacked by the treants. hold any extra fish from the dai ly catch. aid the party by providing canoes and what
The village itself consists of six palm- equipment they can, they do not set foot on
thaiched huts, each raised about 2 feet off the island.
27. CUFF WALL (Use Map 10.)
the ground on stilts. Two more huts stand
The cliHs surrounding the central volcanic further out in the Jake, kept 3 feet above the Fano, the "talking chief": AC9; F4; hp26;
lake form a high, imposing wall of upthrust water on stilted platforms. The small lake MV 120' (40'); #AT l; D l-6or by wea-
rock. Often shrouded in low clouds, the hut (20 feet by 40 feet) belongs LO UmlaL, an pon; ML 8; AL L
tops appear jagged, and in some plpces aged man who serves as the tribal cleric. Fano is an elderly man, badly scarred and
snow-covered. The larger building (30 feel by 50 feet) is the crippled in the left arm. His infirmity, his
No clear trails are visible over the cliff main council hut. responsibilities to the Lribe, and his super-
wall, but it appears that the wall can be The village is inhabited by 50 tribal stitious fear of the island prevent him from
scaled in many places. Even characters members who live by fishing and farming joining the characters on the raid. His
without climbing skill may attempt 10 small gardens. They are divided into five goodwill is important, however, as his
climb the cliffs, as there are obvious hand- large families; each family lives as one opinion of the characters decides the Lreat-
holds and routes up the rock face. group and shares food and work. Each fam- mem the villagers give them. Fa no is good-
For all characters except thieves, the ily has its own possessions: canoes, nets, nalUred, but proud of his position. H e does
base chance of falling while climbing is tools, and huts. These people are not war- not tolerate mockery of it o r of the "chief"
50%. This may be reduced by 10% if a thief is like, but if attacked, they defend themselves of the village.
guiding the other characters. Each charac- to the best of their ability. If the characters
ter's base chance may also be reduced by do not attack the vii lagers, Lhcy are met by a Umlat, the tribal cleric: AC 9; C 6; hp 22;
10% if his dexterity score is 15 or greater. U band of men armed with spears. At first, MV 120' (40'); #AT I; D 1-6or by wea-
the characters are roped together, another spears are thrown to fall short of the char- pon; ML 8; AL L
20% may be subtraeted from the base chance acters. The villagers then try to frighten the Spells: first Level: cure Light wounds,
of Calling. You may wish to further adjust characters away by shouting and geslUring. purify food and water
the base chance depending on other activi- If the characters remain friendly, the vil- Second Level: bless, snalte charm
ties of the characters. lagers welcome them and lead them into Third Level: cure disease
It takes 12 hours of climbing time to the village. Umlat is a pious man, devoted to his deity
reach the top of the cliffs. During this time, In the village, the characters are intro- (Oloron, Lord of the Skies), but he seems to
normal encounters are still rolled for on duced to Fano, the " talking chief" and vil - have been both blessed and cursed. H e is an
Table 4, but only the following encounters lage leader; Umlat, the tribal cleric; and the extremely aged man, living many years
apply: pteranodons (encounter 4), ptero- "chief," a small stone carving of an old beyond the normal lifespan of o thers.in the
dactyls (encounter 5), and tremors (encoun- man that is kept in the council hut on the tribe. The villagers attribute this to the
ter 12). lake. The characters learn that all major favor of his deity. However, he is frail and
At the top, the rocks are covered with decisions come from this ''chief," while the weak, and his activites are greatly limited.
ice and snow, and the temperature is below "talking chief" (Fano) actS as a messenger The villagers speculate that this weakness
freezing. No encounters occur here, but and the interpreter of the "chief's" wishes. is due to some past failing. Because of his
characters who try to stay here overnight After this solemn meeting, the characters condition, Umlat cannot travel on adven-
w ithout warm clothing suffer 2d6 points of are treated to a feast of baked fish, fruits, tures, or actively assist the characters.
damage from exposure. The characters yam paste, Lunle soup, roasted birds, and However, he makes his spells available to
may start a fire here, if they brought fire- fermented yam beer. This feast is held on aid the characters in their task. Umlat prays
wood with them. They are not able to find the beach, and great smoking fires are lit to for other spells, given one day's notice.
any firewood here. drive away insects. Lodging is provided by
As the characters descend into the vol- several families. The natives insist that at 29. TABOO ISLAND (Use Map 10.)
can ic crater (a n 8-hour climb), the tempera- least one character sleep in each hut. The The details of Lhis area are given in the
ture becomes warrn and Lhe climate turns naLives freely give anything a character Taboo Isla nd Adventures section.
tropical. j ungle vegetation covers the lower asks for. but expect the same in the future.
slopes, bu t the animal population in the You should try 10 use this tribal cusLom at
valley is spar~e. least once during the adventure.

23

0RjGiil.A.L ADVE ilTV~S REi ilC.A.RJI.A.TE D • THE ISLE 0 F DREA D


TABOO ISLAND ADVENTURES

This rocky island is doued with small each flanked by another red marble pillar. In this chamber are 10 tribesmen, 12
ruins, statues, and broken terraces. The At the back of the second landing is an women, and 8 children.
largest ruin on the island is a temple that is opening leading back into the cliff. The
Tribesmen and women (22): AC 9; Fl or
carved into the cliff wall of the island's opening is flanked by another pair of pil-
NM; hp5 each; MV 120' (40'); #AT l;
western shore. It can be easily entered from lars. Carved out of the angled back walls of
D I -6 or by weapon; ML 9: AL C
1he lake side, as its broad steps descend to the landing are two bas-reliefs of humans
the waters of the lake. This is where the holding lighted braziers. The men and women fight, while the
characters begin the final stage of their children auempt to escape up the rope to
adventure. 31. GUARD POST the surface. Also, 1he men in areas 32a and
This island was once the center of the 32c reinforce the natives here in 2 rounds.
The tribesmen who live in this temple have Should the morale of the adults fail, those
kingdom of Kopru, until native rebellions
carefully narrowed 1his passage wi1h fighting try to charge toward the exit to the
destroyed their power. Do not tell the play-
mounds of rubble, so that only one charac- temple entrance (area 30).
ers who or what the kopru were; this is pan
ter can pass through at a lime. Waiting on
of the island's taboo. For a complete des-
the other side of the opening are three 1st
cription of kopru, see the New Monsters 32a. The unmarried men of the tribe sleep
level fighters and one 5th level fighter.
section (p. 30) in the Appendix. in these rooms. Each room is hung with
The lair of the renegade tribesmen is Fighters (Isl level )(3): AC7; Fl ; hp 7 each; ornaments and headdresses of bones, feath-
on the first level of the temple complex MV 120' (40'); #AT I; D l-6or by wea- ers, and fish scales. Short bows and spears
(Map 12). pon; ML 8: AL C lean against the walls. Mats, gourd pots of
When describing the areas of the tem- paims, and carved obsidian bowls filled
Fighter (5th level): AC 5; F5; hp 32;
ple to the players, keep the following with mud and ash are arranged in a circle
MV 120' (40'); #AT l; D l-6or by wea-
details in mind: the entire temple is damp pon; ML 9; AL C around a small, smoldering fire. The ceil-
and foul-smelling, and the air is hot and ing is heavily stained with soot, and the air
This fighter wears bone armor and carries a
stale. Small blind creatures constantly scat- reeks of grease, smoke, sweat, and fish. In
shield and spear +1.
ter before the characters, fliuing here and each room, seven young men are telling
there. These guards are able to observe any boastful stories to one another.
intruders moving down the hall. They
Maps for Taboo Island encoun· attempt to slay their opponents one at a Young Men ( 14): AC 7; Fl; hp 6 each;
ters time. If attacked with a /ire ball, lightning MV 120' (40'); #AT l ; D l-6orbywea-
bolt, or other similar spell, these guards pon; ML 9; AL C
You will need the following maps to run Each young man wears primitive leather
gain +I on their saving throws, as they are
encounters on Taboo Island: armor, and is armed with a spear and bow.
well -protected by cover. Should the morale
Map 12: Temple Level 1
of these guards fail, they retreat to the main The young men's arrows are coated with a
Map 13: Temple Level 2
chamber (area 32). gummy vegetable poison. which causes
Map 14: Temple Level 3
ld6 extra poims of damage. The poison
Wandering monsters 32. MAIN CHAMBER also causes violent sickness and fever for
2dl0 hours. A successful saving throw ver-
Do notroll for wandering monster encoun- This large hall was once the main worship sus poison negates the sickness and the
ters while the characters are on Taboo area of the temple, but the tribesmen now additional damage.
Island. use it as their central living area. The noor
is covered with mats, bowls, and eating 32b. This room is reserved for unmarried
Taboo Island encounters utensils made of bone. A fire is blazing in girls. It is decorated like 32a, except that the
1he center of the chamber. The hall itself is weapons here are daggers of bone and
Key to Temple Leve) l (Use Map 12.) two stories high. Balconies run along three metal. There are also many tools, includ-
sides of the second story. A 20-foot by 30- ing scrapers, needles, and mallets.
50.TEMPLEENTRANCE foot hole has been cut in the cemer of the Five girls are in this room. They are
The entrance to the temple has been carved ceiling, and is open to the sky. To prevent hairstyling, cauooing. filing their teeth,
into the side of a rocky cliff. Two primitive debris and small creatures from entering, a and otherwise "improving" their looks.
docks of narrow poles and weak planking net has been fastened across this opening. These girls (hp 3 each) do not attack, but
extend from the temple steps. Two steps This nel does not prevent charaeters from try to flee, if possible.
lead to a landing lined with pillars. The entering through here, nor does it support
landing and pillars are made of red marble. a character's weight. A rope hangs from 32c. This large room is the tribal chief's
Set on poles thrust imo cracks in the £Joor one corner of the opening to the floor. q uarters. In this room are the following
of the landing are many shrunken heads, In the center of the wall opposite the natives:
jawbones, feathered totems, and other prim- entrance is a carved face that fills the area The Chief: AC 5; F7; hp 44; MV 120' (40');
itive tribal symbols. from the floor to the ceiling. It looks like a #AT l ; D 1-8 + 2; ML 10; ALC
Three short flights of steps lead up to a human or humanoid creature with its The chief wears bone armor and is armed
second landing 5 feet above the first. A mouth agape. The carving has been cut with a shield and a sword +2.
stone foot and ankle stand on each side of and defaced, making it difficult to deter-
the center flight of stairs. These feet are all mine what kind of creature it once depicted. The Chief's Sons (3): AC 7; F3; hp 20, 17,
that remain of a huge statue that once The other doors are all located on the bal- 16; MV 120' (40'); #AT I; D 1-6; ML9;
straddled the stairs. The end stairways are cony level. ALC
24

0Rj:GiilAL ADVEilTV~S REiilCARJIA'fED • THE ISLE 0F DREAD


TABOO ISLAND ADVENTURES

Each son wears leaLher armor and is armed 54. PRIESTS' QUARTERS "gods." A square stone pedes1al stands
with a spear. along the north wall. Nex1 to it are several
This secret chamber was where the "gods" bone rhythm sticks, 1hree inlaid bejeweled
The Witchdoctor: AC 6; C5; hp 21; MV watched the services held in their honor. bowls (worth 500 gp each), a crumbling
120' (40'); #AT I; D 1-6; ML 9; AL C The chamber is bare, and the fl oor is bamboo flu1e, and the remains or a feather
Spells: Firs1 Level: cause light wounds covered with a heavy layer of dust and fine fan .
(x2) sand. The dus1 covers a trap door in 1he A small, intricately carved stone box
S«ond Level: hold peTson, snalte oonheast comer, so the characters only with two hinged doors rests on 1he pedes-
charm have a I in 6chanceof noticing it. The trap tal. Inside is an unusual statuette of gold
The witchdoctor wears bone armor and is door is weak and breaks when stepped on, and coral. h looks like .an amphibious
armed with a bone club. dropping anyone standing on it into area humanoid that has a smooth head, large
40on Temple Level 2. Anyone falling 1akes eyes, and a tentacled mouth. The torso is
Women (5): AC 9; hp 3; MV 120' (40'); Jd6 points or damage.
ALC humanlike, and has 1wo arms 1hat end in
In the nonhwes1 comer of this room, a webbed, clawed hands. From 1he waist
These women do not Cight. set of stairs leads up 10 a narrow platform down, the body divides imo three long ten-
The chier, his sons, and the witchdoct0r (A ). This platform rests behind the eyes of tacles, each ending in £lukelike fins. Each
come 10 the aid or 1he families in the main the carved face tha1 looks into area 52. fm is tipped wi1h a single large claw. The
chamber (area 52) ir the alarm is raised. Anyone standing on the platform may view statuette is worth 2,000 gp.
They also investigate any unusual noises the main chamber by looking through the The statueue portrays a kopru. For a
£rom tha1 area. Should 1heir morale fail, two small eye holes. Between the 1wo eye complete description, see the New Mons-
they retrea110 this room and make a stand. holes is a large wooden pis1on and handle. ters section (p. SO) in the Appendix.
The room is cl uttered with pots, gourds, If anyone gives i1 a strong hard pull, this Anyone who looks at this statuette
necklaces 0£ bone, a rack or skulls, and piston sprays a 20-fooi diame1er cloud of must make a saving throw versus spells.
many animal skins and furs. Hidden in one inflammable dus1 through the nose of the Any character who fails the saving throw
or the skul Is on 1he rack are five gems ( 1,200 [ace and into the main chamber. The dus1 becomes a secre1 servant of the kopru, until
gp, 1,000 gp, 800 gp. 500 gp, 50 gp). In a cloud causes any open flames in the main 1he power of 1he sta1ueue is dest.royed. The
wax-sealed gourd is a potion or flying. Six chamber to explode, causing 4d6 points of curse can only be broken if the statuette is
furs, each wonh JOO gp, hang from the damage to any character in the area. A suc- blessed by a Lawful cleric, or if the statueue
walls. cessful saving throw versus dragon's breath is physically destroyed.
reduces damage by half. There is a 50'<'! The corridor beyond this room is
55. SECltET VIEWING CHAMBER chance 1hat any explosion in the main blocked by fallen rock and is impassable.
chamber causes a similar explosion on the You may choose 10 have this corridor lead
A secre1 door, unknown to 1he natives, platform where the piston is, resulting in to additional areas that you have designed
leads from the northern balcony in area 52 2d6 points or damage to anyone there. yourself.
10 a small chamber near the main entrance.
The hallway is extremely dusty and appar- 55. BLOCKED-UP PASSAGE
ently unused. In the chamber, moldering Key to Temple Level 2 (Use Map 15.)
This hallway ends in a crude wall of s1ones
rags and unidenti£iable lumps dot the that completely closes off the passage. This Part of 1his level is under 5 feet 0£ water.
floor, presenting 10 the eye a variety or vivid wall was built by the renegade lribesmen 10 Keep track of which areas are flooded, and
colors. keep creatures from the lower levels of 1he periodically remind 1he players of 1his spe-
Several large s1one levers and a cor- lemple ou1 of their tribal home. Tile natives cial condition through your desaiptions.
roded bronze tube line the south wall of the no longer bo1her 10 guard this wall, as crea- Pay careful a11emion 10 normal light sour-
ch.amber. Three roued ends or rope hang tures rarely try to come through ii. If the ces, as these can easily be extinguished or
from small holes in the ceiling. These characrers have suitable 100Js, they can made useless if characters get them wet.
ropes and levers once operated m«:hanisms make an opening large enough for one
within 1he now-ruined statue that stood 58. WATER-FILLED CHAMBER'
character to ge1 through in one hour.
over the temple's entrance. The bronze tube Forrnerly a torture chamber, this room has
was used as a megaphone for the "god's" 56. WEAKENED FLOOR flooded to a depth or 5 feet. Characters less
voice. A small niche has been carved into Unused for many years, 1his section of floor than 4 feel tall and wearing metal armor
1he back of the statue (B) that s1ands in 1he has been weakened from below. The s1one must keep 1heir heads above the water in
slanted section of wall. This s1a1ue faces and supponing beams have been rotted by some manner, or 1hey quickly drown.
out onto 1he temple entrance(area 50) from water and slime. The section marked by 1he The ceiling is reddish-black from an
the northeastern wall. A person can stand T is sturdy enough 10 support one person oxidizing ro1, and the supporting beams
in this niche and observe the entrance crossing it at a 1ime; two or more people are almost emirely rotted away. Characters
through 1wo small spy holes. crossing i1 causes the section 10 break, who enter this room from the hall may
The walls of thenicheare lined with a dropping the characters to the waler-filled break their way through the ceiling to area
brownish-looking mold. The mold is filmed room below (Temple Level 2, area 38). No 56 on Temple Level I.
with damp dust, so its true color (yellow) damage is taken by characters who fall. Several small, harmless cave fish live
cannot easily be seen. in this room and 1he £1ooded corridors
57. PRIVATE ALTAR beyond. They occasionally bump against
Yellow Mold: AC can always be hit; HD 2;
hp8; MVO; #AT spores; D l-6+spores; This altar room contains several items once 1he legs of the charac1ers, feeling cold and
Save F2; ML not applicable; AL N used by 1he priests in the worship of 1heir slimy.

25

0ajGillAL ADVEII'tV,RJ:S REillCAR._IIATED • THE ISLE 0F DREAD


TABOO ISLAND ADVENTURES

There are several sharp metal, stone, 40. LAIR. OF CUAllDIANS and covered with pale fungus, which is
and glass items hidden underwater. Unless cold and slimy to the touch. If the fungus is
the characters probe ahead with a sword, The floor of this room is covered with
small puddles, and the walls are lined with cleared away and the floor examined by a
spear, star£, or pole, each character has a I dwarf. the dwarf notices that the rock
in 6 chance of stumbling and stepping on a several sta tues, some of graceful creatures,
some of women holding children, and oth· below must have been too hard to carve
sharp item every 10 feet traveled. Stepping through, thus making this change in pas·
on an item causes 1·2 points of damage. ers of fierce monsters. All the statues are
well-fashioned, but have deteriorated due sage depth necessary.
The door leading out of this chamber Beyond the platform, the steps lead
is open, revealing a passage that is also to age and moisture. The stones glisten a
green-streaked red when struck by li ght, back down into the Oooded hall. Three
filled with 5 feet of water. Cell doors normal crocodiles live in this section of
crossed with iron bars line the passage. The giving even the simplest and most innocent
pieces an unwholesome look. hallway.
bars are badly corroded and may be broken
by any characters who roll their strength or A large puddle of water stands before Crocodiles (8): AC 5; HD 2; hp 21 , 19, 15;
less on ld20. All the cells are empty. the secret door in the south wall. In rhe MV 90' (80'). 90' (!lO') swimming; #AT
center of the room's ceiling is an obvious I ; D 1-8; Save Fl; ML 7; AL N
trap door. The door leads to an upper floor
(Temple Level I, area !14). This trap door is These crocodiles have been feedingonlyon
59. CHAMBEll OF THE GllE.ATONE made of wood, and appears to be severely small lizards, rats, and snakes. They attack
rotted. anything that enters the water.
The doors to thischamberare 15 feet above
the chamber Ooor. The chamber is filled Fourspittingcobras have coiled them- 42. PlllEST'S CHAMBER
with 20 feet of water. If the characters are selves around several of the statues.
The door to this room is closed and, if
not probing ahead, they stumble on the examined, appears to be tightly sealed. It
stairs (or dais steps) and fall into the room , Spitting Cobras (4): AC?; HD I ; hp6, 4, 2, has kept the water out of the chamber.
taking no damage. Two giant crabs live in 2; MV 90' (50'); #AT 1 bite or I spit; If the door is opened carelessly, anyone
this chamber. D 1-8 +poison; Save Fl; ML 7; AL N in the water outside the door is swept into
Giant Crabs (2): AC 2; HD 5; hp 22, 17; the room, taking ld6 points of damage.
MV 60' (20'); #AT 2 pincers; D 2·12/ These cobras are cold-blooded and cannot A small altar stone and several stone
2-12; Save F2; ML 7; AL N be distinguished from the statues by infra. benches stand in this chamber. Hanging
vision. Tho ugh they can be seen in normal from a stone hook on the wall is a bone·
Since they cannot swim, these giant crabs handle mace +2, and hidden in a secret
usually stay on the dais or on the stairs near light, the snakes do not attack unless they
are approached. compartment on the right side of the altar
the entrance. Each crab is 8 feet in diameter. are 500 gp and two coral statuettes worth
The crabs are extremely hungry, and attack At the base of one o r the statues in the
nonheast corner is a 50 gp gem. 1,000 gp each. If the room is flooded, this
anyoneoranything that enters the chamber. compa rtm en t is hidden underwater.
Two exits lead out of this room: the
passageway north 10 area 45, and the secret Nothing else can be seen in the chamber.
59a. At this point on the dais, a giant oyster door in the south wall. At the point on the 4.5. llAT LAIR.
rests 5 feet below the water's surface. map marked " J: " is a hidden trigger that
drops the portcullis across the nonhern As the characters move down this hallway,
Giant Oyster: AC 5 open, ·2 closed; HD I0; entrance to this room when any character they see several large, rough holes in the
hp 55; MV 0; #AT I; D 4-24; Save F5; steps on it. The characters need a combi ned walls just above water level. These holes
ML none; ALN strength of 50or more to raise the portcullis. are the tunnels of 10 giant rats, who swim
For a complete description of the giant oys· The hallway on the other side of the out and attack the characters from both
ter, see the New Monsters section (p. 80) in secret door is flooded. The door opens sides as they pass by. The rats are auraeted
the Appendix. inward, and any characters near this door by light and scent.
You must d'°de when the party can see the when ii is opened are swept o rr their feet,
Giant Ra ts( IO): AC?; HD 1/ 2; hp2each;
oyster. Between its open valves is a large and carried 2d6xl0 feet down the hall
MV 120' (40'), 60' (20') swimming;
black pearl worth 8,000 gp. toward the shaft in area 45. They are
#AT I bite; D 1-!l +disease; Save Fl ;
If the oyster is attacked Crom a dis- knocked around a great deal , taking 2d4
ML8; ALN
tance, it closes its shell and does not open points of damage. Characters not standing
for at least 1 tum. near the secret door are able to brace them· Should the morale of the rats fail, they
The pearl may be " picked" Crom the selves and remain on their Ceet when the retreat into the tunnels to hide. The tun-
open oyster. The chance ofcharacters other door is opened. Should the secret door be nels are dug out of din, and are wide
than thieves picking the pearl from the oys· opened from the hall side, all charaeters in enough for a halfling. The large chamber
ter should be 5" worse than a !st level the water are swept through the door into at the end of several of the tunnels is the
thiers chance. If the characters are unable this room. giant rats' main lair. The rats try to flee if
to pick the pearl, the oyster closes, possibly invaded, but fight to the death if cornered.
trapping an unsuccessful character. The 41. CROCODILE POOL
In the lair are rags, some bones, a
oyster does not open by itself while under In the center of this sectio n of hallway is a gnawed scroll (with a levitation spell on it),
attack. It can be pried open by several char· short staircase that leads up to a platform. and three metal potion bottles (2 potions of
acters, if they have a combined strength of The platform s tands just above the water healing and a contaminated potion, now a
50 or more. A lmoclc spell also works. level. The floor of the platform is damp deadly poison).

26

0R.tGirrAL ADVEntv~s REiilCARJIATED • THE I SLE 0F DREAD


TABOO ISLAND ADVENTURE S

44. FIRE TRAP Characters may swim the distance, but 46. THE MINERAL TE:R:RACE
unless they have some method to protect This terrace leads to the stairs to Temple
This room was originally trapped to fire a themselves from the boiling water, they
burst or name from a hole near the north Level 2. If the characters have been washed
suffer 2dl0 points of damage. The water in down these stairs, they are able to stop
wall. Now the room is flooded with 5 feet of the wel I cannot be bailed out, as hot water
water, but the trap still operates-in a dif· themselves here. The terrace is white with
constantly seeps in . calcium deposits and hot enough to be
Cerent manner.
A wire set about ankle height has been Key to Temple Level 3 (Use Map 14.) painful, but not damaging. All the terraces
stretched across the center of the room. IC are somewhat slippery, and the characters
This is a single natural cavern of great size. have a I in IOchanceof slipping if they are
the wire is broken or pulled, it releases a The air is hot, steamy, and fouled by vol-
spray or fine oil into a !()..foot wide by not careful. The characters attack at -3 to
canic gases. The floor of the cavern is a field hit and defend at -S (3 AC worse) due to the
l()..foot long area in from or the north door. of bubbling mud pots, small geysers, hot
This is special oil that ignites on contact wet, unsure footing. They also have a IO'X.
springs, and mineral crusts. The colors are chance per round of slipping. Characters
with water. As the oil bursts into flame, a rich reds, browns, and yellows, combined
mist of water covers any character in the who slip lose at least 1 round while they
with blacks and greys. Terraces crusted stand, and may even slip off the terrace (use
area, igniting any remaining oil. The oil with deposits from mineral springs extend
bums for 6 rounds and does 3 points of your own judgment in these situations).
from the sides of the cavern at several
damage per round LO any characters caught points. Stalactites hang from the ceiling, 47. THE KOP:RU
in the fire. The oil may be wiped off. merging with stalagmites in several places
The burning oil makes the air in the In the bubbling mud at each of these areas
to form pillars from the roof to the Door. is a concealed kopru. Kopru are amphib-
chamber smoky and hard to breathe, The heat of the chamber prevents the use of
requiring characters to leave this room as ious humanoids who dwell in the hot
infravision. Occasional flares of ruddy light, geyser pools.
quickly as possible. Try to make the char· combined with great bursts or steam from
acters move quickly here: describe the the depths of some of the hot springs, Kopru (2): AC 3; HD 8+4; hp 49, 4-4; MV SO'
rapidly dwindling air supply, give each briefly illuminate small points in the room. (10'), 150' (50') swimming; #AT 1
character a few points of damage, or have When the characters are moving about bite/ I tail or charm; D 1-4/ S· 18; Save
them attempt saving throws versus death the floor of this cavern, there is a 1 in 6 F9;ML9; ALC
ray for unconsciousness. chance per tum that one of the following For a complete description of kopru, see
The door screened by the names may evems will happen (roll ld6): the New Monsters section (p. 30) in the
be opened on a roll of I on ld6 by any Appendix.
charaetcr moving underwater. When the
door is opened, the water rushes out of the The kopru use their special charm ability
room. sweeping unprepared characters into TABLES to capture members o£the party. They may
the lowered portcullis beyond. The first TEMPLE LEVELS EVENTS also try to lure characters off the paths and
character to strike the portcullis ~uffers ld4 into the geyser basins. Characters who fall
points of damage. Ir the door to the flooded Die Event into a geyser basin take ld8 points of dam-
hall (area 0 ) is opened, water rushes Roll age each round from the boiling water. If
through the portcullis and down the stairs the charm attempts fail, the kopru either
for 2 minutes (12 rounds). The characters Mudpot bursts, spraying random physically attack characters on the paths or
are thrown against the portculliS and character with hot mud (l·S points hide in the hot mud, waiting for a chance LO
underwater, taking 1·2 points or damage of damage) strike again. If the characters are obviously
each round until they take some action to stronger or are trapped on a terrace. the
2 Geyser sprays random character with kopru do not pursue, but wait in the bub-
keep their heads above the level of the hot steam ( H points of damage)
water. bling mud. If the characters are badly hun
On the cast wall between the door a nd S Cloud of steam from hot springs covers or obviously weak, the kopru attack both
the portcullis is a lever. If pulled down, the 10-foot diameter area, blinding all mentally and physically.
lever raises the portcullis. If the characters within it for 1-4 rounds (randomly The kopru never surrender, and attempt
raise the portcullis while the water is still determine which character it centers to enslave as many characters as possible.
flowing, they are swept down the stairs to upon) Should the entire party be enslaved, the
Temple Level 3. This causes 2d6 points of kopru attempt to use them to restore the
4 Boiling water splashes random kopru's ancient kingdom. U this happens,
damage to all characters involved. character (1·3 points of damage) you may either start thinking up ways the
45. BOILING WELL 5 Gas bubble bursts n ear random characters can serve the kopru, or retire the
In the center of this hallway is a circular character, who must make a saving captured characters from the campaign,
shaft of carved stone that descends out of throw versus poison or be nauseated perhaps to be reintroduced later as NPCs.
sight. Sixty-five feet below the level of the for I round (no action may be taken) Talk it over with the players and allow
floor, the shaft is filled with boiling water. them the opportunity to come up with
6 Small tremor shakes the cavern their own solution.
The shaft forms a "U," trapping water at
the bottom. The other end of the "U" 48. BOILING WELL
opens into a ledge overlooking the great
cavern on Temple Level 3 (area 48). This is the topmost terrace of this level.
This water is heated by volcanic action. Here is the hot spring that connects to the

27

0RiGiilAL ADVEil'tVRJS S REinCAR._IlA 'fED • THE ISLE 0F DREAD


~APPENDIX
U-shaped shaft from area 45 on T emple Alternate scenarios Use 1he pirates described in encounter
Level 2. The characters may swim to the area 7. If you fed the pirates are not strong
other side of 1he shaft and climb ou1, bu1 enough LO challenge the characters, inaease
1hey each take 2dl0 points of damage Since this module gives you a great deal of 1he level or number of pirates, or give them
unless they are protected from 1he heat. information about the Isle of Dre-c1d, you stronger defenst's.
On the terrace beside the spring, barely may wish 10 use these locarions and des·
noticeable under a crust of minerals, is a criptions again, after you have run the 5. BRING 'EM BACK ALIVE
bagcomaining five emeralds. Each is wonh main adventure. Some suggestions for A 1ough challenge £or strong characters
1,000 gp. The characters find the bag onl y further adventures on the Isle of Dread are would be 10 capture some creature alive
if they search 1he terrace. listed below. Each is accompanied by a and take it back to the mainland at the
shon description of how 1he adventure request of some wizard or king.
49.CAVERNS might be handled. It would not be unusual £or the princes
This se1 of terraces leads 10 a series of natu· and princesses of Glantri to want a live
ral caverns. These caverns are left un· l. DESTROY THE ZOMBIE MASTER monster from the Isle of Dread. If this deed
mapped. so 1hat you may cre-c1te your own were done voluntarily, the reward could be
special encounter areas. You may allow This is a short adventure suitable for use sizable-enough to make the effort worth·
many cave-dwelling creatures to live here, before the characters venture inland for the while.
and you may also includeexi1s that lead up first time. Such an expedition would require
10 the central plateau. The village of Tanaroa has been careful planning: how to catch the mons·
recently plagued by 1he attacks of undead ter, how to keep it quiet, how to move it
50. WEAK CRUST creatures. The villagers are frightened, and overland, and how to get it across the
This section of trail is actually nothing but the tribal leader seems to be losing the ocean.
a weak crust over a hot spring. Unless the authority necessary to maintain order. If Monsters suitable or challenging £or
path is probed first, 1he lead character questioned, tht' people only speak in 1his adventure would include a pterodac·
breaks 1he surface. The character then frightened terms of the Zombie Master. At tyl, tyrannosaurus rex, stegosaurus, or per·
drops into 1he ho1 water, suffering ldlO night, zombies and ghouls prowl the paths, haps even a giant ape.
points of damage the fim round and ld8 killing lone travelers.
points each round until rescued. The crust As shown on Map 2, each section of 1he 6. SUNKEN TREASURE
is crumbling around the edges, and the village surrounds a graveyard. These grave- The characters could find a ueasure map
characters are no1 able to come closer than 5 yards are infested with tunnels and un· tha1 gives the description of a shipwreck
feet 10 1he edge wi1hou1 also falling in. wholesome creatures. the most fearsome near the Isle of Dread. The information in
Ropes. poles, and rescue 1echniques simi· being 1he Zombie Master. You would have the description should be clear enough for
lar to those used on thin ice may be used to to prepare for this adventure by drawing the characters IO recognize the island:
save any characters who have fallen into and populating the tunnels under the include notes about the Great Wall, 1he
the wa1er. graveyards. dinosaurs, and the unusual races.
51. THE HIDDEN THRONE 2. MAP THE ISLAND The map should also include the gen·
eral location where the ship might be
Set on the topmost terrace, directly under a Infonnation is always valuable. After hav- found: a good place might be on the
dripping stalac1i1e, is a throne. A grinning ing opened up new 1erri1ory, a merchant southwestern side, between the smoking
skeleton siis on rhe rhrone. Mineral-rich prince or curious mapmaker might wish mountains and the reef.
waters. falling from the ceiling over many £or more information about the Isle of Finally, the map should include a des·
years, have encrusted the skeleton and Dread. The characters could be hired to cription of the ship's cargo. The sunken
throne, hiding all but the most general fea· make a careful survey of the isle, mapping ship should, of course, be inhabited by a sea
tures. A sword, partially hidden by the 1he terrain and nocing important features. monster.
mineral crust, lies before the throne. Also This would be a dangerous and time·
conceakd by the crust isa ting, which rests consuming task.
on one of the skeleton's fingers. Both are 3. THE DINOSAUR HUNT
entirely ordinary in appearance. The ring
is a ring of telelunesis, and the sword is a A powerful and well-equipped party might
sword +2 that has charm person ability. find i1 quite worthwhile to 1ry to kill sev·
eral dinosaurs and carry all or pan of their
bodies back to 1he mainland. It is likely
that the rare essences and parts of these
beasts would bring a good price from
wizards or collectors of the unusual.
4. EXTERMINATE THE PIRATES
To provide secure trade wi1h 1he mainland,
it is first nect'SSary to destroy the pirates.
The characters could be given the use of a
ship by mainland merchants for 1he adven-
ture.

28

0RjGiilAL 4DVEilTV~S REiilCAR!IATED • THE ISLE 0F DREAD


APPENDIX

Creating human en counters Wandering human party 3: leader and brilliant strategist. She has a
medallion of ESP. Through her experience
H uman encounters can either be natives or Fighter, male, !lrd level: AC2; hp 14; ALC; and clever use of this item, she usua lly takes
other adventurers accompanied by native has an axe +J the bes1 course of action.
guides and bearers. You may set these Cleric, female, 2nd level: AC 2; hp 10; AL
groups up when they are encountered, or L; has a purify food and water spell Sanar: AC 9; T!!: hp 8; MV 120' (40');
you may take them from the following Magic-user, female, !st level: AC 9; hp 1; #AT I; D 1-4 or by weapon; ML 10;
table and lists. The number appearing is AL C; has a sleep spell ALC: S9; 114; W9; D 12;C 10; Ch 17
2d6. Thief, male, 2nd level: AC 7; hp 7; AL N;
has a sword +J (+3 against dragons) This schemer has one goal-to become
Generally, the natives on the Isle of Dread Normal human, male (2): AC 9; hp 2 each; leader of all the villages! She sees tradewi1h
are peaceful and Cight only if auacked. ALC 1he mainland as a tool to this end. Sanar
Most have an Armor Class of 9, though Normal human, male: AC 9; hp 4; ALL uses any person any way she can as long as
some may have the equivalent of leather Normal human, male: AC 9; hp l; AL N 1hat person can serve her needs. She is ruth·
armor (AC 7) or special armor made out of Normal human, female: AC 9; hp 4; ALL less and treacherous, but practical, and she
hardened £ishoranimal boncs(AC5). War· respects those who bargain Crom strength.
riors arc u sually armed with spears and Sample native leaders
shon bows. You may assign spells or roll Kuna: AC 9; NM; hp 3; MV 120' (40');
them randomly. Magic items may be You may want 10 create NPC personalities #ATO;ML6;ALN;S 12;16:W7; D 12;
assigned or rolled for as in the D&:~ to populate the Isle of Dread. Doing so wil I C 12; Ch 15
Expert rules. Since seuing up a human help you set up background for your
adventures. These NPCs are not meant to This matriarch is neither very brigh1 nor
party can be time-consuming, three typical very brave. She often acts on a whim, but is
parties are given below: adventure with 1he characters or openly
auack them. never intentionally cruel. Although Kuna
Wandering human party l: The following native leaders may be is content 10 let her advisors make the deci -
placed in any of the seven villages or used sions while she remains the figurehead, she
Fighter, male, 4th level: AC2; hp20;ALL
to inspire 01her NPCs you may create. occasionally uses her charisma 10 sway
Magic-user, male, 1st level: AC9; hp4; AL them. She is much loved
L; has a charm f>el'Son spell Three matriarchs and three war leaders are
Thief, female, 1st level: AC 7; hp 2; AL C; provided here. Details for the Zombie Mas·
has a potion of diminution ters and 1he other leaders of the villages are Tribal war leaders
Normal human, male: AC 9; hp I ; AL N left up to you.
Note 1ha1 the figures for hil points, Bakora: AC 6; F5; hp 36; MV 120' (40');
Normal human, female: AC 9; hp 5; AL C #AT I at +2; D 1·6 + 2; ML 10; AL N;
Normal human, female: AC 9; hp 3; ALL Armor Class, and number of auacks and
S 16; 18; W 10; D 16; C 17; Ch II
damage have already been adjusted for
Wandering human party 2: strength, dexterity. and constiiution. Because of his skill with weapons, this war·
Fighter, female, 2nd level: AC I ; hp 13;AL Assume that the war leaders have shields rior is highly respected in his vi llage.
N ; wears plate mail +I and has a war and spears. Armor will improve 1heir Armor Though he is not extremely intelligent, he
hammer+/ Class. does have good advisors. Bakora is s1rong·
Magic-user, female, 5rd level: AC 9; hp 8; Matriarchs willed and somewhat supers1itious.
AL N; has the spells detect magic, pro-
tectior1 from evil, phantasmal force J'kal: AC 9; NM; hp 5; MV 120' (10'); Kuro: AC 7; F1; hp 24; MV 120' (40');
Normal human, male: AC 9; hp 4; AL N #AT 0; ML 10; ALL; S 8; I 14; W 14; #AT I a 1 +3; D 1·6 + 3; ML 10; ALL;
Normal human, male: AC 9; hp l; ALL D II; C 8; Ch 12 S 17; 110; W9; D 15;C 16; Ch 12
Normal human, male: AC 9; hp 2; AL C This aged and respected woman is a shrewd
This mighty leader carries a family heir-
loom, a spear +I. Though he is first a war·
rior, Kuro is also a kind and honest man.
TABLE6 His fair and just trea1ment of his people
HUMAN ENCOUNTERS and of captured enemies has earned him
respec1 and fame throughout the seven
Class Level Aligrtment Sex villages.
(Roll ldlO) (Roll ldl2) (Roll ld8) (Roll Id6)
Masawa: AC 7; F4; hp 20; MV 120' (40');
1-6 normal human 1·5 1st 1-5 Lawful 1-5 male #AT I at +l; D 1-6 +I; ML 10; AL C;
7 cleric 6-8 2nd 4.5 Neu1ral 4·6 female S 15; I 10; W 8; D 14; C 15; Ch 7
8 fighter 9-10 3rd 6-8 Chaotic
9 magic-user II 4th This arrogant warrior is feared by the peo-
10 1hief 12 5th ple of his village, not only because of the
great war skills of which he boasts, but
because of his cruelty to those who cross
him. Masawa docs not like strangers. He
does not want 1rade with the mainland, but
has been overruled by 1hevillage matriarch.
29

0 RiGi DA.L ADVEntv~s REiDCARJIA.fED • T HE ISLE 0 F DREAD


Ankylosaurus - - - - - - - - - - Brontosaurus - - - - - - - - - -
Armor Class: 0 Armor Class: 5
Hit Dice: 7 Hit Dice: 26
Move: 60' (20') Move: 60' (20')
Attacks: I tail Attacks: I bite/ I tail
Damage: 2-12 Damage: 2-1213-18
No. Appearing: 0 (l-8) No. Appearing: 0 ( 1-3)
Save As: Fighter: 4 Save As: Fighter: 13
Morale: 6 Morale: 8
Treasure Type: Nil Treasure Type: Nil
Alignment: Neutral Alignment: Neutral
The body of an ankylosaurus is covered The brontosaurus is one of the largest of all
wi1h 1hick bony armor and ends in a mas- dinosaurs. I! has a strong, tapering tail and
sive clublike tail. This dinosaur walks on a massive body that supports a long neck
four legs and ea is plams. It is 15 feet long, 4 and small head. The creature is 65-75 feet
feet call and weighs 4-5 ions. An ankylosau- long and weighs more than 30 tons.
rus is usually found in jungles and hills. A brontosaurus is so heavy that it
needs to spend most of its time in water, so
that the water helps support its weight. If
only its neck shows above water, the bron-
Aranea------------- tosaurus may be mistaken for a plesiosau-
Armor Class: 7 rus or sea serpent. This dinosaur eats
Hit Dice: 3.. plants, and can only be found in deep
Move: 60' (20') marshes or on the edges of swamps.
New monsters In web: 120' (40') Dimctrodon-- - - - - - - -- -
Th<' monsters in this section are special Auacks: I
Damage: 1-6 + poison Armor Class: 5
additions for the Isle of Dread. Of course, Hit Dice: 7
you may use them elsewhere and may alter No. Appearing: 1-3 (l-6)
Save As: Magic-user: 3 Move: 120' (40')
thC'ir s1a1istics if desired. Any of 1hese Attacks: I bite
mons1ers could have giant-sized variations Morale: 7
Treasure Type: D Damage: 2-16
wi1h mort' hit dice, bener Armor Class, and No. Appearing: 0 (1-6)
the ability 10 cause more damage. Special Alignment: Chaotic
Save As: Fighter: 4
monsters can also be designed for a specific The aranea are an imelligem giant spider Morale: 8
party by assigning hit points instead of race. They are as large as small ponies, and Treasure Type: V
rolling them. Leaders of a group will usu- are greenish-brown in color. An aranea is AligTimem: Neutral
ally have high or maximum hit points. distinguishable from other giant spiders by
Additional prehistoric creatures may be the massive odd-shaped lump on its back A dimetrodon is a sail-backed, meat-eating
found in the D&D® Expert rule book. dinosaur. The "sail" is a comb of long
that houses its large brain. Aranea areweb-
spinners, and their bite is poisonous. bony spines connected by a webbing of
skin. The dimetrodon is about 10 feet long
The front limbs of an aranea are
Allosaurus---- - - - - - - - divided imo flexible digits. The aranea and weighs nearly a ton. Dimetrodons
hunt most often in hills and in the drier
Armor Class: 5 uses these to grasp prey and manipulate
simple tools. In addition, the aranea can areas of swamps.
Hit Dice: 13
Move: 150' (50') cast spells as a 3rd level magic-user (two ls1 Elk (Giant) - - - - - - - - - -
Attacks: I bite level spells and one 2nd level spell). and
they spend much of their time researching Armor Class: 6
Damage: 4-24 Hit Dice: 8
No. Appearing: 0 ( 1-4) magic.
Aranea live in dense forests or jungles, Move: 120' (40')
Save As: Fighter: 7 Auacks: I buu
Morale: 9 spinning their web homes high in the trees.
Part of each web is roofed with bark, leaves, Damage: 1-12
Trc-asure Type: V No. Appearing: 0 (l-6)
Alignmem: Neutral and vines held together with webbing. In
the covered part of their lairs, the aranea Save As: Fighter: 4
Morale: 7
An allosaurus is a huge carnivorous dino- keep their crude tools, magic research, and Treasure Type: Nil
saur· that runs uprigh1 on its large hind crude "furniture" of web, vines, bark, and
legs. ii stands almost 15 feet tall, and wood. Alignment: Neutral
weighs several tons. The allosaurus attacks Aranea are the traditional enemies of Ciani elk inhabit hills and plains. They are
by biting with its large jaws, wruch are the phanaton, and attack them on sight. 10-12 feet long and weigh nearly a ion.
filled with daggerlike 1ee1h. Theallosaurus They are friendly with bugbears and often Their antlers span 10 feel or more. Ciam
hunts most often in lowland hills and hire them to guard the forest beneath their elk cat shrubs and grasses.They are preyed
plains. lairs. upon by dire wolves and sabre-tooth tigers.
30

0RJGiDAL ADVE il'tV~S REiDCARJIA'tE D • THE I S LE 0 F DREAD


G rangeri --------'~­ The special chann of the kopru is dif- leader. Forearh village of at least 100, there
ferent from the spell charm person, in that is a chieftain who is a 6th level fighter.
Annor Class: 5 the person acts normally (includi ng the usr There is a 50% chance that each village ol at
llit Dice: U of spells and magic itt>ms), but is totally least 100 also has a tribal shaman who is a
Move: 120' (40') committed to the interests of the kopru. magic-user or cleric of at least 5th level. U
Attacks: I bite or trample The kopru know the thoughu and memo- 500 natives are encountered, there is a
Damage: 2-12 or 5-18 ries ol any characters they chann. A charac- "great chier· of at least 9th levtl. This chiel
No. Appearing: 0 (1-6) ter may only be controlled by one kopru at is guarded by 2d4 4th level warriors.
Save As: Fighter: 7 a time. but there is no limit 10 the distance
Morale: 7 Oyster, Giant - - - -- -- - --
at which a character may be controlled.
Treasure Type: Nil Thechann can be broken by a dispel magic Annor Class: 5 (-2)
Alignment: Neutral or by the death of thecontrolling kopru. ln Hit Dice: 10
The grangeri looks like a cross between a addition, the comrolled character gets a Move: 0
girarrc and a hornless rhinoceros. Its long new saving throw at the beginning of each Attacks: I
neck allows it to reach for and eat leaves game month. If successlul, the character Damage: 4-21
from the tops of trees. A grangeri is about breaks free of the charm. No. Appearing: 0 (1-4)
30 feet long and stands 20 feet tall. Save As: Fighter: 5
Megatherium - - - - - - -- - - - Morale: None
Kopru ------------~ Treasurt' Type: E
Annor Class: 6
Atmor Class: 3 Hit Dice: II Alignment: Neutral
1111 Dice: 8 + 4 Move: 90' (50') This monster looks much like a regular
Move: 30' (10') Attacks: 2 claws oyster, except that it is 6 feet in diameter,
Swimming: 150' (50') Damage: 2-12/ 2-12 and stands to a height of 4 feet. Its Annor
A11acks: I bite/ I tail or charm No. Appearing: 0 (1-6) Class is5 when open, -2 when closro. When
Damage: 1-4/ 3-18 Save As: Fighter: 6 auacktd from a distance, a giant oyster
No. Appearing: 1-5 (1-3) Morale: 7 closes its shell and does not open for .it least
Save As: Fighter: 9 Treasure Type: Nil I tum.
Morale: 9 Alignment: Neutral Giant oysters may be found in nearly
Treasun~ Type: I t N any type ol water surrounding, though
A mcgatherium is a giant ground sloth that
Alignment: Chaotic eats leaves, roots, and shrubs. It stands 24 they are most often found in cold, shallow
feet tall and can walk ert'Ct on its hind legs, water.
The kopru are a race of heat-loving
amphibians of great intelligence and power. though it usually walks on all fours. It is Phanaton - - - - - - - - - - --
slow, stupid, and peaceful unless provoked.
Each has a smooth head. large eyes. and a Armor Class: 7
tentacled, sphinctered mouth. Kopru ha\e Native - -- - -- - -- - - -- Hu Dire 1-1
humanlike torsos and two anns ending in Movt>: 90' (30')
webbed, clawed hands. From the waist Annor Class: 9
Hit Dice: 1-1 Glide: 150' (50')
down, their bodies consist of three Ouke- A11acks: I
like tails, each ending in a sharp ripping Move: 120' (40')
Attacks: I Damage: 1-6 or by weapon
claw. Kopru have a +2 bonus on their sav- No. Appe-.1ring: 0 (3-18, village 50-300)
ing throws against magical attacks. Damage: 1-6 or by weapon
No. Appearing; 0 (3-50, village 50-300) Save As: Fighter: I
While they do not truly hate all men, Morale: 7
kopru view humans as nothing but brutes Save As: Fighter: I
Morale: 7 Treasure Type: Nil
to be used, played with, and controlled. Alignment: Lawlul
n1eu expansion has been severely limited Treasure Type: A
by their need for vt·ry hot, wet environ- Alignment: Any
ments, such as hot springs and tropical Natives are primitive people who live in The phanaton look like a cross between
swamps. Their civilization has been in jungles. wilderness, or on tropical islands. r.tecoons and monkeys. They are roughly
declme for many )ears. The warriors of the more warlike tribes halfling-siieand have4-foot long tails that
In combat, a kopru bites while coiling (including cannibals) are all 1st level figh- can grasp objects. They are even able 10
all thrtt of its tails around a single victim ters, but the natives of peardul tribes are manipulate these tails clumsily. For exam-
in a powerful crushing auack. The kopru's mostly normal humans who have lew higher ple, when fighting in the trees, a phanaton
most deadly weapon, however, is its special level leaders. Most natives wear no armor often wraps i1s tail around a branch for
charming power. Instead of attacking (AC 9), but some wear the equivalent of support.
normally in a round, the kopru may use leather armor (AC 7). and the tribal chil'fs In addilion, phanaton have membranes
this power on any one opponent within 50 may wear spt'Cial armor of hardened bone ol skin stretching from ann 10 leg. They
feet . If the victim fails to make a saving or lacquered wood (equivalent of AC 5 or can spread th~ membranes and glide
throw versus death ray, the character be• 6). Natives may also carry shields. from branch to branch. They have a +2
comes totally obedient 10 the mental com- For every 20 natives, there is an addi- bonus on all saving throws due to their
mands of the kopru. If the saving throw is tional 2nd level fighter who acts as their small size and agility.
successful, no similar attack from the same leader. For every 40 natives, there is an Phanaton prefer 10 eat fruit~ and
g1oup of kopru is effective. additional 4th level fighter who acts as war vegetables, though they may eat meat.
31

0RjGiilAL ADVEilTV~S REiilCARJIAT ED • THE ISLE 0F DREAD


They live in tree-top villages built on plat· large snakelike head filled with sharp teeth. crops, and are fitted with special saddles
forms of wood and woven vines. T he plat- T his dinosaur has small flippers in place of thac do no1 hinder their fighting a bilities.
forms are connected by rope bridges. Each legs to aid in swimming. It is aggressive These saddles also allow the rakasta to leap
village of 30-300 is a separate clan. P ha- and can overturn small boats and rafts. up to 20 feet from their mounts and auack
naton are the allies of treants and dryads. in the same round. The "tame" sabre-
Rakasta - - - - - - - - - - - - - tooths are too ferocious to be ridden by any
and are friendly with elves. Phanaton are
the traditional enemies of aranea, the Armor C lass: 6 creature other than a rdkasca.
spider-folk, and attack them on sight. H it Dice: 2 + 1 Rakasta settlements average 3dl0
Fo r every 30 phanaton, there is a clan Move: 90' (30') rakasta and ld8 sabre-tooths, and are made
war ch id who has 3 hit dice and at least 15 Attacks: 2 claws/I bite up of many colorful tents and pavilions.
hit points. H e also has a bodyguard of 2d6 Damage: 1-4/ 1-4/ 1-4 Although they have type M treasure, the
phanaton warriors. Each of these warriors No. Appearing: 0 (3-30 + 1-8 sabre-tooths) rakasta have rugs and tapestries of fine
fights as a 2 hit dice monster, and has I d6+4 Save As: Fighter: 2 workmanship, crafted bowls and dri nking
hit points. For every 100 phanaton , there is Morale: 9 cu ps, and other bulky items of va.lue, rather
a tribal subchief who has 6 hit dice, 30 hi1 Treasure Type: M (special) than gems and jewels.
points, and a+ I bonus to all damage rolls. Alignment: Neutral
The subchief has 2d4 bodyguards, who The rakasta are a race of nomadic, catlike Trachodon ----------~
each have3 hi t diceand 15 hit points. If 300 humanoids. They walk erect, much like
phanaton are encountered, they are led by a Armor Class: 5
humans, but are covered with soft, tawny
tribal king who has Shit dice, 50hit points, fur and have feline heads a nd features. The Hi t D ice: 14
and a +2 bonus to all dam age rolls. H e has Move: 120' (40')
rakasta fight with special metal "war claws"
four phanaton warriors who act as body- Auacks: I ta il
fitted over their natural claws. Without
guards. Each of these bodyguards has 6 hit Damage: 2· 12
these special "claws," the rakasta claw
dice, 30 hit points, and a +I bonus to all No. Appearing: 0 (1 -6)
auacks do only 1-2 points of damage each.
damage rolls. Save As: fighter: 7
The rakasta can use normal weapons such
Morale: 6
as swords, but generally disdain them,
Phoro rhacos ("Sword Beak") - - -- - Treasure Type: Nil
preferri ng to use their "natural" weapons
Armor Class: 6 Alignment: Neutral
(the war claws).
Hit Dice: 3 The rakasta often tame sabre-tooth A trachodon is a duck-billed dinosaur that
Move: 150' (50'.) tigers that are then ridden LO the hunt or stands 15-18 feet tall. This beast runs erec1
Attacks: I bi le into battle. The sabre-tooth tigers are con- on its hind legs, and only eats plants. This
Damage: 1-8 trolled with knee pressure and heavy riding dinosaur may be dangerous if enraged.
No. Appearing: 0 (1-8)
Save As: Fighter: 2
Morale: 8 ..----------Pronunciation guide - - - - - - - - - .
Treasure Type: U
Al ignment: Neutral Akesoli - ak e ~le Kerendas - ker en das
Akorros • a koi ros Kopru - ko' pru
A phororhacos, or sword beak, is a 6-foot Alasiyan ·al as e'an
1all, flightless bird having small, useless Malpheggi • ma! leg ge
Alfheim - al(him Minrothad - min' ro 1had
wings and large hind legs. This bird eats Altan Tepe - al' tan tep e
meat and runs down its prey, o ften reach- Amsorak - am 50( ak Norrvik - nor vik
ing great speeds across nat ground. A pho· Aranea. ar an e'a
Oslland · os{ land
rorhacos has a large curved beak that snaps
at prey with the force of a sword.
Atruaghin • at rii gin a
P hanawn · fan' a ton
Biazzan · be'a zan
Plesiosaurus - - - - - -- - - - - Rakasta · ra kas' ta
Canolbanh - can'ol barth
Armor Class: 6 Castellan · kas tel' lan Selenica - se !en' i ka
H it Dice: 16 Corunglain • kor un glan Soderfjord - so'der fyord
Move: Cruth · kri:ith Specularum · spek ti Jar um
Swimming: 150' (50')
Darokin • dar o'kin T el Akbir ·tel ak'l>Cr
Attacks: I bite
Thanegioth_- than age Olh
Damage: 4-24
No. Appearing: 0 (1-3)
Ethengar · eth' en gar a
Thyalis - thi tis
Glantri • glan'Lre VestJand - ves~ land
Save As: Fighter: 8
Morale: 9 Grangeri • gran jfre
Ylaruam - ii a ri{am
Treasure Type: Nil Heldann · her dan
Alignment: Neutral Zea burg • z,(burg
Ierendi · eer endde
A plesiosau ru s is a fish-eating, lake-
dwelling dinosaur, usually about 30-50 feet Karameikos - kar a mi k0s
long. It has an extremely long neck and a
I 17-T-9043 32

0ajGiITAL ADVEITTU"~S REiilCARllATED • THE I S LE 0F DREAD


Taboo Island
ri
:"!':
.,r
_j
"'
I'.-':'• .
....
,:!;
,_
;-
~2-J

......
:-1'.?I

ru
~h I\ I I .. .. .. .. .:
•:J•
3'1J J
A>· .·· ,_-
·:·
- ~-
I

I
- ·•11-I
M -- '-
:>2
' f;
l I !J !.· • •111It..-I .•I I ..I '" . -·
,- -, t·..
{_
,l ~ :10 ;:.•~~.:L
. ..... ,, ' I
-: ~ '--- ,·~
' . . :,..~· -,. I
• 1~11 I • . ®
,.
I ·-
.. c - -· :: ~

~l y
I ~ ....... •1

l ..... 11 ----
i.. ' '---

,.,,., ~I ·.··
• I•I LI
v -· ... - -- .. II
--
...~ "
~ ~
--
;v,
.
i,.;i,.,
~

biz =
~- l 32< ,_ I!>
f .j ' Map 12 I
.36

'.;.&l.~
' .• ' Temple Le\'el I T ;f:·
' () :n C:)

-0- llcKtr
~ "'--<-T"I Dot•t
© ·rr.tp Door in Fluor

© r r:1p '"""Ill (
.. ··-
f il1t1!-:
Iron ll~l"'i or Por1111l11\

111111 .. '>t;ltr<>
T l t.tp

Lb.. l 11gge1

® )litllll'

• l'rllitr
n... ,
R11hhlt>
!)1111w \\'all

·--~
. Orn I
R.iko11\
\\ ,11~r ~
':'"~:: 'unok ..holt>
... t'•

0 \\I'll

Map 13 E!J 1\ll~r

Temple Len! 2 'ic Ak· I SquJrt' - I 0 h·n

1981, 1983, lSR, Inc All Rightt Rr<en~d.

0R,jGiilAL ADVEil'tV ~S REiilCARPAtE D • T H E I SLE 0F DREAD


Taboo Island
Map 14
11111111° ';tail">
Tcmplt> Lel·cl 3
~' Ten ace
'
~>(o)) :\lud Pit~. Gt·~!>(',..,, Jim ~pr in~s

Scale: I Sq11ar1• = I 0 fePI

Templr Lewi 2. area 45

Thr Boiling Well


(~idt \il'w)

0R,jGiilAL ADVEil'f'V~S REiilCARPA'fED • THE ISLE 0F DREAD


''111'- tk ~ ~ - ' "· -
P-4' -.se/«4 ~· - «-
""¥'.--41 .urd~ "~
''7'e u.t.i-( d&4J ~ l f M - U f# k
puat..td ~~ ,_,..,,""'
1.. µme.tiu. 1 ~"" ~
\
_,~ - t -/ Sµc«I.,._ , i4f tk (4/U ~~ « r-f liAd/IU'lflf</
7~-r-'HJ ,f,c4ef.c9<J 111e -u- 'tk ~ tA«t .Juli"<*~ U. de
~,(""" -~· ~uJd
de d~. cMi f'sUd - <r.e•#dh•4t9
"'* IJA4" ~ 7k wt-.(.-tel4 " ' - ' " '
~CllU~~..,,[k;f,.,, 4"fk-<w4*4'•

"""'4 M - U - ~ c'-9 tk f</ tk l&u.i µA..t '"'41f° .di k tw4.

•fuu of u~41 u(-414. S.-e " 'I -"""' ""- fA:M4 t.. apf;J,e
fli/{4~4 "'C!'fC I~ · '4d ~ u.IA-" u ~ tk _ _ , J-r de
-~.-«tk~~ "'~~ci¥<(. ~16#~e-•
-~- 1·~tk~~ Ctd "" tk ~ -" "' "''""'""'
4'1e/i(Jd-"" c~ ·~· 0-4 /We"'""'·~"#· 1 -
"'U'e.M«rttl tik~ .juwuL tk ~ fi's~1d~( ct!~: tk
~MC~~ '1e'c~ud
U/A.u/.i. .....t~ -~ "'-Ulfldll-
~ .. .-llfac,,,..•"'4 euL-/l/- ,,, .-../( "-'¥ -« t~. l.d -
tk -"" ""-"' "' .. -..UWe <1.t-.e fA.ui. ""'-4tde (~. k ---u
't{/IU.u O.at.d"" ~-. 1
- "· '1tlt - .at-~"' tk
~.wu-17-- tk-.4'1~ ""-'-" k elk "' u--.t .. - -
"4u t-4M4 d u - " 7k ~ -4 .. ~ .j fa'<efeuc·-t ~ -
""- --.e~tk~'4'-'i~ e-cu. 7k- 'I .al~· t.. d4LM<. tk
~ tk 144 "' '!)..~. 7'"1r - 9'<4141 "4d. fUA"l.
.-a ~.U.dul4 (4 , . , _ u-~ - " ().,. tAbt~ 1..-,._,d"'
4 ~
~-· ~: - •..a.i •__,{ tk UIAIUl
''7'e ,,.tUc,,_ tMil'" 4 ~ cJ..d ..IUl llUIUU tk ~ •4~ - . tMti4. 'lc?e
-~~ictk~'(t't«..,{ -..re ~ 16 t...I.. ~ ~
-f tk i4lL. d<11I _,, /Mat~ th __, ~ '44--"'" tMI~
(;, ~ ~ - t'4 ...(l.Uf i.dA-t
~--1.mtk-'J.. 71.e~
- " tk ~ 'tk """"·. lcL 'I - " " k c~ell, c~. "'tk
~ tM.t de-"""' fl/ tk ~ •-' ~-~--~kadu .
tik~.-u-/tk~•-cc•t-4 A• • CUMf,t. tk ~ ...t,,, • ' - de
-dfU.. tk ...-.. .. 1~°'41 ~-"44-c-IC~~tk
~c.e~-Cllk~­ ~- ltdttu kde4 . , ,. ~- ..
- cM( tk .,.,,__ 'I /du- tM(. Ilk.

~ -.:e ~"'"'"'" • - d -
4J-..u.J e"UM•t - " t'u t.Je

~~ ·
«uec.ulc•t4 I'{ t~ "'4°Uec• ' -
-~~

0ajGinAL ADVEil1"\T~S REi nCARJIA'fED • THE ISLE 0F DREAD


CHAPTER THREE

Overview of the Isle


his adventure module is a fifth edition conver- as the site of additional adventures, some of which are
j sion of the classic wilderness crawl X1 : The Isle described in the appendices.
of Dread, originally published in 1980. The Isle of Before beginning the adventure, please read the module
Dread is designed as a framework to help Dungeon Mas-
thoroughly to become familiar with the details of the Isle
ters (DMs) design their own wilderness adventures. The
of Dread. Encounter sections that appear in italics may
DM is encouraged to review chapter 5 of the D ungeon
be read aloud or paraphrased to the players. The oth-
Master's Guide, and specifically the section on wilderness
er sections contain information the players should not
adventuring, prior to running this adventure. This adven-
know in advance but may learn through exploring the
ture is designed for characters of levels 3rd through 7th.
area, interacting with the monsters or NPCs, or delving
The original adventure was intended for a group of six to
into the backstory of the adventure. Prior to beginning
10 characters, but the fifth edition conversion is suitable
for a group of four to six characters.
If you plan to participate in this module as a player,
please stop reading at this point. The information in
the rest of this module is for your DM so that he or she
may guide you and other players through the adventure.
Knowledge of the contents of this module will spoil the
surprises and the excitement of the game for everyone
concerned.

ll0TES F0R THE DUllGE0ll


llrASTER
The Isle of Dread is a wilderness adventure module in
many parts. Chapter 3 of this book contains this Over-
view, which outlines both the adventure and the fanta-
sy "world" where it takes place. Chapter 4, Wandering
D read, describes wandering encounters the characters
can have as they explore the environs of the isle. Chapter
5, The Isle of Dread, details the main island and setting
up a base for the next stage of the adventure. Chapter 6,
More Dread, includes additional set encounters on the
main part of the island. In Chapter 7 the island's great
Central Plateau is described. Chapter 8 details Taboo Is-
land and a temple secluded on the island in the crater lake.
In Chapter 9, Below Taboo Island, the characters can
discover underground caverns containing a slumbering ,
evil that needs to be reckoned with. The remaining parts
form the appendices, which contain nonplayer characters
(NPCs), new spells, new magic items, new equipment,
new monsters, player handouts, and much more. After
the basic adventure is over, the Isle of Dread can be used

0RiGiilAL ADVEil'tV~S REiilCAR!IA'f"ED • THE ISLE 0F DREAD


•RAilDOJn TR.iBAL llATiVE • than 24 levels or more than 36 levels, the DM may need
to adjust the encounters to remain a suitable challenge.

TR)3ASVR )3S The DM should be careful to give the player characters


(PCs) a reasonable chance for survival. The emphasis is
on "reasonable." Try to be impartial and fair but give the
D12 Treasure
party the benefit of the doubt in conditions of extreme
1 Clay vial of flowery perfume (worth 15 gp) danger. However, sometimes the players insist on tak-
2 Scrap of pink silk (worth 7 gp) ing unreasonable risks-chargin g a tyrannosaurus bare-
3 Small sharkskin pouch (worth 20 gp) hold- handed, for example. If bravery turns to foolhardiness,
ing 15 dried spiny seeds the DM should make it clear that the characters will die
4 Three pink freshwater pearls (each worth unless the players act more intelligently. Everyone should
50 gp) wrapped in a piece of cloth cooperate to make the adventure as fun and exciting as
5 Wooden box with an ornate bone tattoo nee- possible.
die and a collection of ill.ks (worth 85 gp) In addition to the large-scale map of the continent and
6 Ivory-handled knife (worth 75 gp) the small-scale maps of the Isle of D read and the Cen-
7 Three rough pieces of silver ore (each tral Plateau, there are maps of some of the individual
worth 12 gp) encounter areas. These are included to give the D M an
8 Purple coral figurine of an axe beak (worth idea of what the area looks like. The DM may use them
90 gp) as given, change them slightly, or create different ones.
9 Collection of shells on a thin gold chain For example, when using these maps, the DM can add
(worth 65 gp) new creatures, seal off tunnels, or add secret chambers to
10 Jagged fragment of wood with gold en- nearly any part of the map. Also included are two general
graved pictograms (worth 115 gp) cave maps for use as the DM sees fit. These two maps
11 Piece of amber with a beetle inside (worth can even be combined for one very large lair!

12
125 gp)
Blue gemstone carved into the shape of a
•RAilDOJn TR.iBAL llATiVE

humanoid eye (worth 225 gp) TR.iITKJ:TS


play, the DM should decide what information to give the
• D12 Trinket
players (and how they can get it) and what information 1 Two hollow coconut halves
to hold back. 2 Dinosaur tooth on a leather throng
This module has been designed for a party of four to six 3 Three tarnished bronze buttons from a
characters. Each character should be between the 3rd and pirate's vest
7th level of experience at the beginning of the adventure 4 Four small purple fuzzy gourds
and can be expected to gain at least one, and likely more, 5 Small chunk of a crimson stone that weighs
levels of experience by the end of their adventure on the too much
isle. The party should haYe a total of 24 to 36 levels, with 6 Clay figurine of a whale
30 levels being ideal. For example, a party with a 4th-level 7 Several recently picked orchid flowers
ranger, a 5th-level wizard, a 6th-level cleric, a 4th-level 8 Clay pipe and a pouch of dried pipeweed
rogue, a 5th-level dwarven fighter, and a 4th-level elven 9 Small wooden vial of dimetrodon blood
barbarian would ha'e a total of 28 levels (4 + 5 + 6 + 4 10 Pickled fish eyes wrapped in a banana leaf
+ 5 + 4 = 28). Furthermore, the group should be well-
11 Small wooden box with a collection of 13
balanced, with at least one wizard type, one cleric, and
obsidian arrowheads
two fighter types. Since the majority of the encounters
12 Glass bottle with a scrap of parchment that
are wilderness based, a ranger and/ or a druid would be
says, " Rory Barbarosa was here"
an asset to any adventuring party. If the party has less


0RjGiilAL ADVE il'tV~S R EiilCARJIA'tE D • TH E I S LE 0F DREAD
• SVGGESTED P R.._O n vn c iATio n s
• According to the Dungeon Master's Guide (pp. 56-57),
"One of the few actual islands on the plane (of Water) is
the Isle of Dread. The island is connected to the Material
Plane by means of a regular storm that sweeps over the
Akesoli - ak-e-so-le Karameikos - kar-a-ml-kos
island. Travelers who know the strange tides and currents
Akorros - a-kor-ros Kerendas - ker-en-das of the plane can travel between worlds freely, but the
Alasiyan - al-as-e-an Kopru - ko-prii storms also wreck ships from the Material Plane on the
Alfheim - alf-him Malpheggi- mal-feg-ge island's shore." Therefore, the Isle of Dread can appear
Altao Tepe - al-tan tep-e Minrothad - min-ro-thad in any campaign setting, either permanently or temporar-
Amsorak - arn-sor-ak Norrvik- nor-vik ily, as the DM sees fit. The isle, and the immediate sur-
Aranea - ar-an-e-a O stland - ost-land rounding ocean, is tethered to the Material Plane via four
Atruaghin - at-rii-a-gin Phanaton - fan-a-ton gates, each tied to one of the four elements. If the DM
Biazzan - be-a-zan Rakasta - ra-kas-ta wishes to utilize them, see the section on The Elemental
Canolbarth - can-01-barth Seleoica - se-len-i-ka Gates in appendix A. ADM wishing to use the original
Castellan - kas-tel-lan Soderfjord - so-der-fyord setting for the module (Mystara, or simply referred to
Corunglain - kor-un-gian Specularum - spek-ii-lar-um as the "Known World") should see the next section for
Cruth- kriith Tel Akbir - tel ak-ber details on the mainland.
Darokio - dar-o -kin Thanegioth - than-a-ge-oth
Ethengar - eth-en-gar Thyatis - thJ-a-tis GE0GRA.PHY 0F THE Knewn
Glantti - glan-tre Vestlaod - vest-land
Grangeri - gran-ja-re Ylaruam - il-a-rti-am
W0RLD (JlIYSTA.RA.)
Heldann - hel-dan Zeaburg - ze-burg Included in this book is a large-scale (24 miles per hex)
Ierendi - e-er-end -de wilderness map, which shows the southeastern portion


The lair treasures can be used as given or changed into dif-
• of the continent and the northern islands of an archi-
pelago (a cluster of islands). This map is useful for the
overseas journey to the Isle of Dread and serves as an
ferent forms with the same value. If the DM adjusts the
example of a large-scale wilderness design. The DM may
challenge of the encounter (up or down), he should adjust
wish to base dungeon and wilderness adventures on this
the treasure accordingly. Primitive native tribes like those
map or expand the map by designing wilderness areas
on the Isle of Dread generally do not have gold or silver
coins. Instead, they may have native carvings of bone or where the map leaves off. The following is a suggested
ivory, small nuggets of precious metals, or any other unu- key to the areas mentioned on the map. To read the map
sual but valuable forms of treasure the DM can imagine of the continent, start at the top and read from left to
that immerse the players in this setting. Consult the side- right.
bars for samples of native trinkets and valuables, but the The following key gives only a brief background of most
DM is urged to use these as a starting point and create areas, except the Isle of Dread which is further described
additional items as needed. in chapters 4 through 9 and in the appendices. The rest
When describing monster encounters, the DM should not is left for the individual DM to "flesh out," allowing as
rely only on sight; there are four other senses: smell, sound, much creative freedom as possible.
taste, and feelings of hot, cold, wet, and so forth! The DM
should try to vary his or her approach to encounters when
possible. For example, the party may first hear the monster
crashing through the underbrush or find its tracks instead
of just meeting the monster face-to-face. This is a good
way to "signal" a party that an encounter may be too dif-
ficult for them to handle. The DM should also try to avoid
letting unplanned wandering monsters disrupt the balance
of the adventure. See chapter 4 for more details on using
wandering monsters in this adventure.

0Rj GiIIAL ADVE IIfV ~ S REiII CARJI AfED • T H E I SLE 0F DREA D


family clans. Usually the clans raid and quarrel with each
KEY f'o THE conf'inEnf'AL
other, but occasionally a strong leader (khan) emerges to
Jl:rAP ( Jb:AP Jl:r- I) unite the entire Ethengar people into a strong "nation."
However, with the eventual death of the khan, there is
Princip alities of Glantri. Glantri is a magocracy; that
is, the princes and princesses who rule the state are all rarely an heir strong enough to hold the Ethengar to-
powerful wizards. They live in Glantri City most of the gether. They then break apart, and the family clans begin
time, although each ruler also maintains a castle or tower warring with each other once more. T heir culture is simi-
hidden in some remote wilderness area. Actually, the rul- lar to that of the horsemen of the central Asian steppes
ers are more concerned with magical research than with (the Huns, Mongols, Magyars, Turks, and so on).
ruling the kingdom. Most decisions are left to the vari- Heldann Freeholds. The Heldann are a barbaric, fair-
ous local councils of elders and the princely stewards. haired people who hunt, fish, and raise crops on isolated
The princes and princesses do not trust each other and farms. They are related to the people in the northeastern
live in a state of uneasy truce. In the face of invasion or kingdoms but acknowledge no ruler among themselves
rebellion, however, they are quick to unite. In extreme higher than the individual household leader. Their cul-
emergencies, they will select one of their number as "dic- ture is very similar to that of medieval Iceland.
tator," to serve for one year. Kingdom of Vestland, King dom of O stland, and
Ethengar Khanate. The Ethengar are nomadic herders the Soderfjord Jarldom s. Each of these northeastern
of horses, cattle, and goats. They are divided into small states is composed of many petty "kingdoms" that are
loosely united under one ruler. In Vestland and Ostland
the under-chiefs are called "Kings"; in Soderfjord they
are known as "Jarls" (pronounced "yarl''). Their culture
resembles that of the Vikings. The people of these king-
doms highly value individualism, physical strength, and
prowess in combat. They live mainly by fishing and by
occasional raids on nearby coastal villages. Besides being
fierce warriors, these people are explorers without equal,
ranging far and wide in their wooden longships.
T he Broken Lands . The "broken lands" are an area of
rocky badlands and old volcanic lava beds. The land is
extremely wild and inhabited mainly by outcasts, human-
oid bands, and monsters.
Rockhome. Rock.home is the homeland of the dwarves.
It stretches throughout the northern Altan Tepe moun-
tain range. The dwarves have built and maintain a road
through the mountains for caravans although they charge
a toll from all who pass.
Atruaghin Clans. These grassy plateau, forest, and hilly
regions next to the sea are inhabited by herders, hunters,
and fishermen who live in small villages. All the villagers
claim to be descended from the ancient hero Atruaghin.
If threatened by war they will unite under a temporarily
elected leader.
Republic of Darokin. This Republic is centered around
the capital, Darokin. Its wealth is based on trade from
Lake Amsorak (the large inland lake), the Streel River, the
eastern caravan route, and sea trade filtering in through

0RjGiDAL ADVED'f'V J.Q::S REiilCARJIATED • TH E I S LE 0F DREAD


..
..(

THANEG/OTH ARCHIPEU.~G
. 'f _
fl: 'f

~ -
~
K r-<
>-

0RjGillAL ADVEllfVR._ES REillCARJIAfED • THE ISLE 0F DREAD


the Malpheggi Swamp. Darokin is a plutocracy; that is, Thanegioth Archipelago. The archipelago is a cluster
the government is run by the wealthiest merchant fami- of islands about 1,000 miles from the coast of the main
lies. The culture resembles that of Venice or Genoa in continent. What little knowledge is available about Tha-
medieval Italy. negioth is buried in myth and superstition.
Alfheim. As the name implies, Alfheim is the homeland
of the elves. The Elven King rules the great forest of WEATHER AllD CLIDIATE
Canolbarth. The Canolbarth Forest is actively tended by The general weather patterns of this part of the con-
the elves, thus it is far larger than a natural forest in this tinent move from west to east. Hence, much rain falls
area would be. D arokin pays the elves to protect the cara- on the western edge of the Altan Tepe mountains, while
van route through the forest to Selenica. little or none falls on the Alasiyan desert. The warm off-
Emirate of Ylaruam. Y1aruam is built in the midst of shore currents near Thyatis and Minrothad modify the
the largest oasis in the Alasiyan D esert. It is the center of weather somewhat in the south, making the climate there
caravan routes crossing from north to south and from similar to the Mediterranean.
east to west and is controlled by the Emir of Ylaruam The southern farmlands are extremely fertile, due to a
and his royal family. The culture is similar to that of the thick layer of rich ash from the ancient volcanic hills. T he
Arabic desert states or the Central Asian city-states of farmers here have discovered better ways to grow most
Palmyra, Damascus, or Samarkand. crops. The heavily irrigated and terraced gardens of the
The Five Shires. The Five Shires are the homeland of southern farmlands produce more food than any other
the halflings. The area is ruled by a council of five sher- area on the map.
iffs who each control a Shire. Four times a year the sher- The climate in the Thanegioth Archipelago is tropical,
iffs meet at a great feast that lasts for days and there they similar to the Pacific South Seas islands (Oceania) and
decide shire-wide policy by vote. the Caribbean. (For more details on the climate of the
Grand Duchy of Karameikos. This part of the con- Isle of Dread, see Exploring the Isle of Dread, below.)
tinent is a wild and unsettled land claimed by Duke Ste- The climate south of the Cruth Mountains (running west
phan Karameikos. In reality, little of the land is under the to east) is moist and temperate, with mild winters. The
duke's control. Large areas are overrun with monsters climate of D arokin and Glantri is warm and sunny, simi-
and hostile humanoids. lar to that of southern France. The climate of the Ethen-
gar steppes is mild in the summer, but cold and bleak in
Kingdom of Ierendi. The trading ships of Ierendi rival
the winter-like the Russian steppes around the Black
those of Thyatis, and the kingdom sports a magnificent
Sea. The climate of the northeastern coast is wet and
royal palace carved from pure white coral. The King and
mostly overcast, similar to tl1at of Denmark.
Queen of the land are usually popular adventurer-heroes;
however, they are without true power and serve only as
GETTillG STARTED
figureheads. Actual rule is held by certain aristocratic
families, making Ierendi an oligarchy. The DM has several options to get the characters to ex-
plore the Isle of D read. Although, first, he needs to get
Minrothad Guilds. The Minrothad island cluster is a
them to the isle. Below are several adventure hooks that
syndicracy: the government is run by the heads of the
can be used to start the adventure:
various trading guilds. Minrothad is closely allied to Thy-
atis. • The characters 0btain several scroll-papers that hint at
the location and wonders of the Isle of Dread, par-
Empire of Thyatis. The Empire of Thyatis is an autoc-
ticularly that of a fabulous black pearl. T hey decide to
racy. The E mperor holds absolute power, but his deci-
book passage on a ship to explore the isle. (This is the
sions must allow for the desires of powerful nobles and
Suggested Background for the module. See the sec-
for the threat of mob riots over unfavorable laws. The
tion below for more information, and Player Hand-
city of Thyatis is built beside a large canal that separates
outs # 1 and #2 in appendix E).
the southern peninsula from the mainland, so the city is
a major trade center. The Thyatic culture is similar to the • The characters are hired by a wealthy merchant spon-
medieval Byzantine empire. soring an exploration of an island for potential trade

0RjGillAL ADVEllTv~S REiilCARJIATED • THE ISLE 0F DREAD


commodities, and possibly the establishment of a wil- 11ntil 1ve reached a small peninsula cut off from the main island
derness outpost. The characters get free passage on by a massive stone 11 all. We 1vere well received by the natives of
1

the sailing ship (perhaps the characters have a valid Ta11aroa, the small village thatg11ards this wail The villagers have
reason to get 1,000 miles away from the mainland 110 11a111e far the large island other than the 'Isle of Dread.' Their
on short notice), but must swear to defend the ship ow11 smallpe11i11s11/a is k11ow11 simp!J as 'Home. '
(and any cargo) on the journey for a 50% share of any 'The villagers told 11s a tale abo11t an ancient city in the central
goods secured.
highland of the isle that 1JJas b11ilt I?;• the same people who built
• Shipwrecked! While on a sea journey, the characters' the wall. The villagers call the builders 'the gods, ' b11t I noticed that
ship is battered by a massive (unnatural?) storm, and the names of the gods and the personal names of the clan ancestors
wrecks near the Isle of Dread. The characters all sur- were often the same, so I s11spect that their ancestors and the b11ild-
vive (as well as some of the crew, at the D M's dis- ers JJJere one and the same. I believe that the natives once possessed
cretion), but most of their equipment and supplies a v111ch more advanced culture and that the descendants of the
(such as food, water, and most weapons) are lost. bm'/ders have retumed to a more primitive state.
(DM Note: This is a very challenging method to start 'The inland ciry is rumored to be filled with treasure bryond im-
the adventure on the Isle of Dread and should only agining. In particular, I heard persistent tales concerning a great
be used with experienced players and an experienced black pearl of 'the gods' that still remains in the inland city. The
DM. This also requires careful judgement on the be- island 1valers abof(ttd 1vith excellentpearl beds, so the rumor of the
half of the DM regarding adjusting encounters to be black pearl 111qy 1vell be tme.
challenging, and making resources such as food, wa-
ter, and weapons available.) 'The village contains a n11mber of huge lifelike statues of iron,
bronze, and stone. Since 110 ti/lager et1rrentfy has the skill or the
SUGGESTED BACK._GR..._OVIlD craft to lllake Stich stat11es, the tale of a lost city b11ilt by the 'gods'
see!lls reasonable. l wo11/d have liked to explore inland to verify the
Several weeks ago, the party of adventurers was return-
mmors, b11t loo 111a1a• creJJJn1e11 died in the stor'f!l or l!J cannibal
ing from a previous adventure (the DM can work this spears. 011/y five of 11s are left. I am the on!J professional adven-
into the campaign as desired) when they discovered a /11rer, while the others are onfy sailors. We can sail the small ship
cache of scroll-papers. The scroll-paper was made of an 111el/ eno11gh, b11t 011 land i11 hostile territory, we 11101tld be helpless.
excellent vellum parchment (a kind of paper that lasts Once back in Spemlarttm, I sho11/d be able to recruit a ne1J1 crew
for centuries). On the journey home, the characters were
and a par!)• of projessio11al advent1trers. Then I shall ret11rn to the
caught in a sudden rainstorm and the entire cache was
Isle of Dread to claim the great black pearl and whatever other
drenched. Upon the party's return to Specularum, it was fab11lo11s treas11res a/vait
found that none of them was magical. Still, wizards and
scholars can always use good paper for spell research "One thing I 111anaged to do before leaving: JJJe sailed around the
and writing their spellbooks, so the characters carefully island and made the best map we could. We were afraid to land,
spread the paper out in front of a fire to dry out. Much since village fishermen had 1varned us that it was extremefy danger-
to their surprise, as the paper dried, writing appeared on 011s to land a1!y1vhere on the main island and the coasts were rocJ;y
several of the pages. The heat had brought out secret 1vith 110 beaches. As a res11lt, the map onfy shows the coastal areas
writing on the parchment. we co11/d chart from the ship, b11t it is better than nothing.

The pages were part of a ship's log and read as follows: ''RORY BARBA ROSA"

"When the gale finalfy mded, 111e jolfnd olfrselves approximatefy DM N ote: The DM should hand the players a copy of
seven dqys' nor111al sailing distance dlfe south out of Speculamlll, in the ship's log with the incomplete map of the Isle of
the Thanegioth Archipelago. llVe replenished 011r supplies, patched Dread (Player Handouts #1 and #2, located in appendix
up the ship, and traded 011r 1w1ai11inggoods al native villages along E), representing the parchment diary entry and the map
the shores of several islands. S of!le villages JPerefriendfy, but others sketch. The players can use the partial map to chart the
were hostile and the natives attacked on sight. I s1upect the hostile unknown wilderness as they explore it.
villages were filled with cannibals. A successful DC 15 Intelligence (History) or success-
"We skirted the coastlines of several islands, sailing south by 1vest ful DC 18 Intelligence (Investigation) check on the
parchment log reveals it is signed by Rory Barbarosa, a

0RjGiOAL 4DVEil'fU~S .REiITCARJIA'fED • TH E ISLE 0F DRE4D


well-known adventurer and sea captain who died about • The characters could buy an old, decrepit boat. Ships
30 years ago. More research in local taverns (requiring suitable for ocean voyages include the galley, longship,
spending 4d6 gp to loosen some tongues) reveals to the sailing ship, or warship, all detailed on page 119 of
players that just before he died, Rory was indeed recruit- the Dungeon Master's Guide. If the characters can't
ing for a journey south. He had been blown off course afford a new ship at the price listed, the decrepit ship
on his last voyage and had hardly been in town a day will have fewer hit points and possibly a lower speed.
before he started signing on new hands. Unfortunately, The adjusted cost should be equal to the reduced hit
Rory angered a powerful wizard over a lost wager and points. For example, if the characters buy a sailing
died horribly before his journey south began. ship with 150 hit points, it should cost about 5,000
Not only does the story of Rory Barbarosa's death con- gp. In this case they will need to hire a skilled crew,
firm the writing on the parchment, but every rumor that which costs at least 2 gp per day per person (and the
the party can track down about the Thanegioth Archipel- DM needs to track crew loyalty).
ago tends to confirm the account (see Rumors of Dread, • One of the characters could inherit a ship, or the char-
below). acters could recover a functioning ship on a previous
adventure. Keep in mind there could be some fees
PJU;PAR.l\.'tion such as deed transfer, berthing, upkeep, and taxes.
Depending on which adventure hook is used to start the As above, they will need to hire a skilled crew, which
adventure, the players might begin in a capital city on the costs at least 2 gp per day per person (and the DM
mainland. In the Known World, this is likely Specularum needs to track crew loyalty).
in the Grand D uchy of Karameikos. If the players are • The characters could borrow the money to purchase
based somewhere else, the DM should arrange to have the ship, assuming the journey will be profitable. Inter-
them go to Specularum or any suitable mainland coastal est for such a loan should be at least 10% per month,
city before the adventure begins. but this could be negotiated in a social interaction en-
Also depending on the adventure hook used, characters counter. Payment terms can also be negotiated, but
might need to acquire a ship or book passage on a ship to likely need to be paid by the end of the first voyage
the Isle of Dread. Most mid-level characters should have or soon after. The moneylender could be legitimate or
the resources to acquire a small sailing ship. If the char- have ties to an evil wizard or the local thieves' guild to
acters cannot come up with the money, the D M will have assist on following up on timely payments.
to arrange matters so that the characters do get a ship or
THE ADVEilTVJU;
smaller boat that can sail the ocean. Some ideas on how
characters might acquire a ship include: If the DM wishes to have the characters journey from
the mainland (such as Specularum, if the Known World
• If using the merchant adventure hook, a sailing ship
setting is used), please refer to pages 117-119 of the Dun-
is provided to investigate the island. The characters
geon Master's Guide for information on ships, random
receive free passage in return for defending the ship
encounters, visibility, and weather during the sea journey.
against threats and must split any treasure 50-50 with
their employer. Alternately, the characters might be
In spite of these hazards, the DM should remember that
the party should still reach the Isle of Dread, and should
able to bargain for another arrangement via a social
handle weather, rolls for becoming lost, and encounters
interaction encounter, especially if the characters have
with this in mind.
little interest in a venture to open a trade route to the
Thanegioth Archipelago. Once the characters reach the Isle of Dread, they proba-
bly land at one of the native villages. The details of these
• There is likely not a ship already en route to the Isle
villages are given in the description of Tanaroa, the main
of Dread. But if there is, the characters could book
village (see chapter 5). These villages are matriarchies, so
passage for 1 gp per mile traveled. Note that the isle
the chieftain is always a respected woman. Each village
is about 1,000 miles to the south of the mainland, so
also includes a war leader. Appendix D includes several
each character would need to pay about 2,000 gp for
designed matriarchs and war leaders, but the DM is en-
passage to and from the isle.
couraged to create a few new ones for use as needed.

0.RjGiilAL ADVEilTV~S REiilCARJIATED • TH E I S LE 0F DREAD


•commvrricATiorr GAP • E~PL0RlllG THE ISLE 0F
DREAD
Each hex of map D-1 represents 6 miles. The characters
Most of the natives on the isle, including the non-
have three travel pace options as described in chapter 8
combatants and the ones using the tribal warrior stat
of the Player's Handbook: fast, normal, or slo\v. Moving
block, speak only an indigenous language known as
at a fast pace, the characters can cover five hexes per day,
Tribal. There are a select few leaders and elders able to
but they suffer a -5 penalty to passive Wisdom (Percep-
speak and/ot understand Common (as noted in their tion) scores while moving so quickly. Moving at a fast
individual stat blocks). This will make communication pace could lead to missing encounter sites or increase the
with these potential allies challenging. The party likely odds that a monster ambushes the characters with sur-
will need to get creative or resort to magic. prise. Moving at a normal pace, the characters can cover
• • four hexes per day. Moving at a slow pace, the charac-
ters can cover three hexes per day and are able to use
stealth to possibly avoid encounters. Moving at a slow
pace allows the characters to encounter a fixed location
on the map automatically, and they can also map the
terrain on their hex and the surrounding hexes, unless
blocked by thick jungles or mountains. For wandering
monsters, please refer to chapter 4. Moving through the
dense jungle or mountainous hexes halves the movement
rate. Traveling on an established trail or road, doubles the
movement rate.
The Isle of Dread is a tropical island. Thus, it is typically
hot and humid with frequent precipitation in the form of
soaking rainstorms and occasional heavy storm events.
During a typical day temperatures range from 85 to 105
degrees F, with an average of 90. The winds are usually
light and variable. Most days it rains at least for a few
hours in the late afternoon. Use the tables below to de-
termine the actual daily temperature, winds, and precipi-
tation if needed. Be sure to note game effects on extreme
heat, strong wind, and heavy rainfall (Dungeon Master's
Guide, p. 110).
D20 T emp erature
1-15 Normal for season
16-18 1d4 x 5 degrees F colder than normal
19-20 1d4 x 5 degrees F warmer than normal

D20 Wind
1-14 None
15-19 Light
20 Strong

D20 Rainfall
1-5 None
6-16 Light (3d4 hours)
17-20 Heavy (all day)

0NGiITAL ADVEITTV~S REiITCAR.JIATED • THE I S LE 0F DREAD


Due to the high daily temperatures and excessive humid- SPECiAL FEATV~S OF THE ISLE
ity, the characters are at risk of extreme heat. Each hour
OF D~AD
of travel without suitable water intake requires a Con-
stitution saving throw with a failure indicating a level of The Isle of Dread maps include several special features,
exhaustion. The DC for this saving throw starts at 5 and as described below.
increases by 1 for every additional hour traveled. Wearing
medium or heavy armor or heavy clothing requires this Trails. The trails between the villages and to the tar pits
saving throw be made at disadvantage. Creatures adapted are maintained by the natives. These allow double move-
to the environment don't need to make this saving throw, ment through the terrain surrounding the trail.
as well as creatures with fire resistance or immunity. Tar Pits. The tar pits require a successful DC 14 Wisdom
(SurviYal) check to discover, unless the characters have
FOAAGiIIG native guides or bearers. Falling into a tar pit is treated
A typical Medium or Small humanoid requires one like quicksand (Dungeon Master's Guide, p. 110), but the
pound of food and one gallon of clean, fresh water per depth is 100 feet. Creatures sized Large or bigger make
day. Luckily food and water are abundant on the Isle of saving throws at disadvantage and sink at twice the rate.
D read, although not without dangers. For each charac- The natives will not leave the main trail nor travel beyond
ter spending an hour foraging, a successful DC 10 Wis- the tar pits at the trail's end.
dom (Survival) check yields 1d6 + the character's Wis- Coral Reefs. These massive living walls of coral occur
dom modifier in pounds of food or gallons of water. A right below the water's surface. A ship's navigator needs
critical success results in double the }'ield (or a rare plant to make a successful DC 15 Wisdom (Survival) check to
find, see sidebar), while a critical failure results in finding avoid hitting a coral reef. Striking a coral reef in a ship
poisoned food or water. Each character that consumes
causes 32 (Sd10 + 5) damage to a ship's hull, with a 50%
tainted food or water must make a successful DC 10
chance of running aground. A stuck ship must wait until
Constitution saving throw or gain the poisoned condi-
high tide (in 3d4 hours) to get unstuck, although now it
tion for the next 24 hours.
might start to sink due to damage. Coral reefs are teem-
ing with aquatic life, so wandering monster checks are
twice as frequent in the same hex as a coral reef.
Road to the Central Plateau. The road symbol joining
the Central Plateau to the mountain chain is a 300-foot-
long rope bridge.

RA~ PLAIITS on THE ISLE OF D~AD

D6 Rare Plant Effect


1 Mawana tree sap Soothes burn wounds; regain 1d4 hit points from fire damage (worth 75 gp)
2 K.iwiki fruit Provides 1 day of liquid for a Medium creature (worth 20 gp)
3 Kano leaf If dried and smoked, soothes the mind; advantage on all Intelligence-based skill checks
for 4 hours (worth 50 gp)
4 Crimson poisberry Mild poison; DC 12 Constitution saving throw, or target is poisoned for 1d6 hours
(worth 45 gp)
5 Dino dung fungus Grows on dinosaur dung piles; if dried and burned, repels insects in a 20-foot-diameter
area (worth 5 gp)
6 Black orchid tuber Delicacy in some cultures (worth 150 gp)

01\iGillAL ADVEntv~s REillCARJI.G:tED • THE ISLE 0F DREAD


RUJh0RS 0F DREAD the DM to decide how and when to give out this informa-
tion, but the characters certainly need to earn it. Perhaps
The characters might decide to research the Isle of they can trade something for the information, although
Dread before departing on their journey. When on the the native tribesmen are more interested in commodi-
mainland, information on the isle is sketchy at best, and ties they don't produce and can't easily obtain (such as
requires several days, successful Charisma checks or In- metal pots and pans, or high quality forged weapons).
telligence (History) checks, and an investment of 10d10 But trading information, sharing food, or performing a
gp to grease palms. Hiring a sage could also be an option. task could all be viable options for a successful barter. If
Use the first table below for these rumors. need be, resort to Charisma checks to determine the suc-
On or near the island, several NPCs have information on cess of these sessions, or just let the players roleplay the
the isle, as noted.in the text of the adventure. It is up to interaction. In this case, use the second table of rumors.

RVMORS on THE DIA.iITLA.IlD


D12 Rumor
1 A thousand miles to the south is a mysterious island inhabited by gigantic animals and terrible thunder
lizards. (I)
2 A mysterious magical mist enshrouds the island. One breath, and the traveler has no desire to leave the
island. (F)
3 There are friendly tribes of natives that inhabit the isle, and the surrounding islands to the south. They
are eager to trade with mainlanders and might available to hire as guides. ('I)
4 Hidden in the steaming jungles of the of the isle is a forgotten ruined city of the gods, with streets
paved of pure gold. (F)
5 The isle is surrounded by hidden coral reefs that have sent many a ship to the watery depths. ('I)
6 A great and ancient evil slumbers under the isle, awaiting its opportunity to return to its former glory.
('I)
7 The isle only appears every 9 years, 9 months, and 9 days. After remaining for 9 days, 9 hours, and 9
minutes, it disappears again. (F)
8 The thunder lizards are largely dim-witted brutes that can easily be scared off with a show of flashy
magic. (F)
9 All the natives that inhabit the isle worship a shark god and crave the raw flesh of other humanoids.
(F)
10 The dead walk the isle at night. (I)
11 The Isle of Dread is surrounded by several other smaller islands, just as ripe with wonder and adven-
ture for the bold. ('I)
12 An immense black pearl is hidden in an ancient ruin on the isle. Although valuable on its own, it is said
to be a powerful artifact of a previous age. (I)

0RJGiilAL A DVEilTVRJ;S REiilC.A.RJIAfED • THE ISLE 0F DREAD


RVMORS on THE ISLE OF D~AD

D20 Rumor
1 There is a strange temple on the island in a northern lake. (I)
2 The native tribesmen constantly clash with primitive ores once driven off the isle. (F)
3 A wandering band of cat-like humanoids have recently arrived at the isle and are seeking something,
or someplace. (I)
4 The ruins of an ancient city are on the Central Plateau. (I)
5 A great blue dragon lairs in a cave on the northern side of the plateau. (F)
6 The shoals around the island are infested with sharks and worse. But the immense oyster beds are full
of pearls. (I)
7 A strange human hermit lives on one of the southern islands. He shuns the decadent throes of civili-
zation and is not to be trusted. (mostly false)
8 A mysterious, fog-enshrouded island sometimes appears to the west of the isle. Avoid it at all costs, as
it is place of ultimate evil! (mostly true)
9 The soothsayer Mika knows much about the mysteries of the isle. But you will have to be prepared to
pay her price for such lore. (I)
10 The mountains to the north have many undiscovered veins of ore. (F)
11 A tribe of tree-dwelling elves hides in the northern jungles. I t is rumored they have been on the island
longer than any other sentient race. (F)
12 The Great Wall was originally built to keep something on the peninsula, not prevent monsters from
getting to the peninsula. (F)
13 An ancient village lies to the west, wiped out by some terrible curse. Only the walking dead reside their
now. (I)
14 An ancient people created megalithic structures in various locations on the island. They are a gateway
to another world. (mostly true)
15 An axe beak tastes like chicken. If it doesn't kill you first ... (I)
16 A massive bronze statue wanders around the isle, attacking all creatures it comes across with its
greatsword. (F)
17 Many ships have wrecked on the coral reefs surrounding the isle. They likely still contain treasure. (I)
18 The ancient city on the plateau was constructed by the gods themselves, and still contains eldritch
wonders waiting to be plundered. (F)
19 The immense black pearl rumored to be hidden at the city on the plateau is actually the petrified eye
of an evil god, and the source of ultimate evil. (F)
20 The number 9 is important to all of the native tribesmen that live on the isle. (F)

0ajcin.AL ADVEil"tVR.J;S REiilC.ARJI.Ai"ED • THE ISLE 0F DREAD


CHAPTER FOUR

Wandering Dread
he Isle of Dread is ripe for exploration, so the dering Monster Table 3 is used north of the central river
1,
characters are likely to spend much of their time
traveling from location to location. The overland
and on the northern islands. Wandering Monster Table
4 is used when on a coastal hex, or while the characters
map of the Isle of Dread is depicted on map D-1. Wan- travel the shallow waters to any of the other small islands
dering monsters should be checked for twice a day, once surrounding the Isle of Dread. Each table includes the
during the daylight hours and once during the hours of monster encountered, a recommended number appear-
darkness. There is a base 2 in 6 chance for a wander- ing, experience point (XP) value per creature, the source
ing monster encounter, unless the characters are calling (the Monster Manual or elsewhere in this book), plus any
attention to themselves or moving stealthily. The Dun- additional notes. For more description on each encoun-
geon Master is free to adjust the chance of an encounter ter, refer to the specific sections below.
higher or lower based on these conditions. This method The DM should use logic when rolling wandering mon-
of handling encounters is used only in the first stage of sters, or if desired, select an appropriate encounter. If
the adventure. When the players reach the Central Pla- the monster rolled is highly unlikely for the terrain type,
teau and beyond, a new method to determine wandering the DM should either roll again or choose a different
monsters (and a new table) is introduced (see chapter 7). wandering monster. The same is true for creating en-
Once a monster is encountered, the exact monster is de- counters that are a suitable challenge for the characters.
termined by rolling percentile dice (d% or d100) on one Thus, inclusion of the XP value on the tables. Using the
of the wandering monster tables, depending on where XP amounts, the DM can adjust the number of monsters
the party is on the Isle of Dread. Wandering Monster encountered, or replace with a similar, more challenge-
Table 1 should be used on the peninsula south of the appropriate monster via an XP budget. This depends on
Great Wall, and on the southeastern islands. Wandering the level of the characters and the number of characters.
Monster Table 2 should be used on the main island south Consult the Designing Appropriately Challenging Wan-
of the central river (including the swamp), and on the dering Monsters section at the end of this chapter for
southwestern islands (west of encounter area 6). Wan- advice on how to do this.

0 RiGillAL ADVEll'f'U'~S REiilCARJIA'f'ED • THE ISLE 0F DREAD


WA.llDERillG WILDERllESS EllC0UllTERS

TABLE I (PEiliilSVLA SOVTH OF G~AT WALL, SOVTHEASTER.II iSLAilDS)


DlOO Monster #App XP Source Notes
01-02 Dryads 1-6 200 MM,p. 121
03-05 Ghouls 1-6 200 MM, p. 148
06-29 H umans 2-12 Varies Varies See description
30-32 Killer bees 2-8 25 Appendix B
33-36 Living statues Varies Varies Appendix B See description
37-46 Giant lizards Varies Varies Varies See description
47-48 Weretigers 1-3 1,100 MJ\1, p. 210
49 Were bear 1 1,800 MM,p. 208
50 Werecrocodiles 1-4 700 Appendix B
51 Weresharks 1-2 1,100 Appendix B
52 Mummies 1-3 700 MM,p. 227
53-58 Giant rats 2-20 25 MM,p. 327
59-60 Rhagodessae 1-4 100 Appendix B
61-62 Robber flies 2-8 50 Appendix B
63-64 Giant scorpions 1-2 700 MM,p. 327
65-69 Skeletons 4-16 50 MM,p. 272
70-77 Snakes Varies Varies Varies See description
78-84 Giant spiders Varies Varies Varies See description
85-88 Giant toads 1-4 200 MM,p. 329
89 Treant 1 5,000 IYfM, p. 289
90 Wights 1-4 700 :MM,p. 300
91 Wraiths 1-2 1,800 Ml\if, p. 302
92-100 Zombies 2-12 50 MM,p.315

01\iGinAL ADVEilTVR_ES REi n CARJIATED • TH E ISLE 0F DREAD


TABLE 2 (lhAiIT iSL.AilD SOvTH OF CEITTAAL RiVERt. SOvTHWESTERII iSL.AITDS)
D100 Monster #App XP Source Notes
01-03 Aranea 1-6 450 Appendix B
04-08 Cave bears 1-4 450 ~IM, p. 334 As polar bear
09-10 Interesting feature NA Varies Varies See description
11 Cyclops 1 2,300 MM,p. 45
12-17 Dire wolves 1-6 200 ~1M, p. 321
18 Adult black dragon 1 11,500 MM,p. 88
19 Young green dragon 1 3,900 rvrM, p. 94
20 Young red dragon 1 5,900 MM,p. 98
21-22 Dryads 1-6 200 MM, p. 121
23-27 Giant elk 1-6 450 MM,p.325
28-33 Grangeri 1-3 700 Appendix B
34-38 Hydra 1 3,900 Ml\.1, p. 190
39-43 Llzardfolk 2-8 100 MM,p. 204
44-49 Mastodon 1 1,800 Appendix B
50-54 Megatherium 1 450 Appendix B
55-60 Neanderthals 2-8 25 MM,p. 350 As tribal warrior
61-65 Phanaton 4-16 25 Appendix B
66-71 Axe beaks 1-6 so MM, p. 317
72-75 Rakasta 1-3 50 Appendix B
76-77 Juvenile roe 1 1,100 Appendix B
78-82 Rock baboons 2-8 25 Appendix B
83-86 Saber-toothed tigers 1-2 450 :tv.CM, p. 336
87-92 Titanothere 1 700 Appendix B
93 Treant 1 5,000 MM,p. 289
94-95 Giant spiders Varies Varies Varies See description
96 Wyverns 1-2 2,300 MM,p. 303
97-00 Zombies 2-12 50 MM,p. 315

TABLE .3 (JtcAin iSLAITD noRtH OF CEITTAAL RiVERt. noRtHEIQI iSLAilDS)


D100 Monster #App XP Source Notes
01-06 Allosaurus 1 450 MM,p. 79
07-14 Ankylosaurus 1 700 MM,p. 79
15-21 Brontosaurus 1 1,800 Appendix B
22-26 Giant crocodile 1 1,800 ~1M,p. 324
27-34 Dimetrodons 2-8 50 Appendix B
35 Adult black dragon 1 11,500 MM,p.88
36 Young green dragon 1 3,900 MM,p. 94
37 Young red dragon 1 5,900 MM,p. 98
38-40 Spinosaurus 1 5,000 Appendix B
41-42 Hill giant 1 1,800 MM,p. 155
43-44 Stone giant 1 2,900 MM,p. 156

0RjGiDAL ADVEilTVRJ;S REiDCAR]IATED • THE ISLE 0F DREAD


45-47 Hydra 1 3,900 MM,p. 190
48-51 Velociraptors 2-8 50 Appendix B
52-56 Interesting feature NA Varies Varies See description
57-61 Pteranodons 1-6 50 1-IM, p. 80
62-64 Juvenile roe 1 1,100 Appendix B
65-71 Stegosauruses 1-2 1,100 Appendix B
72-79 Trachodons 1-4 450 Appendix B
80-82 Treant 1 5,000 MM,p.289
83-89 Triceratops 1 1,800 MM,p. 80
90-94 Tyrannosaurus rex 1 3,900 W.f, p. 80
95-97 Wyverns 1-2 2,300 MM,p. 303
98-00 Zombies 2-12 50 MM, p. 315

TABLE 4 (DIAin iSLAilD non-movnTAin ovs COASTAL HEX,


TAAVELiilG OVER.SHALLOW SEA)
0100 Monster #App XP Sou rce Notes
01-10 Giant crabs 3-12 25 MM, p. 324
11-14 Shipwrecked victims Varies Varies Varies See description
15-20 Pterafolk 2-4 200 Appendix B
21 Gargantuan crab 1 2,300 AppendixB
22-24 Sea hag 1 450 MM,p. 179
25 Gargantuan poisonous snake 1 3,900 Appendix B
26-30 Merrow 1-4 450 MM,p. 219
31-33 Dirnetrodons 2-8 50 Appendix B
34-43 Humans 2-12 Varies Varies See description
44-55 Pteranodons 2-8 50 :M1f, p. 80
56-60 Llzardfolk 2-8 100 MM,p.204
61-68 Sharks Varies Varies Varies See description
69-75 D olphins 2-8 25 Appendix B
76-79 Giant marine termites 2-5 100 Appendix B
80-84 Robber flies 2-8 50 AppcndixB
85-89 Wyverns 1-2 2,300 MM,p. 303
90-97 D rowned ones 2-5 100 Appendix B
98-00 Prattis, high druid 1 5,000 Appendix D

0R,jGillA L ADVEil'f°U ~S R EillCAR.._IlA'f°ED • TH E I SLE 0F DREAD


ADULT BLACK DRAGON CAVE BEARS
An adult black dragon appears in the sky high above Several cave bears catch the scent of the characters and
the characters. If the PCs immediately seek shelter, the investigate. (Use p olar bear stats but add darkvision out
dragon circles a few times but then wings away. In com- to a range of 60 feet, as these behemoths are comfort-
bat it prefers to remain aloft and use its breath weapon. able underground.) Their cave lair is nearby and can be
If reduced to half or fewer of its hit points, it flies away. found with a successful DC 13 Wisdom (Survival) check.
The dragon lairs on a small island many miles to the The cave does not contain any treasure, however if prop-
south (not depicted on the map) and is out hunting. erly skinned and tanned-requiring a successful DC 15
Wisdom (Survival) check-a cave bear hide is worth 2d6
ALLOSAURUS x 100 gp.

The characters come across a recently killed trachodon,


bearing deep bite marks. The allosaurus responsible for CYCLOPS
the carnage is nearby and returns to the kill in 1d6 min- A solitary cyclops is out gathering herbs and plants to
utes. If reduced to 10 or fewer hit points, or if the PCs consume, but he is also on the lookout for game, and
use fire, the dinosaur flees. has three large rocks suitable for throwing. He carries a
knapsack with several bruised gourd-like fruits, several
ANKYLOSAURUS bunches of herbs, and a collection of 11 obsidian shards
A normally docile ankylosaurus contently munches (each worth 50 gp). He wears a scrimshaw carving of
on some vegetation. It acknowledges the characters but a dryad (worth 75 gp) on a piece of leather around his
goes back to its grazing unless approached within 10 feet. neck.
Then it attacks with its tail but flees if it suffers 10 or
more hit points of damage.

ARANEA
A small group of aranea (see appendix B) hide in the
trees above the trail. They have set numerous web snares
to trap prey. If a target fails a DC 14 (Wisdom) Percep-
tion check, he blunders into a snare unless he succeeds
on a D C 13 Dexterity saving throw. Failure indicates the
target is restrained (escape DC 13) upside-down. The
web snare can also be cut (8 hit points, immunity to
bludgeoning and piercing damage) . If half their numbers
are defeated the remaining aranea flee.

AXE BEAKS
These flightless birds are aggressive and attack Medium
or smaller prey on sight. The axe beaks flee if half their
number are defeated.

BRONTOSAURUS
A brontosaurus calmly grazes on the upper reaches of a
fern-like tree. If startled, it might stomp on unsuspecting
targets nearby, but then it seeks to flee.

0RjGiilAL A.DVEilTV~S REiilCARJIA'tED • THE IS LE 0F DREAD


DIMETRODO NS GARGANTUA N POISONOUS SNAKE
A small herd of sail-finned dimetrodons (see appendix A gargantuan poisonous snake (see appendix B) suns
B) sun themselves on rocks in the bright sun, or along itself while coiled around a large coastal rock, or perhaps
the coast. If they outnumber the characters, they are ag- in an ancient tree exposed to the bright sunlight. The
gressive, although they scatter into the jungle or water gargantuan serpent is aggressive and fights to the death.
(as appropriate to the terrain) if half their numbers are If its gullet is cut open, the characters can find a gold
defeated. necklace set with malachite (worth 725 gp).

DIRE WOLVES GHOULS


A pack of dire wolves (including an alpha male with A pack of ghouls, former tribal warriors, wander the
50 hit points) hunt the area. One or two engage with island in search of humanoid flesh to satiate their morbid
the characters, while the rest of the pack surround their hunger. These undead bear tattoos and body piercings
targets. They focus attacks on Small prey and attempt to and are clad in rotting shreds of clothing.
drag it away if possible. They flee in all directions if the
alpha male is defeated. GIANT CRABS
This pack of giant crabs is picking over the remains of a
DOLPHINS carcass (randomly determine on table below) that recent-
While the characters explore the coast, a pod of playful ly washed up on shore. The giant crabs are quite content
dolphins (see appendix B) enters the nearby bay or fol- to scavenge on the carcass, and only attack if provoked.
lows the boat. They play with several large fish (flipping D6 Carcass
them out of the water), and in general express curiosity 1 Whale
with the PCs. 2 Giant shark
3 Sea dragon
DROWNED ONES 4 Plesiosaurus
Several drowned ones (see appendix B) shamble out of 5 Gargantuan fish
the surf, attracted to living prey. The bloated undead ap- 6 Gargantuan sea turtle
pear to be pirates and carry driftwood clubs (l d4 bludg-
eoning damage) and cutlasses (ld8 + 3 slashing damage; GIANT CROCODILE
see appendix C). Some try to initiate a grapple to drag This encounter only occurs in a swampy location (other-
targets into the surf for drowning. They fight until de- wise, roll again). A giant crocodile lies in wait, ready to
stroyed. spring an ambush. The behemoth is partiaUy submerged
in the water, and adorned with a thick coat of algae
DRYADS growth, granting it advantage on its D exterity (Stealth)
A conclave of dryads inhabits the trees in this location. check. Unless discovered with a contested Wisdom (Per-
The "sisters" claim to be protectors of the island and are ception) check, the giant crocodile attacks with surprise.
hostile against the pale-skinned invaders that seek to pil- It attempts to seize a Medium or smaller target with its
lage the natural resources of the rain forest. Each has a bite and then retreat to deeper water to consume its meal.
minor piece of jewelry (worth 1d4 x 100 gp) . If reduced to 15 or fewer hit points, it flees.

GARGANTUA N CRAB GIANTELK


A gargantuan crab (see appendix B) lies in wait along A small herd of giant elk graze in a clearing. If ap-
the beach, buried under the sand, save for its eyes. l t re- proached within 50 feet, a large bull assumes an aggres-
quires a successful DC 13 Wisdom (Perception) check to sive stance. If provoked, the bull attacks with a charge,
notice, before it bursts from hiding, attacking with sur- while the rest of the herd flees. Giant elk meat is tasty,
prise. Once it seizes two targets in its claws, it attempts to and a single creature provides enough meat for 10 Me-
flee into the ocean to consume its prey. dium creatures for several days. The local tribes consider

0RjGinAL ADVEil'fV ~ S REiilCARJIATED • THE ISLE 0F DREAD


the giant elk to be divine creatures and forbid those from GIANT SPIDERS
hunting or eating them, lest suffer the wrath of a divine
Roll 1d8 to determine the type and number of giant spi-
curse. If the DM wishes to enforce this legend, a char- ders encountered:
acter that kills a giant elk suffers the effects of a best01v
curse spell. D8 Monster # App XP SoW'ce N otes
1-2 Giant crab 1-4 50 Appendix B
spiders
GIANT LIZARDS 3-6 Giant 1-3 200 MM,p.328 As giant
Roll 1d12 to determine the type and number of giant black spider
lizards encountered: widow
spiders
D12 Monster # App XP SoW'ce N otes 7-8 1-3
Giant 50 MM,p. 330 As giant
1-4 Giant gecko 1-6 50 MM,p. 326 As giant tarantella wolf spider
lizards lizard spiders
5-8 Giantdraco 1-4 50 Append.ix B
lizards Giant crab spiders (see appendix B) prefer to hide in
9-11 Giant horned 1-3 200 Append.ix B rocky crevasses or in tree trunks to utilize their fiat bod-
chameleon ies and natural camouflage, attempting to attack with sur-
lizards prise.
12 Giant ruatara 1-2 100 Append.ix B
lizards

T he characters are ambushed by a pack of giant lizards.


T hese giant lizards attempt to ambush their prey and
fight until defeated. See appendix B for stats on gian t
draco lizards, giant horned chameleon lizards, and
giant tuatara lizards.

GIANT MARINE TERMITES


Giant marine termites (see appendix B) are the bane
of wooden ships, often attaching to the hull unnoticed.
An infestation is often discovered after the damage is
already done. If disturbed while feeding, they use their
inky spray.

GIANT RATS
The characters disturb a pack of giant rats, our hunting.
A search of the area with a successful D C 14 Wisdom
(Survival) check reveals the actual nest which contains
another 3d6 giant rats, but some random treasure as well.
By spending 10 minutes searching, 3d10 random bits of
shiny objects, such as glass, gems, or metal can be found.
Half of these trinkets are worth 25 gp each.

GIANT SCORPIONS
The characters blunder into one or two giant scorpions,
which aggressively attack. T he giant scorpions pursue
prey that flees.

0RjcinAL ADVEilTURJSS REiilCAR!JATED • T H E ISLE 0F DREAD


Giant black widow spiders (use giant spider stats) are HUMANS
classic web spinners that prefer to ambush from above, Roll 1d8 to determine the type and number of humans
concealed in the treetops. A successful DC 12 Intelli- encountered:
gence (Nature) check reveals the telltale signs of giant
D8 Monster #App XP Source Notes
spiders inhabiting nearby, which should put characters
1-2 Adven- Varies Varies Appendix D
on edge before an attack.
tu.ring
Giant tarantella spiders are non-web spinning ambushers party
and have a magical poisonous bite. Use the giant wolf 3 Pirates Varies Varies Appendix D
spider stats, but replace that bite with the following at- 4-8 Tribal 3-12 25 :tvIM., p. 350 As tribal
tack: natives warrior

Magical Bite: Melee Weapon Attack: +3 to hit, reach An adventuring party consists of either victims of a
5 ft., one creature. Hit: 4 ( 1d6 + l) piercing damage shipwreck or explorers roaming the island for their own
purposes. See appendix D for several sample adventuring
and the target must make a DC l I Constitution saving
parties.
throw or become poisoned. Whi le poisoned, the target
suffers painful spasms that resembles a chaoti c dance. If pirates are encountered inland, they are a smaller
At the end of each tum, the target must make the sav- search party (2d4 + 1 pirates plus a 30% chance of a
ing throw again, or suffer one level of exhaustion. On a leader-type) looking for plunder, a place to hide plun-
successful save, the magical effect ends. der, or potential slaves, or on some other task as assigned
by the DM. See appendix D for several example pirate
GIANT TOADS bands.
This group of giant toads prefers swampy or river en- Tribal natives (use tribal warrior stats) are likely a hunt-
vironments. They use their Standing Leap to close with ing party. There is a 50% chance they are returning from
targets and fight until defeated. a successful hunt and carrying a field-dressed beast. They
are 80% likely to hail from the village of Tanaroa (area 1,
GRANGERI chapter 5)-and thus are friendly or at least indifferent-
A grangeri (see appendix B) is generally a harmless her- but there is a 20% chance they are Sekolah worshipers
from one of the surrounding islands, and thus attack on
bivore unless provoked. Although it can bite targets, it
prefers to stomp before fleeing. sight. See appendix D for sample native names.

HILL GIANT HYDRA


A clumsy, absent-minded hill giant named Clud lives in If this encounter occurs in the swamp, the hydra stealth-
a cave near the Central Plateau, but often wanders about ily hides in a bog, attempting to attack with surprise. Oth-
hunting. He often becomes lost for weeks at a time. erwise, it lurks in a cave, or attacks from behind a dense
Therefore, he is likely in a foul mood when encountered stand of trees, making it difficult to get to its body. It
and attacks on sight. He carries a smelly bag that holds aggressive!}' attacks and pursues potential prey, unless sa-
rotting meat, a dead giant spider, three chunks of gold tiated with at least one Medium-sized meal.
ore (each worth 75 gp), and a silver key set with tiny em-
eralds (worth 150 gp) that opens a chest located thou-
sands of miles away.

0RjGiilAL A.DVEn"tv~s REiilCARJIA"tED • THE ISLE 0F DREAD


INTERESTING FEATURE JUVENILE ROC
Roll 1d12 to determine what interesting feature the char- A juvenile roe (see appendix B) flies overhead, actively
acters stumble upon: hunting. If the characters take immediate cover, it ig-
Dl2 Feature Notes
nores them. Otherwise, it attacks, attempting to grab a
1 Normal sratue (1d4) 25% chance it's a living statue
target and then drop it from a height of 3d4 x 10 feet.
(see separate entry) T he target takes 3 (1d6) bludgeoning damage for each 10
2-6 Dead body See sub-table below feet dropped. Once the target dies the roe grabs it and
7 Crumbling standing 30% chance it's the lair of a flies off to its nest (area 16, chapter 5).
stones wandering monster
8-9 Totem Overgrown with vegeta- KILLER BEES
tion; 20% chance it's a totem
golem (see appendix B)
The characters stumble near a killer bee (see appendix
10-11 Rare plant See sub-table in chapter 3
B) colony with its hive either in a large tree or a rocky
12 Hidden treasure See sub-table below
crevasse. A successful DC 15 Wisdom (Survival) check is
needed to avoid disturbing the hive, otherwise the killer
If a dead body is found, roU 1d4 to determine what type bees aggressively attack. The hive contains 2d4 pints of
of body it is: royal honey. A pint of royal honey sustains a Medium
04 Body Details creature for a day and heals 3 (1d6) hit points of damage.
Tribal natives 1d4 bodies found; died from slashing
wounds, desiccation, or petrification, or LIVING STATUES
no signs of wounds
Scattered around the Isle of Dread are living statues. Roll
2 Explorer Mauled by a beast; carries a potion of heal-
ing or minor treasure (worth no more
1d8 to determine what type and how many are encoun-
than 75 gp) tered:
3 Dinosaur Examples: stegosaurus trapped in a tar 08 Mons ter #App XP Source Notes
pit, cyrannosaurus rex mauled by some-
1-2 Living crystal 1-6 50 AppendixB
thing larger, half-eaten velocirap tor in a
statues
tree snare; there is a 50% chance another
nearby predator is attracted to the carrion 3-6 Living iron 1-4 100 Appendix B
stacues
4 Monster Examples: cave bear, grangeri, megath-
erium, titanothere 7-8 Living rock 1-3 200 Appendix B
stacucs
A hidden treasure requires a successful Wisdom (Percep-
There seems to be an affinity for living iron statues to
tion) check (DC varies; see below) to discover. If discov-
occur on the island, Likely tied to the volcanic activity of
ered, roll 1d6 to determine what is found:
the region, although living crystal statues and living
06 CheckDC Treasure rock statues (see appendix B for all types) are also en-
10 A recently buried wooden chest holding countered from time to time. The DM might want to
550 gp.
occasionally (30% of the time) have the characters en-
2 20 A +1 rpear sunk into a tree, 25 feet off
counter normal statues, often depicting tribal natives or
che ground.
Medium-sized dinosaurs.
3 16 A small sack stuffed into a tree hollow
holclmg four silver ingots (each worth
200 sp). LIZARD FOLK
4 18 Behind a rock faintly marked with a glyph This is a hunting band of lizardfolk, armed with netS and
is a box of three potions stored in hollow
shortbows (range 80/320 ft., 1d6 piercing damage) in ad-
gourds: climbing, healing, and swimming (see
appendix C). clition to their heavy clubs. There is a 40% chance the band
5 12 A gold necklace set with jet (worth 350 has one or two giant gecko lizards (as per giant lizards)
gp) dangling from a tree. as pack animals. They are not immediately aggressive and
6 14 A partially buried mastodon skeleton might even be willing to trade if the characters make a
with one incact ivory tusk (worth 450 gp). successful DC 12 Charisma (Persuasion) check. Each liz-
ardfolk carries 2d12 gp worth of trinkets (no coins).

0RjGillAL ADVEll"tV~S REillCARJIA'fED • THE ISLE 0F DREAD


MASTODON but curious about the PCs. With a successful DC 13 Cha-
The massive, elephant-like mastodon (see appendix B) risma (Persuasion) check, the phanaton are friendly, and
is frequently targeted by hunting bands of tribal natives. could be convinced to trade with the characters or even
'
As such, it tends to be aggressive, starting with its Tram- lead them to their village (area 10, chapter 5) to enlist in
their aid.
pling Charge, and then stomping and goring targets. Each
mastodon tusk is worth 2d6 x 100 gp if undamaged, but
each is about 6 feet long and weighs about SO pounds. PRATTIS, HIGH DRUID
Prattis, high druid (see appendix D) is a human male
MEGATHER IUM hermit who lairs on a small island to the south of the
Isle of Dread (area 26, chapter 6) . He has an apparatus
T he 20-foot-tall, sloth-like megatherium (see appendix
B) is non-aggressive unless seriously provoked. For the
of KJvalish which he uses to explore the seabed and the
most part it can't be bothered and ignores the characters nearby islands. He is most interested in the Elemental
while searching for the most tender of leaves to con- Gates and their function, plus the flora and fauna of the
sume. islands. Although somewhat eccentric, he can be a great
source of information, as the DM sees fit. He knows
ld4 rumors from the Rumors on the Isle of Dread table
MERROW (see chapter 3), although the DM is encouraged to select
Merrow are only encountered on coastal shores. Bands which rumors he knows to further the adventures of the
of merrow often venture ashore to terrorize the tribal characters.
natives, or the local fauna. They employ hit-and-retreat
tactics, attempting to grapple one or more Medium tar- PTERAFOLK
gets and then fleeing back into the sea.
A flight of pterafolk (see appendix B) attack from the
sky with a terrifying shriek. These evil humanoids lair
MUMMIES on a nearby island (area 31, chapter 6) but raid the main
Centuries ago, the tribal natives often mummified their island from time to time. They fight until defeated.
great leaders, which were later animated by witchdoctors.
Some of the animated dead have escaped and now wan- PTERANODO NS
der the island, attacking all on sight. There is a 75% this
Several pteranodons pass overhead, but wing around
is a standard mummy, although 25% of the time, this
for another look. Unless the characters seek immediate
is a mummified saber-toothed tiger (see appendix B),
shelter, the winged dinosaurs attack in waves. They are
created by the rakasta as a guardian. A standard mummy
too stupid to flee and fight until destroyed.
has a 30% chance to be wearing a piece of ceremonial
jewelry (a necklace, circlet, or bracer) worth 2d6 x 100 gp.
RAKASTA
NEANDERTH ALS This wandering band of rakasta (see appendix B) is
A roaming hunting band of eanderthals (use tribal searching for a long-lost shrine constructed by its people
warrior statistics) crosses paths with the characters. In (area 39, chapter 6). There is a 20% chance that one of
them is a rakasta tiger rider (see appendix B) astride a
addition to spears, they are armed with greatdubs (1d8 +
saber-toothed tiger. T hey are suspicious of the charac-
1 bludgeoning damage). There is a 50% chance the band
ters, but not immediately hostile. If swayed to friendly,
has a crudely field-dressed beast from a successful hunt.
they are willing to trade supplies or information.
One of the Neanderthals has a dire wolf pelt worth 85
gp.
RHAGODESS AE
PHAN ATON As the characters enter a small clearing, they need to
make a successful D C 14 Wisdom (Perception) check or
The characters encounter a group of phanaton (see ap-
be surprised by one or more arachnid-like rhagodessae
pendix B) out gathering fruit and nuts, plus checking nu-
(see appendix B) bursting from concealed trapdoors
merous traps for small game. They are not aggressive,
composed of sticks and leaves. Each rhagodessa attacks

0RjGiilAL ADVEil'f'V~S REiilCARJIA1'ED • THE ISLE 0F DREAD


with fury and fights until destroyed. Each den might SHARKS
(40%) contain the odd shiny pieces of treasure. This is a This encounter only occurs if the characters are in the
gemstone or a minor piece of jewelry worth 1d6 x 10 gp. water or on a small vessel traveling on the water (oth-
erwise, roll again). Roll 1d12 to determine the type and
ROBBER FLIES number of sharks encountered:
The characters come across the rotting body of a bronto- D12 Monster #App XP Source Notes
saurus. A host of robber Bies (see appendix B) feast on 1-3 Blacktip 6-10 100 MM,p.336 As reef shark
the rotting flesh and attack if disturbed. Each character reef
approaching within 10 feet of the body must succeed on sharks
a DC 12 Constitution saving throw, or become overcome 4-5 Mako 1-3 100 MM,p. 336 As reef shark,
with nausea and spend the next turn retching and reeling sharks swim 50 ft.
from the stench. A character can attempt another saving 6-7 Bull 2-7 450 MM,p. 330 As hunter
sharks shark
throw at the end of each of their turns to end the effects
8 Tiger 1-2 450 MM,p. 336 As hunter
of the stench, but they suffer one level of exhaustion if it
sharks shark,
takes more than two turns to succeed at the saving throw. maximum hit
points
ROCK BABOONS 9 Whale 1 0 MM,p.328 As giant
shark shark, no bite
The characters blunder into the territory of a group
attack, CR 0
of rock baboons (see appendix B). They aggressively
10-11 Great 1 1,800 MM,p. 328 As giant
defend their territory, throwing rocks, shrieking noisily, white shark
and jumping around. A careful search of the area with shark
a successful DC 15 Intelligence (Investigation) check re- 12 Megalo- 1 3,900 AppendixB
veals a collection of shiny gems concealed under a rock. don
The cache contains several worthless rocks, but there are All sharks (except for the plankton-feeding whale shark)
three pieces of jade (worth 50 gp each), a topaz (100 gp), are aggressive and attack. Great white sharks and mega-
and a small ruby (worth 500 gp). lodons (see appendix B) will attack vessels.

SABER-TOOTHED TIGERS SHIPWRECKED VICTIMS


The characters are stalked by one or two saber-toothed The characters come across shipwrecked victim(s) re-
tigers. A successful DC 14 Wisdom (Survival) check re- cently washed up on the beach. Roll 1d12 to determine
veals the stalking which goes on for about an hour. If the nature of the encounter:
the characters display an aggressive stance or use fire, the
tigers slink off seeking easier prey. Otherwise, they at- D12 Monster #App XP Source Notes
tempt an ambush and fight to the death.
1-4 Tribal natives 1-3 25 MM,p. 350 As tribal
warrior
SEA HAG 5-6 Commoners 1-3 10 Mi\1, p. 345
The characters come across an apparent shipwreck vic- 7 Adventurer 1 Varies Varies See
tim washed up on the shore, her shapely body sunburned description
and covered with kelp. The "victim" is actually a sea hag 8 Sea hag 1 450 MM., p. 179
using her Illusory Appearance to lure the characters to The tribal natives (use tribal warrior stats) are fisher-
their doom. She drops her guise with frantic slapping of men that got caught in a storm, or were capsized by an
the water (attracting her two merrow minions, which aquatic beast (50% chance of either). Each only has 1d4
exit the surf the next round), and attempts to utilize her hit points and suffers from three levels of exhaustion.
Death Glare on a fighter-type. She flees if she faces se- They are grateful for aid, but seek to return to their vil-
rious opposition, abandoning her merrow to their own lage-which could be Tanaroa (area 1, chapter 5) or an-
devices. other determined randomly.

0NGiil.A.L ADVEilTVRJSS REiilC.A.R!J.A.TED • THE ISLE 0F DREAD


The commoners are travelers on a merchant ship that SPINOSAURUS
sank offshore. Each has 1 hit point remaining and is suf- A massive spinosaurus (see appendix B) comes crashing
fering from four levels of exhaustion. If rescued and through the trees to attack. It attacks with fury, having
assisted with returning to the mainland, there is a 25% suffered a minor leg injury (it is missing 2d12 hit points)
chance one is a wealthy merchant, and eventually rewards which has since become infected. If reduced to 25 or
the characters with a 500 gp emerald. fewer hit points, it retreats.
An adventurer is either a mage (15% chance, no spell-
book), a scout (40% chance), or a spy (35% chance) that
was washed overboard on a sea journey (possibly to the
Isle of Dread). An adventurer is grateful for aid and will
serve as a henchman for 1d4 months without pay (al-
though he/ she could use appropriate equipment). When
found, an adventurer has 1d6 hit points remaining and
two levels of exhaustion. There is a 10% chance the ad-
venturer is actually a wereshark (see appendix B) that
seeks to betray the characters during an opportune time.
See the entry for the sea hag, above, for details on that
encounter.

SKELETONS
This wandering band of skeletons were once tribal na-
tives granted the gift of undeath from a village Zombie
Master. They are armed with spears (used two-handed,
1d8 piercing damage) and they wear rotting pieces of
wicker armor (see appendix C). They attack at once and
fight until destroyed.

SNAKES
Roll 1d12 to determine the type and number of snakes
encountered:
012 Monster #App XP Source Notes
1-3 Spitting 1-6 25 Appendix B
cobras
4-6 Pit vipers 1-8 25 MM,p. 334 As poison-
ous snake
7-8 Giant rat- 1-4 50 MM,p. 327 As giant
tlesnakes poisonous
snake STEGOSAURUSES
9-12 Rock py- 1-3 50 Appendix B The characters come across one or two stegosauruses
thoos (see appendix B) casually grazing on succulent vegeta-
tion. They are non-aggressive, although if approached,
All snakes encountered stealthily attack from surprise
they turn and hold their spiked tails up high as a warning.
and are aggressive, fighting to the death. See appendix B
If any approach within 10 feet, they receive a tail swipe
for spitting cobra and rock python stats.
and the dinosaurs become aggressive. If reduced to half
their hit points, they flee.

0I\jGiilAL ADVEil'tV~S REiilCARJlA"tED • THE ISLE 0F DREAD


STONE GIANT TRICERATOPS
Garlkle is a peaceful stone giant hermit that lives in a Normally docile, this triceratops sports a deep wound
cave in the northern part of the island. He is covered (reduced to 77 hit points) on its flank from a run-in with
with strange tattoos and smells of strong herbage. He a large carnivorous predator about a day ago. T hus, it .is
often partakes in "walkabouts" to commune with nature, very aggressive and it does not hesitate to initiate a Tram-
while smoking his own dried pipe weed in a driftwood pling Charge and a display of ferocity to scare off any
pipe (worth 55 gp). He is a surreal fellow, interested in other potential predators.
flora and fauna and the delicate balance of things. If the
characters make a successful DC 15 Charisma (Persua- TYRANNOSAURUS REX
sion) check, he is willing to share .information about his
An apex predator, a particularly large tyrannosaurus rex
travels around the isle (roll 1d3 times on the Rumors on
(178 hit points) hunts this region. It has recently digested
the Isle of Dread table in chapter 3). In his sack he car-
a large meal so even though it doesn't need more meat its
ries a clay urn half full of royal honey (holding 2 pints)
willing to make a kill and save it for later. It pursues prey
collected from a killer bee hive (see details, above), sev-
for several minutes and it fights to the death.
eral handfuls of berries, a collection of driftwood, and a
rough chunk of amethyst that weighs 15 pounds (worth
750 gp).
VELOCIRAPTORS
The characters have run into a pack of velociraptors (see
TITANOTHERE appendix B) on the hunt. The PCs first encounter an ap-
parently wounded velociraptor on a game trail. It takes a
This massive herbivore, a titanothere (see appendix B),
successful DC 13 Intelligence (Nature) to deduce the ruse.
contently munches on the tender leaves of a few sap-
Meanwhile, the rest of the pack stealthily maneuver into po-
lings. If approached within 50 feet, it issues a guttural
sition to flank the party. If two or more velociraptors are
growl and prominently displays its spade-like horn. If ap-
defeated, the rest break off the attack and flee. However,
proached within 30 feet, it charges and tries to stomp on
there is a 30% chance the pack keeps tabs on the characters
any targets for a few turns before seeking to flee.
and unless they leave the current hex in the next 6 hours, the
pack attacks again, this time with 1d4 more velociraptors.
TRACHODONS
A small group of trachodons (see appendix B) graze on WEREBEAR
vegetation. Having recently been chased by an allosaurus,
This tribal native was afflicted with lycanthropy years ago
these herbivores are on edge and attempt to flee if ap-
and has since left his village to conceal his curse. Now
proached within 100 feet.
a werebear, his animal form is that of a cave bear (use
polar bear stats, and when in bear form add darkvision
TREANT out to a range of 60 feet). He wanders about the island,
A palm tree-like treant wards over this section of the hunting, foraging, and stealing food as needed. He is los-
jungle. It can be discovered with a successful DC 17 In- ing grips with his sanity due to his curse, and likely is in
telligence (Nature) check. It is content to just observe the bear form and very aggressive when he is encountered.
characters while they travel, unless they destroy or harm
any trees. Although there are no rocks around for throw- WERECROCODILES
ing, it bears six heavy coconut-like fruit (as well as any
The secretive cule of the crocodile has several members
trees it animates) that it can pluck and throw at targets
in one of the tribal villages. The leaders of this cult are
(range 30/90 ft., 1d6 + 6 bludgeoning damage) . If there
werecrocodiles (see appendix B), and they frequently
is a druid in the party and he makes a successful DC 15
sneak out of the village in the dead of night to perform
Charisma (Persuasion) check, the treant becomes friend-
clandestine rituals, often involving sacrifice to actual
ly and could give some information on nearby fixed en-
crocodiles (25% chance there are 1d4 crocodiles present
counter areas, or a random rumor (see chapter 3).
during the encounter). If disrupted, the werecrocodiles
assume hybrid form and attack to keep their cult hidden
from the rest of the village.

0RjGiilAL ADVEilTV~S REiilCARJIATED • THE ISLE 0F DREAD


WERESHARKS
These tribal villagers appear co be burly fishermen that
boast specializing in landing "big catches" such as mas-
sive sharks or aquatic dinosaurs. These arrogant blow-
hards can be encountered en route to or from the coast
and try co convince the characters co share an adventure
with them. Actually, they are weresharks (see appendjx
B), and crave to feast on flesh of mainlanders such as
the characters. If they can get the PCs on the water, they
change into hybrid or shark form to attack with advan-
tage, going so far as to sinking their own outrigger to put
the party at a disadvantage.

WERE TIGERS
A family of wandering weretigers roams the southern
part of the island. Once tribal villagers, they now hunt
and gather food while moving from campsite co camp-
site. When first encountered, they are indifferent, but if
swayed to friendly with a successful D C 15 Charisma
(Persuasion) check, they are willing to share camp, food,
water, and possibly information with the characters (see
chapter 3 for potential rumors known).

WIGHTS
The characters come across several crude stone barrows.
Each barrow holds a wight, eager to feast on flesh. If
the characters don't release the undead by plundering the
barrows, and remain in this hex for the night, the \vighcs
track them and ambush in the dead of night. Each bar- WYVERNS
row has a 20% chance to contain a random jeweled item A pair of wyverns lair on a craggy island to the west
(weapon, object or gem-studded jewelry) worth 1d6 x of the Isle of Dread (area 32, chapter 6). Either one or
100 gp. both are out hunting prey. If both are encountered, one
engages with the characters, while the second attempts
WRAITHS to circle around to attack from a different direction. If a
character succumbs to poison and drops, a wyvern uses
The characters discover a desecrated (see Dungeon
an action to grab the body and fly off, returning co its lair
Master's Guide, p. 110) wooden totem, overgrown with
to enjoy its meal. If either is reduced to 40 hit points or
beautiful blood orcruds in bloom. The area is haunted by
less, they flee.
one or more wraiths, but they only attack at dusk or in
the dark. If the PCs don't leave the hex by nightfall, the
wraiths attack their camp. YOUNG GREEN DRAGON
A young green dragon named Noxiumunthra lairs deep
in the jungle on the northeastern peninsula of the isle
(area 20, chapter 5). The dragon frequently hunts in vari-
ous locations around the island, and today has decided a
snack of humanoids would satiate its mild hunger. The
dragon makes one pass overhead, but soon after lands
and seeks the tasty morsels on their terms. It starts with

0RjGillAL ADVEntv~s REiilCARJIATED • THE ISLE 0F DREAD


its breath weapon and then moves in for claw and bite
DESIGninG A.PPR0PRIA.TELY
attacks. The dragon fights until reduce to 50 hit points at
which point it flees to the south, before doubling back to CHA.LLEfiGinG WA.nDERinG
the north and its lair. Jtc0fiSTERS
The Isle of Dread is designed for characters of levels 3
YOUNG RED DRAGON
through 7. The DM must exercise caution when design-
Bravorax is a young red dragon that has become attract-
ing wilderness encounters for the party based on their
ed to the isle's recent volcanic activity and has settled in
number and level of experience. There are four catego-
a temporary lair on a small island to the north of the isle ries of encounter difficulty: Easy, Medium, Hard, and
(area 44, chapter 6). It is aware of the green dragon (see Deadly. The XP value of all the monsters or NPCs is
above; and area 20, chapter 5) and has already clashed used to calculate the difficulty of the encounter. Most
with it. Although hungry, the red dragon sees the char- encounters should be Easy or Medium, with Hard and
acters as means to an end. After passing overhead once,
Deadly encounters reserved for set pieces, sub-boss,
the red dragon lands and seeks to strike a bargain with
or even boss battles. A typical, balanced, well-equipped
the characters. In exchange for not being eaten, the red
party of adventurers with average luck can handle six
dragon commands the PCs to destroy the green dragon, to eight Medium or Hard encounters before requiring
so it can establish a lair on the Isle of Dread as the top a long rest in a typical dungeon setting (in other words,
predator. To back up its threat, it attempts to eat one of that tend to feature more encounters in succession). In
the party members. Shrewd characters could leverage a the wilderness, where a party might only have one or two
portion of its treasure as part of the bargain, especially encounters per day, it stands to reason the encounters
if they back it up with a show of force. could be more challenging. Use the tables below to de-
sign appropriate wandering monster encounters as the
ZOMBIES party explores the Isle of Dread.
Each village has a Zombie Master, a respected village If the characters get in over their heads with a particu-
leader responsible for animating the village ancestors
lar encounter, encourage them to flee. Most wandering
so they can be of service to the community after death.
monsters will not pursue potential prey, unless otherwise
Often these zombies break their control and form wan-
described. Alternatively, the noise generated by a given
dering packs in the southern part of the isle. They will
encounter might attract another wandering monster,
not attack any native tribesmen, or characters with native
which could be an advantage for the outmatched PCs.
guides, but all others are attacked on sight. Wishing to be
For example, if a battle with a tyrannosaurus rex is not
released from the curse of undeath, these zombies fight
going in the party's favor, have a spinosaurus show up to
until destroyed.
give the characters a chance to escape. Or, a hunting par-
ty of tribal warriors might show up; although they will
do little to effectively battle the beast, it gives the tyran-
nosaurus rex additional targets to focus on. The timely
arrival of a wandering adventuring party or pirate band
(not necessarily allied with the characters; see appendix
D for samples of both) is also an option.
First determine the number of characters in the party,
'
including any NPCs (on the left-hand side of Table 5).
Next determine their average level; the table has XP
budgets for levels 3 through 7, although the DM can ex-
pand the table to include higher levels (or more players)
as needed. Then cross-reference the XP budgets for the
different encounter difficulties.

eRj Gi ilA L ADVE ilTU~S REiilCARJIA'fE D • T HE ISLE 0F DREAD


TABLES

Experience Budgets Equivalent Exp erience


Character Level Easy Medium H ard D eadly
3rd 300 600 900 1,600
4th 500 1,000 1,500 2,000
4 Characters 5th 1,000 2,000 3,000 4,400
6th 1,200 2,400 3,600 5,600
7th 1,400 3,000 4,400 6,800
3rd 375 750 1,125 2,000
4th 625 1,250 1,875 2,500
5 Characters 5th 1,250 2,500 3,750 5,500
6th 1,500 3,000 4,500 7,000
7th 1,750 3,750 5,500 8,500
3rd 450 900 1,350 2,400
4th 750 1,500 2,250 3,000
6 Characters 5th 1,500 3,000 4,500 6,600
6th 1,800 3,600 5,400 8,400
7th 2,100 4,500 6,600 10,200

For example, if the party includes a 4th-level wizard, a To determine how difficult an encounter is, add up all the
5th-level rogue, a 3rd-level fighter, a 4th-level cleric and a XP of all the combatants and then adjust the amount by
4th-level ranger, there would be an average of five char- using the multiplier in Table 6, based on the total num-
acters of 4th level. An Easy encounter for this group ber of combatants. Monster XP are based on challenge
would be 625 equivalent XP, while a Deadly encounter rating (CR) values and are included in the Monster Man-
would be 2,500 equivalent XP. ual, the tables above, or statistics capsules provided. for
example, an ankylosaurus (CR 3, 700 X P) would be an
TABLE6
Easy encounter for our described party. But three cave
# of Monsters Encountered XP Multiplier bears (CR 2, 450 XP each) would be a Deadly encoun-
x1 ter for our five 4th-level characters (3 x 450 = 1,350 x 2
2 x 1.5 = 2,700 equivalent XP). Note that this calculation is the
3-6 x2 equivalent XP for the encounter. The characters are only
7-10 x 2.5 awarded the actual experience points (in this case, 1,350
11-14 x3 XP) for defeating this group of monsters.
15+ x4

0R,jGiilAL A.DVEnfv~ s REiilCARJIAfED • TH E IS LE 0F DREAD


Jungle
~; Swamp
,/;:\ Mountain
JllPA
.,/tf,'\. Volcano
~ HUis
""' Caves
fl,.!\r..
Broken Land
p=£.
River l,.11,... ....._,."",,..
CJLake or Ocean 1
~Coral Reef t
~Tar Pit I,...._.........._,,,....._,,,

0R.iGillAL ADVEntv~s REillCARJIAtED • THE ISLE 0F DREAD


0.RjGiilAL ADVEil'tV~S REiilCARJIA'fED • THE ISLE 0F DREAD
CHAPTER FIVE

The Isle of Dread


he following key describes set encounter areas lo- In the center of the village is a flat-topped hill that has
', cated throughout the Isle of Dread. Please refer been artificially leveled. In the center of the hill is a
to map D-1 for the location hex of each of these 10-foot-tall truncated pyramid that is made of earth and
set pieces. It's up to the Dungeon Master to decide when faced with stone slabs. Set on the top of the pyramid is
(or even if) the characters have the described encounter a huge alarm gong. In a square around the pyramid, 250
once they enter the hex. See chapter 6 for additional set feet to a side, is a 3-foot-high, 3-foot-wide earthen wall.
encounters on the isle. The hilltop is the assembly place of the village. Members
Some of the encounter areas have their own maps, as de- of each clan sit on the earthen mound (or stand behind
scribed in the text. If the DM needs additional maps, he it) on the side facing their clan site, while the village lead-
is free to design his own. Maps E-2 and E-3 are general ers preside from atop the pyramid.
cave lair maps that can be used as needed. Between the clan sites and the flat-topped hill, the path
surrounds village gardens and the grounds for the pigs,
1. VILLAGE OF TANAROA chickens, and goats that provide meat and milk for the
Tanaroa (map E-1) stands in a clearing at the edge of the village. The path continues until it reaches the Great Wall
jungle, just south of a SO-foot-high wall built of huge and passes into the jungle. Between the village and the
stone blocks. The wall stretches for two miles across the Great Wall is a second line of defense: 20- to 30-foot-
thin neck of land that joins the southeastern peninsula deep pits filled with 5 to 10 feet of tar. At the base of the
with the main island. Evenly spaced along the wall are towers of the Great Wall are the huts used by the war-
28 square towers; each 100 feet to a side and 70 feet tall. riors who garrison the Great Wall.
In the center of the wall is a pair of massive wooden
gates. Each gate has double doors that are 40 feet wide,
40 feet tall, and 5 feet thick. Each gate can be barred with
a heavy wooden beam.
•HiJ.tinG GViDES •
The village of Tanaroa guards and controls these gates.
A cleared trail leads into the village from the south, wind- The natives of Tanaroa occasionally visit the tar pits
ing through Tanaroa and continuing through the gates at the end of the trail to renew their supplies (which
into the jungle beyond. The path circles four roughly they use for waterproofing their boats and roofs). The
circular groups of huts made of wood and roofed with characters can hire a guide to take them as far as the
interwoven palm leaves. The huts are about 50 feet long tar pits. These guides can show PCs where it is safe to
and 20 feet wide and are raised 10 feet off the ground on cross the tar pits. The party can also hire 2d6 bearers
wooden stilts. Each group of huts faces a central grave- to carry supplies, however, no more will travel beyond
yard, with the back of each hut to the encircling path. the wall without a guard force of at least 30 fighter-
Each collection of huts represents one clan that lives in types. A guide costs 5 gp per expedition and bearers
the village. The four clans are the Elk Clan on the south, cost 1 gp each per expedition. These guides and bear-
the Hawk Clan on the west, the Tiger Clan on the north, ers will not leave the path, nor go beyond the tar pits
and the Sea Turtle Clan on the east. The animal each clan at the end of the trail. The natives will never hire out
takes its name from is its totem, and the members of as warriors.
the clan believe they are blood brothers to the animal. If the characters desire to find a guide to bring them
A large wooden statue of the appropriate totem animal beyond the tar pits, see the sample guides in appendix
stands in the middle of each graveyard. In battle, each D for details.
clan has a standard decorated with the clan totem.
• •
0RjGiil.A.L ADVEil'tVRJSS REiilCA:RJI.A.'tED • THE ISLE 0F DREAD
0R.iGiilAL ADVEn'tv~s REiilCAR....IlA1'ED • THE ISLE 0F DREAD
THE SEVEil ViLLAGES The last important village official and advisor is the vil-
lage Zombie Master/Mistress. This adviso.r heads the
Cult of the Walking Dead in the village. This cult is a
Tanaroa is one of the seven villages on the southeastern
secret society whose members (except for the Zombie
peninsula and the adjoining islands. The other villages are
Master/Mistress) wear hooded masks during cult cer-
Kirikuka, D awa, Mora, Panitube, Burowao, and Usi. Each
emonies. At these ceremonies, the "Walking Ancestors"
is located on map D-1 by a special symbol. The DM is
(zombies) are created. While these zombies are some-
free to assign which of these other villages is located at
times used as laborers or spare warriors, the villagers
each location. The seven villages are loosely allied through
shun and fear them. A Zombie Master/Mistress uses the
a council of village chiefs that meets once a year. The
statistics for a priest with the following changes:
population of all seven villages totals about 2,100 total
native tribesmen, with roughly 1,900 of these tribal com- • Their alignment is lawful evil.
moners and the rest tribal warriors (see below). • Their armor class is 11 (wicker armor; see appendix
The seven villages are matriarchies; that is, each village C).
chief is a woman. The natives trace their descent and • They are armed with a quarterstaff (+2 to hit, 1d6
inheritance through their mother's side of the family and bludgeoning damage, or 1d8 bludgeoning damage if
take the mother's family name as their own. The DM used with two hands).
should review the sample matriarchs in appendix D, and
design more as needed. • They have the Spellcasting feature:

The other six villages resemble Tanaroa (the same map Spellcasting: The Zombie Master/Mistress is a 5th-
can be used), but without the wall and tar pit defenses. If level spellcaster. Their spellcasting ability is Wisdom
needed, the DM can create maps for these villages and is (spell save DC 13, +5 to hit with spell attacks). They
encouraged to alter each in her own way. Each village has have the following cleric spells prepared (an asterisked
the same four clans. The clans serve to unify the villages spell is from appendix C):
in time of war, each clan being organized as a separate • Cantrips (at will): guidance, resistance, spare the dying
"regiment." Although the chief of each village is female,
the leader of each clan is male. Each village also elects • 1st level (4 slots): create or destroy water, cure
a special official to serve as advisor to the chief and to wounds, detect poison and disease
serve as the village war leader in times of conflict. • 2nd level (3 slots): gentle repose, snake charm*
• 3rd level (2 slots): animate dead, speak with dead

The Great Wall is always garrisoned by warriors from the the PCs had the foresight to stock up on trade goods,
seven villages. Each village clan garrisons one tower with their reception by the villagers and village chiefs is fa-
seven warriors, so there is a total of 196 tribal warriors vorable, so interaction skill checks are made at advan-
in the 28 towers. The pits filled with tar are secondary tage. Furthermore, the party can sell their trade goods
defenses, should a nonhuman raiding party or rampaging for 100% profit (i.e., they receive back twice what they
monster fight past the wall. The area between the wall paid for the goods). However, the villages are not terribly
and the village has been cleared of trees and brush to al- wealthy, so there is a 5,000 gp limit on the amount of
low clear fire for bows and thrown spears. In addition to goods that can be traded. Trade items available include
spears (of which scores of extras are maintained in the tar, timber, cloth (all suitable to make ship repairs), basic
towers) these tribal warriors are also armed with long- weapons (spears, bows, blowguns and darts, macana [see
bows (+2 to hit, range 150/ 600 ft., 1d8 piercing damage). appendix CJ, javelins, atlatl [see appendix CJ, quarter-
The village attitude towards the characters starts as indif- staves), canoes, rare spices and herbs, animal pelts, food-
ferent. In a recent meeting, the council of chiefs decided stuffs, and pearls. The party can use their profits or any
that it would be advantageous for the seven villages to spare money to buy extra equipment.
trade with the mainland (the large continent). Unfortu- Awarding Experience. On their initial trip (only), the
nately, their small fishing boats are unable to sail out of characters receive 200 XP each for every 1,000 gp of
sight of land or stand up to storms on the open sea. If trade goods traded with the natives.

0RiGiil.A.L ADVEilTURJSS REiilC.A.R!J.A.'f'ED • THE ISLE 0F DREAD


2. JAWS FROM THE DEEP (each worth 100 gp). However, every day the characters
ilive for pearls (incluiling the first), they are attacked by
The wide, white sand beaches and placid waters of this
1d4 sea snakes (see appendix B). Although the number
bay belie the true dangers that await anyone entering the
of sea snakes is unlimited, the pearls run out after 14
water. Swimming just out of sight are five bull sharks
days of diving.
(use reef shark statistics). These savage creatures attack
anyone who moves more than 20 feet into the bay and
fight until slain. If blood is drawn by either side, there is 4. RANDOM ENCOUNTER
a 75% chance that an additional five more bull sharks are For every day the party spends within two hexes of this
attracted by the scent of blood. These arrive in 8 rounds location, they encounter one wandering monster from
and tend to attack wounded creatures in the water first. Table 2 (see chapter 4). If possible, the encounter should
occur in or near the monster's lair.

5. CAVES OF THE ROCK BABOONS


The characters are attracted to a crumbling stone cliff by
the noise of many loud hoots, grunts, and shrieks. T he
sounds emerge from a 6-foot-high cave opening in the
rock wall. A foul stench wafts out of the dark opening
but all the characters can see is a tunnel leading back into
darkness. Living within this cavern complex is a tribe of
15 rock baboons.

KEY TO THE CAVES OF THE


ROCK_BAB OOilS (IlIAP E-8)
B1. The stench of animal waste is nearly overpowering
in this chamber. Each character entering must make a
successful D C 11 Constitution saving throw or suffer the
effects of retching. While retching, a character makes all
skill checks and attack rolls at disadvantage. The charac-
ter can repeat the saving throw at the start of each of his
turns, until he succeeds. Along the south wall is a sink-
hole, about 20 feet deep, but nearly full of dung and bits
of other refuse, the source of the stench.
Four rock baboons (see appendix B) live in this cavern.
If they face serious opposition and two are defeated, the
remaining flee down one of the corridors or exit the cave
to escape.
B2. T hree rock baboons (see appendix B) live in this
squalid cave. The floor is littered with tropical tree leaves,
half-eaten fruit and rinds, and other organic debris. These
rock baboons lack an escape route, so they fight to the
3. LAIR OF THE SEA SNAKES death. Along one wall are crude cave paintings created by
Near these broad coral reefs, hundreds of large oysters Neanderthals that once inhabited the cave.
cover the sea bottom. They are under 20 feet of water. B3. Three rock baboons (see appendix B) inhabit this
If the characters gather a few, they will discover a pearl cave. If one is defeated, the rest flee to area BS. There are
worth 100 gp in adilition to some fine cuisine. Each day a great deal of bones littering the floor, many of which
the characters dive for pearls, they recover 1d4 pearls have been stacked in crude piles.

0RjGiilAL ADVEllfV~S REiilCARJIATE D • THE ISLE 0F DREAD


0RiGiilAL A.DVEn'tv~s REinCARJIA'f'ED • THE ISLE 0F DREAD
B4. This corridor dead-ends and is used as a refuse pile 7. PIRATE LAIR
for the tribe. Gnawed bones, dried dung, and other or- These pirates have come from another island (the DM
ganic waste is tossed here. With a successful D C 18 Wis- should choose one or add new islands off the map). They
dom (Perception) check, a silver necklace set with am- have set up this base camp while they raid the coastal vil-
ethysts (worth 1,300 gp) can be located after at least 15 lages for slaves. The slaves are traded to the Sekolah wor-
minutes of searching. Any character searching for more shipers (area 27, chapter 6), or with slavers that pass by
than a few minutes needs to make a DC 13 Constitution the isle a few times per year. They sail four 20-foot-long
saving throw, or contract a disease called jungle fever. outrigger canoes with collapsible masts.
The onset time for the disease is 6 to 12 hours. After T here are 41 pirates consisting of the following:
that, each day the creature's hit point maximum decreases
by 5, unless another DC 13 Constitution saving throw • Crimson Caruthra is a female pirate captain (use ban-
is successful. Two consecutive successful saving throws dit captain stats) with numerous red tattoos and
ends the condition. If the disease reduces the creature's flame-red hair. She wields an ornate greatsword (2d6
hit point maximum to 0, the creature dies. + 2 slashing damage) worth 125 gp, and wears chain
mail (AC 16) and a ring of JJJater JJJalking. She carries the
BS. The rest of the tribe, four rock baboons and the key to the iron box in area P4 in her left boot that re-
rock baboon alpha (see appendix B for both), reside in quires a successful DC 13 Wisdom (Perception) check
this chamber. These primates, along with remaining rock to locate.
baboons that fled here, fight to the death. In a pile of
gnawed bones in one corner of the room, among mis- • 6 pirates (use bandit stats) wearing chain mail (AC 16,
cellaneous debris, is a gold bracelet worth 700 gp that speed 20 ft.) and wielding cutlasses (+3 to hit, 1d8 + 1
requires a successful DC 15 Wisdom (Perception) check slashing damage; see appendix C).
to locate after 10 minutes of rummaging through the dis- • 20 pirates (bandits) wearing leather armor and wield-
gusting mess. The bracelet is somewhat tarnished, but ing cutlasses (+3 to hit, 1d8 + 1 slashing damage; see
otherwise in good shape. appendix C).
• 14 pirates (bandits) wearing leather armor and armed
6. LAIR OF THE GIANT SQUID with light crossbows and cutlasses (+3 to hit, 1d8 + 1
T his area is the hunting ground of an ancient giant slashing damage; see appendix C).
squid (see appendix B). There is a 50% chance that the
giant squid attacks any ship larger than a canoe passing •en A RAiD •
through this hex. If it attacks a larger ship, it uses four of
its tentacles and its bite to attempt to crush and breach
the hull, utilizing its Siege Monster trait. Meanwhile, it At any time, there is a 70% chance that l d4 outrig-
can still attack with four of its other tentacles, attempting gers are at sea; l d4 + 4 pirates sail in each outrigger
to grab Medium or smaller creatures off the deck. Grap- canoe, with Crimson Caruthra sailing in the canoe of
pled creatures are pulled underwater and could suffer the her choice. The raiding party returns in ld6 + 4 hoUis.
effects of drowning. If reduced to 20 hit points or less, The rest of the pirates are guarding the camp.
the ancient giant squid expels its ink cloud and retreats
to its lair. •KEY TO THE PiAATE LAiR.. •
The ancient giant squid lives in a rocky cave located 35
feet beneath the water's surface. Within the flooded lair (DIAP E-4)
are piles of bleached bones and miscellaneous bits of
Pl. Towers. There are three 20-foot-tall lookout towers,
trash, including old swords, boots, waterlogged clothing, each of which can hold up to four pirates. There will al-
and an opaque bottle with a wax seal containing a potion ways be at least one lookout in each tower (the DM may
of heroism. wish to roll ld4 for the number of lookouts in a tower).
The keys to the shackled captives (huts q are kept here.
P2. Boats. The outrigger canoes are beached here, unless

0ajGillAL ADVEll°f'VRJ:S REiDCARJIA°f'ED • THE ISLE 0F D READ


Jungle

Sand Beach

0RJGiilAL A.DVEilTV~S REiilCARJIATED • THE ISLE 0F DREAD


the pirates are out raiding (see sidebar). When ashore, the Detect Metal. By spending an action, an attuned
paddles and sails are kept in different huts to prevent theft. wielder can detect metal or metal ore within 60 feet
P3. Huts. These grass huts have conical roofs of of the sword, assuming it is larger than one pound
thatched grass. The unmarked huts each house four pi- (or 50 coins). If the wielder spends another action,
rates, and contain sparse furnishings consisting of four the sword will point to the metal, and discern its type.
hammocks and several unlocked footlockers. These con- This detection is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood
tain spare clothing, extra weapons, and worthless person-
or dirt.
al effects. The other huts are labeled as follows:
Levitate. Three times per day, the wielder can cast
L. This is Crimson Caruthra's private hut. It contains levitate.
a locked wooden cabinet where the outrigger sails are
stored. The key is hidden in hut S, or the lock can be PS. Escape Tunnel. Behind a hidden exit (treat as a se-
picked with a DC 15 Dexterity check using thieves' tools. cret door) at the back of the cave is an escape tunnel
A simple wooden bed and a footlocker are present. The about 4 feet wide. It requires a successful DC 20 Wisdom
footlocker contains several sea charts (worth 25 gp) plus (Perception) check to locate this exit. It winds through
extra clothing and personal effects. the hill for 500 feet and exits inte a series of natural cav-
erns. These sea caves are under water at high tide (20%
S. This hut is the supply hut. It contains the paddles, chance).
ropes, tools, buckets of tar, food, spare weapons, and
other supplies. P6. Wall. The pirate camp is surrounded by a wall of
thorn bushes weighted down with rocks. The wall is 5
C. Each of these huts contains 3d4 captives (native feet tall and 3 feet wide and keeps out all but the largest
commoners) awaiting sale or trade to the nearby Se- animals and dinosaurs. Passing through the wall causes 7
kolah worshipers. They are shackled to iron weights to (2d6) piercing damage.
keep them from escaping. The keys to these shackles are
in area Pl, or they can be burst with successful DC 23
8. HIPPOGRIFF NEST
Strength (Athletics) check or unlocked with a successful
DC 20 Dexterity check using thieves' tools. Set atop the tallest hill on this island is a nest of five
hippogriffs. These creatures prey on the weakest of the
P4. Cave. There are always 2d4 pirates guarding the cave. many wild sheep that graze on the surrounding hills, and
The pirate treasure is here, kept in a large iron box that is generally don't leave their island in search of prey. In de-
cemented into the wall. The box is locked and Crimson fending their "territory," the hippogriffs attack anyone
Caruthra has the only key. The lock can be picked with climbing the hill within a half-mile of their nest. They
a successful D C 18 D exterity check using thieves' tools. have no treasure, but if they are somehow befriended
If the box is forced open (not picked), a secret com- could become useful flying mounts for the characters.
partment in the side of the chest slides open, releasing
a deadly pit viper (use poisonous snake statistics). The
9. RAKASTA CAMP
locked box contains 2,000 cp, 3,000 sp, 4,000 ep, 17 gems
(worth 1,300 gp total), a spell scroll (with the wizard spell A tribe of rakasta have set up a temporary camp in this
shield), and a + 1 shorts11Jord. The sword is sentient, forged hex. They arrived on the Isle of Dread several months
by dwarves to aid them in locating veins of ore. Its name ago and are searching for a hidden shrine (area 39, chap-
is Orectus, and it has the following characteristics: ter 6) constructed by their people that holds wealth, hid-
den lore, and a great leader needed for a desperate strug-
Communication. The sword communicates by send- gle in their distant land. Rakasta are a race of nomadic
ing emotions to its wielder. feline humanoids. They walk erect, but their heads and
Senses. The sword has hearing and darkvision out to features are cat-like and their bodies are covered with
60 feet. soft, tawny fur. They are proud and barbaric, fierce fight-
Alignment. The sword is neutral. ers who cover their natural claws with metal "war claws"
Special Purpose. The sword's special purpose is to (see appendix C), their favorite weapon. The strongest
locate metal and metallic ore. It is especially fond of warriors ride mostly-tamed saber-toothed tigers.
platinum.

0R.iGillAL ADVEil'fV~S REiilCA~IIATED • THE ISLE 0F DREAD


0pJGiIIAL ADVEIITV~S REillCARJIA'f'ED • THE ISLE 0F DREAD
They dwell in large waterproof tents richly furnished ground and the tree settlement. A creature must pass be-
within. The rakasta's treasures include silk tapestries, low within 20 feet of the settlement to have a chance
brightly colored carpets, bronze artifacts, gilded leather- to distinguish it from the surrounding greenery. This re-
work, silverware, and gold jewelry. The tribe's treasures quires a successful DC 20 Wisdom (Perception) check;
are worth a total of 10,000 gp but weigh about 1,000 if a creature specifies the canopy is being examined then
pounds so transporting most items is difficult due to the check is at advantage.
the bulk. Since the rakasta arc likely to be friendly with The settlement consists of a half-dozen wooden plat-
the characters, there is not a detailed breakdown of the forms built between several large trees. Each platform is
treasure, although the DM is encouraged to create one if supported from below by wooden braces. The platforms
required for play. are also supporced by a web of knotted ropes, like the
In this temporary camp there are 16 normal rakasta and cables of a suspension bridge. Each platform contains a
three rakasta tiger riders. Only these three, the bravest number of wooden huts that vary in size. The wooden
and strongest rakasta warriors, can hold the respect of huts are filled with skillfully carved furniture made from
the three saber-toothed tigers also in the camp. many different types of exotic woods. D ecorating the in-
teriors of all the houses are dozens of hanging plants
KEY TO THE RAKASTA CAMP plus ornate wood and bone mobiles. A safety rail runs
along the edge of the platforms to prevent young phana-
(lhAP E-5)
Rl. These cloth tents each house 1d4 rakasta (see ap-
pendix B). Beginning with the upper left tent and going
clockwise, the tents hold 4, 2, 3, 3, 4, and 3 rakasta, re-
spectively. The tents with an italicized number appearing
indicate that one of the residents in the tent is a rakasta
tiger rider (see appendix B).
R2. Each of these is a simple tent pavilion with a roof
of interwoven palm leaves raised 10 feet off the ground
on a light wooden framework. The tent canvas can be
rolled down in case of rain. There are three pavilions,
each housing a saber-toothed tiger chained to a large
heavy log.
R3. This is the communal pavilion, where the tribe mem-
bers come to meet, take their meals, and socialize. I t is
similar to the pavilions housing the tents described as R2,
but this one has a smoke hole in the center of the roof.
Inside the pavilion are a number of cushions and rugs.
R4. This area is the communal firepit, rimmed with
rocks, and complete with turning spit and other cooking
utensils.

10. PHANATON PLATFORMS


This is a small settlement of about 100 phanaton. These
halAing-sized creatures look like a cross between a mon-
key and a racoon and glide from tree branch to tree
branch like flying squirrels.
The settlement is 50 feet off the ground and is difficult
to see from below because of the foliage between the

01\iGiil.A.L ADVEilTV~S REillC.A.RJIATED • THE ISLE 0F DREAD


0RJGiilAL ADVEn'f'v~s REiilCARJIA'f'ED • THE ISLE 0F DREAD
ton from falling off The platforms are connected by a
series of rope bridges for the young or infirm.
•TO 'tHE .A.iD OF 'tHE PHAilA'ton

KEY TO THE PHAIIATOII The phanaton are a generally peaceful race and start all
PLATFOR_ffiS (DrAP E-6) encounters with an indifferent disposition. If swayed
to friendly, which can be easily done with a successful
PHl. On this platform there are three huts housing a
D C 12 Charisma (Persuasion) check, or simply trading
total of 14 phanaton (see appendix B). There are seven
a commodity that is useful to the settlement, the char-
adult males, five adult females, and two children. The
acters are invited to stay at the settlement. That night,
phanaton young are noncombatants and seek to flee if
the war chief hosts a banquet and serves a variety of
attacked.
fruits, seeds, and vegetables.
PH2. The five wooden huts on this platform contain a
Assuming the characters continue to foster good rela-
total of 20 phanaton (see appendix B). The phan aton
tions, the war chief can share information on nearby
war chief (see appendix B), named Ra'tikki, inhabits the
set encounters (areas 5, 9, 11, and 12), or 1d4 rumors
large hut along the western railing. The floor of this hut
from the Rumors on the Isle of Dread table (see chap-
is a pile of pillows and cushions. Hidden beneath the war
ter 3). T he phanaton are bitter enemies of the aranea
chief's bed is a locked wooden chest containing the clan's
(see area 14), as the arachnids find them tasty. If the
accumulated treasure: 3,000 sp. The key is hidden in one
characters agree to defeat the aranea, and return to the
of the pillows, which requires a successful DC 20 Wis-
settlement to offer proof, the phanaton reward them.
dom (Perception) check to locate. Alternatively, the lock
can be picked with a successful D C 18 Dexterity check Quest: D efeat the Aranea. If the characters accept
using thieves' tools. this quest and deliver proof that the aranea at area 14
have been defeated, the war chief rewards the charac-
There is a 40% chance that 1d6 + 1 of his seven phana-
ters with 1,500 sp and six small carved wooden figu-
ton bodyguards (see appendix B) are present in his hut.
rines depicting phanaton in various positions. Each
The remining bodyguards are resting in their two huts,
figurine is worth 50 gp, and if shown to other phana-
located along the south and northwest parts of the plat-
ton, it grants advantage on all skill checks regarding
form.
social interaction.
If the bodyguards are not with the war chief, there is
a 40% chance that 2d6 phan aton (see appendix B) are
with him. These are his numerous mates, which reside in

housing 1d6 + 2 phan aton (see appendix B), including

the two huts along the eastern railing of this platform. extended family members.
Otherwise, the war chief is resting alone.
PH3. There are three huts on this platform, each hous- 11. LAIR OF THE LIZARDFOLK
ing 1d4 + 2 phanaton (see appendix B). This lair is located on the edge of a dense swamp in a
dank, half-flooded cave. Living within this dismal cavern
PH4. There are three huts on this platform, each hous-
are 14 lizardfolk. They hunt and eat the various swamp
ing 1d4 + 2 phanaton (see appendix B).
animals that live in the area. For tribal feasts, the lizard-
PHS. Two of the huts on this platform are unoccupied. folk occasionally attack the Neanderthal lair and dine on
The other two contain the usual 1d4 + 2 phan aton (see man-flesh. From these raids the lizardfolk have accumu-
appendix B). Phanaton usually climb or glide up to their lated a small horde of treasure.
settlement. But this platform, however, has a trapdoor in
the center of the floor, from which a rope ladder can be KEY TO THE LAiR...OF THE
unrolled. The rope ladder reaches to the jungle floor and
LiZARJ)FOLK._ (DrAP E-9)
is for the convenience of non-flying guests. Guests at the
settlement usually sleep on this platform, in one of the Lt. The entrance to the cave is about 20 feet high. It
empty huts. is blocked with a wooden stockade, about 12 feet high
PH6. There are three huts on this large platform, each with sharpened stakes pointed outward to discourage

0 RJ G illAL ADVE lltV~S REi llCARJIAfE D • THE I SLE 0 F DREAD


large beasts. There are several handholds carved into crude wooden gate that extends to the ceiling. A simple
both sides of the walls to aid getting over the stockade. latch, tied securely with a piece of leather, can be undone
These can be located with a successful DC 15 Wisdom to provide access. The pen holds four giant gecko liz-
(Perception) check and climbed with a successful DC 13 ards (use giant lizard statistics). These lizards are used
Strength (Athletics) check. Failure on the climb check by as mounts and pack animals by the lizardfolk. They are
10 or more results in a fall onto the stakes, with the vic- treated well, but if disturbed by non-lizardfolk, attack in
tim taking 5 (1 d8 + 1) piercing damage. an attempt to flee the chamber.
The corridor beyond the stockade has two concealed L4. This cavern contains a firepit and hanging from the
pits. The lizardfolk avoid these by walking around them. ceiling are numerous haunches of dried meat. Some of
They can be discovered with a successful DC 15 Wisdom the haunches appear to be humanoid in origin. Along the
(Perception) check. If the corridor is searched for tracks, west wall hang 32 javelins, and three extra spiked shields
with a successful D C 12 Wisdom (Survival) check, clear rest against the wall nearby. Five lizardfolk inhabit this
evidence of the safe route can be noted. Each pit is 10 chamber. If three are defeated, the rest flee to area LS to
feet deep, and if triggered, the target must make a DC 13 make their final stand.
D exterity saving throw or fall in. The fall causes 3 (1d6) LS. The remaining six lizardfolk reside in this large
bludgeoning damage, and each pit is lined with wooden chamber. One of the lizardfolk fights with a greatsword
stakes. A target lands on 1d4 stakes, each causes a further (AC 13 since he has no shield, 2d6 + 2 slashing damage),
4 (1d4 + 2) piercing damage. and fancies himself the leader of the tribe. In the north-
L2. The cavern contains a firepit and is inhabited by three east corner of the cavern is a secret niche blocked by a
lizardfolk. Hanging on the wall are several dinosaur-hide large rock. This niche can be discovered with a success-
saddles, used with the giant lizards in area L3. ful DC 17 Wisdom (Perception) check, although it also
requires a successful DC 14 Strength (Athletics) check to
1..3. The entrance to this side chamber is blocked by a
slide the rock out of the way. Inside the niche, stored in

0RjGiIIAL ADVEIItV~S REilICAR.IIAfED • THE ISLE 0F DREAD


an unlocked wooden sea chest is the lizardfolk's treasure: A successful DC 14 Wisdom (Perception) check reveals
5,000 cp, 6,000 sp, and eight opals (each worth 500 gp). one of the furs on the floor is valuable (worth 85 gp).
N2. Four Neanderthals (tribal warriors) occupy this
12. NEANDERTHAL LAIR chamber. In addition to spears, they are armed with
This set of natural caverns that lies down a tunnel, be- greatclubs (+3 to hit, 1d8 + 1 bludgeoning damage). The
hind three curtains made of animal hides, is home to a walls of this chamber are covered with simple paintings,
tribe of Neanderthals. The rooms are filled with crude mostly depicting hunting scenes, generally with numer-
wooden furniture, and the floors are generally clean. Piles ous Neanderthals ganging up on a large beast (such as a
of mangy furs depicted on the map serve as beds for mammoth, a woolly rhinoceros, or a megatherium).
these primitive humans.
N3. The rest of the tribe resides in the large communal
KEY TO THE llEAilDER.fHAL cavern. This includes nine Neanderthals (tribal warri-
ors), and two Neanderthal leaders (see appendix B).
LAiR._(DrAP E-10) In addition to spears, all of these brutes are armed with
N1. There are five Neanderthals (use tribal warrior stats) greatclubs (+3 to hit, 1d8 + 1 bludgeoning damage) . In
in this chamber. In addition to spears, they are armed a chest made from fitted uncemented rock slabs is the
with greatclubs (+3 to hit, 1d8 + 1 bludgeoning dam- tribal treasure: 1,000 sp, a small piece of obsidian (worth
age) . If they face serious opposition, they flee to area N3. 10 gp), and a large white pearl (worth 500 gp).

0Rj:GiIIAL ADVEIITV~S REiIICARJIATED • THE ISLE 0F DREAD


13. AERIE OF THE GARGOYLES KEY TO THE A.AAilEA LAiRS
When the characters enter this hex, they notice a single
(lb:AP E-7)
grotesque statue, standing atop a craggy rock peak several
hundred yards in the distance. As long as the characters The area beneath the aranea webs is patrolled by two
stay at least 100 feet away, the figure does not move and bugbears. These brutes are armed with heavy macana
appears to be nothing more than a stone statue, due to wielded two-handed (2d8 + 2 slashing damage; see ap-
its False Appearance trait. However, if a character moves pendix C), and javelins. Their armor is painted various
closer than 100 feet, the gargoyle flies forward with a blotches of greens and browns, and they make Stealth
grating shriek to attack. Two other gargoyles, attracted checks, seeking to surprise the characters. They earn
by the first one's cries, leave their nearby cliff lair and join treasure and favors from the aranea by guarding the
in the fray. grounds from intruders. These bugbears live nearby in
thatched huts, and each carries a large bone horn that it
The gargoyles' nest is set into a rocky cliff about 50 feet
sounds at the first sign of trouble, warning the aranea.
off the ground. It requires a successful DC 15 Strength
E ach bugbear carries a pouch containing scraps of food,
(Athletics) check to make the climb. Failure indicates a
personal mementos (such as bones and teeth), and 10 gp.
fall with 3 (1d6) bludgeoning damage per 10 feet of the
fall. Among the bones and assorted garbage, the char- Al. The aranea (see appendix B) in this lair has the fol-
acters find a ruby (worth 600 gp) and a scroll of protection lowing wizard spells prepared:
(elementals) lying on the cave floor. • Cantrips (at will):fire bolt, mage hand, poison spray
• I st level (4 slots): detect magic, shield, sleep
14. ARANEA LAIRS
This section of forest is inhabited by three aranea. The • 2nd level (2 slots): hold person, levitate
aranea are a race of highly intelligent, spell-wielding This aranea has a cursed shield and a potion of tmdead control
arachnids (spiders) who live in webs strung between trees. (see appendix C for both of these) hidden in the roof
They look like huge, greenish-brown spiders (about the of its lair. The shield is easy to locate, but the potion
size of a small pony), with a massive odd-shaped lump requires a successful D C 18 Wisdom (Perception) check.
on their backs that houses a large brain.
A2. This aranea's (see appendix B) lair is similar to the
T he webs are about 40 feet above the jungle floor but are previous one. It has the following wizard spells prepared:
concealed from view unless one climbs above the first
• Cantrips (at will): acid splash, minor illusion, poi-
layer of leaf growth. This 20- to 30-foot climb requires a
son spray
successful DC 15 Strength (Athletics) check. Each aranea
has a separate lair, but the walls are close enough togeth- • 1st level (4 slots): mage armor, silent image, Tens-
er so that the aranea can jump from one to another with er sfloating disk
ease. Part of the webs are roofed over with a waterproof • 2nd level (2 slots): misty step, phantasmal force
mixture of leaves, bark, twigs, and web strands. These
webbed-over sections of their lairs resemble caves. These Its only treasure is a broom of f!ying hidden in the roof
are filled with many pieces of crude "furniture" made which requires a successful DC 16 Wisdom (Perception)
out of wood, vines, and web which are webbed in place check to discover.
on the floor. These include storage chests, and libraries A3. The final web is similar to the other two, except that
used for spell research. Aranea treasure is usually woven the aranea (see appendix B) has several spell scrolls laid
into the roofs of their lairs for safe keeping, which typi- out on its table for quick use. The scrolls include the fol-
cally requires a successful Wisdom (Perception) check lowing wizard spells: light, mirror image, and tongues. The
(see below for D C) to discover. aranea has the following wizard spells prepared (an aster-
isked spell is from appendix C):
• Cantrips (at will): fire bolt, minor illusion, poison
spray

0ajGillAL ADVEil'fV~S REillCAR._IlA'fED • THE ISLE 0F DREAD


• lst level (4 slots): serpent missile,* silent image, 16. THE ROCS' ROOST
sleep High up in the mountains of this hex is a nest that be-
• 2nd level (2 slots): blur, hold person longs to a pair of juvenile roes (see appendix B) aban-
doned months ago. Reaching the nest is an arduous climb
A potion of poison is hidden in the webs of the ceiling
that takes several hours, during which the roes employ
which requires a successful DC 17 Wisdom (Perception)
strafing attacks. If a juvenile roe establishes a successful
check to locate.
grapple, it seeks to drop the target from a height of 2d6
x 10 feet, incurring normal falling damage.
15. PTERANODO N TERROR
The nest is nearly 30 feet across and consists of drift-
This area is the hunting grounds for three pteranodons.
wood, tree trunks, ship huU beams, a shattered mast, and
There is a 75% chance that the pteranodons attack the
several massive dinosaur bones. Woven into the nest is a
party as they cross the 300-foot rope bridge from the
map showing the location of a buried treasure located in
nearby peaks to the plateau. A Medium or smaller target
area 19. It requires a successful DC 1S Wisdom (Percep-
who is hit by one of the pteranodons must make a suc-
tion) check to locate the map.
cessful DC 14 Dexterity saving throw or be knocked off
the bridge onto the rocks below taking 52 (15d6) bludg-
eoning damage. A Large target, or targets tied together,
17. DIMETRODO N PERIL
make this saving throw at advantage. The party hears a series of horrible screams. In the cent-
er of a grassy clearing is a dimetrodon (see appendix
B) attacking a frantically struggling native (a tribal com-
moner). Although the native is mortally wounded, if the
dimetrodon is slain or driven off, he will give the party
his only treasure, a nugget of platinum (worth 50 gp).
But, they need to swear to bury him in a special location
(DM's choice, or roll 1d4 on the table below).
D4 Burial Location
1 The village of Mora
2 The bay northeast of Tanaroa (area 1)
3 The forest atop the Central Plateau (area 2,
chapter 7)
4 In a volcano near area 5

18. OGRE LAIR


This set of natural caves served as an ancient burial
chamber for a former tribe of native tribesmen. Now, it
is the home of five ogres.

KEY TO THE 0G~ LAiR_


(llIAP E-11)
01. The entrance to this cave is partially blocked by a
pile of rubble. The rubble needs to be climbed over but
doing so requires a successful DC 11 Dexterity saving
throw, or else the climber stumbles over the carefully
balanced rocks. Although harmless, the creature is now
prone, and noise likely wakes the guard (if sleeping) in
this chamber.

0RjGiilAL A-DVEntv~s REiIICARJIAfED • THE I SLE 0F DREAD


One ogre, wielding a spear two-handed (2d8 + 4 pierc- surface, in Common, is burned the phrase Property of
ing damage), is stationed on guard in this chamber. He the Prince's Arch. The Prince's Arch was a sailing ship that
does not take his task seriously so there is a 75% he is wrecked off the isle years ago. A single ogre is here, us-
fast asleep in a pile of mangy furs to the east. A sputter- ing a sword to cut and shape torches and other crude
ing torch (dipped in tar) is affixed to the wall. Four burial wooden tools. He shouts an alarm to the others in area
niches line the north and the south walls, but if any bod- OS, before attacking in a bloody rage with the greatsword
ies were present they have been since removed. (2d6 + 4 slashing damage).
02. This chamber is uninhabited, and unlit. Instead the 05. Three ogres-the rest of the tribe-live in this
center of the room is a pile of desiccated, partially mum- hearth room. They are lounging around preparing for a
mified humans. These bodies were in the niches in areas feast. In the northeast corner of the room is a large fire-
01 and 03 and are in various stages of decay. There is pit with a haunch of dinosaur (dimetrodon) meat roast-
nothing of value here. ing on a metal spit. Each ogre is armed ·with a greatclub
03. This secret chamber is concealed by a rock that re- and wears dinosaur hide armor. They fight to the death
quires a successful D C 18 Wisdom (Perception) check to defend their lair.
to discover. The ogres are even unaware of this cham- 06. This chamber is hidden by a large rock blocking en-
ber. Beyond is a long hall with six burial niches along the trance. Although easy to locate, .it requires a successful
south wall. Each holds a crudely mummified human body DC 20 Strength (Athletics) check to remove the rock.
standing upright. Each is buried with various (worthless) Another character can Help with this skill check. Hidden
trinkets and effects. in the chamber is the ogres' treasure chest. Inside the
04. This chamber is lit by a pair of sputtering tar-dipped locked wooden chest are 2,000 sp, 1,000 gp, and three sa-
torches attached to the north wall. Along this wall are bre-toothed tiger skulls. A random ogre carries the only
four empty burial niches. A large battered cask contain- key to the chest, which can be found with a successful
ing sticky tar rests in one of the niches. Along its cask's DC 15 Wisdom (Perception) check. Or, the lock can be
picked with a DC 13 Dexterity check using thieves' tools.

0NGiIIAL ADV E ilfV~S REiilCARJIA'fED • THE ISLE 0F DRE4D


19. DERANGED ANKYLOSAURUS
As the party moves through this lightly wooded area, an
ankylosaurus rushes out to attack the characters in a
frenzy of tail-bashing. Although normally quite docile,
this beast recently grazed on a patch of loco weed and
is now under the plant's influence. The giant beast at-
tacks until slain, or until the drug wears off (in about two
hours).
This area is also the hunting ground of an allosaurus.
There is a 40% chance the allosaurus is attracted to the
sounds of battle and arrives 1d4 + 2 rounds after the bat-
tle with the ankylosaurus begins.
If the characters have recovered the treasure map from
the juvenile roe nest (area 16), they can use it to locate
the large treasure buried here. It requires a successful DC
15 Wisdom (Survival) check to find where the hoard is
hidden by following the map. The hoard is buried 10 feet
underground which takes 20 to 50 (1d4 + 1x10) minutes
to dig up. For each 10 minutes of digging, there is a 25%
chance for a wandering encounter, attracted to the sound
of the digging. If one appears, it is the allosaurus. The
treasure is held in an unlocked wooden chest reinforced
with thick iron bands. Inside is 2,000 gp, three diamonds
(worth 3,000 gp each), and a sapphire necklace (worth
6,000 gp).

cavern. The green dragon does not yet have complete


20. ABODE OF THE GREEN DRAGON control of his surroundings, but enough to imbue this
As the characters pass a low, stony hill they spy an im- entrance corridor with a bit a draconic magic. As the
mense pile of uprooted tree trunks piled into a tangled characters travel down the corridor, grasping vine-like
mess along the edge of a weed-infested lake. The struc- tendrils inhibit their movement. This corridor is consid-
ture is covered with dried mud and appears similar to a ered difficult terrain, and characters moving through it
beaver's lodge, only 250 feet in diameter, with most of it incur 3 (ld6) bludgeoning damage at the end of their
extending into the stagnant water of the lake. Sprawled turn, unless a successful DC 13 Dexterity saving throw is
over the exterior of the mound are no less than 22 hu- made. Regardless, travel through this corridor automati-
manoid skeletal bodies, some of them in careful poses. cally awakens the dragon.
The mound is usually enshrouded in thick fog, reducing
G2. This oval-shaped dry chamber contains a blood-
visibility to about 50 feet. The mound is the lair of a
soaked altar crudely carved from the massive stump of
young green dragon of fearsome aspect.
a tree. Troglodytes in the vicinity (such as the wretched
band at area 21) make pilgrimages to the dragon's lair to
KEY TO THE A.BODE OF THE pay respects and bring him offerings of food and treas-
ure. This chamber is used to receive those offerings, but
G~Eil DAAGOil (llrAP E-12)
currently is unoccupied.
Gl. Once the party arrives at the mouth of the cave, a
G3. This corridor is about 12 feet wide, and the floor is
successful DC 15 Wisdom (Perception) check reveals
covered with a tangled mess of bones, mostly from large
heavy, labored breathing coming from inside the dark
dinosaurs. Many of the bones are broken and jagged so

0RjGiilAL ADVEilTV~S REiilCARJIATED • THE ISLE 0F DREAD


movement is slow and dangerous. The shaded area of he continues the attack, but soon flees via the underwater
the corridor is considered difficult terrain, and unless a passage at area GS.
successful DC 15 Dexterity saving throw is made, a Me-
The dragon's treasure hoard is a massive pile that consists
dium or smaller creature moving through the pile suffers
of 40,400 sp, 2,000 gp and 30 assorted pieces of jewelry,
5 (2d4) piercing damage at the end of each of its turns.
gems, and art objects as described below:
G4. This is the dragon's lair, a damp chamber about SO
• A set of six matching gold chalices (each worth 2SO gp)
feet in diameter. There is a 33% chance that the young
g reen dragon, oxiumunthra, is asleep on his hoard, • A large uncut emerald the size of fist (worth 3,SOO gp)
piled up in a niche along the eastern waU. However, if the • A silver flute (worth 22S gp)
characters entered his lair from area G 1, he is awake and
• Five ornate wood carvings of tropical birds (each
submerged in the corridor to the northeast (area GS).
He speaks Common, and as soon as he realizes the char- worth 175 gp)
acters are not natives to the island (and might be pow- • A sharkskin pouch holding emerald powder (worth
erful heroes), he interacts first before entering combat. 460 gp)
If the characters agree to leave all of their magic items,
• Three jade figurines of nixies (each worth 3SO gp)
he lets them depart unharmed. Otherwise, he attacks. If
reduced to fewer than 50 hit points, he again offers a • A malachite mask gilded with gold (worth 8SO gp)
chance at parley. This time, they can leave the lair alive • A lure dipped in gold (worth 1,700 gp)
if they trade but a single magic item. This is a stalling
• A set of four drums made of black dragon hide and
tactic while his breath weapon recharges. If they refuse,
teak (worth 900 gp as a set)

0ajGiilAL ADVE n tv~s R EiilCA RJIATED • T H E ISLE 0 F DREAD


• An ivory statuette of a cave bear (worth 550 gp) T4. The far end of this chamber contains a muddy pool
of filth. Two troglodytes lounge and swim in the mess.
• A silver necklace set with emeralds (worth 2,700 gp) As the characters approach, they submerge and attempt
• A ceratosaurus skull with two emeralds for eyes (each to surprise foes. They begin combat by hurling globs of
worth 500 gp) noxious filth (+2 to hit; on a hit, the target is subject to the
troglodyte's Stench trait).
• A carved wooden scepter set with aquamarines (worth
1,925 gp) T S. Hanging from the ceiling in this dry cave are four
haunches of dinosaur meat. Numerous strips of meat are
• A silver harp string (worth 15 gp) carefully laid out on crude wooden drying racks along one
• A small wooden totem pole set with six azure eyes wall.
(wor th 750 gp) T6. Two more troglodytes guard this chamber. They are
GS. This corridor is about 15 feet wide and 15 feet high. armed with two javelins (range 30/120 ft., 1d6 + 2 pierc-
It descends into the water and continues for about 120 ing damage) each. They hurl both and then fall back to
feet before exiting at the bottom of the lake. This is the area T7 to make their final stand.
entrance and exit used by the dragon. T7. This huge chamber is the communal area for the tribe.
The remaining six troglodytes are here resting. Cornered,
21. LAIR OF THE WRETCH ED these humanoids fight to the death.

TROGLO DYTES The southern end of the chamber is an evil-smelling pool


of dark liquid. A rusty box, holding the tribe's treasure, is
As the party nears this area, they begin to notice a par-
attached by chain to a bolt in the center of the pool's floor,
ticularly foul stench. As they continue, the smell be-
in about 3 feet of water. In order to get the chest, the
comes worse until the party reaches a dark opening in
chain must first be burst with a successful DC 21 Strength
the ground. The odor seems to originate from this hole.
(Athletics) cl1eck (another character can Help with this
This is the lair to a tribe of troglodytes who have recently
skill check) or severed (AC 19, 15 hit points, resistance to
moved to this location because of the pleasantly damp
piercing damage). The chest is locked, and the key is hid-
climate.
den underneath the slime at the bottom of the pool. It
requires a successful DC 18 Wisdom (Perception) check
KEY 'fO 'fHE LAiR_OF 'fHE to find the key. Otherwise, the lock can be picked with a
W~'fCHED TR_OGLO DY'fES successful DC 16 Dexterity check using thieves' tools, if
the chest is first removed from the pool. The hoard of
( llIAP E- 1.3)
valuables consists of 2,000 cp, 2,000 sp, 1,000 ep, 3,000 gp,
Tl. This corridor slopes down into a pool of muddy water and six amethysts (each worth 500 gp).
that stretches for about 30 feet. The water is about 2 feet
deep, but the mud at the bottom of the corridor is another 22. PLESIOSA URUS MENACE
foot deep, so moving through the morass is a laborious pro- Beneath the surface of this lake awaits a hungry plesio-
cess; for every 1 foot of movement it costs 3 feet of move- saurus. The beast attacks any creature coming within 15
ment. Unless the characters are moving stealthily, there is a
feet of the shore, or any who attempt to swim in the lake
chance the guards in area T2 come to investigate any intru- or cross in a boat. If in a boat, the plesiosaurus first attacks
sion, hanging back and tossing javelins (range 30/120 ft., the hull of the boat, capsizing any vessel less than 20 feet
1d6 + 2 piercing damage) at those in the water. long 50% of the time with a successful hit. If it hits a Me-
T2. At this guard post, four troglodytes pass the time play- dium or smaller creature, it attempts to pull its victim into
ing knuckle bones. Nearby is an open cask that contains 22 the lake during its next turn. This is a contested Strength
javelins for use on foes in area Tl. If the characters exit the check versus the target's Strength (Athletics) or Dexterity
watery corridor, these fall back to area T3. (Acrobatics) check. If the plesiosaurus succeeds the target
is moved 20 feet into the water.
T3. Three troglodytes inhabit this spacious chamber. They
are practicing wielding clubs (1d4 + 2 bludgeoning damage) If the plesiosaurus is slain and its body cut open, the party
and using shields (AC 13) fashioned from large turtle shells. finds a skeletal arm and hand wearing a ring of regeneration.

0IQGillAL ADVEll1°V~S REiDCARJIA1 °ED • THE ISLE 0F DREAD


23. RANDOM ENCOUNTER
For every day the party spends within two hexes of this
location, they have an encounter with a wandering mon-
ster from Table 3 (see chapter 4).

24. THE SEA DRAGON


If a ship passes within one hex of this location, it is at-
tacked by an adult sea dragon (see appendix B). The
mighty dragon fust surfaces 150 feet away from the ship
and bombards the deck and sails with globs of acidic
poison attempting to cripple the ship. Then the dragon
dives, only to reappear 1 round later next to the ship. It
wraps its tail around the ship and begins to crush the
hull, using its Siege Monster trait, while plucking crea-
tures from the deck with claws and bite. If reduced to 30
or fewer hit points, it dives and returns to its lair.
The dragon's lair is located 200 feet beneath the surface
of the water in a flooded cave. Inside the cave is the
treasure the dragon has gleaned from sunken ships and
unfortunate passersby. The treasure includes 10,000 gp
(in assorted coins), an untarnished coat of +3 chain mail,
a rusted cutlass with a bejeweled pommel (worth 500 gp),
and a potion of water breathing in a crystal vial with a wax
sealed stopper.

0R.iGillAL A.DVEll'tVRJ;S REillCARJIA'tED • THE ISLE 0F DREAD


CHAPTER SIX

More Dread
he following key describes additional expanded or forbidden lore of the isle. She knows any of the ru-
1 set encounter areas located throughout the main
part of the I sle of Dread. Please refer to map D -1
mors from the Rumors on the Isle of D read table (see
chapter 3), but she should only dispense her knowledge
for the location hex of each of these set pieces. It's up if the characters offer something in trade, such as a mag-
to the D ungeon Master to decide when (or even if) the ic item, an unusual object, or information.
characters have the described encounter once they enter :Mika also is proficient at brewing magical elixirs from
the hex. See chapter 5 for the original set encounters on exotic island ingredients. She has the following potions
the isle. available for trade:
Some of the encounter areas have their own maps, as de- Quantity
Potion
scribed in the text. If the DM needs additional maps, she
Healing 4
is free to design her own. Maps E-2 and E-3 are general
Greater healiflg 1
cave lair maps that can be used as needed.
Water breathing 3
Vitality 6
25. THE SHAMAN
Animaljn'endship 1
Located several miles to the south of the village Tan-
Mind reading 1
aroa (area 1, chapter 5) is a hut inhabited by an old, wise
shaman. Ancient beyond her years, the villagers whisper Swimming (see appendix C) 3
she has made a pact with some otherworldly power for
an extended life. Indeed, she is wise, but the rumors are
untrue. Mika the shaman (see appendix D) is a wizened
old crone with wispy, thinning white hair, a deeply wrin-
kled visage, and leering eyes.
Mika's hut is fashioned from several large dinosaur rib
bones covered with animal hides. The front entrance is a
tyrannosaurus skull, partially covered with several pieces
of sail. A pair of bamboo golems (see appendix B) stand
guard at the entrance, under her command. The interior
is dimly lit with several humanoid skulls that radiate pale
green light. Numerous pillows and animal furs are strewn
about the floor around a firepit. Dangling from the ceil-
ing are several odd items, such as bones, dried shrunken
heads, dried fish and other aquatic life, and scented bun-
dles of herbs.
Mika starts an encounter with the characters as indiffer-
ent, but she can be swayed to friendly with a success-
ful D C 15 Charisma (Persuasion) check, assuming they
grovel at her omnipotence or shower her with compli-
ments on her knowledge. They can also trade her items
or information to garner her friendship. Note that she is
less interested in monetary wealth but craves magic items

0R,iGiilAL ADV E n'tv~s REiIICARJIA'tED • I S LE 0F DREAD


• SHOPPinG Lis'f
• Prattis is a very practical man and is content to live alone
and survive off the land and sea, although he occasion-
ally trades with the natives as well. He gathers fruit and
vegetables and supplements his diet with the bounty of
Mika needs a wide range of strange and exotic ingre-
seafood from the lagoon via a series of handmade traps.
dients to brew her magical concoctions. She likely has
He is indifferent at the start of a social interaction and is
an idea where they can be found, and could provide
very curious about the characters and their motives. He
hints or outright instructions. Below is a sample list of has a passion for knowledge, especially on the subject of
possible ingredients, and where they might be found Elemental Gates (which is what attracted him to the Isle
on the island:
of Dread many years ago), and the local fauna, specifi-
• Giant squid ink (area 6) cally the dinosaurs (or as the locals call them, "thunder
lizards''). This latter passion has resulted in a detailed
• Red dragon blood (area 44)
journal cataloging all the dinosaurs he has observed and
• Loco weed (area 19) studied. If swayed to friendly, he is willing to share his
• Aranea poison gland (area 14) knowledge with the characters (see Player Handout #3
in appendix E).
• Ceratosaurus horn (area 35)
He is very knowledgeable about the Elemental Gates and
• Troglodyte scent gland (area 21)
is willing to share information, assuming the party as-
The DM is encouraged to create more ingredients as sists him in a task. (See appendix A for details on the
needed. gates.) The task could be simple, such as assisting with

•26. THE DRUID • constructing a larger treehouse, or difficult, such as cap-


turing a live dinosaur (of a specific) species so he can
study it up close. His knowledge includes:
An eccentric male human, Prattis, high druid (see ap-
pendix D), lives secluded on this tiny volcanic island, no • The location and description of each Elemental Gate.
more than 8 miles across. The island is covered with lush
• The nature of the magic items required to close the
jungle growth and the druid has fashioned a treehouse
gates (although he is still not sure which item deacti-
spanning three close trees to suit his shelter needs. His
vates which gate).
treehouse overlooks a small lagoon full of fish and shell-
fish that leads to the ocean. Hidden at the bottom of • I Ie has the Ring of Caeli (see appendix C) and is fairly
the lagoon is his apparat11s of !Vvalish, dubbed the "Prattis certain it is attuned to one of the gates.
Apparatus." He uses the apparatus to explore the seabed • He knows the sea hydra lairs near the water gate.
around the isle and has located several shipwrecks over
• He knows how much time needs to elapse before
the years. Of course, he has plundered these shipwrecks
the next plane shift (if the DM is using that optional
of valuables, which are hidden in a deep hole on the op-
hook).
posite side of the lagoon. Even a careful search of the
lagoon's bottom requires a successful D C 25 Wisdom Prattis understands the value of his apparatus and the Ring
(Perception) check to find the boulder-covered stash. Al- of Caeli. He will not part with the apparatus but is willing
though it takes about 30 minutes, the boulders can be to trade the ring to the characters. However, they must
removed via the apparatus. Although his lifestyle does not offer him an object of equal value (i.e., at least a legend-
require this treasure, he maintains the cache in case of an ar}' magic item) such as one of the other three elemental
emergency, and would willingly trade any of it for infor- items of power described in appendix C, or perform a
mation, or more useful mundane equipment. The treas- very dangerous deed (such as capturing a live tyranno-
ure includes: 7,567 sp, 4,589 gp, 214 pp, 19 gems (worth saurus). Another suitable task would be to defeat one of
a total of 17,800 gp), a pink coral statue of a long dead the pirate bands that frequent the isle.
queen (worth 450 gp), a gold necklace (worth 850 gp), a
silver tiara set with tiny sapphires (worth 2,900 gp), 17
gold ingots (each worth 250 gp), a bronze bell (worth 90
gp), and +2 mace.

0.JtjGiilA.L ADVEilTV~S REiilCAR!IA'fED • ISLE 0F DREAD


27. VILLAGE OF JAWALAAS or run aground, even in a canoe. Numerous bull sharks
Along the northeastern shore of this island is a village of (use statistics for reef sharks) inhabit the bay. Anyone
native tribesmen, called Jawalaas. For protection, and due entering the water attracts the attention of 1d4 bull
to their affinity with the sea, their entire village is located sharks, who arrive to investigate during the next round.
in a shallow bay. Several wooden huts on stilts sit about These sharks are very aggressive, and if they attack, the
10 feet above the rolling waves of the bay. The villagers struggle attracts another 1d6 bull sharks that arrive in
use outrigger canoes to move from hut to hut or to the 2d4 more rounds.
shore. They also use them to raid nearby villages-but J2. Three wooden poles (each about 6 inches in diam-
not for treasure. Instead they conduct raids to return eter) have been sunk into the bottom of the bay in about
captives to appease their beastly shark god, Sekolah, and 10 feet of water. Each pole has thick hemp rope attached
his voracious appetite for human flesh. If the sharks in to the top, used to secure captives. The captives are typi-
the bay approve of the flesh, the village feasts on it. cally secured during low tide. When the high tide comes
in, the captives' legs dangle in the water and attract the
KEY 'to 'tHE ViLLAGE OF attention of the bull sharks (reef sharks) that frequent
JAWALAAS (DIAP E-14) the bay. If a shark attacks a captive, it has been blessed by
the shark gods, and is now worthy to be consumed by the
J1. Several coral reefs, just under the surface of the water villagers. (fhe sharks always attack, by the way.)
during low tide, provide a buffer and natural protection
J3. There are seven of these huts, each 20 feet square.
for the village. All residents of Jawalaas know the loca-
Typically, from one to three outrigger canoes are lashed
tion of the reefs and have no fear of running aground.
to the base of the hut, and an opening to the sea provides
Due to the tricky currents and tides in the bay, others
access to and from the hut via a rope ladder. Each hut
must make a successful DC 15 Wisdom (Survival) check
contains 1d4 + 1 Sekolah worshipers (tribal warriors)

0RjGiilAL ADVED°f'V~S REiilCARJIA1'ED • ISLE 0F DREAD


and another 1d8 tribal natives (commoners) represent- 28. HAUNTED VILLAGE
ing the elderly or children. The total tribe numbers S7 Situated in the broken lands, but a short distance from a
members, plus their chieftain (see below). In addition bay, is an abandoned village. Decades ago, this was an iso-
to being armed with spears, the tribal warriors are also lated thriving village of about 200 native tribesmen that
proficient in the use of nets (range S/ 1S ft.) to capture revered snakes. But when explorers from the mainland
humanoids alive. arrived eager to trade, they accidently spread a virulent
]4. This hut is larger, being nearly 40 feet long and 20 feet plague that wiped out the insular village in a matter of
wide. It belongs to the chieftain, a brutish wereshark days. Their isolation reduced the chances of spreading
(see appendix B) that rules the tribe through fear of the the disease. It was months before the incident was even
shark god. There is also a SO% chance 1d6 Sekolah wor- discovered by one of the other tribes. Now the village
shipers (tribal warriors) are present here at any time. is in ruins and overgrown by the jungle. Yet a forgotten
enchanted item calls the walking dead to this location ...
The hut contains a large copper brazier (worth SS gp)
always full of hot embers and used for communal cook-
ing, and a large canvas hammock. Under the hammock is
KEY TO THE HAVIlTED
a battered, unlocked sea chest. Inside is the tribe's mate- ViLLAGE (DIAP E-15)
rial wealth: SSS gp, a pouch of seven pearls (each worth
HV1. A stockade fence once provided a line of defense
100 gp), an ivory scroll tube inlaid with electrum (worth
for the village, but it has since been overtaken by the
200 gp) that holds a spell scroll of serpent missile (see appen-
jungle and is falling apart. Once mighty gates provided
dix C), and a jade idol of a brontosaurus (worth 37S gp)
access to the village but these have since been destroyed
about 8 inches long.

0IVGiilAL ADVEilTVRJSS REillCAR.,IlATED • ISLE 0F DREAD


and are nowhere to be found. A pair of wooden totem 29. BAY OF THE DEAD
poles, each depicting a variety of snakes, stand silent vig- Centuries ago, unscrupulous explorers from the main-
il. Both of these were once totem golems (see appendix land discovered the isle and desired to plunder its natural
B), but the north one has since lost its enchantment. The resources. Although they feigned benign interest in the
south golem attacks, and using an action each round it native tribesmen, it soon became apparent the explorers
can cast poison sprqy (as a 5th-level caster; spell save DC desired to exploit the island and were willing to conquer
11) instead of making one of its slam attacks. The golem the natives if need be. Several warships arrived in this
ignores unliving creatures, such as the undead that now bay, which soon became the staging area for an offensive
inhabit the village. operation. Several of the tribes banded together and led
HV2. There are 12 of these standard living huts, once a daring preemptive strike in the middle of the night that
inhabited by villagers in extended families. The huts are led to many deaths on both sides. The conflict only end-
in various stages of collapse and disrepair, reclaimed by ed when the tribal witchdoctors combined their might
vines and short jungle growth. Each hut is now the lair and cursed the fleet with necrotic energy.
of 1d4 + 1 zombies. There is a total of 33 zombies Ever since, nothing lives in the bay. No coral grows
in the village. If the characters are attacked by a group here, and fish or larger aquatic creatures avoid the waters
of zombies, the remaining zombies are attracted to the shortly after wandering in from the open ocean. The na-
sounds of battle and begin to arrive in waves of 2d4 each tive tribesmen avoid these waters, too, referring to them
round until all have surrounded the PCs. as the Bay of the Dead.
HV3. This large structure was once a communal hut. For each hour the characters are in the bay on a boat,
Now it is the lair of seven ghouls. During the day there or travel along the coast, they have an encounter with
is a 100% chance of encountering the ghouls here, but undead. If they actually enter the water, these encounters
at night they often leave the village to feed on whatever occur every 10 minutes and with double the number of
they can catch, reducing this chance to 15%. There is an undead encountered. Roll on the table below to deter-
unused firepit now filled with rocks and some inciden- mine type and number:
tal treasure collected by the ghouls over the years. This
includes three aquamarines (each worth 200 gp), a gold D6 Undead Encountered
ring set with a black pearl (worth 625 gp), and a silver 1 1d2 zombie sharks (see appendix B)
flask (worth 65 gp) . 2-3 1d4 + 1 lacedons (aquatic ghouls, swim 30 ft.)
HV4. The witchdoctor (and leader) of the village once 4-6 1d6 + 2 drowned ones (see appendix B)
resided in this small cave. The walls are covered with
elaborate paintings of snakes, but they are not depicted 30. SLUMBERING DRAGON TURTLE
as evil creatures. Instead they seem to be in harmony with Although this encounter is keyed to a location in the
the native tribesmen. The chamber is mostly devoid of large bay to the south of the isle, it can move around at
anything, save for a firepit, now inhabited by six skeletal the whim of the ocean currents and the wind. If it gets
snakes (see appendix B). The chamber is haunted by the too close to land, the tide begins to take it back out to
undead form of the witchdoctor, now a wraith. sea. When the characters arrive at the isle for the first
In the back of the chamber is a hollow in the wall, con- time, this encounter occurs at area 30. Each week, roll
cealed by a rock. It can be discovered with a success- 1d6 and consult the table below to see where this en-
ful DC 17 Wisdom (Perception) check. Inside is a gold counter moves, one hex away:
scroll tube (worth 125 gp) holding two spell scrolls: snake D6 Direction of Movement
charm and sticks to snakes. (See appendix C for a descrip- 1 West
tion of these two new spells.) Also in this hollow is a 2 Northwest
single black pearl, the beacon calling the undead to this
3 Northeast
location. The pearl is worth 500 gp, but it radiates as evil.
4 East
Once corrupted by the kopru during a foul ritual, the
5 Southeast
pearl-thanks to a permanent antipatf?J/ sympatl?J spell-
now radiates a sympathy effect that is attuned to undead. 6 Southwest

0RJGifi.A.L ADVEll'fV~S REillC.A.RJI.A.'fED • ISLE 0F DREAD


and go on a feeding frenzy, so he could be encountered
again. The dragon turtle lacks a true treasure hoard, but
there are a few valuable items hidden in the flotsam that
might attract others to investigate. These include a silver
bell from a ship (about 3 feet in diameter and weighing
200 pounds) worth 750 gp, a platinum necklace set with
sapphires (worth 4,200 gp), and a +1 greatsword.

31. PTERAFOLK LAIR


Along the cliff-like slopes of an inactive volcano is the
lair of a tribe of 13 pterafolk (see appendix B). These
pteranodon-like humanoids live a in a series of protected
caves and ledges, all but inaccessible without climbing
equipment and a 10-hour trek. They hunt on the sur-
rounding islands, occasionally attacking the native tribes-
men. But they much prefer the tastier flesh of the phana-
ton and fly great distances to attack their settlements.
Scattered among the seven nests are a variety of shiny
objects collected over the years. These include numerous
smooth river rocks (worthless), 23 pieces of rough crys-
tal (in blue, green, and red; each is worth 10 gp), a plati-
num clasp (worth 115 gp), a diamond necklace (worth
1,450 gp), and a potion of swimming (see appendix C).

32. WYVERN LAIR


A mated pair of wyverns lair on a mountaintop on this
small rocky island to the west of the isle. The rest of
The characters encounter what appears to be a mass of the island is devoid of any life, save plants. The nest is a
flotsam perhaps 50 feet in diameter. Underneath the mess massive 60-foot pile of driftwood lined with vegetation,
of driftwood, kelp, algae, and other floating debris is a that can be seen for some distance. Climbing to the nest
slumbering dragon turtle, covered with algae growth. would take at least 6 hours with climbing equipment,
The beast, named Chelhydrus, sleeps for decades, aim- during which time the wyverns certainly attack.
lessly floating around the waters surrounding the isle. The nest contains three eggs due to hatch in a few weeks.
When it awakens, it goes on a year-long feeding frenzy, Each egg is worth 1,000 gp, if carefully collected, trans-
attacking whales, large predator dinosaurs, and even sail- ported, and kept warm. Wyvern hatchlings are worth
ing ships. The flotsam mass could be a temporary lair of 2,500 gp if sold in a large city.
another aquatic creature, or a shipwreck victim could be
clinging to the mass (see chapter 4 for ideas on either of 33. THE ENSHROUDED ISLAND
these inhabitants).
Located to the west of the Isle of Dread is a mysteri-
If Chelhydrus wakes up (at the DM's discretion, but there ous island always enshrouded with a thick blanket of fog.
should be at least a 10% cumulative chance per minute Most don't even realize the island is there, and being on
of significant activity on its back), he is very groggy for the edge of the Elemental Gates, sometimes it's not...
1 minute. During this time, all his attack rolls and saving With the exception of a single sandy lagoon, the rest of
throws are at disadvantage, and he is unable to use his the island's coast consists of jagged cliffs and dangerous
breath weapon. This could give wise characters a much- rocky shoals. Approaching these locations with a ship re-
needed chance to flee an obviously overpowering oppo- quires a DC 22 Wisdom (Survival) check, or else the ship
nent. Chelhydrus does not pursue but does fully wake up

0RJGiilAL ADVEilTV~S REiilCARJIATED • ISLE 0F DREAD


runs aground and suffers 28 (8d6) damage to the hull. dinosaur and transporting the meat back to the village
The interior of the island is thick, steaming jungle in- shifts their stance to friendly. But if the characters seek
habited by a variety of giant animals such as giant apes, to help the dinosaur, the hunting band shifts to hostile,
giant poisonous snakes, giant lizards, and different and although they don't attack the characters, they do re-
types of giant insects, including a few gargantuan-sized turn to the village relate their tale. This could result in a
animals such as gargantuan poisonous snakes and strained relationship with the village.
gargantuan crabs (see appendix B for both) along the
rocky coast. 35. CERATOSAURUS HERD
A small tribe of natives has a hidden village on the south- In this swampy area near a large lake is a herd of nine
ern shore, not far from the lagoon, in a series of natu- ceratosauruses (see appendix B). These 20-foot-long
ral caves. The cave walls depict numerous paintings of a carnivores wander up and down the lake shoreline look-
massive ape at about 10 times the size of a human. The ing for aguatic prey such as large lizards, crocodiles, or
villagers number 26 tribal warriors and another 16 tribal turtles. If approached within SO feet, they are aggressive
commoners. They wear clothes fashioned from leaves and attack. But if several of the herd are defeated, the
and other plant material and are fond of camouflage-like rest of the members are willing to flee into the swampy
war paint, which grants a +4 bonus to D exterity (Stealth) margins of the lake to escape.
checks. They wield spears and poison darts delivered
from blowguns (+2 to hit, range 25/100 ft., 1 piercing 36. RANDOM ENCOUNTER
damage and a DC 12 Constitution saving throw or suffer For every day the characters spend within two hexes of
2d6 poison damage and gain the poisoned condition for this location, they will encounter one wandering monster
6 hours). from Table 2 (see chapter 4). If possible, the encounter
The natives worship a gargantuan ape (see appendix B) should take place near the monster's lair.
that stalks the interior of the island. A few miles from the
village at the edge of the jungle is a rocky outcropping 37. DIMETRODON HERD
with two massive wooden poles and thick hemp rope Along a sluggish muddy bank of this river, a herd of 19
tethers. Nearby is a massive (15-foot-diameter) copper dimetrodons (see appendix B) sun themselves on sev-
gong (worth 225 gp, but weighing 150 pounds). The na- eral large rocks. Numerous nests of rocks occur along
tives often attach sentient creatures (either visitors to the the banks, one prominently displaying a gold idol (about
island, or those collected via outrigger canoe raids) to the 8 inches high) of a strange bat-like creature. The idol is
poles, and then sound the gong before hiding in the jun- worth 4,000 gp and is quite obviously visible on a bright
gle. Within an hour the gargantuan ape arrives to collect sunny day. The herd ignores the characters unless dis-
his tribute for casual consumption later. This certainly turbed (such as attempting to retrieve the idol). If com-
appeases the beast as it does not bother with the natives. bat occurs here, six large dimetrodon males attack while
the rernining herd disperses into the river for safety.
34. STUCK IN THE TAR
The characters are attracted to the bellowing of a large 38. MEGALITHIC CIRCLE
creature nearby. Upon investigation, the characters find a DM Note: There are four of these locations, all identi-
triceratops stuck in a tar pit. Several spears jut from its cal. Three are on the main island, while one is on the
flanks (it is reduced to 82 hit points) as a hunting band Central Plateau (area 8, chapter 7).
of six tribal warriors from Tanaroa (area 1, chapter 5)
attempt to finish off the dinosaur. But they have used all Each of these locations is a circle of eight massive men-
their spears, and are afraid to get too close to it. Although hirs (standing stones) surrounding a ninth, rune-covered
restrained, the beast can still attack if approached within standing stone situated in the ground at a slight angle.
melee range. The stones are volcanic but must have been moved a
long distance before being placed here, as they do not
Unless the characters already have a good relationship match any stone formations nearby. Each stone is about
with the village of Tanaroa, these hunters start off the 8 to 12 feet high, with the central stone being slightly
encounter indifferent. Assisting with finishing off the

0I\jGiIIAL ADVEIIfV~S REiIICARJIAfED • ISLE 0F DREAD


D6 Encounter
1 1 young green dragon (see area 20)
2 ld6 + 3 velociraptors (see appendix B)
3 1 cave bear (treat as polar bear, but add darkvi-
sion out to a range of 60 feet)
4 1d4 + 2 rakasta tiger riders (see appendix B)
on saber-toothed tigers
5 1 stone giant (see chapter 4 for details)
6 1 treant (only in a jungle hex, otherwise roll
again)

39. RAKASTA SHRINE


Located in a remote region of rocky badlands is valley
that contains a rakasta shrine carved into the very face of
a rocky cliff. Unless the characters spend a few days care-
fully searching the maze of canyons and valleys here they
likely don't find this edifice. However, if they have recov-
ered and deciphered the dues from at least two of the
megalithic circles (areas 38), they can triangulate the loca-
tion of the valley that contains the shrine. Note that this
is the goal of the rakasta camp (area 9, chapter 5), and
there are roving bands of rakasta looking for the shrine.
They believe (erroneously) that the shrine contains the
accumulated wealth of a great rakasta leader dedicated to
good. Instead, any who explore here finds deadly traps,
guardians, and a slumbering evil.

taller. Each stone weighs many tons and is only crudely


KEY TO THE RAK.ASTA
carved into shape. Standing stones at the two jungle loca-
tions are overgrown with vines and vegetation, but noth- SHIQilE (DIAP E-16)
ing grows around the central stone at either site. RSl. A flight of stone steps leads between the out-
The runes on the central menhirs are ancient Rakasta in stretched paws of a lion-like face carved into the rock.
origin, and can be deciphered with a successful DC 20 The entrance is through the cat's open mouth, which
Intelligence (History) check. They do not tell a story, but leads to a sealed stone door. A successful DC 18 Wisdom
instead seem to comprise some kind of a map or direc- (Perception) check reveals faint inscriptions concealed in
tions to find a particular location. A successful DC 22 the fanciful design of the portal. These issue a warning in
Wisdom (Perception) check reveals the orientation of Rakasta: "Speak 'In Raja's Honor' or cower to his roar."
the ninth standing stone points in a specific direction (in The door can be easily opened, but if the passphrase is
this case to another megalithic structure similar to this not spoken in Rakasta, it triggers a trap. In the first round,
one). If a second megalithic structure in a different quad- a magical roar bellows forth. All those within a 30-foot
rant can be located, the two angled stones can be used to cone of the door take 10 (3d6) thunder damage and must
triangulate the location of the Rakasta Shrine (area 39). make a D C 15 Constitution saving throw or be stunned
for 4 rounds. In the following round, the mouth begins
Monsters do tend to congregate at these structures from
to close. Any creatures in the 30-foot-by-30-foot area in
time to time. There is a 30% of an encounter each time
front of the door at the end of the next rounds take 21
one of these is discovered. Roil 1d6 on the table below:
(6d6) bludgeoning damage. The mouth stays closed for 9
hours, rendering the shrine inaccessible for this duration.

0RjGiITAL A.DVEITTV~S REiITC.A.R_Il.A.TED • ISLE 0F DREAD


RS2. This magnificent hall has a smooth black stone RSS. This long hall is 30 feet wide and 120 feet long. The
floor and a 30-fooc-high ceiling. Three pairs of columns, floor is 100 feet below the doors. A series of 10-foot-
engraved with rakasta in scenes of battle, support the by-10-foot platforms, angled down into the pit, are po-
ceiling. A pair of daises flank another sec of double stone sitioned to aid crossing this chamber. Five of these are
doors. Perched on each dais is a 10-foot-long amber stat- along the north wall and four are along the south wall.
ue of a great cat pouncing with claws outstretched. Each Unless Right is used, it requires a successful 10-foot
of these is an amber golem (see appendix B), but until it standing jump check to make it from platform to plat-
animates, it appears to simply be a statue due to its False form. Due to the angle of the platforms, a successful
Appearance trait. DC 13 Dexterity (Acrobatics) check is needed to avoid
sliding off a platform. The last six platforms are cov-
The doors are locked. The plain surface of each door
ered with a film of colorless oil which imposes disadvan-
sports an indentation about the size of walnut. The
tage on this skill check. Falling off a platform causes 35
doors can't be picked (there is no lock), but a knock spell
(1 Od6) bludgeoning damage due to falling into the pit.
or a good old-fashioned bashing (AC 19, 50 hit points,
This is a test of agility.
resistance to piercing and slashing damage, vulnerability
to bludgeoning damage, damage threshold 5 hit points) RS6. This circular chamber contains a 15-foot-tall statue
opens the portal. If disturbed this way, the amber golems of an erect cat-like humanoid wielding a double-bladed
attack. A defeated amber golem becomes a pile of am- sword. If examined, a trap is triggered that releases a
ber (2d4 pieces are valuable, each worth 250 gp) and a powerful sleep gas that fills the chamber in 1 round. Any
single tiger's eye gem (worth 1,000 gp) about the size of exposed to the gas must make a D C 18 Constitution sav-
a walnut. If both tiger's eye gems are placed in the door ing throw or fall into a magical slumber for 7 days. Only
indentations, they silently swing open. a dispel !llagic or greater restoration can end this magical ef-
fect. The secret door on the west wall can be located only
RS3. This dusty chamber is a crypt. Six stone pedestals
with a successful DC 22 Wisdom (Perception) check, al-
are in the open floor, each with the mummified remains
though it can't be opened by any means. Seven days after
of a saber-toothed tiger perched on it. The six mummi-
being found, the secret door opens and leads down co
fied saber-toothed tigers (see appendix B) animate and
area RS7. This is a test of patience.
attack a creature who approaches within 10 feet of any
door. RS7. This door opens to reveal a 20-foot-diameter shaft
that leads straight up for 120 feet. T he entire floor (to a
Nine sealed tombs are here, three each along the north,
height of 100 feet) is under the effects of a permanent
east, and south walls. Each tomb contains the mummi-
antimagic field spell. The walls are smooth with no hand-
fied remains of a great rakasta tiger rider (but not an
holds, requiring a successful D C 20 Strength (Athletics)
animated mummy). Each rests in a stone sarcophagus,
check to climb. At 120 feet above the floor is a sealed
buried with a custom-designed set of war claws (see ap-
door on the south wall that requires a successful DC 18
pendix C), and 1d3 valuable bejeweled personal effects
Strength (Athletics) check to open. This check is at dis-
(each worth 1d4 x 100 gp). Example effects include gild-
advantage if the character attempting it is not on secure
ed weapons, belt buckles, rings, bracers, or other jewelry.
footing. This is a test of climbing.
The war claws are needed to open the door at area RS8.
RSS. These locked double doors are plain save for nine
RS4. This tomb conceals a secret door that can be locat-
human-sized, cat-like paw indentions. A knock spell opens
ed with a successful DC 17 Wisdom (Perception) check.
the doors, but there is no lock to pick. A door could be
The door opens to reveal a stone staircase that plunges
bashed down (AC 17, 40 hit points, resistance to piercing
180 feet below to the lower level. A section of the stairs,
and slashing damage, vulnerability to bludgeoning dam-
70 feet down, is trapped. If not detected with a success-
age, damage threshold 5 hit points). By placing all nine
ful D C 20 Wisdom (Perception) check, a creature must
war claws from area RS3 in the indentions at the same
make a D C 17 D exterity saving throw or lose his balance
time, the doors unlock. Note that due to the spacing it
and tumble down the remaining 100 feet of the stairway,
requires at least five characters working together to place
causing 21 (6d6) bludgeoning damage. This is a test of
all nine war claws at the same time to trigger the lock.
perception.
This is the test of teamwork.

0.RjGiilAL ADVEil'tV~S REiilCAR!JA'f'ED • ISLE 0F DREAD


0RiGiDAL ADVEDTV~S REiDCARJIA'tED • ISLE 0F DREAD
• His Dexterity is 14 (+2).
• His Constitution is 16 (+3).
• He has a +1 bonus on all saving throws due to his
nng.
• He can speak Rakasta.
• He wears a ring of protection and a circlet of blasting.
• When taking the Multiattack action he can use his
D readful Glare and make one attack with his rotting
fist or can make two rotting fist attacks.
The following items are hidden in the sarcophagus with
Rajas: a platinum scepter set with rubies (worth 5,000
gp), a platinum necklace (worth 2,400 gp), three plati-
num bracers (each worth 400 gp), four platinum-gilded
ceramic canopic jars (each worth 200 gp), and a staff of
withering.

40. FORGOTTEN TEMPLE


Located on a small island in the northern reach of an
inland lake is a stone ziggurat overgrown with jungle veg-
etation. Crossing the lake to get to this island warrants an
attack by the plesiosaurus that makes its lair in the lake
(see area 22, chapter 5). The temple was used as a place
of sacrifice to appease the kopru centuries ago. It has
since fallen into disuse, but the kopru deep below are
beginning to emerge from their slumber and soon might
RS9. This is the final resting place of Rajas'el-najar, an find use for this temple once again ...
ancient rakasta warlord who has undergone the pro-
cess of mummification during his burial. Rajas was an KEY TO THE FOR_GOTT Eil
evil warlord bent on conquest, and centuries ago failed TEMPLE (DIAP E-17)
to tame the wilds of the Isle of Dread. He planned to
slumber in the throes of undeath, hoping to become Kl. As the characters approach the steps to ascend the
more powerful. He then deceived his own people with ziggurat, they are attacked by restless undead, former
false prophecies into sending worthy heroes to navigate victims not properly sacrificed and now tormented in a
through his tomb and the many tests he devised. Once state of undeath. Four xocha tateo (see appendix B) are
free, and more powerful with his full undead abilities- buried beneath the soft soil, and unless noticed with a
and with new resourceful allies-he plans to resume his successful DC 14 Wisdom (Perception) check, they at-
failed attempt at conquest. The rakasta in the temporary tack with surprise as they unearth themselves. These foul
camp (area 9, chapter 5) are not likely to follow his lead undead fight until destroyed, attempting to keep the PCs
if this comes to pass and might be willing to enlist the aid from climbing the stairs to area K.2.
of the characters to destroy their former leader. K2. At the top of the ziggurat is 30-foot-by-30-foot area
Rajas'el-najar is a m ummy with the following changes sunken about 10 feet from the upper lip of the structure,
which increase his challenge rating to 5 (1,800 XP): covered with overgrown vines and other vegetation. A black
stone altar, stained with blood, is flanked by a pair of col-
• His AC is 15 (adjusted for his Dexterity and ring).
wnns engraved with unspeakable scenes of sacrifice. Be-
• He has 90 (12d8 + 36) hit points. hind the altar is 5-foot-square open pit that leads to area K9,

0ajGiilAL ADVEil1'VR.)SS REiilCARJIA1'ED • ISLE 0F DREAD


some 200 feet below. A creature falling into the pit is magi- K3. This was a preparation chamber for eventual sacri-
cally slowed, simulating the passage into the underworld. fices. The three cells to the south were used to hold the
(Plus, the kopru preferred their victims to still be alive when victims. Locked iron bars now protect nothing but dust
deposited in their lair.) The fall only causes 14 (4d6) bludg- and bones. The bars can be forced with a successful D C
eoning damage, due to the magical effect and the muddy 15 Strength (Athletics) check. In the northern room are
landing. two stone preparation tables. The walls are covered with
The evil of this temple has created two awakened vines detailed pictograms depicting the kopru and their domi-
(see appendix B). They attack shortly after the characters ar- nation over everything on the isle, including the native
rive at the top of the structure. Using grapple attacks there tribesmen.
is a 60% chance the vines attempt to throw targets down K4. The under priests of the temple once lived in these
the stairs (DC 15 Dexterity saving throw or suffer 21 [6d6) three chambers. Now only the undead remains of the un-
bludgeoning damage and land prone at the base of the der priests, six shadows, reside here. There is a 33% that
steps) or a 40% chance they are tossed down the pit (DC 13 each of these chambers contains the shadows. The rooms
D exterity saving throw or fall to area K9, as above). contain broken wooden furniture and other debris.
The secret door along the east wall can be located with a KS. The head priest once called this chamber his own.
successful DC 16 Wisdom (Perception) check. It leads co It, too, is abandoned, with only the shattered remains of
a sloping passage to the Under Temple (area K3). wooden furnirure and personal effects left. The secret

0FJGiilAL ADVEilTU'~S REiilCARJIA'fED • ISLE 0F DREAD


door on the south wall can be located with a successful K9. The corridor slopes down to this natural chamber
DC 17 Wisdom (Perception) check. about 200 feet from the top of the ziggurat. A natural
ledge is in the southeastern corner of the chamber. On
K6. This corridor slopes up to the west and has four pairs
this ledge is a crude slab of stone, soaked with blood.
of alcoves. At the far end of the hail (between the last
The rest of the chamber is covered with warm, turbid
two alcoves) is an animated construct called a stone jug-
water and soupy mud. There is more mud in the north-
gernaut (see appendix B). The construct was designed
ern part of the room, and more water to the south. The
to fit in the corridor with only a few inches to spare on
water/mud is perhaps 5 feet deep and is considered dif-
ail sides. As soon as the characters turn the corner, the
ficult terrain.
juggernaut begins to roll towards them. The only way to
get past it is to use the alcoves (but some of them are Leisurely swimming about the muck is an aberration
trapped, see K7) or destroy it outright. The juggernaut called a kopru (see appendix B). This aquatic humanoid
does not block creatures in an alcove but moves to the has a three-fluked tail and a sphincter-like mouth. The
far end of the corridor and waits for them to exit. recent volcanic activity in the region has warmed the
water and mud enough to bring it out of its torpor-like
K7. Each of these alcoves is 10 feet square. Five are
slumber. It desires to enslave a few humanoids (such as
trapped with pit traps. These can be detected with a suc-
the characters) and begin to restore the function of the
cessful DC 15 Wisdom (Perception) check. They can be
temple to its former glory. Then it seeks to find and wake
disabled with a successful DC 15 D exterity check using
others of its kmd ...
thieves' tools. If triggered, a creature needs to make a
DC 14 Dexterity saving throw or fall into the pit; success
indicates hanging onto the edge. Falling in one of the 41. IXZANDATHRU
four pits in the middle of the corridor results in a 40-foot About 18 miles off the northeastern shore of the I sle of
fall for 14 (4d6) bludgeoning damage plus another 8 (2d4 Dread is the underwater city of Ixzandathru, home to
+ 3) piercing damage from iron spikes at the bottom. the ixi.txachitl, a race of evil aberrations similar to manta
These spikes once were coated with poison, but it has rays. They are the longtime enemies of the kopru, and
long since worn off The last pit (in front of area KS) although they lack a craving for domination, they are
drops creatures onto the stone slab in area K9, which just as evil. This settlement contains nearly 200 of these
causes 10 (3d6) bludgeoning damage. wicked pelagic beings, plus numerous vampiric clerics.
Bitter enemies of the kopru, the ixitxachitl sense the re-
The secret doors in the last set of alcoves require a suc-
turn of that fell race, and have bolstered their numbers
cessful DC 20 Wisdom (Perception) check to discover.
and training for the eventual upcoming conflict.
The north door is locked and requires a successful D C 16
Dexterity check using thieves' tools to open. The settlement is situated around a natural coral reef in
a semi-circle. Although the coral reef lacks a "roof," the
KS. This sealed room is a hidden treasury. Once several
waters nearby are actively patrolled and the structure pro-
burlap sacks held silver coins, but they have since rotted,
vides some seclusion and protection. The water here is
spilling a mess of coins on the Aoor (a total of 3,444
about 75 feet deep, so the settlement is cloaked in dim
sp). There are six clay urns, each holding 300 gp. A large
light during the day.
wooden crate contains 37 copper ingots (each worth 5
gp). On a stone pedestal are the rotting remains of a silk The reef walls themselves are inhabited by numerous
pillow. Resting on the pillow is the Gem of Acttiry (see ap- mashers (see appendix B). These eel-like fish are utilized
pendix C for details of this legendary elemental magic by the ixitxach.itl to carve passages into the reef, creating
item). If remm·ed from the pedestal, it triggers a blow- interior living chambers. If the characters approach the
gun trap (+5 to hit, 1 piercing damage; this too once was settlement and attempt to use the reef as cover, there is
coated with virulent poison but is now ineffective). The a 25% chance each minute of encountering 1d3 mashers.
trap can be detected with a successful DC 16 Wisdom
(Perception) check and disabled with a successful DC 20
D exterity check using thieves' tools. A wooden + 1 shield
hangs on the north wall.

0RjGiilAL ADVEilfV~S REiilCARPATED • ISLE 0F DREAD


KEY 'to IXZAIIDA'fHR_V (DIAP rice, serving as a pen for prisoners. Currently three m er-
folk reside here, awaiting their eventual doom. If freed,
E-18) they are extremely thankful, but hasten back to their con-
cealed city (many miles to the north) to report their find-
ings. At the DM's option, should the characters have fur-
ther adventures underwater, the merfolk could return to
assist them on a future date, or just bestow a reward, such
as a coral box lined with lapis lazuli (worth 1,500 gp).
14. At each of these locations is a patch of awakened
kelp (use awakened vine statistics in appendix B). The
awakened kelp ignores the ixitzachitl but attacks any oth-
er creatures that attempt to pass through its forest of
fronds.
15. T his chamber is sculpted out of the coral reef. T he
floor is covered with black sand. Hiding in the sand are
seven vampiric ixitxachitl (see appendix B). Several of
these creatures attempt to flee to area 16 to warn the oth-
ers.
16. The leader of this settlement is Xichoachul, a vam -
piric ixitxachitl sovereign (see appendix B). He rests
in one half of a giant oyster shell, attended to by four
vampiric ixitxachitl and an ixitxachitl cleric advisor
(see appendix B for both of these) . He is lazy and often
lets the high cleric (area 19) do most of the actual leading
of the settlement.
Buried in the sand at the far end of the chamber is the
settlement's accumulated treasure: a tarnished bronze
urn (worth 20 gp) holding 880 sp, an iron box containing
122 pp, 17 pearls (each worth 100 gp) in a pouch made
of merfolk hide, and a +2 dagger. One of the pearls is
11. The waters around the settlement (both above the actually a pearl ef the sitines (see appendix q.
coral reef and around it) are patrolled by roaming bands
of 1d6 + 2 ixitxachitl led by a vampiric ixitxachitl (see 17. In this chamber reside four vampiric ixitxachitl (see
appendix B for both of these). Half of these are carrying appendix B).
nets (range 5/15 ft.) to use for the capture of sentient 18. Three ixitxachitl clerics (see appendix B) occupy
beings for eventual sacrifice. Five zombie sharks (see this chamber. In the center of the chamber is a smooth,
appendix B) also tirelessly swim above the settlement. blood-red coral slab that serves as an altar. Near the altar,
12. Each of these locations is a flat stone wedged into buried in the sand-which requires a successful DC 17
the pure white sand at an angle. The resulting shelter is Wisdom (Perception) check to locate-is a silver crown
often cultivated with kelp growth for privacy, to serve as set with seven aquamarine gems (worth 2,600 gp).
a kind of hut. Under each flat stone "roof" rest 2d6 + 2 19. An ixitxachitl high cleric is in this chamber, along
ixitxachitl (see appendix B). There is a 40% chance that with two ixitxachitl clerics (see appendix B for both of
2d6 pearls (each worth 100 gp) are buried in the sand in these) serving as attendants. The high cleric has a wand ef
each of these locations. parafysis strapped to his barbed tail and he does not hesi-
13. This niche in the coral reef has been sealed with stout tate to use it against enemies. These are the religious lead-
wooden beams salvaged from a shipwreck to form a lat- ers of the settlement, and often preside over elaborate
rituals and sacrifices on the high walls of the coral reef

0ajGiIIAL ADVED1'U~S REiIICARJIA1'ED • ISLE 0F DREAD


for all to observe. The high cleric orchestrated the plan or half as much damage on a successful save. The glyph
to recover the immense pearl (see area I10), and once can be discovered with a successful DC 13 Intelligence
he learns its dark secrets, he eventually plans to use its (Investigation) check. The pearl is guarded by a pair of
eldritch magic on the native tribesmen. coral golems (see appendix B) that animate when the
pearl is disturbed. These constructs are part of the wall
110. Months ago, the ix.itxachitl persuaded a band of
and can't be distinguished until they begin to move. It
bloodthirsty pirates to plunder the kopru ruins under the
takes them an action to extract themselves from the wall,
Central Plateau (see chapter 8) for the immense black
following the triggering of the glyph. They fight until
pearl tainted with evil. That legendary magic item, the
destroyed.
Ebon Pearl (see appendix q, now rests in this chamber,
in one half of a giant oyster shell-a stark contrast on a
bed of pure white sand. The pearl is trapped with ag!yph 42. RANDOM ENCOUNTER
of warding that is triggered by touch, releasing an explo- For every day the characters spend within two hexes of
sive nmes effect. Each creature in a 20-foot-radius sphere this location, they will encounter one wandering monster
must make a DC 13 Dexterity saving throw; a creature from Table 3 (see chapter 4). If possible, the encounter
takes 31 (7d8) lightning damage on a failed saving throw, should take place near the monster's lair.

0RjGiilAL ADVE ntv ~s REiil CARJI ATED • ISLE 0F DREAD


43. DINOSAUR BATTLE B3. This is the dragon's lair, an immense cavern with a
The characters hear this encounter long before they see 60-foot-high ceiling and three pools of shallow (about
it, as two dinosaurs are engaged in a death struggle. Gut- 4 feet deep) lava. The young red dragon Bravorax can
tural bellows, ground-shaking thumps, and snapping of be found here, unless (20% chance) he is out hunting.
jaws all announce the battle between a tyrannosaurus In this case, he returns in 1d6 + 1 hours. Bravorax likely
rex and a stegosaurus (see appendix B). So far, the steg- tries to parley with a dangerous party of adventurers but
osaurus has avoided the massive snapping jaws of the prefers to keep a pool of lava between him and most of
tyrannosaurus, but it is clearly showing signs of fatigue. the characters if possible. As an action, he can splash lava
Meanwhile the stegosaurus managed to land one spiked in a 10-foot-diameter area that causes 10 (3d6) fire dam-
tail blow (the T. rex is down to 121 hit points). If the char- age unless a successful D C 14 Dexterity saving throw
acters make a succeed at a Dexterity (Stealth) vs. Wisdom is made. Alternatively, he could use a shove attempt to
(Perception) contest, they can slip away and avoid this move a character into a lava pool. If reduced to 40 hit
encounter. Otherwise, the tyrannosaurus decides another points or less, he is more than interested in bargaining
blow from the spiked tail of the stegosaurus is not worth for his life, using his treasure as leverage.
the effort and breaks off to attack the PCs. A greatsword with a wavy blade sticks out of the lava in
the northern pool, unharmed by the lava. This is a leg-
44. BRAVORAX'S LAIR endary elemental magic item called the Undulating Blade
A young red dragon named Bravorax has recently arrived (see appendix C). Although useless to a dragon, Bravorax
at the Isle of Dread and set up a (hopefully) temporary understands this is a powerful object and thus is loath to
lair in an active volcano on a small northern island. Bra- give it up in a trade.
vorax is attracted to the recent volcanic activity in the re- Bravorax has not had a chance to accumulate a massive
gion but has already encountered the green dragon (area hoard yet, and he would prefer not to, until he establishes
20, chapter 5) and is not interested in sharing the plenti- his permanent lair somewhere on the isle proper. Among
ful bounty of resources the isle has to offer. the shattered timbers of several sailing ships is 3,555 gp
in a pile along the southern wall, a leather sack holding
KEY TO BAAVOAAX'S LAiR.._ 11 yellow topaz gemstones (each worth 100 gp), a copper
(lb:AP E-19) necklace (worth 115 gp), a bronze urn holding scented
oil (worth 45 gp), and an electrum crown set with em-
Bl. The entrance to the lair is situated about 225 feet eralds (worth 2,775 gp). His hoard also contains a mace
above the bubbling lava inside the caldera of a some- of smiting which he is more than willing to trade as it is
what active shield volcano. Without the use of magic, useless to him.
climbing down to the entrance requires numerous DC 17
B4. Several natural terraces lead to this opening, a shelf
Strength (Athletics) checks. Keep in mind, the interior of
overlooking the caldera. Bravorax often rests here enjoy-
the caldera is considered extreme heat (see the Dungeon
ing the radiant heat and soft glow of the lava below. If
Master's Guide, p. 110). Characters take 55 (10d10) fire
encountered here, he could attempt to shove a character
damage at the start of each turn spent partially immersed
over the edge and into the lava below.
in the lava, although the OM might want to reduce this
amount based on how much of the body is exposed to
the hazard. Full immersion causes 99 (18d10) fire dam-
age per turn.
B2. T his corridor is between 20 and 25 feet wide and ap-
proximately 30 feet high. Hanging on the ceiling are three
lava oozes (see appendix B) that eagerly drop on any
Medium or smaller targets that pass through. They avoid
the dragon but are content to live off its scraps.

0RjGiilAL ADVEilTUR,JSS REiilCA.RJIATED • ISLE 0F DREAD


0R,jGiilAL ADVEntv~s REiilCARJIATED • ISLE 0F DREAD
. CHAPTER SEVEN

The Central Plateau

~
ordered by mountains on one side and the great (at least one climber's kit) and is an arduous journey. The
river canyon on the other is the Central Plateau. It adventurers should be given hints about the great risk in-
is shown on a separate map (D-2) from the rest of volved in climbing, because the process requires each PC
the is and and has its own wandering monster encounter to make a successful D C 15 Strength (Athletics) check
table and set encounter areas (both detailed below). The every 100 feet. In other words, they need to make 30
scale of map D-2 is 1 mile to the hex, so the characters skill checks to simulate the ascent. A failure likely only
can travel six times as many hexes per day when using results in a minor injury of 14 (4d6) bludgeoning dam-
this map. Therefore, moving at a fast pace, characters can age, assuming the characters took the appropriate safety
cover 30 miles (or hexes) per day. Moving at a normal precautions. A critical failure likely results in a fatal fall by
pace, they can cover 24 miles (or hexes) per day. Finally, at least one party member.
moving at a slow pace, the characters can cover 18 miles
(or hexes) per day, and can automatically locate a set
encounter area. Moving through a forest hex counts as
moving through two hexes. Crossing a river hex counts
as moving through three hexes, although most of this
time is spent finding a suitable fording site. Climbing the
steep slopes of the dormant volcano is time-consuming,
as described in area 3 below.
The climate and temperature atop the plateau is some-
what cooler than the rest of the island and less tropical,
except for the volcanic crater. The resulting reduction
in air temperatures and humidity favors wide, sweeping
grasslands and some deciduous forests. As such, fewer
dinosaurs and more giant and prehistoric mammals pop-
ulate the great plateau. The plateau is dominated by a
dormant volcanic mountain, complete with a crater lake.
This mountain can be seen from nearly all points on the
plateau.
The plateau stands separated from all else by steep, jag-
ged cliffs that rise 3,000 feet from the jungle floor. There
are only three ways to reach the top of the plateau:
• Crossing the rope bridge (area 15, chapter 5)
• Flying (spells, on the back of a beast, or via a magical
flying device)
• Climbing
The first two methods are by far easier, but if the char-
acters insist on climbing it requires suitable equipment

0RJGiilAL ADVEil'fU~S REiilCAR!IATED • ISLE 0F DREAD


EllC0UllTERS en THE DIRE WOLVES
A pack of dire wolves begins to stalk the characters.
CEllTRAL PLATEAU
The stalking can be noticed with a successful DC 15 Wis-
Random encounters on the plateau are handled differ- dom (Survival) check. They stalk the characters for a few
ently than on the main island. The following table is to be hours, preferring to attack late in the day, from multiple
used when traveling across the Central Plateau. For every directions amid howling.
three hexes traveled a d6 should be rolled, with a 5 or 6
indicating an encounter. To determine the encounter, roll EARTH TREMOR
2d6. This results in a bell curve of numbers; thus, the en- This is a minor earthquake caused by recent volcanic
counters in the middle of the table are more likely to be activity underground. The tremor varies in severity and
rolled than those at the high or low ends. Hence, on this lasts for 11 to 30 (1 d20 + 10) seconds. Roll 1d6 and con-
encounter table, elk will be most common, followed by sult the following table for effects:
giant boars and dire wolves. There are many greac herds
of elk on the plateau, along with some fairly common 06 Effect
predators. Yet there is a much smaller chance of encoun- 1-4 Minor Shock: No effect on the characters or
tering one of the plateau's apex predators, such as a cave the ground.
bear or a saber-toothed tiger. 5 Major Shock: The characters are knocked
prone unless they make a DC 10 Dexterity sav-
CAVE BEARS ing throw. If climbing an object (such as a cliff) a
character must make a successful DC 13 Dexter-
Several families of cave bears (use polar bear stacs, but
ity saving throw or fall and take the appropriate
with dark-vision out to a range of 60 feet) live on the pla-
damage.
teau. The characters run afoul of a pair that is out hunt-
ing. One is a large female (60 hit points) teaching a young 6 Severe Shock: Trees tilt, rocks fall, and small
adult (40 hit points) how to hunt, and she has marked cracks appear in the ground; the characters are
the PCs as easy prey. Should the party reduce the young knocked prone. If in the forest, each character
adult to 20 or fewer hit points, the female flies into a rage, must make a DC 12 Dexterity saving throw or
attacking with advantage to protect her offspring, while suffer 10 (3d6) bludgeoning damage from fall-
it attempts to flee. A properly tanned cave bear hide (re- ing trees; if climbing an object (such as a cliff) a
quiring the use of a sharp implement and a successful character must make a successful D C 16 Dexter-
DC 12 Wisdom [Survival] check) is worth 2d6 x 100 gp. ity saving throw or fall and take the appropriate
damage.

206 Monster #App XP Source Notes


2 Cave bears 2 450 MM,p. 334 As polar bear
3 Woolly rhinoceros 1 1,100 Appendix B
4 Pteranodons 3-6 so MM, p. 80
5 Giant elk 2 450 MM,p. 325
6 Giant boars 2 450 WvI, p. 323
7 Elk 5-10 50 MM,p.322
8 Dire wolves 4 200 MM,p.321
9 Mastodons 2 1,800 Appendix B
10 Titanothere 1 700 Appendix B
11 Saber-toothed tigers 2 450 MM,p.336
12 Earth tremor NA NA NA See description

0NGillA L ADVEntv~ s R EillCARJIATED • ISLE 0F DREAD


ELK TITANOTHERE
E lk herds are plentiful on the plateau. They tend to avoid A single massive titanothere (see appendix B) casually
all encounters, remaining just out of arrow range. But if grazes on some tender shrubs. Although generally doc-
the characters are persistent, several large males charge ile, this spade-horned herbivore recently was driven away
while the rest of the herd scurries away. from its typical grazing range by a young cave bear and
is still in a foul mood. If approached within 40 feet, it
GIANT BOARS attacks with its Trampling Charge, attempting to scare
These giant boars tend to prefer the cover of the leafy aggressive targets away. If reduced to 20 hit points or
forests, but occasionally wander out on the grasslands in less, it seeks to flee.
search of prey. They are very aggressive, and attack on
sight, using their Charge trait. They fight to the death and
utilize their Relentless trait if possible.

GIANTELK
Some of the herd animals on the plateau are giant elk.
These great herbivores are more aggressive than the nor-
mal-sized elk, but it's mostly for show. The giant elk are
revered by the native tribesmen, and it is considered a
bad omen to slay one. If the Dungeon Master wishes to
enforce this omen, a character that kills a giant elk suffers
the effects of a bestow curse spell.

MASTODONS
These two mastodons (see appendix B) are old and
weary (125 hit points and 110 hit points), slowly mak-
ing their way to the Mastodon Graveyard (area 7). If left
alone, they are content to plod along at a steady pace. If
engaged, they still have some fight left although they are
loath to die away from their ancestral burial ground. An
undamaged mastodon tusk is worth 2d6 x 100 gp each.
However, there is a 30% chance that each tusk is dam-
aged during combat, reducing its value by half.

PTERANODONS
Many pteranodons inhabit the sheer cliff walls of the
Central Plateau as well as the steep slopes of the dor-
mant volcano. The grasslands, which lack the cover of
the jungle below on the lower part of the isle, are prime
hunting grounds for this flight. If half their number is
defeated, the rest break off and return to their rocky lair.

SABER-TOOTHED TIGERS WOOLLY RHINOCEROS


Many saber-toothed tigers roam the fertile grasslands A lone woolly rhinoceros (see appendix B) has recently
of the plateau almost exclusively feeding on the plentiful been separated from its herd by a predator attack. Ex-
elk. This pair works together to stalk the characters be- hausted and confused, it attacks if approached within 30
fore attacking from two directions. They seek to make a feet and fights to the death.
quick kill (perhaps focusing on a gnome or halfling) and
dash off with the prey if possible.

0RjGiil.A.L ADVEil1'V~S REiilC.A.RJ[.A.1'ED • ISLE 0F DREAD


Although the treants generally ignore the characters, the
CEllTRAL PLATEAU
following actions bring the listed responses:
EllC0UllTER A.REAS
Searching. If the characters are searching for creatures,
The following key describes set encounter areas located it requires a successful DC 15 Wisdom (Perception)
on the Central Plateau. Please refer to map D -2 for the check to ruscover a treant. If they are searching specifi-
location hex of each of these set pieces. Some of the cally for treants, the check is at advantage.
encounter areas have their own maps, as described in the
Climbing Trees. If a character climbs a tree, there is a
text. I in 20 chance it is a treant. If nothing harmful is done,
the treant does not move or reveal its presence. If at-
1. GOLD VEIN tacked or hurt, it immeruately attacks the offender, ani-
A recent tremor has revealed a lode of high-quality gold mates trees to attack, and calls loudly for assistance. An
ore. A dwarf or any character knowledgeable about min- additional 1d4 + 1 treants respond in 2d6 rounds.
ing can identify the ore, and a successful D C 15 Intel-
Cutting Trees. If the characters try to cut down a tree,
ligence check can estimate the possible value as 5 gp for
one treant arrives in the first round of activity. The tre-
every pound of ore mined. The vein is actually a small
an t tries to avoid being noticed with a D exterity (Stealth)
one and yields no more than 15,000 pieces of refined
check opposed by the character's Wisdom (Perception)
gold (i.e., 15,000 gp). Thjs fact can be deduced with a D C
check, animates the tree being cut down, and orders it to
20 Intelligence check.
move away as fast as it can. Each round thereafter, one
However, to obtain this amount, the characters must more treant arrives. The treants do whatever they can
mine, transport, and refine 3,000 pounds of raw ore. (likely animating additional trees) to drive the characters
One Medium creature with suitable tools and basic ne- from the forest while avoirung combat as long as pos-
cessities (food, water, and shelter) can mine 20 pounds sible.
of ore in one day. Starting a Fire. If a small campfire is lit, the forest will
Workers may be brought in from the mainland to mine gradually recede from the camp, leaving a clearing 50 feet
and transport the ore. The cost for each worker is 1 gp in ruameter. This is noticed with a successful D C 10 In-
per week, plus food and the cost to transport them. The telligence (Nature) check. Three treants move into posi-
natives living on the plateau refuse to work the vein un- tion around the camp, animating and issuing commands
less enslaved. The DM may wish to ruscourage this by to the trees. [ Iowever, the treants do nothing if the char-
making slave labor work slower, rebel often, and so forth. acters use dead branches and brush for the fire. If the
Once the workers have removed the raw ore, it must be characters collect living branches or wood, each treant
transported overland by mules or porters, loaded on a sends two animated trees through the camp late at night.
ship, and taken to the mainland. The cost for refiillng These animated trees do not attack (although they retali-
the gold is 10-20% of final value and may be done in any ate if attacked first), but instead try to take or destroy as
major mainland city of the DM's choice. much gear as possible on one pass. If a fire-based spell is
used, the treants attack the caster without quarter.
2. TREANT FOREST
This forest is open and easy to move through, but the 3. CLIFF WALL
tree branches overhead are woven tightly together, mak- The cliffs surrounding the central volcanic lake form a
ing the forest dark and gloomy. Scattered throughout this high, imposing wall of upturned rock. Often shrouded
small forest are 15 treants. They are reclusive and try to in low clouds, the top appears jagged, and in some places
avoid any contact with the characters. The only wander- even snow-covered. There are no clear trails over the cliff
ing monster encounter in these woods is with treants, and wall, but it appears that the cliff can be scaled in many
if the parry moves through without searcrung, the chance places. It takes 12 hours of climbing to reach the top of
of encounter is only 1 in 20 per three hexes traveled. Tre- the cliffs. Every two hours (six total checks) have one of
ants can only be spotted at a range of 30 feet or less with the characters make a DC 16 Strength (Athletics) check
a successful D C 20 Intelligence (Nature) check. Oth- for the group. If the group is tied together and using a
erwise the treants surprise the characters automatically.

0RjGiilAL ADVEll'tVRJ:S REiflCARjlA'tED • I SLE 0F DREAD


"lM~....fll~~p1fl!ff".i e~
MAP D-2 \
CENTRAL 'tt
PLATEAU
SCALE: 1 HEX = 1 Mile
" ' Rope Bridge .#' Ravine

"
.. .
Ridge Ll Lake

~++-Hllt-+-+.;:4i=-~~'l-+-+-+-+-+-+-+--l-+-+-+-+-+-ff~-"' i Door
Outrigger
Tree
Garden

Flrepit
. Beach
Lake
Stockade
.;:- -.

0RJGiITAL ADVE il'fV~S REiITCARJIA'fED • ISLE 0F DREAD


•svmmARY:SEAR._CHinG FOR._
• • TO THE A.iD OF lllAllTR._V

T~AllTS
The characters may remain in the village of Mantru
Characters are: Chance to Discover Treants
for as long as they wish, but after the great feast (or
Not Searching DC 20 Intelligence (Nature)
another appropriate time of the DM's choosing) they
check, range 30 feet or less are asked to help the villagers by confronting a recent
Searching for DC 15 Wisdom (Perception) threat to the village. Pano and Umlat carefully describe
Creatures check the attacks of a group of renegade tribesmen, who
Searching for Tre- DC 15 Wisdom (Perception) have been preying on lone villagers. Some of these
ants check, at advantage warlike "headhunters" were recruited from Mantru
(they say by an "evil spirit"), but many have been en-

• •
climbing kit, this check is at advantage. For each failed
listed from the far-flung villages along the southern
part of the main isle. These headhunters have settled
in a great ruined temple on the western side of an
climb check, each character must make a successful DC
island in the center of the lake. It is said that many
14 D exterity saving throw or suffer 7 (2d6) bludgeoning
centuries ago, the ancient temple was constructed by
damage from falling and gain a level of exhaustion. Also
the gods. The villagers of Mantru have very few war-
every two hours, roll for wandering monster encounters,
riors left and are forbidden to set foot on the island as
but only the following apply: cave bears (#2), pterano-
it is taboo. Although the villagers will aid the party by
dons (#4), and earth tremor (#12) .
providing canoes and whatever equipment they can,
At the top, the rocks are covered with ice and snow, and they refuse to travel to the island.
the temperature is below freezing. No encounters occur
Quest: Investigate Taboo Island to End the
here, but characters who attempt to stay here overnight
Threat to Mantru. Pano begs the characters to in-
without warm clothing or a fire can suffer from the ef-
vestigate Taboo Island to determine the source of the
fects of extreme cold (see Dungeon Master's Guide, p.
recent activity and recruitment of so many warlike
11 O). Note there is no firewood on the slopes of the
tribesmen. He fears a slumbering evil has awakened
mountain, so the characters need to bring their own if
and is bent on controlling the village and possibly
they want a fire.
seeking control of the entire island. Although the vil-
The characters must make an eight-hour trek to climb lage has nothing valuable to offer the characters, Pano
down the opposite side, although skill checks and special hints that many great treasures are likely hidden in the
climbing equipment are not needed for this part of the temple as legends state that entire rooms were covered
journey. As the characters descend into the volcanic cra- with gold tiles.
ter the temperature becomes warm (around 85 degrees
F), humid, and nearly tropical. Jungle vegetation covers •
self consists of six palm-thatched lodges that are raised

the lower slopes, and the valley is sparsely populated with
about 2 feet off the ground on stilts. Further out in the
normal animal life. No wandering monster encounters
lake are two more lodges, kept 3 feet above the water on
of importance occur here, but still make the checks as on
stilted platforms. The small one belongs to an aged ma~:
a roll of 12 on 2d6, a minor tremor shakes the ground.
Umlat, the tribal <>leric. The larger building is the ma.m
council lodge.
4. VILLAGE OF MANTRU
The village has 50 inhabitants who live by fishing the lake
This small village (map E-20) lies on the shore of the
in outrigger canoes and farming the fertile volcanic soil
large crater lake. Its landward side is surrounded by a
in numerous small gardens. Most of the villagers are sim-
crude palisade of palm trunks and branches that extends
ple folk (commoners), but there are five tribal warriors
into the water on both sides of the village. Part of this
that are eager to protect the rest of the villagers. They
wall has been expanded to form two fish pens for keep-
are divided into five large families who live as one group
ing any extra fish from the daily catch. The village it-
sharing food and work. Each family has its own posses-

epjGiIIAL ADVEIITv~S REiIICAR..IlAfED • ISLE 0F DREAD


sions: canoes, nets, tools, and lodges. These people are another deity appropriate to the campaign setting) but it
not warlike, but if attacked they defend themselves to seems that he has been both blessed and cursed. He is an
the best of their abili.ty, using improvised weapons, clubs, extremely aged man, living many years beyond the nor-
nets, or spears. If the characters are not overly hostile, mal lifespan of others in the village. The villagers ascribe
they are met by a band of eight men (including all five this to the favor of his deity. However, he is frail and
tribal warriors) from the village armed with spears. This weak, and this greatly limits his activities. The villagers
group starts with an indifferent attitude but attempts a speculate that this weakness is due to some past failing.
brazen show of hostility. Their ruse can be uncovered Due to his condition, Umlat cannot travel on adventures,
with a successful DC 13 Wisdom (Insight) check. At first, or actively assist the characters. However, he makes his
spears are thrown and fall short of the party, while the spells available to aid the party in their task before they
villagers try to frighten the PCs away by shouting and depart, such as cure 1vounds, lesser restoration, or purify food
gesturing. If the characters remain non-hostile and make and drink. Umlat can pray for other spells if given one
friendly overtones, the villagers welcome them and even- day's notice. If the characters need a bit more help, be
tually lead them into the village. can bestow on them a few spell scrolls of his spells, at the
In the village, the adventurers are introduced to Pano, the DM's discretion.
"talking chief" and village leader; Umlat, the tribal cler-
ic (both described later); and the "chief," a small stone 5. TABOO ISLAND
carving of an old man that is kept in the council lodge on See chapter 8 for details on Taboo Island.
the lake. The party learns that all major decisions come
from this "chief," while the "talking chief" (Fano) acts as ADDITI0nAL PLATEAU
a messenger and the interpreter of the "chief's" wishes.
EllC0UllTER AREAS
After this meeting (a solemn affair) there is a great feast
held a few hours later at night. The characters are wel-
come to dine on baked fish, a variety of tropical fruits 6. TOTEM GUARDIANS
and nuts, yam paste, turtle soup, roasted birds, and fer- Flanking the end of the rope bridge (area 15, chapter 5),
mented yam beer. This feast is held on the beach, and are two wooden totem poles, each about 20 feet tall. Each
great smoking fires are lit to drive away insects. Lodging has five carved heads with each head sporting a different
for the night is to be provided by several families. They visage of an elk, with a majestic rack of giant elk antlers
insist that at least one character sleeps in each lodge. The affixed to the top of each. The wooden poles were once
native tribesmen freely give anything a cl1aracter asks for covered with vibrant paints, bur these have since faded
but expect the same in the future, and the DM is encour- and all but weathered away to exposed hardwood.
aged to use this tribal custom at least once during the Hidden in the visages are several runes written in Tribal,
adventure. the natives' tongue. These can be spotted with a suc-
Fano, the "talking chief" (see appendix D) is an elderly cessful DC 15 Wisdom (Perception) check. They can
man, badly scarred with a crippled left arm. His infirmity, be read if examined closely and a successful DC 10 In-
his responsibilities to the tribe, and his superstitious fear telligence (Investigation) check is made, or they can be
of the island prevent him from joining the characters on translated with a co111prehend languages spell. Each states the
the investigation (see sidebar). His goodwill is important, same warning: pay respects to the majestic elk or suf-
however, as it is his opinion of the characters which de- fer the wrath of the gods. The gods can be appeased
termines the treatment the villagers give the party. Pano with a small (25 gp value) offering or by issuing an au-
is good-namred, but proud of his position and will not dible prayer to the gods glorifying the elk. This requires
tolerate mockery of it or of the "chief" of the village. a successful DC 13 Wisdom (Religion) check. Failure to
He can provide additional information on Taboo Island do either results in the totem poles animating as totem
or the temple, as the DM sees fit to move along the pro- golems (see appendix B) and moving to block access
gress of the adventure. to the plateau. These golems attack until destroyed, and
each has an additional attack that it can use to replace one
Umlat, the tribal cleric (see appendix D) is a pious
of its slam attacks:
man, devoted to his deity (Oloron, Lord of the Skies, or

0zjGillA.L ADVEllfV~S REiilCA.RJIA.fED • IS LE 0F DREAD


Gore: Me/ee Weapon Attack: +8 to hit, reach 5 ft. , one Turn Resistance: This g host has advantage on saving
target. Hit: 12 (2d6 + 5) piercing damage. throws against any effect that turns undead.
Every week, a few villagers from Mantru (area 4) travel If the ghost is destroyed, and sentient creatures enter the
to this location to recover any left treasure as well as tend graveyard of bones, six skeletal mas todons (see appen-
to the totem poles and the immediate area. dix B) animate and attack until destroyed.
The bone pile contains hundreds of mastodon tusks in
7. MASTODON GRAVEYARD various conditions. Each would be worth 2d6 x 100 gp
At the end of this canyon (past area 1, the gold vein) is but removing a single tusk from this sacred site triggers a
a sacred site. A pair of pure white columns topped with besto1v c11rse spell. The curse manifests as vivid nightmares
mastodon carvings denote the holy shrine. Beyond is a when the target attempts to take a long rest. Until a re-
tangled pile of mastodon bones and tusks heaped against move mrse spell is cast, the target can't gain the benefits of
each wall of the canyon (about 60 feet wide at this point), a long rest, and his hit point maximum decreases by 5.
extending about 200 feet and at least 10 feet deep. The If his hit point maximum is reduced to 0 hit points, the
area beyond radiates a powerful sympathy enchantment target dies from fright.
attuned to mastodons (as if from a permanent antipatf?y/
[Jmpatf?J spell) but extends for nearly 20 miles in all direc-
tions. Aging mastodons travel great distances to come
here to die in peace and harmony. They either travel
through the winding canyon to its end (if coming from
the main island, below), or if they are on the plateau,
they simply hurl themselves off the cliff into the bone
pile below.
This holy area is protected by a ghostly guardian in the
image of an elephantine humanoid, a former druid that
dedicated his life (and now his unlife) to the protection
of these majestic beasts. He manifests when any sentient
creatures approach the columns, and bellows a warning
to leave this sacred place or suffer the wrath of an un-
dead herd of mighty mastodons. He is a ghost with the
following changes, which increase his challenge rating to
5 (1,800 XP) :
• His size is Large.
• He has 75 (10d10 + 20) hit points.
• His Constitution is 14 (+2).
• He has additional traits:
Horrific Stampede (Recharge 6): The ghost conjures
a herd of incorporeal mastodons which stampede in
a 100-foot cone. Any creatures inside this area must
succeed on a DC 15 Wisdom saving throw or become
frightened for 1 minute and take 27 (5d 10) necrotic
damage. A successful save indicates half damage, and
the target can attempt another saving throw each tum
to end the frightened effect. If the target fails the save
by 5 or more, it also ages l d6 x 5 years.

0ajGiilAL ADVEil1"VRJ:S REiilCARJIA'tED • ISLE 0F DREAD


8. MEGALITHIC CIRCLE willing to team up with the characters to help find it. He
DM Note: There are four of these locations, all identi- hopes that by finding the shrine, it will grant him accept-
cal. Three are on the main island (area 38, chapter 6), ance back into the tribe of rakasta on the isle (area 9,
while this one is located on the grasslands of the Central chapter 5). If the characters need a guide (see appendix
Plateau. D), Felonious could serve in that role, but only as long as
he gets to explore the isle.
At this location is a circle of eight massive menhirs
(standing stones) surrounding a ninth, rune-covered Felonious has pitched a small lean-to up against one of
standing stone situated in the ground at a slight angle. the outer standing stones. Inside is a small firepit with
The stones are volcanic, originally cut from the dormant hot embers, a bedroll, and a few personal effects (clothes,
volcano on the plateau before careful placement here. a whetstone, extra weapons, and the like). Buried under
Each stone is about 8 to 12 feet high, with the central his bedroll is a pouch holding a jade figurine of a rabbit
stone being slightly taller. Each stone weighs many tons with a horn (worth 95 gp), four freshwater pearls (each
and is only crudely carved into shape. worth 50 gp), and a gold ring (worth 225 gp). In a wood-
en tube he has several sheets of parchment with notes
The runes are ancient Rakasta in origin and can be de- and sketches of the standing stones. If examined and
ciphered with a successful DC 20 Intelligence (History) studied for at least an hour, these clues and insights grant
check. They do not tell a story, but instead seem to be advantage on any skill checks regarding the purpose of
some kind of a map or directions to find a particular lo- the standing stones (as described above).
cation. A successful DC 22 Wisdom (Perception) check
reveals the orientation of the ninth standing stone points
9. THE WRECK OF THE PALE
in a specific direction (in this case to the area 38 on the
main isle that is northeast of here). If a second mega- COUNTESS
lithic structure in a different quadrant can be located, the Oddly, at this location among the tall grasses on top of
two angled stones can be used to triangulate the location the plateau, at least 50 miles from the ocean in any di-
of the Rakasta Shrine (area 39, chapter 6). rection, is the wreck of a galley, The Pale Countess. T he
A strange wanderer has recently discovered this mega- Countess was caught in a hurricane several years ago, and
lithic structure and has set up a temporary camp to study although it weathered the storm, significant damage re-
its runes and deduce its purpose. Felonious is a black- quired making landfall for repairs. Before reaching the
furred rakasta tiger rider (see appendix B). His colora- safety of the isle, a massive roe grabbed the ship and was
tion is very rare in rakasta and others of his race consider winging its way to its nest. While over the plateau, the roe
it to be an evil omen. Thus, he is an outcast from his encountered a rival red dragon, and a great aerial battle
people and has learned to survive in the wilds of the isle ensued. The roe was forced to drop its prize to focus on
on his own. He has befriended another outcast: a black, fighting the dragon, eventually fleeing with its life from
long-haired saber-toothed tiger he rescued as a kitten its draconic foe. The wreck has been here ever since.
and raised to adulthood. Her name is Usi'ikillia which
) The shattered bulk of the ship is upside-down and dam-
roughly translates to "bundle of fluff,'' or "fluffle''). The aged beyond repair. A successful DC 15 Intelligence (In-
two outcasts have a strong bond and likely would not be vestigation) check reveals large talon marks gouged in the
alive today without each other. hull and reveals significant damage was sustained by fall-
Felonious starts a social interaction as friendly, although ing from a great height. The name of the ship is promi-
his pet dislikes strangers and prefers to avoid them with nently gilded in gold (which if scrapped off, is worth 200
a growl and hissing. He is willing to share his camp with gp in gold flecks) on the transom. The ship is now the
the characters and is open to trade information (or any lair for five giant scorpions. These giant vermin hunt
of the simple valuables he owns) for other information, on the plains but use the ship as shelter, coming and go-
or useful resources. He knows 1d4 rumors from the Ru- ing through one of three large gaping holes in the hull.
mors on the Isle of Dread table in chapter 3. He is deter- After dealing with the giant scorpions, the interior of the
mined to find the hidden rakasta shrine (area 39, chapter ship can be searched. A successful DC 15 Wisdom (Per-
6) rumored to be located somewhere on the isle and is ception) check reveals a single roe feather (about 9 feet

01\iGiIIAL ADV.Eil'tV~S R.EiilCAIQI A't.ED e ISLE 0F DREAD


long, worth 20 gp as a curiosity) among the shattered • The obelisk is a portal that leads to another part of the
remains of the upper deck. In the captain's quarters at isle, another distant location on the Material Plane, or
the aft of the ship is a locked wooden chest that can to another plane of existence.
be opened by picking the lock with a successful DC 15
• The obelisk is actually a rocket-like vehicle abandoned
Dexterity check using thieves' tools. Inside is a pouch
by an advanced race that visited the isle centuries ago
of 25 pp, an astrolabe, a bottle of air (see appendix C), a
(the "gods" whispered by the tribal natives), and is
magnifying glass with a platinum handle (worth 150 gp),
filled with all manner of alien technology. (See p. 268
and several sea charts and maps (plotting a course to the
of the Dungeon Master's Guide for details on adding
Isle of Dread and depicting nearby islands). These charts
science fiction elements to your fantasy campaign.)
and maps are worth 150 gp.
• The obelisk is a forlorn tomb filled with puzzles and
A secret compartment in the cargo hold can be found
traps, created by an ancient alien race (or perhaps the
with a successful D C 17 Wisdom (Perception) check.
kopru?) that visited the isle centuries ago. At the peak
This check is made at advantage due to the damage sus-
is a chamber that contains one of the aliens, but he
tained by the hold. Inside are several bolts of (ruined)
might not be entirely dead ...
silk and three sundered crates holding eight gold bars
each. Each bar weighs 15 pounds and is worth 750 gp. • The obelisk is a marker. If opened, it is hollow, but it
The bars were packed in straw, which has since rotted. hides an entrance to a dungeon beneath the plateau.

10. THE IRON OBELISK


At this location in the open grasslands rests a metal obe-
lisk, measuring 250 feet tall. It has four sides, and its base
is 25 feet on a side. The top tapers to a point, and each
surface is inscribed with strange runes. No grass grows
within 200 feet of the structure. Although it appears to
be constructed of iron, a successful D C 18 Intelligence
(Investigation) check reveals it is actually an unknown
composite metal. Its surface is warm to the touch. If the
tribal natives at Mantru (see area 4) are questioned about
the obelisk, they get nervous and only say they avoid it at
all costs, saying it was built by the gods, and left behind
when they departed centuries ago.
The obelisk's origin, current purpose, and how to access
the interior are left to the DM to decide based on her
adventure and the stories she wants to tell. Entering the
obelisk could require finding a secret entrance, decipher-
ing the runes for instruction, finding a key or magic item
attuned to it (likely on the Isle of Dread somewhere), or
waiting for a specific cosmic time. Possible functions of
the obelisk could include:
• The obelisk is a wizard's tower, with the interior di-
mensions far exceeding the exterior dimensions. The
wizard could be missing, still inside (alive, dead, or
trapped via an enchantment), or could have since be-
come a lich.

0RjGiilAL ADVEilT VR._ES REiilCA RJI.A'fED • I SLE 0F DREAD


11. AXE BEAK FLOCK 12. GEOGYLPH
Along the river and near a sparse copse of trees is a Located in the midst of the rolling grasslands is a massive
breeding ground for a flock of primitive flightless birds geoglyph (a carving in the sediment that persists). This
called axe beaks. Just inside the undergrowth of the trees geoglyph is about 1, 100 feet long and 600 feet wide. The
are dozens of nests comprised of rock piles about 8 feet Lines were formed by the native tribesmen centuries ago
in diameter. There are 54 axe b eak s here, with 30 of by digging a shallow trench on the ground a few inches
them being nesting females. The females will not leave deep. This removed the reddish-brown iron oxide peb-
their nests, as many are warming eggs. But the males con- bles that is the first layer of sediment on the grasslands.
stantly hunt and protect the nesting site. As the charac- When this gravel is removed, the light-colored clay earth
ters approach within a few hundred feet, they encounter is exposed in the bottom of the trench that produces
1d4 + 2 males that are aggressive and attempt to lead lines that contrast sharply in color and tone with the sur-
predators away from the trees and the somewhat hidden rounding lands. This sublayer contains high amounts of
nests. If the characters engage with the axe beaks, loud lime which, once it gets wet, hardens to form a protec-
squawks and shrieks bring more males. In 1d4 rounds, tive layer that shields the lines from winds and thereby
another 1d6 + 1 males arrive. preventing erosion.
There is a 20% chance that each nest examined has a bit On the ground the geoglyph appears to be a worn path
of treasure. Roll 1d12 on the following table. or trail. Bue if viewed from above its true shape can be
discerned. It depicts a kopru (see Player Handout #4
D12 Treasure
in appendix E), although the characters have likely not
1 3d4 random coins
encountered one of these strange aberrations yet, so it
2 A small ruby (worth 250 gp) might require a successful DC 20 Intelligence (Nature)
3 A silver ring (worth 145 gp) check to determine its shape and a few tidbits about this
4 1d4 pieces of rough amethyst (each worth 25 strange race. Regardless, it provides a clue to the char-
gp) acters about the origin of the race that built the plateau
5 An electrum belt buckle (worth 55 gp) structures. The true purpose of this geoglyph remains a
6 ld6 gold coins mystery today.
7 A crystal flask (empty, but worth 40 gp)
8 A silver screw-top lid to a scroll tube (worth 5
gp)
9 Three pieces of iron pyrite; worthless, but re-
quires a successful DC 12 Intelligence (Investi-
gation) check to determine this
10 Five oval brass buttons (each worth 1 gp)
11 A broken gold earring (worth 75 gp)
12 An electrum pin set with diamonds (worth 675
gp)
Each nest has a 60% chance to contain 1d3 axe beak
eggs, each about the size of a cantaloupe. These eggs are
worth 100 gp each if sold in a large city. They must be
kept warm and will hatch in about four weeks.

0RjGillAL ADVEilTV~S REiilCARJIATED • ISLE 0F DREAD


CHAPTER EIGHT

Taboo Island
his island was once the center of the lcingdom of TElllPLE LEVEL I
~ the kopru, until a native rebellion destroyed their
power. GEITEAAL FEA1'V~S
DM Note: The players should not be told who or what
Scent. The entire dungeon is damp and foul-smelling,
the kopru were; this is part of the taboo (for more de-
and the interior air is hot and stale.
tails, see chapter 7). T he rocky island is now dotted with
small ruins, statues, and broken terraces. T he largest ruin Ceilings. Unless otherwise noted, ceilings are 10 feet
on the island is a temple that is carved into the cliff wall high.
of the island's western shore. It can be most easily en- Doors. Unless otherwise noted, all doors are stone (AC
tered from the lake side, as its broad steps descend to the 17, 35 hit points, vulnerability to bludgeoning damage).
waters of the lake. This is likely where the characters be- A door that is barred can be burst open with a successful
gin the final stage of the adventure. The lair of the tribal DC 15 Strength (Athletics) check. A locked door can be
headhunters is on the first level of the temple complex. forced open with a successful D C 18 Strength (Athletics)
check, or the lock can be picked with a successful DC 16
Dexterity check using thieves' tools.
Illumination. Please refer to individual room locations
for the lightning conditions.
Flora and Fauna. Algae, molds, and fungi are common-
ly growing on damp undisturbed surfaces. Small blind
creatures constantly scatter before characters, flitting
here and there. There are no wandering monsters on this
level of the dungeon.

KEY TO TEMPLE LEVEL I


(llIAP T-1)

AREAl-TEMPLEENTRANCE
\X!hen the characters approach this location, read or para-
phrase the following:
The entrance to an ancient te111ple has been carved into the side of
a roe~ cliff, 1JJith steps extending into the water. T1JJO pri111itive
docks of narrou; poles and 111eak planking extend from the temple
steps. Several canoes are moored to the docks. T1J10 steps lead to a
red marble landing lined 111ith fllatching pillars. Set on poles thrust
into cracks i11 the floor of the landing are ma'!Y shr1mke11 heads,
ja111bo11es, feathered tote1J1s, and other pritJ1itive tribal !J'nibols.
Three shortflights of steps lead 11p to a second landing, 5 feet above
the first. To either side of the center steps is a stone foot and ankle,
all that remains of a h11ge staltte that once straddled the stairs. The

0R.jGiDAL ADVEnfv~s REillCARJIAfED • ISLE 0F DREAD


ifJ
~.
•, ~'!
G,.

Stairs ..
T Trap
4 Trigger
~ Statue
Pillar
Dais
2 Rubble

0RjGillAL ADYED'fV~S REillCARJIA'tED • ISLE 0F DREAD


end stainvqys are each flanked by another red marble pillar. At AREA 3 - MAIN CHAMBE R
the back of the second landing is a corridor leading into the cliff When the characters enter this room, read or paraphrase
The opening is flanked by another pair of pillars. Carved 011t of the following:
the angled back walls of the landing are two bas-reliefs of h11111a11s
This IJ/assive cha1JJber appears to be the living q11arters for a large
holding lighted braziers.
number of native tribesmen. Sleeping mats, cookery, af/d utensils
This the entrance to the temple. Typically, it's left un- are scattered abo11t the floor, s11rro11flding a blazing/ire in the center
guarded, unless the tribal headhunters suspect an attack. of the room. The hall itself is hvo slon·es high, complete with a
(See D evelopment, below.) Otherwise, this chamber is sto11e balcot!Y that overlooks the foo1: A pair of slainvqys, one
empty. lo the 1ight and another to the left, provide access lo the balcony.
In the northeast bas-relief of a human are concealed two A large recta11g11lar hole is cut into the ceiling above the fire. This
small peepholes that can be used by someone in area 4 20foot-by-30foot hole reveals the bright sunshine but is partial!J
to spy on this location. They are cunningly hidden and obsmred by a netfastened onto the ceiling. The grotmd level is b11s-
require a successful DC 22 Wisdom (Perception) check lli11g w1ih activity fro1J1 flt1mero11s native tribesmen.
to locate from this area. This large hall was once the main worship area of the
Development . There is a 50% chance one of the tribal temple but is now being used as the central living area of
warrior guards in area 2 is at the end of the corridor the tribe. The floor is covered with mats, bowls, and eat-
keeping an eye on this location. If this is the case, he ing utensils made of bone. The majority of the tribe live
sneaks back to his post and after 2 rounds, the guards here. This includes 10 tribal warriors, 12 tribal women
move to the pair of pillars flanking the corridor (which (commoners) , and eight tribal children (commoners) .
grants half cover) and attack using javelins. The tribal The warriors attack without hesitation. Two attempt to
sub-chief falls back to area 2 to make his final stand. run up the stairs (one in each direction) to rouse the rest
of the tribe at areas 3A and 3C. Meanwhile, the women
assist the children with escaping up the rope (see below),
AREA 2 - GUARD POST
but they fight using their clubs to protect the young.
When the characters enter the corridor, read or paraphrase
the following: To prevent debris and small crearures (such as bats) from
entering the chamber, a net has been fastened across the
The «midcr is abo11t 10feet high, and the air is stale and thick with
opening in the ceiling. This net does not prevent char-
hufllidi!J, along with an organic stench. Molds and algae cover the glisten-
acters from entering through here, and it only supports
ing walls a11d ceili11g. The passage ispartialjy blocked 11'ith mbble,farcing
about 75 pounds of weight before falling. If the char-
single file. In the distance, the flickering illtl!llination of a fire dances on
acters are near the fire, one tribal warrior can use an ac-
the walls.
tion to release the net. See the dotted line on the map to
The tribesmen have carefully narrowed the passage as incli- determine where it falls and reference the Player's H and-
cated on the map, with mounds of rubble, at this point so book (p. 148) for details on the net, but keep in mind the
that only one character can pass through at a time. This is blazing fire is in the net as well. A knotted rope hangs
considered difficult terrain. from one corner of the opening to the floor. Due to the
If not encountered in area 1, three tribal warriors led by a knots, it only requires a successful DC 12 Strength (Ath-
tribal sub-chief (see appendix D) guard the route to area 3. letics) check to climb.
Each tribal warrior is armed with three javelins (1d6 + 1 pierc-
In the center of the wall opposite the entrance is a carved
ing damage, range 30/120 ft.) in addition to his spear. The
face that fills the area from the floor to the ceiling. It
tribal sub-chief is imposing, with his bone armor (see appen-
looks like a human or humanoid creature with its mouth
dix q, shield, and magic spear. These guards attempt to hold
agape. The carving has been cut and defaced, making the
the corridor from invaders, using ranged attacks from the far
kind of creature it was difficult to identify. The mouth is
end of the corridor. The rubble is piled high enough to grant
actually a corridor that evenrually leads to area 6.
them half cover. The tribal sub-chief hangs back during the
clash. The other doors depicted on the map are all located on
the balcony level.
Development. If two of the tribal \varriors or the sub-chief
are defeated, the remainder flee to area 3 to make a final stand. Developmen ts. If the young tribal warriors from areas

0RjGiilAL ADVE O'fUR,JSS REiilCA~IlA1'ED • ISLE 0F DREAD


3A are summoned, they arrive in 2 rounds and lean over This room is reserved for unmarried girls. The effects are
the balcony walls (which provide cover) to shoot poi- similar in nature to those found in area 3A, except that
soned arrows at targets. If the tribal chief in area 3C is the weapons here are daggers of bone and metal. Among
roused, he and his sons race down the stairs to engage the many tools are scrapers, needles, files, mallets, etc.
with the attackers while the witchdoctor hangs back on
There are five native female commoners here. They are
the balcony, casting spells as appropriate into the fray. If
hairstyling, tattooing, filing their teeth, and otherwise
combat occurs here but neither is summoned, make a
"improving" their looks. They do not attack, but try to
D C 13 Wisdom (Perception) check for each group, each
flee if possible, only resorting to defense with daggers
round during combat. Success indicates they overhear
(1d4 piercing damage) if no other choice.
the battle and arrive in 1d3 rounds.

AREA 3C - CHIEF'S CHAMBER


AREA3A-BARRAC KS
If the occupants of this chamber have not been sum-
DM Note: There are two of these locations, each simi-
moned to area 3, read or paraphrase the following:
lar. If these tribal warriors respond to the battle in the
main room, adjust the room description accordingly. This chamber is 40 feet 1vide and 30 feet deep. The floor is cluttered
Otherwise, continue: 1Pith sleeping mats, gourds, ha!featen fruit, and bits of bone and
acco11trements. Several racks display a varie!J of sktills and animal
This chamber reeks of grease, smoke, SJ/}eat, and fish. The ceiling
pelts, JJJhile n11mero11sfim are hanging on the wall. Lo11nging about
is heavi/y stained with soot and h11ng J1Jithfeathered ornaments and
are several native tribesmen.
headdresses adorned with bones and large fish scales. A smoldering
fire is s11rro11nded l!J sleeping mats, goHrd pots fit/I of paint, a11d This large room is the tribal chief's quarters. In this room
carved obsidian bo1JJls holding mud and ash. Severalyoung strap- are the following native tribespeople:
ping Jl'aniors leap to action, snatching spears and bo1JJs that J11ere • The tribal chief (see appenclix D) is armed with a +2
leaning against the walls. lo11gsJJJord taken from a pirate leader.
The unmarried men of the tribe sleep in these rooms. • The three tribal chief's sons (see appendix D).
In each room are seven young tribal warriors; they are
armed with their spears plus shortbows (range 80/320 • The tribal witchdocto r (see appendix D).
ft., 1d6 piercing damage+ poison lsee below]), and wear • Five tribal women common ers; they seek to flee the
primitive wicker armor (AC 11; see appendix C). Their room at the first sign of confrontation.
arrows are coated with a gummy vegetable poison; a tar-
The room is cluttered with pots, gourds, a rack of skulls,
get hit by one must make a DC 12 Constitution saving
necklaces of bones, and many skins and furs of animals.
throw or suffer 3 (1d6) poison damage and gain the poi-
Hidden in one of the skulls are five random gems (50 gp,
soned conclition for 2d10 hours.
500 gp, 800 gp, 1,000 gp, 1,200 gp) that require a success-
These young lads are telling boastful stories to one an- ful DC 17 Wisdom (Perception) check to discover. In a
other, each trying to outdo the next. They are also learn- wax-sealed gourd is a potion of flying. It requires a success-
ing the art of applying war paint. ful DC 14 Intelligence (Investigation) check to determine
the contents of this gourd are valuable (as opposed to
AREA 3B - TRIBAL WOMEN IN the numerous other gourds filled with mundane liquids),
unless a detect magic spell is employed. Hanging on the
WAITING
walls are six furs (each worth 100 gp).
When the characters explore this chamber, read or para-
phrase the following: D evelopment. The chief, his sons, and the witchdoctor
come to the aid of the rest of the tribe in area 3 should
This chamber smells of flowers and herbs inteml'ingled with sweat the alarm be raised, as described in that area. If defeat
and fish. The ceiling is stained with soot and adorned JJJJth bones, appears imminent, they retreat to this chamber to make
feathered ornaments, and large fish scales. A smoldering fire is s11r- a final stand.
roH11ded l!J several sleeping mats, go11rdpots of scented oils, and ma19 1

tools s11ch as shears, mallets, and needles. Severalyoung native women


are b11sy gossiping, filing teeth, and s!Jlzitg hair 111ith affixed bones.

0zjGiII.A.L A.DVE IITU~S REiIICARJIATED • I S LE 0F DREAD


AREA 4 - SECRET VIEWING In the northwest corner are stairs up to a narrow plat-
form (depicted by an ''N' on map T-1) aboYe the corridor
CHAMBER behind the eyes of the carved face looking into area 3 on
The secret door in area 3 is unknown to the native tribes- the first level. Two small holes allow a character standing
men; it can be located with a successful D C 17 Wisdom on the platform to view the main chamber. Between the
(Perception) check. It leads to a small chamber near the two spy holes is a large wooden piston and handle. If giv-
main entrance. When opened, continue with the follow- en a strong, hard pull with a successful DC 12 Strength
ing: (Athletics) check, this piston sprays a 20-foot-diameter
A short distance doJ1J11 an exlremefy d11sty and apparentfy m1t1sed cloud of inflammable dust through the nose of the face
corridor ir a small 20-Joot-square room. !t1 the chambet; moldering into the main chamber. Any open flames in this area
rags and unidentifiable l11111ps dot the ffoor, presenting a variety of cause a fier y explosion for 14 (4d6) fire damage, although
vivid colors to the rye. Along the south wolf of the cha!llber are a successful DC 14 D exterity saving throw reduces dam-
several large stone levers and a corroded bronze tube. Hangingfro111 age by half. There is a 50% chance that any explosion
small holes in the ceiling ore three rotted and tattered mds of rope. in the main chamber also causes a similar explosion on
the platform where the piston is, resulting in 7 (2d6) fire
These ropes and levers once operated mechanisms with-
damage to a creature there. This trap only works once
in the now-ruined statue that stood over the temple's en-
before being rendered useless.
trance (area 1). The metal tube was used as a megaphone
for the "god's" voice. The slanted section of the wall has
a small niche carved in the back of the bas-relief (indi-
AREA 6 - BLOCKED-U P PASSAGE
cated with a "B" on map T-1) in the northeast wall of When the characters explore this passage, continue:
area 1. A p erson can stand in this niche and observe the The corridor turns to the south and ofter 30 feet turns into a de-
landing (area 1) through two small spy holes. However, scending stainl'CIJ'· At the base of the stoinVCI)~ the corridor ends at
the walls of the niche are lined with a brownish mold. a m1de JJJall co1J1posed of ill-fitting stones lacking 111ortor.
This is actually a patch of yellow mold (Dungeon Mas-
The hallway ends in a crude wall of stones that com-
ter's Guide, p. 1OS) that is filmed with damp dust con-
pletely closes the passage. This wall was built by the na-
cealing its true color. The mold can be identified with a
tive tribesmen to prevent creatures from the lower levels
successful D C 14 Intelligence (Nature) check.
from entering their tribal home easily. So seldom has any-
thing attempted to come through this wall, the tribesmen
AREA 5 - PRIEST'S QUARTERS no longer bother to guard it.
Another secret door in area 3, also unknown to the na-
The wall can be tumbled with a successful DC 22
tive tribesmen, leads to this side room located behind
Strength (Athletics) check. Alternatively, if the characters
the main chamber. It can be found with a successful DC
have suirable tools, in 1 hour they can make an opening
17 Wisdom (Perception) check. When opened, continue
large enough for a Medium creature to fit through.
with the following:
The chamber is bare of f11rnilt1re. A hea'!Y layer of dust and fine AREA 7 - WEAKENED FLOOR
sand covers the ffoor.
The floor in this nondescript corridor is weakened, which
This secret chamber was where "the gods" watched the can be discovered with a successful D C 15 Wisdom (Per-
services held in their honor. ception) check.
T he dust covers a trapdoor in the northeast corner, which Unused for many years, this section of the floor has been
can be located with a successful DC 12 Wisdom (Percep- weakened from below, having been rotted by water and
tion) check. If tapping the floor with a 10-foot pole or the slimes. The section marked by the "T" on map T-1 is stur-
butt of the spear, this check is made with advantage. The dy enough to support 120 pounds of weight. Exceeding
trapdoor is weak and breaks when stepped on, dropping the this amount causes the floor to give way, dropping crea-
character into area 3 on the second level, unless the creature tures to the water-filled room below (area 1 on the second
makes a successful DC 13 Dexterity saving throw. The crea- level), unless they make a successful DC 13 Dexterity sav-
ture takes 3 (1 d6) bludgeoning damage from the fall. ing thrO\v. The fall causes 3 (1d6) bludgeoning damage.

0R,jGiilAL ADVEil'tV~S REiilCARJIATED • I SLE 0F DREAD


AREA 8 - PRIVATE ALTAR light sources, as these can easily be extinguished or ren-
When the characters arrive in this chamber, continue dered useless if they become wet.
with the following: Ceilings. Unless otherwise noted, ceilings are 10 feet
The door opens to reveal a JO-foot-square chamber 11Jith a 10-foot- high.
high, smooth ceiling. A stone, cube-like pedestal is near the north Doors. Unless otherwise noted, all doors are stone (AC
1vall. An intricate/y carved stone box rests on the pedesta~ and 17, 35 hit points, vulnerability to bludgeoning damage).
several religious accoutrements lie discarded on the floor nearf?y. A door that is barred can be burst open with a successful
Centered on the east 11Jall is another stone door. DC 15 Strength (Athletics) check. A locked door can be
This altar room contains several items once used by the forced open with a successful DC 18 Strength (Athletics)
ancient priests in the worship of their "gods." On the check, or the lock can be picked with a successful DC 16
floor near the pedestal are several bone rhythm sticks, Dexterity check using thieves' tools.
three inlaid and bejeweled bowls (worth 500 gp each), Illumination. Generally, there is no illumination in these
a crumbling bamboo flute, and the remains of a once chambers. Please refer to individual room locations for
fancy feather fan. the illumination conditions.
On the pedestal is a small, intricately carved unlocked
stone box with two hinged doors. Inside is an unusual
statuette of gold and coral. It looks like an amphibious
humanoid with a smooth head, large eyes, and a tenta-
cled, sphincter-like mouth. The torso is humanl.ike, with
two arms that end in webbed, clawed hands. From the
waist down, the body divides into three long tentacles
ending in fluke-like fins, each tipped with a single large
claw. This statuette depicts a kopru and is worth 2,000
gp. A creature that looks at this statue must make a DC
14 Wisdom saving throw. Failure indicates the character
becomes a secret servant of the kopru until the power
of the statuette is destroyed. This can be accomplished
if the statuette is blessed by a good-aligned cleric or physi-
cally destroyed (AC 15, 15 hit points).
Development. The corridor beyond this room is blocked
by fallen rock and is impassible, unless the Dungeon
Master wants to add his own encounter areas. Alterna-
tively, he can use the new material presented in chapter 9.

TEllrPLE LEVEL 2

GEilEAAL FEATV~S
Partially Flooded Rooms. As indicated on map T-2,
parts of this level are underwater to a depth of about
5 feet. The DM should keep track of which areas are
flooded and how deep the water is; periodically remind-
ing the players (via description) of this special condition.
It is possible to "walk" through these partially flooded
chambers, although this is considered difficult terrain. In
addition, all Dexterity saving throws there are made at
disadvantage. Careful attention should be paid to normal

0lUGiilAL ADV E ilTV~S REiilCARJI A'tED • IS LE 0 F DREA D


Three giant crabs live in this chamber. The giant crabs
KEY TO TEMPLE LEVEL 2
are difficult to detect under the water, requiring a success-
(lllAP T-2) ful DC 15 Wisdom (Perception) check to notice before
they attack. If not detected, they attack with surprise.
AREA 1 - WATER-FILL ED CHAMBER They are extremely hungry and will attack any character
There is a good chance the characters arrive in this cham- or creature who tries to swim across the chamber. Each
ber from falling through the floor from area 7 on the first specimen is 8 feet in diameter and has the following ad-
level. If so, adjust the following read-aloud text accord- justed statistics, which changes its challenge rating to 1/4
ingly. (SO XP):

This 30foot-sq11are chatnber is covered nlith stagnant 1vater. The • Its size is Large.
ceiling above is reddish-brown, likefy from oxidizing rotting. The • It has 19 (3d10 + 3) hit points.
door, centered 011 the north wall is open, leading to a partial/y • Its Strength is 14 (+2).
flooded corridor lined with metal bars.
• Its Constitution is 13 (+1).
Formerly a torture chamber, this room is now partially
flooded with water to a depth of 5 feet. • It has an improved claw attack:

There are several sharp metal, stone, and glass items hid- Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one
den underwater. Unless the characters move cautiously target. Hit: 6 ( ld8 + 2) bludgeoning damage and the
and probe ahead with sword, spear, staff, or pole, for target is grappled (escape DC 12). The giant crab has
each turn of movement a PC must make a DC 10 Dex- two claws, each of which can grapple only one target.
terity saving throw or suffer 2 (ld4) piercing damage Development. The corridor atop the staircase on the
stepping on or bumping into a sharp object. eastern wall is completely blocked by rubble. The DM
The door leading out of this chamber is open, revealing a can open this up and design new encounter areas beyond,
passage that is also filled with water to a depth of 5 feet. or implement the new material presented in chapter 9.
Along the passage are cells with iron bars. The bars are
badly corroded and may be broken by any character who AREA 2A-THE GREAT ONE
makes a successful D C 10 Strength (Athletics) check. All At this point on the dais, 5 feet below the water's surface,
the cells are empty. rests a giant oyster (see appendix B). The giant oyster
D evelopment. Several small, harmless cave fish live in can be seen with a successful DC 15 Wisdom (Percep-
this room and the flooded corridors beyond. The fish oc- tion) check, although if the observer is near the dais, the
casionally bump against the legs of the characters, feeling check is made at advantage. Between the giant oyster's
cold and slimy, likely startling them. open valves is a large black pearl (worth 3,000 gp). Al-
though the characters might believe this is the immense
AREA 2 - SUNKEN CHAMBER OF black pearl hinted at by Rory Barbarosa, that is not en-
tirely correct. That pearl is in Ixzandathru, the Ixitzachitl
THE GREAT ONE settlement (area 41, chapter 6).
When this chamber is entered, continue:
If the oyster is attacked from a distance, it closes its shell
The door opens to reveal the placid suiface of a flooded chamber. and does not reopen for at least an hour. The pearl may
The doors to this chamber are 15 feet above the level of be "picked" from the open oyster with a successful DC
17 Dexterity check. Failure indicates the giant oyster shut
the chamber floor. The chamber is filled with salt water
on the target, who is now grappled. The giant oyster can
to the level of the surrounding flooded passages (thus, 20
be forced open wide enough to grab the pearl with a suc-
feet deep in this chamber save for the area over the dais).
cessful DC 22 Strength (Athletics) check. If the valves
If the characters are not probing ahead, they likely stum-
are partially open (for example, a creature's arm is stuck),
ble on the stairs (or dais steps) and fall into the room,
and a lever is used, the check to open is made at advan-
taking no damage, but possibly subject to drowning.
tage.

0RjGiilAL ADVEntv~s RE iilCARJIAtED • ISLE 0F DREAD


There is a secret door located near the northwest corner Developments. If the snakes are still in the chamber
of the dais. It can be spotted with a D C 15 Wisdom (Per- when the secret door is opened, they, too, are swept down
ception) check. the hall. This journey disturbs the snakes, which then ag-
gressively attack random targets the following round. If
AREA3 -LAIR OF GUARDIANS not found before the room is flooded, the Wisdom (Per-
When this chamber is entered, read or paraphrase the ception) check to find the pearl is made at disadvantage.
following:
AREA 4 - QUIPPER POOL
The floor of this room is covered with small puddles and the walls
are lined JPith statuary. Some of the statues depict gracefal crea- When the characters travel down this partially flooded
tures, others are of 1vomen with children, and others are of fierce corridor, continue:
monsters. All the statues are wellfashioned but have deteriorated Asyou travel through this watery corridor, a set of steps lead up
due to age and moisture. The stone glistens a green-streaked red to a dry platform which extends far 20 feet or so. The sutface of
when struck l?J light, giving even the simplest and most innocent this damp landing is covered with apalefung11s, befare leading back
pieces an umvholesome look. down into the water.
At the point where the secret door is located is a larger The fungus on the landing is cold and slimy to the touch,
puddle of water, seeping in from the flooded corridor but harmless. If the fungus is cleared away and the floor
beyond it. It requires a successful DC 15 Wisdom (Per- examined with a successful DC 14 Intelligence (History)
ception) check to discover this concealed door, but the check on the stonework, it can be deduced that the un-
check is made at advantage due to the water seepage.
derlaying rock was too hard to carve through, thus the
The secret door opens inward and any creature near this
change in elevation.
door when it is opened is swept off their feet unless they
make a successful DC 15 Dexterity saving throw. Fail- Beyond the platform, the steps lead back down into the
ure indicates being swept 2d6 x 10 feet down the hall flooded hall. This section is inhabited by three giant
towards the shaft in area 8. For each 20 feet traveled, a quippers (see appendix B) that have only fed on small
creature suffers 3 (1 d6) bludgeoning damage. Characters lizards, rats, and snakes. They voraciously attack anything
not standing near the secret door have a chance to brace that enters the water and fight to the death.
themselves and can make the saving throw at advantage.
Should the secret door be opened from the other (hall) AREA 5 - PRIEST'S CHAMBER
side, creatures in the water could be swept through the
DM Note: The door to this room is closed. If examined
door as described above.
closely with a successful DC 12 Intelligence (Investiga-
In the center of the room's ceiling is an obvious trapdoor tion) check, it appears to be tightly sealed. It has kept the
to an upper floor (area 5 on the first level). This trapdoor water out of the chamber. Should the door be opened
is wooden and appears to be severely rotted. without precautions, any creature in the water is swept
Coiled around several of the statues are a total of four into the room for 3 (1d6) bludgeoning damage unless
spitting cobras (see appendix B). It requires a successful they make a successful DC 15 Dexterity saving throw.
DC 12 Wisdom (Perception) check to notice the snakes Once the door is opened, continue with following:
before they attack. The snakes are not aggressive and
This 20foot-by-30foot chamber was previous/y dry. Along the
only attack if they are approached within 10 feet. At the
north wall is a stone altar and several stone benches are positioned
base of a statue in the northeast corner is a 50 gp pearl,
in front of the altar. Behind the altar, hanging on a stone hook
which can be noticed with a successful DC 14 Wisdom
sunk into the wal~ is mace with a bone handle.
(Perception) check.
This chamber was a minor place of worship. The weapon
At the point on the map marked with the "trigger" sym-
hanging on the wall is a bone-handled +2 mace. On the
bol is a hidden trigger that drops the portcullis across the
right side of the altar is a secret compartment that can
north entrance to this room, when more than 25 pounds
be located with a successful DC 17 Wisdom (Perception)
of weight is placed on it. Raising the portcullis requires
check. This check is made at disadvantage if the room
a successful DC 20 Strength (Athletics) check, although
is flooded by opening the door. Inside the compartment
another character can Help with this task.
are 500 gp and two coral statuettes worth 1,000 gp each.

0RjGiil.A.L ADVEnf'v~s REiilC.A.RJI.A.f'ED • ISLE 0F DREAD


AREA 6 - RAT LAIR After 3 rounds, the burning oil makes the air in the cham-
When the characters enter this hallway, continue: ber smoky and hard to breathe. Starting in the fourth
round, the characters need to hold their breath, other-
As you move donm this partialfy flooded hal/Jvqy, you observe sev- wise they start suffocating (see rules on p. 183 of the
eral large, rough holes on both 1valls. Player's Handbook). The DM should give the characters
These holes are tunnels carved out of the soil, created by some warning before this occurs.
vermin. Ten giant rats swim out and attack the charac- The door screened by the flame may be opened by a
ters from both sides as they pass by, attracted to the light character moving underwater with a successful DC 15
and scent of a fresh meal. If half of the giant rats are Strength (Athletics) check. When the door is opened,
defeated, or a display of foe occurs, the giant rats retreat the water rushes out of the room, sweeping an unpre-
into the tunnels and hide. The tunnels are wide enough pared character into the corridor and into the lowered
for a Small creature to squeeze through via crawling, or a portcullis beyond, unless a successful DC 14 Dexterity
Tiny creature to pass unhindered. saving throw is made. Failure indicates 7 (2d6) bludgeon-
The large chamber at the end of several of the tunnels is ing damage to the first character to strike the bars. Water
the main lair of the giant rats. The rats attempt to flee if rushes through the portcullis (and down the stairs) for 12
their lair is invaded, but if cornered they fight ferociously rounds. A creature pinned to the portcullis underwater
to the death. In the lair are rags, some bones, a gnawed takes 2 (1d4) bludgeoning damage at the start of each of
spell scroll (with a lev-itate spell on it), and three metal po- its turns and risks drowning unless they can keep their
tion bottles. Two of these contain potions of healing, but head above the level of the water.
the last has become contaminated. It is now considered On the east wall of the corridor between the door and
to be a potion of poison. the portcullis is a lever that, when pulled down, raises the
The southern corner ends abruptly at a wall that contains portcullis. If a character raises the portcullis while the
a secret door to area 2. The portal can be spotted with a water is still flowing, any pinned creatures will be freed
DC 15 Wisdom (Perception) check. and swept down the stairs to the third level. This causes
1O (3d6) bludgeoning damage to all characters involved.
AREA 7 - FIRE TRAP
When the characters enter this chamber, continue with AREA 8 - BOILING WELL
the following: DM Note: If the secret door in area 3 was opened, this
corridor has a few inches of water in it. The water drains
The doO'rp11shes open easijy, reveafing anotherplain 30foot-square cham- down the shaft around the corner. When the characters
berpartialjyfall of water. Centered on the upposite 1vall is a stone door. travel down this corridor, read or paraphrase the follow-
This room had originally been trapped to fire a burst of mg:
flame from a hole near the north wall. Now the room The corridor turns to the east and efter another 10 feet, ends at a
is flooded with 5 feet of water, but the trap still oper- stone door. In the center of the hallivqy is an open circular sheft
ates-only in a different manner. Across the center of carved into the stone floor, perhaps 8 feet in diameter. The sheft is
the room is a tripwire set about ankle height (therefore deeper than your current light source and seems to radiate gentle
hidden underwater). It requires a successful D C 20 Wis- heat.
dom (Perception) check to discover the tripwire, but
Sixty-five feet below the level of the floor, the shaft is
the check is made at disadvantage due to the water. If
filled with boiling water. The characters need to be crea-
it is broken or pulled, it releases a spray of fine oil into
tive to get a light source down the shaft to discover the
a 10-foot-square area in front of the north door. This is
water. The shaft forms a "U," trapping water at the bot-
special oil that ignites on contact with water. As the oil
tom (see the side view drawing on map T-3). The other
bursts into flame, a mist of water will cover any character
end of the U opens into a ledge overlooking the great
in the area, igniting any remaining oil. The oil burns for cavern on the third level (area C). This water is heated by
6 rounds; a character caught in the fire takes 3 (1d6) fire the recent volcanic action of the lower level. Characters
damage at the start of their turn. The oil may be \viped may swim the distance through the well (about 20 feet),
off by spending an action. but unless they have some method to protect themselves

0RjGillAL ADV E llTV ~S REillCARJIATED • ISLE 0F DREAD


from the boiling water, immersion causes 11 (2d10) fire 06 Event Effect
damage at the start of each turn spent in the water. The
1 Mud pot burst Random creature sprayed with
water in the well cannot be bailed out, as hot water con-
hot mud for 2 (1d4) fire dam-
stantly seeps in.
age
2 Geyser spray Random creature sprayed with
TEJll:PLE LEVEL .3
hot steam for 3 (1d6) fire dam-
The third level beneath the temple is one large cavern. age
There are several sub-areas, described below. 3 Cloud of All creatures in a 10-foot-di-
The characters arrive in this cavern from the second lev- steam ameter area are blinded for 1d4
el, via the steps outside area 7, or possibly through the rounds; randomly determine
well in area 8. When they first arrive, read or paraphrase a creature that triggered it for
the following: the center of effect
4 Boiling water Random creature splashed for
This is a single natural cavern of great size, at /east several hundred
feet in both directions. The air is hot, steamy, and hea1!J JJJith foul 2 (1d4) fire damage
volcanic gases. Dim illumination is provided by luminescent fungi 5 Gas bubble Random creature must make
clinging on the damp 1va//s and ceiling. The floor of the cavern is a burst a DC 13 Constitution saving
field of bubbling mud pots, small grysers, hot springs, and mineral throw or be nauseated (treat as
deposits. The co/ors are 1frh reds, browns, andye/lows, combined incapacitated) for 1 round
with blacks and grrys. Terraces crusted Jvith deposits from mineral 6 Small tremor All creatures must make a DC
springs extend from the sides of the cavern at severalpoints. Sta- 10 Dexterity saving throw or
/actites hang.from the ceiling, and merge Jvith stalagmites in several fall prone
places to form pillarsfrom the roof to the floor.
Occasional flares of ruddy light, combined 1vith great bursts of KEY TO TEMPLE LEVEL .3
steam from the depths of some of the hot springs, bnef!y illuminate (Jll:AP T-3)
parts of this great cavern.
Simply moving around this chamber is dangerous. While AREA A - MINERAL TERRACE
moving about this cavern, there is a 1 in 6 chance per This terrace leads to the stairs up to area 7 on the second
round that one of the following events happens: level. If any characters have been washed down these
stairs, they are deposited here. The terrace is white with

• DAR_K._DESiGilS OF 'fHE KOPR_V


• calcium deposits and hot enough to be painful, but not
damaging. All terraces in this cavern are somewhat slip-
pery and unless proceeding cautiously (more than half
speed), moving necessitates a DC 11 Dexterity saving
The kopru never surrender, and desire to enslave as throw; failure indicates the character slips and falls prone.
many sentient creatures as possible. Should the entire During combat, this saving throw is made at disadvan-
party be enslaved, the kopru attempt to use them to tage.
restore their ancient kingdom. If this happens, the
DM can either start thinking up ways the characters AREA B -THE KOPRU
can serve the kopru, or retire the captured characters In the bubbling mud at each of these two locations is a
from the campaign, perhaps to be re-introduced later concealed kopru (see appendix B). They are amphibious
as NPCs. The DM and players should discuss this humanoids who dwell in the hot geyser pools. The ko-
profound direction of the campaign and determine pru use their special Dominate Person action to capture
the course of action. See chapter 9 for more informa- members of the party, or perhaps lure them off the paths
tion on the kopru and what diabolical creature is in and into the geyser basins. Characters who fall into a gey-
league with this degenerate race ... ser basin take 4 (1d8) fire damage at the start of each turn

• • in the boiling water. If the domination attempts fail, the

0RjGiDAL ADVED1'V~S REiDCAR!IA1'ED • ISLE 0F DREAD


Temple Level 3
MAP T-3
SCALE: 1SQUARE = 10 Feet

~Terrace ]J]Dni Stairs

('d ·...,.·bJ
. ~~@r;: Mud Pit, Geysers, Hot Springs
'. ' J

(1 1.:.,,

0R,jGiilAL ADVEn'fv~s REiilCARJIA'fED • ISLE 0F DREAD


kopru either physically attack characters on the paths or AREA F - HIDDEN THRONE
hide in the hot mud and wait for the Dominate Person
Set on the topmost terrace, directly under a dripping sta-
action to recharge. If the party is obviously stronger or is
lactite, is a stone throne. Although easily spotted on this
trapped on a terrace, the kopru do not pursue, but wait
terrace, the throne can only be detected by a character
in the bubbling mud. If the party is badly hurt or obvi-
elsewhere in the cavern with a successful D C 15 Wisdom
ously weak, the kopru relentlessly attack both mentally
(Perception) check. On the throne sits a grinning skele-
and physically.
ton, although mineral-rich waters, falling from the ceiling
over decades, have encrusted the skeleton and throne,
AREA C - BOILING WELL hiding all but the most general features.
This is the topmost terrace of the cavern, providing an
In front of the throne, concealed under the mineral
excellent view of most of this level. The hot spring here
crust, is a sword. On the skeleton's finger is a ring, simi-
is connected to the U-shaped shaft to area 8 on the sec-
larly concealed. The sword requires a successful D C 14
ond level. Characters may swim to the other side of the
Wisdom (Perception) check to discover, while the ring
shaft from this direction (about 20 feet) and climb out,
but the boiling water causes 11 (2d10) fire damage at the requires a successful D C 18 Wisdom (Perception) check
start of every turn a character is immersed, unless pro- to locate. They are entirely ordinary in appearance, al-
tected from the heat. though a detect magic spell reveals their true value. The
ring is a ring of telekinesis and the sword is a shorts1vord of
On the terrace beside the spring is a bag, almost unno- alluring (see appendix C).
ticeable under a crust of minerals. It requires a successful
DC 18 Wisdom (Perception) check to discover the bag,
which resembles another rocky outcropping. The bag
contains five emeralds worth 1,000 gp each, discarded by
an ill-fated elf adventurer many years ago.

AREA D - CAVERNS
This set of terraces leads to a series of natural caverns.
The DM is free to create a map of these caverns and
populate them with many cave-dwelling creatures. Or,
she can use the additional material presented in chapter 9
to describe these caverns and the denizens that populate
them.

AREA E - WEAK CRUST


This section of trail is actually nothing but a weak crust
over a hot spring. Unless the path is probed first, the lead
character breaks the surface and is dropped into the hot
water, suffering 5 (ld10) fire damage the first turn and
then 4 (ld8) fire damage at the start of each subsequent
turn until rescued. The victim has difficulty getting out
on their own, due to the weak crust and slippery rock
surfaces. Without aid, it requires a successful D C 17 D ex-
terity check to escape the hot spring. The crust crumbles
and is dangerous around the edges; rescuers risk falling
in unless a D C 13 Dexterity saving throw is made. Ropes,
poles, and rescue techniques like those used on thin ice
may need to be employed.

0IQGiilAL ADVEilTV~S REiilCARJJATED • ISLE 0F DREAD


CHAPTER NINE

Below Taboo Island


he temple on Taboo Island contains three dun- GEilEM.L FEATV~S
geon levels (see chapter 8), and each of these
' levels has a corridor that can lead to additional Scent. This section of the dungeon is damp and foul-
encounters designed by the Dungeon Master. This chap- smelling and the interior air is hot and stale.
ter contains additional dungeon encounters designed to Ceilings. Unless otherwise noted, ceilings are 10 feet
expand the original adventure, should the DM choose high. Notable exceptions include areas 15 and 19.
not to create her own. These rooms were created by the
Doors. Unless otherwise noted, all doors are stone (AC
enslaved humans, forced to follow out the commands of
17, 35 hit points, vulnerability to bludgeoning damage).
the diabolical kopru and their lust for domination.
A door that is barred can be burst open with a successful
DC 15 Strength (Athletics) check. A locked door can be
TEDIPLE LEVEL I forced open with a successful DC 18 Strength (Athletics)
(C0llTillUED) check, or the lock can be picked \vith a successful DC 16
Dexterity check using thieves' tools.
THE GLASSWOR_K_S OF THE KOPR_V Illumination. Please refer to individual room locations
The kopru understood their aquatic limitations in their for the illumination conditions.
quest to dominate the world of air-breathers. Although
Flora and Fauna. Algae, molds, and fungi are common-
amphibious, they still needed to keep their skin moist and
ly growing on damp undisturbed surfaces. Small blind
a method to move about the world of the air-breathers.
creatures constantly scatter before characters, Aitting
But with their keen intellect and an unlimited dominated
here and there. There are no wandering monsters on this
legion of thralls, they believed they could overcome these
level of the dungeon.
hindrances. Thus, they designated a section of the tem-
ple's first level to be a workshop devoted to the crafting of Route to Level 4. There is a passage (area 20) that leads
glass, along with all of the needed support chambers. The down to the fourth level, a massive natural cavern.
purpose of this sophisticated workshop was to create glass
tanks to transport and house kopru for the short term. KEY TO THE GLASSWOR_KS OF
Recently the eye of the deep, Ocellus, has discovered THE KOPR_V (DIAP T-4)
the remnants of the kopru empire (on the fourth un-
derground level). Ocellus has developed a plan to wake
AREA 9 - GUARD ROOM
the remaining kopru from their torpor, and has begun
preparations to put the glassworks back into function. The door to this location is closed. If the characters at-
He has moved some guards here from the ruins above tempt to sneak by, have them make a Dexterity (Stealth)
and the dungeons below. Once he has more kopru under check opposed by the guards' Wisdon (Perception)
his sway, he can begin dominating a workforce to step up check. When the characters enter this location, read or
glass production. paraphrase the following:

DM Note: If the D M chooses to use these additional The door opens to reveal a 20-faot-by40-faot chamber inhabited
encounter areas on level 1, it is suggested that the wall by n11mero11s tribal natives practicing weapon plqy. Along the back
at area 6 be removed to facilitate movement between 1va// hang several shields, and 111'0 large casks hold n11mero11sjave-
the two sections of the dungeon. This area could be re- lins reacfy for 11se.
purposed with a guard post (living statues, tribesmen, or This is a recently occupied guard post. The six tribal
even a few ogres would all be appropriate), or even pro- warriors here have been commanded by Ocellus to
tected by a mechanical or magical trap as the DM sees fit.
stand guard and prevent anyone (including other native

0RjGillAL ADV E I11'U~S REiilCARJJA1'ED • ISLE 0F DREAD


tribesmen from this level) from investigating the cham- AREA 10 - ABANDONED GUARD
bers beyond. These warriors wear wicker armor (see ap-
pendix C) and carry shields (AC 13). T hey wield javelins
ROOM
(range 30/120 ft., 1d6 + 1 piercing damage), and there The door to this location is closed and locked. If the char-
are plenty more in the casks. If half of these guards are acters unlock the door and enter, read or paraphrase the
defeated the rest surrender. They fear the ogres in area 11 following:
and seek to escape back to the main area of the temple The door opens to reveal a short corridor that spills into a plain
if possible. 30foot-l?J40foot chamber. The shattered timber remains of mun-
dane furniture, perhaps a table and afeiv chairs, are scattered about
There are five wooden shields hanging on the wall, and
on the floor. In the southeast corner of the room, a thick carpet of
each cask contains 12 javelins with red feathers attached
lightpurple mold adorns the wails andpart of the floor.
to the bases of the shafts. In one of the casks is a dis-
carded freshwater pearl (worth SO gp) that can be found This chamber was once a guard post, but it has not been
with a successful D C 14 Wisdom (Perception) check. used in many years. At some point Ocellus plans to have
this area cleaned out and established as another guard post.

Qfi Containers
'ittt Track
- Squid Statue
um Glass Panel

"·0 = 10 Feet

0R,jGiilAL ADV E ilTV~S REiilCARJIATED • ISLE 0F DREAD


The shattered timber is worthless. The purplish mold
covers a secret door in the eastern wall. The door can
be detected with a successful D C 15 Wisdom (Percep-
tion) check, but doing so disturbs the mold, which re-
leases a thick puff of spores. All within 10 feet of the
spore cloud must make a DC 13 Constitution saving
throw. Failure indicates gaining the poisoned condition,
but only after an onset time of 12 hours. Each day the af-
flicted creature can attempt another saving throw to end
the poisoned effect.
The door conceals a hidden closet measuring about 10
feet by 10 feet. Inside is a dusty chest locked with a rusty
padlock. The key is long gone, but the lock can be picked
with a successful DC 17 Dexterity check using thieves'
tools. The lock was once trapped with a poison needle,
but the poison has long since dried and worn off. Still,
the needle causes a painful stab (1 piercing damage). The
trap can be located with a successful DC 15 Wisdom
(Perception) check, and can be disabled with a successful
DC 13 Dexterity check using thieves' tools.
Inside the chest are 12 + 1 arr01vs, but the shafts are
warped and rotted; they need to be affixed to new shafts
to become useful. Six day flasks on a teak wood rack
(rendered useless) once held magic potions, but these
have since evaporated. Nso located in the chest is a sil-
vered shortsword (worth 145 gp), and a +2 flail.
crouched behind, the carts grant half cover. T he columns
AREA 11 - OGRE GUARDS reach up to the ceiling and provide structural integrity to
As the characters approach this chamber, they can easily the room in addition to decoration. Hiding behind a col-
hear the bickering guttural bellows from an ogre disci- umn grants half cover. They are covered with engraved
plining his lackeys. If the characters have a light source, pictograms of the kopru (see description in appendix B),
as soon as they get within 30 feet of the chamber, the although it requires a successful DC 22 Intelligence (Na-
humanoids are alerted to their presence. When the char- ture) check to determine the race of the kopru-unless
acters enter the chamber, continue: the characters have had previous experience with them.
The scenes depict:
This chamber has a vaulted ceiling abo11t 20 feet high, and is about
70 feet wide by 50 feet deep. Corridors exit the northeast and • Native humans worshiping the kopru via blood sacri-
northwest corners of the room. Each of these rotJtes is bisected by fices.
a 11Ji11e cart rail that enters the room from the northeast, h11gs the • The kopru ruling the natives' villages.
north wall, and then exits into the northwest corridor.
• The kopru overseeing the training of a native army.
There are two columns inscribed with pictograms to the left and
right. In a haphazard pile between the col11mns are several old • The construction of temples and shrines, including a
rusted metal mine carts. Five b11/Jr:y h11manoids respond to yo11r ziggurat on an island (see area 40, chapter 6).
intrusion by shouting alarms and grabbing nearb)1 weapons. • The construction of glass artifacts including thick
There are seven mine carts jumbled in a pile, although sheets for tank creation.
two are beyond repair with missing axles. The others, • The exploration of the sea, and conquering other na-
although they could use some oiling, are functional. If tive peoples.

0RJGiilAL ADVE il'fV~S REiil CARJ:IA'tED • I S LE 0F DREAD


Ocellus stationed some of his elite guards in th.is cham- The secret door located on the north wall is cunningly
ber. This includes a foul-tempered ogre named Puuk and hidden and requires a successful DC 20 Wisdom (Per-
his four half-ogre lackeys. Puuk has a 20 Strength (+5) ception) check to locate. It leads to area 16.
and wields a spear with two hands (+ 7 to hit, 2d8 + 5
piercing damage). Each of the half-ogres is armed with a AREA 12 - SANDY CORRIDOR
spear wielded with two hands (2d8 + 3 piercing damage),
When the characters enter this corridor, continue:
and four javelins for throwing. Although largely respon-
sible for security on th.is level, these brutes are bored and This 1O-foot-1J1ide corridor heads to the northeast. Along the floo1j
itching to mix it up with the characters. an ancient mine cart track J1Jith rotting timbers bisects the passage.
The floor is covered with a layer of sand that seems to deeper as
The half-ogres split up; two use the columns for cover
you press on. By ha!fivqy down the corridor; the tracks are covered
while throwing javelins at the characters. When they run
f?y the sand.
out of ranged weapons, they charge with spears. Mean-
while Puuk hangs back near the pile of carts. Three have Th.is corridor leads to the sand storage room (area 15),
been pulled out and are ready for use. As an action, Puuk but also a barracks (area 14) and slave pen (area 13). The
can push one of these toward a target within 40 feet. track was used to aid in the transport of sand from area
Treat this as a melee weapon attack (+ 7 to hit, 15 [3d6 15 to the glassworks (area 19).
+ SJ bludgeoning damage). A Medium or smaller target Although most of the sand is normal, it is inhabited by
hit by a mine cart must make a D C 13 Dexterity saving hundreds of tiny juvenile sandlings. These are reproduc-
throw or be knocked prone. One of the half-ogres could tive offshoots from the adult sandling in area 15, and
even leap into the cart and lead with a spear for extra there are enough of them to create two swarms of san-
damage. The ogre and his lackeys fight to the death, fear- d.lings (see appendix B). A successful DC 18 Wisdom
ing reprisal from Ocellus. (Perception) check or a DC 15 Intelligence (Nature)
Each half-ogre carries a pouch of gold filings scraped check reveals the sandling swarms' presence before they
off the columns. Each pouch holds 5d6 gp worth of the attack. The juvenile sandlings are voracious and attack
gold flecks. In addition, each half-ogre carries another bit until destroyed.
of treasure:
• Half-ogre #1: a potion of swimming (see appendix C) in
AREA 13 - SLAVE PEN
an iron flask The door to th.is chamber is locked, but the door is also
stuck, so it needs to be forced as well. Once the charac-
• Half-ogre #2: a pouch of 11 ancient gold coins (each ters open the door, continue:
worth 5 gp)
With some effort the door opens to reveal a damp squalid chamber,
• Half-ogre #3: a silver anklet worn around its left ear little more than a hallwqy that extends far about 40 feet. Along
(worth 75 gp) each wall are rusted manacles attached to thick chains sunk into
• Half-ogre #4: a dagger with an obsidian blade (worth the J/Jalls, betrqying the ancientprirpose of this halL A few bleached
165 gp) bones are scattered on the floor.
Hidden under one of the damaged overturned carts are This pen was used to house numerous slaves forced to
two sacks that can be located with a successful D C 11 toil in the glassworks under the cruel minions of the ko-
Wisdom (Perception) check, or by simply flipping over pru. There are chains and manacles to restrain 30 hu-
all the carts. One is full of 550 sp. The other sack is full manoids. The chains (each length is about 4 feet) are still
of plant leaves and has an unlocked metal box that holds functional, but there is only a 15% chance a given set of
an assortment of gems (17 total; 11 worth 25 gp each, manacles is still in working condition. And, of course the
three worth 50 gp each, an amethyst worth 100 gp, a to- keys are nowhere to be found.
paz worth 250 gp, and an emerald worth 500 gp). :Mixed When these chambers were abandoned centuries ago,
in with the gems is a copper necklace set with jet (worth the slaves were left to die in perpetual darkness. Nine of
85 gp) and an empty crystal vial shaped like a whale the slaves have since become shadows, eager to cause
(worth 45 gp) . pain and suffering on the living. The shadows attack, but

0RjGiD.A.L A.DVED1'V~S REiDC.A.RJI.A.1'ED • ISLE 0F DREAD


strangely are forbidden to leave this chamber as part of • It has 22 (4d8 + 4) hit points.
their undead curse. Turned shadows cower at the oppo-
• Its speed is 20 feet.
site end of the chamber.
• Its Constitution is 13 (+1).
AREA14 - ABANDONEDBARR ACKS • It has an improved bite attack:
Note that there is no door to this chamber. After a short Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
20-foot corridor, read or paraphrase the following when target. Hit: 6 (1 d6 + 3) piercing damage.
the characters enter this chamber:
The lair contains fresh bedding composed of fern leaves,
This 20foot-by-30foot chamber is devoid of 01ry trappings, save shredded bark, and soft dirt. Scattered about the lair are
far piles of rotting 1llood and sa1JJd11sl intermixed with a light cover- the following valuables: a silver figurine of a dinosaur
ing of sand, grime, and d11st. Movement catches out of the corner (worth 50 gp), a copper smoking pipe (worth 30 gp),
of yo11r ~·e, as a sleek brown rodent the size of dog emerges from a gold ring set with rubies (worth 275 gp), a collection
a pile of timber. With a loud hiss, it b11rro1vs back into the pile of 11 bronze buttons (each worth 3 sp), and a deep red
of debris. sphere ioun stone (agility).
T his chamber was a barracks and guard room, and once
held wooden bunk beds, hammocks, and the like. T hese AREA 15 - SAND STORAGE ROOM
items have long since rotted and are useless. A careful This door is stuck and needs to be forced open. When
search with a successful D C 18 Wisdom (Perception) the characters open it, continue:
check reveals a small rubr (worth 500 gp) discarded in
one of the piles of rotting timber. A single black boot,
undamaged by the ravages of time or the environment,
can be located with casual poking around the chamber.
This is one of a pair of magical boots of water Jvalking (se~
appendix C). Although it radiates magic, the boot does
not function unless its missing counterpart (currently in
area 18) is located and they are worn together.
In the southeast corner of the room are two passages
created by giant weasels. A Tiny creature can enter these
passages, but Small creatures must squeeze. The passages
lead first to a twisting set of warrens inhabited by seven
giant weasels, and then eventually to the colony's brood
chamber (area 14A) . T he single giant weasel's hiss alerts
the other members of the colony; 1d3 giant weasels ar-
rive in the chamber each round from any of the passages.
T hey scramble over the rotting timber to attack, but if
the characters brandish open Aames or defeat over 50%
of their numbers they flee, eventually back to area 14A.

AREA 14A - BROOD CHAMBER


This chamber is hidden deep in the giant weasel warrens.
It has a 5-foot-high ceiling and is a rough oval about 12
feet long by 10 feet wide. Any giant weasels that Aee the
characters are encountered here, along with the brood
mother giant weasel. T he brood mother is a bloated gi-
ant weasel with the following changes that increase its
challenge rating to 1/4 (SO XP):

0R,jGiilA L ADVEil'f'U"~S RE iilC A ~Il A1'ED • I SLE 0 F D READ


The door opens to reveal a purplish glow, apparent/y .from fungi The gold idol depicts a kopru, a fish-like humanoid with
clinging to the ceiling. The strangle glow creates dim illumination three tails and a sphincter-like mouth. The idol is solid
in the massive chamber, zvhich is at least 60 feet in diameter. The gold and worth 10,000 gp. But getting it is the trick. The
ceiling is dome-shaped and reaches at least 50 feet at its apex. You idol rests on a pressure plate, which can be noticed with a
are standing on a stone she!f or ledge that slopes do1vn to the room's successful DC 20 Wisdom (Perception) check. Removing
floor 20 feet below. The majority of the chamber is occupied by a the idol from the pressure plate triggers the trap mecha-
pile of sand about 40 feet in diameter and nearfy 20 feet high. nism. The idol weighs 100 pounds, so if an equal weight
This room was used to store massive amounts of sand can be placed on the pressure plate as the idol is removed
needed for the glassworks. There is a 5-foot-diameter (a task that takes at least two characters due to the weight)
shaft in the center of the ceiling that is lined with metal, with a successful D C 20 Dexterity check, the trap is not
leading to the surface of Taboo Island. This shaft is easily triggered. Failure indicates the trap is triggered.
found if the ceiling is examined with a light source, oth- If triggered, the trap goes on initiative 20. In the first
erwise a successful D C 17 Wisdom (Perception) check is
round, the door slams shut and locks as the ceiling starts
required to locate it. The chute is about 50 feet tall and
to slide down to the floor. It requires a D C 20 Dexter-
can be climbed with a DC 20 Strength (Athletics) check.
ity check using thieves' tools to open, or the door can
The entrance to the shaft is now obscured by overgrown
be burst open with a successful DC 22 Strength (Athlet-
vegetation and is nearly impossible to locate. Slaves on
ics) check (although another character can Help with this
the surface would collect sand from the beaches on the
check). In the second round, the ceiling continues to low-
isle and transport it overland and across the lake to the
er, but a successful DC 15 Wisdom (Perception) check
chute for deposit here for eventual use.
reveals openings in the ceiling to allow for clearance of
Moving through the sand pile is considered difficult ter- both statues. There is also an opening for the pedestal
rain. An old sandling (see appendix B) with maximum but this is a flat surface and a character on top of it is still
hit points (65 hit points) lives in the sand pile. The crea- crushed. A Medium creature could climb between the
ture is aware of its mortality, and aggressively fights sen- tentacles and avoid the damage of the crushing ceiling,
tient creatures that enter its lair. A swarm of sandlings but see below. In the third round the ceiling continues to
(see appendix B) also is present in the sand pile, the re- lower. In the fourth round, anyone still in the room takes
sult of recent budding off the adult. Although they don't
44 (8d10) bludgeoning damage at the start of their turn
work together, both eagerly attack. The adult sandling
from the crushing ceiling and is restrained. The ceiling
focuses on targets knocked prone.
continues to crush for 2 more rounds, before it begins to
raise and reset.
AREA16 - TREASURE VAULT
Although a character might think it wise to ride out the
This chamber is hidden behind a secret door in area 11 .
trap in the tentacles of either statue, this strategy is not
Once found, a SO-foot corridor leads to this chamber.
without peril. Each round that the ceiling is lowered, the
Continue with the following read-aloud text:
tentacles animate and flail at any targets in their midst.
This hexagonal chamber is 30 feet in diameter. The ceiling is 20 An affected creature takes 10 (3d6) slashing damage at
feet high and the floor is fitted flagstones. The walls are stone, cov- the start of its turn from the tentacles, although a dispel
ered 111ith pictograms. The center of the room is a stone pedestal magic can suppress this effect.
holding a gleaming golden idolperhaps 6 inches high. Flanking the
pedestal are apair of statues of squid, tail at the floor and tentacles AREA17 - TOOLSTORAGE
splayed reachingfor the ceiling.
There is no door to this chamber. When entered, read or
This chamber was designed as a diabolical trap to protect paraphrase the following:
a fabulous treasure. The pictograms depict the kopru and
The short corridor ends at a 20-foot-by-30-foot chambet: Two stone
their once thriving civilization in a great underground
benches rest along the opposite 1JJalL The sutfaces of these benches
city of ziggurats among lakes. These scenes do not depict
are covered u~th various metal tools, clad with a thick fqyer of dust.
domination or slavery of other races-instead, cultural
Along the back wail hang a variety of metal tongs, some with long
achievements and gathering knowledge, as well as engi-
handles. Pzles of rotted wood are scattered about the chamber as
neering are detailed, including the art of glassblowing.
weIL

0IVGiilAL ADV E ilTV~S REiilCARJIA'fED • ISLE 0F D READ


This is a storeroom used co keep tooJs and equipment re- AREA 19 - THE GLASSWORK S
lated to the glassworks nearby. On the stone benches are The corridor leading to the massive glassworks is bi-
metal molds, crucibles, pokers, and smaller tongs. Some sected by the mine cart track. There is no door to this
of these items could be used as improvised weapons if chamber, which is softly lit by several continualflame spells
need be. The rotting piles of wood were once casks and placed on torches affixed to points on the walls. Read or
crates that contained other mundane supplies, long since paraphrase the following when the characters enter:
rendered useless.
This immense chamber is almost 100 feet wide and 70 feet deep.
The ceiling stretches far 30 feet overhead. The mine cart tracks
AREA 18 - WOOD STORAGE you fa//0J1Jed along the corridor terminate about ha!f111ay inside this
The door to this chamber, off the glassworks, is open room. The opposite wall is dominated ry two large ovens, although
about halfway. This allows the denizens that lair inside thry apparentfy have been coldfar mal!Jyears. In front of the kiln-
the chance to leave to hunt if needed. When the charac- like 01 ens are t11'o sto11e workbmches. In the southeast comer of the
1

ters enter, continue: room are severalpanes of glass, some 15 feet long, resti11g i11 stone
This chatJJbe1; abo11t 30 feet l?J 40 feet, is a mess. Rotting timbers racks. A few of these have since fa/Im and are noJ1J shattered in a
and logs, mostfy red11ced to p11!p, tmut have been stored in this mess on the floor.
chamber a Jong time ago. This chamber is a workshop designed to create glass. The
Indeed, this chamber was the primary scorage for wood kiln was used to melt sand, and the tools (in area 17) plus
used to fuel the kilns of the glassworks. The floor of this the stone benches and other tools were used to create
chamber is considered difficult terrain. elaborate glass objects, and tanks large enough to trans-

Now the chamber is the lair of five giant crab spiders


(see appendix B). The spiders are hiding in the woody
debris, and if not observed with a successful Wisdom
(Perception) check opposed by the giant crab spider's
Dexterity (Stealth) check, they attack with surprise. These
vermin fight to the death.
There is a 5-foot-diameter shaft in the center of the ceil-
ing that is lined with metal, leading to the surface of Ta-
boo Island. If the ceiling is examined this shaft is easily
found. The shaft is about 60 feet tall and can be climbed
with a D C 20 Strength (Athletics) check. The entrance to
the shaft on the surface is now obscured by overgrown
vegetation and is nearly impossible to locate. Slaves on
the surface would collect wood from the isle and trans-
port it overland and across the lake to deposit in this
chute for drying and eventual use.
Hidden in the mess of wood debris is a single boot that
can be located with a successful DC 17 Wisdom (Percep-
tion) check. A detect magj.c spell automatically reveals the
boot; it is a boot of JJ'ater 111alki11g (see appendix C), but it
only functions if matched with its counterpart (which is
in area 14).

0RiGiIIAL ADV E ntv~s REiII CARJIATED • ISLE 0F DREAD


port a kopru. The workshop has gone unused for cen- Ceilings. Unless otherwise noted, ceilings are 10 feet
turies, and a thick layer of dust coats most surfaces. The high. Notable exceptions include areas 15, 16, and 17.
kilns contain ancient ashes, and an array of long-handled
Doors. Unless otherwise noted, all doors on this level
metal pokers rest nearby, hanging on a wall.
are iron (AC 17, 35 hit points, resistance to bludgeoning,
The pile of glass is considered difficult terrain that also piercing, and slashing damage). Although rusted and cor-
requires a successful DC 12 Dexterity saving throw to roded, these doors are fashioned from a single piece of
traverse, or a creature on it slips and takes 4 (1 d8) slash- metal, likely not crafted by the primitive cultures that in-
ing damage. A glass golem (see appendix B) still main- habit the isle. A door that is barred or stuck can be burst
tains its post in this chamber. When the characters enter open with a successful DC 15 Strength (Athletics) check.
it is standing near the panels of glass in the southeast A locked door can be forced open with a successful DC
corner of the room and can only be spotted with a suc- 18 Strength (Athletics) check.
cessful D C 16 Wisdom (Perception) check. Once aware
Illumination. Please refer to individual room locations
of sentient creatures, it becomes invisible and moves
for the illumination conditions.
into position to attack. Its instructions are to protect the
glassworks, and one of its tactics is to forcefully move Flora and Fauna. Algae, molds, and fungi are common-
targets into the glass shards. ly growing on damp undisturbed surfaces. Small blind
creatures constantly scatter before characters, flitting
here and there. There are no wandering monsters on this
AREA 20 - THE WAY DOWN
level of the dungeon.
Off the glassworks is a finished corridor that winds for
several hundred feet, sloping down. Eventually, it depos- Partially Flooded Rooms. As indicated on the map,
its travelers near the hot springs (area 1) on the fourth parts of this level (areas 15 and 17) are underwater to
level. There is a 25% chance that the characters have an the depth of about 5 feet, and area 18 is completely un-
encounter with a wandering monster (see below) while derwater. The DM should keep track of which areas are
using this route. flooded and how deep the water is, periodically remind-
ing the players (via description) of this special condition.
TEJl:rPLE LEVEL 2 It is possible to "walk" through these partially flooded
chambers, although this is considered difficult terrain. In
(C0llTillUED) addition, all Dexterity saving throws are made at disad-
vantage. Careful attention should be paid to normal light
HALLS OF COR_R_VPTiorr sources, as these can easily be extinguished or rendered
The kopru created this section of the dungeon to de- useless if they become wet.
velop corrupted aquatic creatures to further their domi-
nation over the air-breathers. This included areas to sac- KEY TO THE HALLS OF
rifice victims, guard posts, and slave pens, as well as a COR._R._VPTion (llIAP T-S)
unique system to generate seawater for use in the dun-
geon. There are also two hidden chambers.
AREA 9 -THE GREAT PORTAL
These chambers have not been rediscovered by Ocellus
This passage is blocked by rubble from a partial collapse
yet, and thus have been neglected for centuries. But soon
many years ago. It takes 10 man-hours to clear the rub-
the eye of the deep will find them, and command his
ble, revealing a pair of massive metal doors. Continue
minions to reestablish their original purpose, although
with the following read-aloud should the characters put
the aquatic eye tyrant might have a different endgame
forth the effort to clear the passage:
than that of the degenerate kopru.
The 20foot-1JJide passage is blocked by a pair of massive metal
GEIIEAAL FEATV~S doors. Although likefy ancient, the sutface of the metal is unblem-
ished and lacks any kind of co"osion or rust despite the damp,
Scent. This section of the dungeon is damp and foul-
humid air. The sutface of each door is covered with strange runes.
smelling and the interior air is hot and stale.
They appear sealed and locked, but there is no obvious keyhole.

0.RjGiilAL ADVE il'tV~S REiilCARJIATED • ISLE 0F DREAD


These doors are locked and cannot picked or forced AREA 10 - CORRUPTED TEMPLE
open. The doors radiate strong abjuration magic. They When the magic doors at area 9 are opened, the charac-
can be opened with a knock spell, or a dispel magic which ters may enter this temple. Read or paraphrase che fol-
suppresses the magical effect fo r but 10 minutes. A cleric lowing:
could also use Channel Divinity focused on the door, to
open the portal. Finally, if examined for at least 10 min- With great effort, the immense doors are p11shed open, revealing a
utes, a successful DC 15 Intelligence (Investigation) check lit chamber b~ond. The hall increases to 60 feet 1vide and stretches
reveals a passage in Abyssal that is concealed among the for about 80 feet. The ceiling overhead reaches to abo11t 20 feet,
runes. The passage seems to be a random assemblage of but direct!J overhead is 011/y abolll 10 feet high. The floor is fitted
letters, "Rulurpeok'Dlorwhte," but if spoken in Abyssal .flagstones, btlf i11 random shapes and s-izes. To the right is a metal
while standing in front of the doors, a loud mechanical spiral staircase, perhaps leadi11g to a balcol!J or overha11g of sorts.
clicking and whirring sound issues from behind them. At thefar e11d of the room is a plain stone block, perhaps all altar.
Regardless of using magic or stating the phrase in Abys- To each side is a massive stone statue flear!J reachiflg the ceiling.
sal, the doors can now be opened. However, due to their Each statue depicts a h11ma11oid JJJith three .fl11ke-like legs, and a
sheer size, it requires a successful DC 17 Strength (Ath- piscine upper torso 1vith a fish-like head and b11lbous qes. At its
letics) check to push open the unlocked doors. Another joints are 1ncked recurved spikes. A feeling of cold and the ste11ch
character can Help with this skill check. of death Jvraps aroundyo11r bocfy and penetrates)'Oflr 111ind as.yo11
take in the sights of this 1mhob' hall.

01\iGiilAL ADVEntv~s REiilCAR!lA1'ED • ISLE 0 F DREAD


This dreaded chamber was a place of sacrifice to appease the altar (defined as making a sacrifice), or if any crea-
the foul fiends and aberrations summoned by the kopru tures open the secret door to area 14 or the doors to
from the great beyond. Blood sacrifices were performed area 15. D uring its first two turns, each idol uses Bestow
on the altar with the victims' remains being fed to foul, Curse followed by its searing ray. While waiting for that
fiendish creatures in the sunken chamber beyond, to in- attack to recharge, each idol wades into melee using slam
fuse the water with an evil taint. As such, all good-aligned attacks. The living idols fight until destroyed.
creatures that enter this chamber are overcome with a
sense of dread and unspeakable evil. Each must make a AREA 11 - GUARD ROOM
successful DC 13 Wisdom saving throw with failure indi-
DM Note: There are two of these locations, and each is
cating all skill checks and saving throws be performed at
identical.
disadvantage for the next 6 hours as this fear manifests
itself When the characters go down the steps to one of these
chambers, continue:
The altar is a single piece of blackened coral, with its
porous surfaces clogged with dried crimson stains of Doum a short flight of damp, slick stone steps is a simple chamber
blood. The metal staircase is corroded and collapses if that is 20 feet square. The ceiling is 10111, onfy about 8 feet high.
more than 100 pounds of weight are placed on it. Should Along the right-hand 1vall is a sealed iron door.
it collapse with a creature on it, a successful D C 14 Dex- Each of these locations was once a guard room, with
terity saving throw is required to avoid taking 7 (2d6) humanoids stationed to guard the slaves secured in ar-
bludgeoning damage from the wreckage. The staircase eas 12 and 13. Now each chamber is empty save for the
leads to an unadorned balcony that overlooks the altar iron door. Each door is locked and the keys are long lost.
to view the unspeakable acts performed centuries ago by Each door could be opened with magic, or the lock could
degenerate high priests. be picked with a successful DC 15 Dexterity check us-
A secret door is located on the northwest wall on the ing thieves' tools. But even if unlocked, the doors are
upper level of the balcony. The door is cunningly hidden still rusted shut and require a successful D C 17 Strength
and requires a successful DC 18 Wisdom (Perception) (Athletics) check to force open. Another creature can
check to locate. The door is trapped with a rymbol spell Help with this skill check.
that can be detected with a successful DC 15 Intelligence
(Investigation) check if the door is examined before be- AREA 12 - SOUTH SLAVE PEN
ing opened. The rymbol is triggered if the door is opened, If the characters open the door to this slave pen, con-
forcing all within 60 feet of the door to make a successful tinue:
DC 15 Intelligence saving throw or suffer the effects of a
With one final burst of strength, the portalfinal!J gives way to the
special form of insanity for 1 minute. Those affected are
sound of metal grinding on metal, while rust and corrosion flake
filled with visions of the horrors that lie concealed be-
from its hinges. Bryond is a dark hallway, perhaps 40 feet long,
hind this portal (the kopru) and will do everything possi-
butyour feeble light source seems to have dijficl(lty penetrating the
ble to avoid entering the chamber beyond and to prevent
in!g gloom. Along the south wall are bars sunk into the floor and
others from entering.
ceiling, farmingfaur 1Ofoot-square cells. The bars are rusted, and
Sets of stone staircases descend from this hall along the a fine layer of mold covers most of the stotry surfaces.
north and south walls. These lead to slave pens. Another
This slave pen is abandoned. An ancient eldritch effect
staircase, measuring 20 feet wide, is centered behind the
mutes light in this hall, granting at best dim light despite
altar along the east wall. These stone stairs descend into
the true intensity of any light source brought here. The
the water which laps against a pair of double doors.
mold is harmless. The cell doors are all locked, but age,
The statues depict the kopru (see appendix B for a de- rust, and corrosion have rendered them heavily dam-
scription), except two of their piscine tails are fashioned aged. Each cell door can be forced or the bars bent wide
into humanoid legs while the third serves as a true tail. enough for a Small creature to pass through with a suc-
Each is an animated living idol (see appendix B). D ue cessful DC 11 Strength (Athletics) check. The only thing
to their Vigilance trait, these constructs are aware of any in each cell are a few ancient bone fragments.
intruders. They attack if proper respects are not paid at

0R.jGiilAL A.DVEilTV~S REiilCAR!]ATED • ISLE 0F DREAD


AREA 13 - NORTH SLAVE PEN pedestals, save one at the far end of the chamber, is a crystal skull
If the characters open the door to this slave pen, con- Each is oval, the size of a melon, and carvedfrom a single piece of
tinue: crystal in the shape of a cephalopod sk11ll with bulbous '!Ye sockets
011 the sides and a ro1mded mouth embellished with afrill of tenta-
After one last push, the door reluctant!J opens with the sound of cles. Hanging on the north wall is a spear with a black shaft and
metal grinding on metal, while flakes of ntst and corrosion drop a silver barbed head.
from the hinges. A dark hall lies bf!Yond, stretching for perhaps
40 feet, but your dim light cannot fulfy penetrate the blackness. The secret chamber is lit by several continual flame spells
Bars sunk into the floor and ceiling along the north 1vallform four placed on flagstones in the ceiling. This was a holy cham-
10foot-sq11are cells. The bars appear to be msted, and yo11 see ber of the kopru, housing replica skulls carved from sol-
waler covering the floor. id crystal and depicting kopru sovereign that had since
perished. It is believed that these crystal receptacles held
An ancient eldritch effect mutes light in this hall, grant- the very soul of the sovereign, and by maintaining them
ing at best dim light despite the true intensity of the light in this place would grant the kopru the collective knowl-
source brought here. The water is stagnant and from edge of its past leaders. One of the skulls is missing-
seepage over the centuries. The cell doors are all locked, discovered and removed by an adventurer decades ago--
but age, rust, and corrosion have rendered them heavily and is located on the level below (area 12 on level 4).
damaged. Each cell door can be forced or the bars bent
The spear hanging on the wall is a powerful magic weap-
wide enough for a Small creature to pass through with
on called a de!l1on slf.!Jer (see appendix C). The kopru kept
a successful DC 11 Strength (Athletics) check. There is
this weapon here in case it was needed to confront any
nothing in the cells.
unruly demons summoned to do their bidding.
The guard post nearby was manned by a particularly
cruel individual that eventually met his end at the hands
of the slaves he mistreated and tortured. His soul was
not granted eternal rest, and he now haunts this cham-
ber, where he died, as a wraith. But in his death struggle
there was no redemption for five of the slaves, and they
are now specters.
When the characters enter the chamber, the specters ap-
pear, still in their cells, and with outstretched hands beg
to be released. They appear pitiful and malnourished, and
with the dim light effect of the chamber, it requires a
successful DC 15 Wisdom (Perception) check to reveal
their incorporeal nature. If the PCs try to come to their
aid, their pathetic begging visages transform to shrieking,
twisted undead horrors and they pass through the bars to
attack. A round later, the wraith appears at the far end of
the hall and commands his slaves to attack.

AREA 14 - HIDDEN HALL OF SKULLS


This hidden room is located behind the secret door in
area 10. After a short trek down a SO-foot corridor, con-
tinue with the following:
The corridor ends at a roughfy 40foot-square chamber with a
domed ceiling, so!l1e 20 feet overhead. The chamber is bathed in
soft, flickering illumination. The air is drier here and almost stale.
Lining the walls of the chamber an eqt1idistance apart are nine
stone pedestals, each about 5 feet high. Resting on each of these

0RJGiITAL A.DVEil'fV~S REiITCARJIA1'ED • ISLE 0F DREAD


Each skull weighs about 15 pounds, and is cool, almost This huge chamber was an oyster hatchery for the kopru.
clammy, to the touch. Each skull is smoothly carved into It was designed as a habitat suitable to develop oysters
its shape, perhaps by a master craftsman or via magic. A while bathing them in the tainted waters of a demon (see
crystal skull would be worth 5,000 gp to a collector of area 17), to develop pearls that were likewise tainted by
unusual antiquities, but the act of selling one triggers the pure evil. The tainted oysters were then moved to other
effect of a bestow curse spell (save DC 15). locations in the dungeons to grow to immense size (see
If the party spends more than 10 minutes in this cham- area 2 on level 2). The chamber is currently unused, but
ber, or touch one of the skulls, the collective awakens all the trappings-a. source of corrupted briny water
and reaches out to all sentient creatures in the chamber. from area 16, and demonic taint from area 17-are still
The collective is angered that one of its kind has been here, waiting to be harnessed once again by the kopru for
removed from this chamber. Have each character make a their diabolical designs.
DC 15 Charisma saving throw; unless the character un- The water comes from area 16 and has a briny taste
derstands Abyssal, this saving throw is at disadvantage. (slightly saltier than seawater). Four troughs, each 10
Failure results in long-term madness (see the Dungeon feet wide, 60 feet long, and 5 feet deep are set into the
Master's Guide, pp. 258-260) that compels the inflicted stone floor as depicted on the map. Each trough contains
creature to remove one of the skulls and use it to locate about 1 foot of accumulated crushed oyster shell (used
the missing skull. as a substrate to spawn new oysters). If the characters

• Quest: Find and Return the Missing Crystal Skull.


• sift through the crushed oyster shells, they can find 1d4
black pearls (each worth 100 gp) for every 10 minutes
spent searching underwater. A total of 22 such pearls can
A character can use one of the other crystal skulls to
be located.
:find the missing one. This functions like a locate oiject
spell with unlimited range. While on this guest, the af- On the north wall to the left of the portcullis is a lever
flicted character clutches to the skull and will not put concealed under the water. If moved into the up position
it down, even to defend itself. with a successful DC 12 Strength (Athletics) check, the
portcullis raises. Failure on the check results in break-
If the missing skull is returned, the collective returns
ing the rusted lever, requiring the portcullis be manually
to a state of peace and serenity. The character that
lifted with a successful DC 18 Strength (Athletics) check.
suffered the madness is granted a permanent Bless-
ing of Understanding (+2 to its Wisdom score, to a
maximum of 22). AREA 16 - BRINE TANK

• •
The door from area 15 requires a successful D C 17
Strength (Athletics) check to open, since the pressure of
water from the room pushes against it. Once open, the
AREA 15 - TAINTED HACTHERY
steps fill with water to a height of 5 feet, but they con-
The metal doors to this room are rusted shut but not
tinue to climb for another 30 feet before arriving at this
locked. A successful DC 15 Strength (Athletics) check is
chamber. When the characters arrive here, continue:
needed to force them open. Another character can Help
with this check. This chamber is filled with water to a This chamber is 80 feet 1vide and 60feet deep. The ceiling is vaulted
depth of S feet. Nothing on the floor can be observed to a height of at feast 40 feet. The opposite end of the chamber is
until a character enters the room and explores. When dominated f?y a massive metal vat set on stubl?J legs fashioned into
they do, continue: the far wall and extending to 2Pithin 10 feet of the ceiling. A pair
This huge chamber measures 80 feet l?J 100 feet, 2vith a flat ceil-
of metalpipes exit the /01ver part of the va~ travel along the floor
held in place l?J stone supports, and enter the north and south Jvall.s
ing. A pair of 6-inch-diameter meta/ pipes exit the ceiling at the
heading into the direction of the previous chamber.
northeast and southeast corners. A constant trickle of water emits
from each pipe. The room reeks of organic rot intermixed 2vith the This chamber served as the water source for the lower
acrid sting of the briYfY sea. The floor is covered with dark water at levels of the dungeon. Teams of slaves toiled carrying
least afew feet deep. A corroded metalportcullis blocks a corridor earthen jugs of water from the lake and poured them
to the north) while a metal door is centered on the 2vall oppositeyou. into a shaft on the surface of the island, which found

0RJGiilAL A.DVEil'fV~S REiilCARJIATED • ISLE 0F DREA.D


its way into this chamber via a system of pipes. The wa-
ter was then corrupted by a brine elemental into a briny
•0VER._THEiR._HEA DS

seawater for use in the hatchery nearby. The vat indeed
extends into the walls and is a feat of engineering, likely
beyond the capabilities of the primitive cultures that in- T he demon restrained in the pool of corruption is a
habit the isle. Simple deduction by the characters should very difficult encounter (CR 13) for a party of char-
reveal that crafting such a massive vat would require acters, even if they are all 7th level. T he DM needs
great knowledge and expertise in engineering. The vat is to use extreme caution if the characters blunder into
80 feet in diameter and 30 feet high, and at full capacity this encounter and (figuratively and literally) get in
holds about one million gallons of water. Currently it is over their heads with the demon. However, the de-
about 75% full, from centuries of rainfall and seepage. mon is relegated to this chamber (and more specifi-
cally, to the area between the columns), so ranged at-
The brine elemental (see appendix B) still resides in the tacks could be used to the characters' advantage. The
vat, and after centuries of neglect is quite unstable. If it characters could also employ the demon slaJ•erspear (see
detects sentient creatures in the chamber it exits the vat area 14) in the battle. Of course, they can also simply
by bursting one of the pipes and aggressively attacks in flee- without fear of the demon pursuing-to fight
glee. The burst pipe gushes water, which makes the 20- another day.
foot cone in front of it difficult terrain. If reduced to
less than 30 hit points, it re-enters the vat and begins to
swim in a circular pattern, using its whelm action as often
• •
The floor is 20 feet below the passage entrance, and thus
as it can. After 3 rounds of swimming, the water in the the water depth in this chamber is 25 feet. If someone
vat will slosh vigorously, causing significant stress on the enters the chamber they are subject to the Corrupt Water
vat's legs. Each whelm action that follows has a cumula- effect, and can see the following:
tive 15% chance to destroy a leg, causing the vat co shift
enough to empty most of its water into the chamber.
A creature in the chamber when chis happens takes 35
(1 Od6) bludgeoning damage, and is swept into area 15
and stunned until the end of ics next turn. A successful
DC 15 Strength saving throw reduces the damage by half
and nullifies the stunned condition. The brine elemental
continues to attack after disrupting the tank, and fights
to the death.

AREA 17 - POOL OF CORRUPTION


The corridor to this chamber is filled with 5 feet of water
and contains a portcullis that blocks access. On the left-
hand side of the corridor is lever that controls the port-
cullis, but it is broken beyond repair. The portcullis needs
to be lifted with a successful DC 18 Strength (Athletics)
check. Once lifted or otherwise bypassed, continue:
This chamber, too, is submerged 1vith Jvater. Four stone columns
in the center of this rough!J 60-foot-by-100-foot room support the
domed ceiling, JVhich peaks at 40 feet overhead A soft green il/11-
mi11ation emits jro!Jl under the 111ater~ s11iface.

0RjGiil.A.L ADVEil"fVJQ:S REiilC.A.RJl.A.°tED • ISLE 0F DREAD


A female fey creature with flowing white hair and pale skin is the back 1vall set in a shallow niche is a shif!Y flat piece of inff;y
attached to the columns via silver chains, one on each limb. The obsidian 111ith an electrnm frame. Several gray streamlined shapes
splayed fey is forlorn and has 1vebbed hands and feet 1JJith a gos- cruise about the water.
samer dress enshrouding her delicate form. Wordless/y, she beckons
The kopru had little use for material wealth but did ac-
for aid.
cumulate a fair amount for use in dealings with civilized
The fey is a programmed illusion that lasts for 5 minutes. creatures that came to the isle. The pile of coins is a mix-
The illusion conceals a wastrilith (see appendix B), an ture of different metals and mints: 3,455 sp, 2,321 gp,
aquatic demon that can corrupt the water with the taint and 191 pp. Intermixed with the coins are nine pearls of
of evil. Centuries ago, the kopru captured this demon various shades (each worth 100 gp, although one green
and forced it to corrupt the waters of the dungeon and pearl is worth 500 gp). The ingots are copper (110), silver
the hatchery nearby. It is bound by actual silver chains (45), and gold (21). Each ingot is worth 250 coins of its
and can't move outside of the area between the columns. type.
The water of this chamber is corrupted via the wastri-
The inky black piece of obsidian hanging on the wall is a
lith's Corrupt Water trait. The demon uses its telepathy
legendary magical scrying device called an obsidian mirror
to contact the most pious-appearing character, or an ob-
(see appendix C). The mirror also contains trapped liv-
vious leader-type, and begs to be released from this foul ing creatures. It's up to the DM to determine wh.at crea-
pnson. tures- and how many-are trapped in the mirror when
After the characters discover the ruse, or when the illu- discovered. Some might be friendly NPCs that could be
sion wears off, the wastrilith attacks. It uses its Grasping convinced to join the characters at least for the short
Spout to pull a target into range to attack with bite and term. Others could be enemies that need to be defeated.
claws. Due to its binding, its range for both melee attacks
is reduced to 5 feet. Keep in mind that a target underwa- THE F0URTH LEVEL
ter is at disadvantage on the saving throw for this attack,
and as a bonus action each turn the wastrilith uses its THE VAST HOLLOW
Undertow trait. The wastrilith fights to the death.
Below level three is another massive cavern, much larger
If defeated, the silver chains and bindings can be re- than the previous one. In ancient times, this cavern (map
,
moved with a knock spell or some other magic. Each of T-6) was the domain of the kopru, and was called Mycel-
the four chains is worth 500 gp, if sold to an arcane spell- lidar (which roughly translates as "fungal sun" in their
caster. degenerate tongue). The cavern is about four miles north
There is a secret trapdoor in the floor, centered among to south, and although it varies in width, is about three
the columns. It can be located with a successful DC 18 miles east to west at its widest point. There are many
Wisdom (Perception) check. The passage below is com- unique geographical regions in the cavern, such as terrac-
pletely flooded. If the characters desire to proceed with es, hot springs, a fungal forest, a great chasm that bisects
exploring, they need a method to breathe underwater. the cavern, and an underground lake of salty seawater.
The underground lake is of particular importance, as
AREA 18 - SUNKEN VAULT hundreds of kopru are in a torpor-like slumber in the
The door to this vault is trapped with a g/yph of ward- dark waters. Ocellus, an eye of the deep, has recently
ing (cast using a 5th-level slot) that casts a cof!Jure animals used a lava tube from the ocean to discover this lake, the
spell. The glyph can be detected with a successful DC 16 kopru temple on rhe island, and the slumbering aberra-
Intelligence (Investigation) check. When opened it sum- tions. Using a well of maf!Y worlds attuned to the Elemental
mons eight mako sharks (use the reef shark statistics) Plane of Fire, Ocellus (through his ogre and mephit min-
that appear in the chamber and attack. Once the door is ions) is dumping lava into the lake to warm the tempera-
opened, continue: ture, waking up an entire civilization of degenerate aber-
rations that thirst to dominate the surface world. Ocellus
The door opens to reveal a srmken vault about 30 feet square. foolishly believes he can control the kopru due to his
Among the rotting timber of what was once several chests is a mess safeguards against their domination. But this concept is
of coins on the floor. Nearby this pile are stacked metal ingots. On likely sheer folly.

0RjGiilAL ADVEilTV~S REiilCAR!IATED • ISLE 0F DREAD


0RJGiilAL ADVEn'tv~s REiilCARJIA'tED • ISLE 0F DREAD
DM Note: There are two routes to the Vast Hollow be-
Enc0unTERS In THE VA.ST
neath Taboo Island. The first level of the temple has a
passage (area 20) that winds its way down to the hol- H0LL0W
low, leading to a terrace with hot springs in the southwest The Vast Hollow teems with creatures and they often
corner of the cavern. The third level has a side passage move about hunting prey or avoiding predators. For eve-
(area D) that is a more direct route down, exiting in the ry 2 hours the characters explore the Vast Hollow, roll
southeast corner of the cavern. 1d6, with a 1 indicating a random encounter. Roll 2d6
and consult the table below for the encounter. Following
GEITEAAL FEATV~S
the table are brief notes about each encounter.
Environment. The Vast Hollow has drier air and lacks 2D6 Monster #App XP So wee Notes
the organic stench that permeates the upper dungeons. 2 Fire lizard 1 1,100 AppendixB
Although warm near the hot springs, the ambient tem-
3 Gargoyles 2-4 450 MM,p. 140
perature drops as one moves to the north. 1-2
4 Cave bears 450 MM,p. 334 As
Ceilings. Unless otherwise noted, the ceiling height in polar
bear
the Vast Hollow averages about 250 feet. It is lower in
5-6 Cave lions 1-2 450 AppendixB
the southern portion of the cavern due to the terraces;
7-8 Giant ants 4-16 Varies AppendixB See de-
in this area it is about 175 feet high. The ceiling is damp
scrip-
and typically covered with dripping stalactites and other tion
formations. 9 Giant bats 2-8 so MM,p.323
Illumination. The entire Vast Hollow is cast in dim red- 10 Ogres 2-4 450 l\fM, p. 237
dish illumination, generated by the strange biolumines- 11 Degenerate 3-6 25 MM,p. 350 As
cent fungal mass that is attached to the ceiling (area 11). humans tribal
warrior
Residents refer to this fungal mass as the "sun," or by the
12 Earth tremor NA NA NA See de-
proper name Mycellia. Once on the opposite side of the
scrip-
chasm, the brighter hellish glow from the temple (area tion
14) can also be discerned.
An Alien World. D ue to the strange reddish glow of the CAVE BEARS
"sun," and the mud flats, hot springs, and massive fungal Several cave bears (use polar bear stats, but with dark.vi-
trees, the Vast Hollow is a strange, alien landscape. The sion out to a range of 60 feet) reside in the Vast Hollow,
DM should embellish the descriptions of this odd place in small unmarked caves along the walls. Primary prey
to keep the players on their toes. Many (mostly blind) for the cave bears includes deep rothe, lizards, and, oc-
insects and some animals-bats and rodents, typically- casionally, degenerate humans. If properly skinned and
have adapted to life in the Vast Hollow and are usually tanned-requiring a successful DC 15 Wisdom (Surviv-
present. al) check-a cave bear hide is worth 2d6 x 100 gp.

CAVE LIONS
A few prides of cave lions (see appendix B) reside in
the Vast Hollow. They almost exclusively hunt the deep
rothe, and thus typically are encountered north of the
great chasm. A cave lion pelt is worth 250 gp if properly
cut and tanned, requiring proper tools and a successful
DC 12 Wisdom (Survival) check.

01\iGiil.A.L ADVEil1'V~S REiilC.A..RJI.A.1'ED • ISLE 0F DREAD


DEGENERATE HUMANS GARGOYLES
This is a hunting party from the clan that resides in the This flight of gargoyles hail from their ledge lair in area
caves at area 8. The degenerate humans (tribal warriors) 3. \Vhen roaming away from their lair, each carries a siza-
begin the encounter indifferent, but if the characters are ble rock that can be dropped on targets below, albeit with
not quick to interact, they become hostile and attack. In somewhat poor accuracy (+2 to hit, 2d6 + 2 bludgeoning
addition to spears, each is armed with a crude shortbow damage). They could also grapple with a target instead of
(+2 to hit, range 80/320 ft., ld6 piercing damage) and 25 a typical claw attack. If successful, a gargoyle can engage
crude arrows. They flee if more than two of their band in a contest of Strength checks to lift a Small or Medium
is defeated. They can be tracked back to their cave with a target off the ground. The target is carried aloft to an
successful DC 12 Wisdom (Survival) check, or they can elevation of 10 co 30 feet, before being dropped for an
welcome the characters back to their caves if swayed to appropriate amount of falling damage. If half of these
friendly. If encountered south of the chasm, they use a creatures are defeated, the others flee back to area 3.
marked route through the worm tubes (area 5) to traverse
the great chasm. GIANT ANTS
Several giant ant colonies maintain warrens in the Vast
EARTH TREMOR Hollow. Although they are more common near the fun-
The recent link to the Elemental Plane of Fire has trig- gal forest (area 4), they can be encountered anywhere.
gered seismic activity in the region, which results in the This foraging group consists of 3d4 giant ants and 1d4
occasional earth tremor. The tremor varies in severity giant soldier ants (see appendix B for both).
and lasts for 11 to 30 (1d20 + 10) seconds. Roll 1d6 and
consult the following table for effects: GIANT BATS
D6 Effect In addition to mundane bats, the Vast Hollow hosts sev-
1-3 Minor Shock No effect on the characters or eral active colonies of giant bats. This flight is out hunt-
the ground. ing and attacks without hesitation.
4-5 Major Shock: The characters are knocked
prone unless they make a DC 10 Dexterity sav- OGRES
ing thro\v. If climbing an object (such as a cliff) This band of ogres is on an errand for Ocellus. They are
a character must make a successful DC 13 Dex- either heading to the surface or returning to the island
terity saving throw or fall and take the appropri- (area 14). There is a 50% they are carrying an unlocked
ate damage. chest holding 550 gp.
6 Severe Shock: Rocks fall from the ceiling, and
small cracks appear in the ground. The charac- VAST H0LL0W EllC0UllTER
ters are knocked prone and each must make a AREAS
DC 13 Dexterity saving throw; failure results in
talcing 7 (2d6) bludgeoning damage from falling
rocks. If climbing an object (such as a cliff) a
1. HOT SPRINGS
character must make a successful DC 16 Dex- This terrace is pockmarked with hot springs, bubbling
terity saving throw or fall and take the appropri- mud pots, and occasional steam geysers. For every 10
ate damage. minutes a character is on this terrace, he needs to make
a successful D C 14 Dexterity saving throw or suffer 5
FIRE LIZARD (1d10) fire damage from getting too close or blundering
into one of these hazards.
The fire lizard (see appendix B) that lairs in the hot
springs (area 1) occasionally wanders the cavern in search This terrace is the territory of a fire lizard (see appendix
of prey to vary its diet. If reduced to 20 or fewer hit B). For every half hour the characters explore here, there
points, it flees back to its cave. is a 30% chance of encountering the massive lizard. As it
approaches, it unleashes its fire belch, and then closes for
melee. It fights to the death.

0R.iGiilAL ADVEn'tv~s REiIICARJIA1°ED • ISLE 0F DREAD


A successful DC 15 Wisdom (Survival) check reveals a ing water into the great chasm. The forest is composed
small cave used by the fire lizard to rest. Inside the cave of a dizzying array of toadstools, shelf fungi, and capped
are the following valuables: mushrooms, many reaching heights of 10 feet or more.
• A pile of coins containing 2,345 cp, 1,112 sp, and 888 For every 30 minutes the characters spend in the forest,
gp there is a 2 in 6 chance they have an encounter. Roll on
the table below:
• A melted conglomeration of gold and silver coins
(worth 225 gp, but weighs 25 pounds) DS E ncounter
1-2 1d4 + 2 myconid sprouts (starting attitude:
• Several gems including four banded agates (50 gp
indifferent)
each), two pieces of amber (100 gp each), and a dia-
3 1d2 gas spores
mond (worth 1,000 gp)
4-5 1d4 shriekers (which attract another encoun-
• A periapt of health ter)
• A folding boat 6 1d3 violet fungi
7 2d4 giant ants and 1 giant soldier ant (see
2. TERRACES appendix B for both)
In the southern part of the Vast Hollow are several nat- 8 1 yellow mold (see Dungeon Master's Guide,
ural terraces. There are hundreds of stalagmites here, p. 105)
and some even form small copse-like petrified "forests." There is a circle of myconids that lives in the fungal for-
These stalagmites can be used as cover from predators. est, in a few low caves along the west wall. They tend fun-
E ach terrace is about 25 to 35 feet lower than the previ- gal plots, gather spores, and generally care for the delicate
ous one. These can be navigated with a successful D C ecosystem of the forest. The settlement contains the fol-
13 Strength (Athletics) check although it takes about 10 lowing myconids:
minutes to complete. Failure by more than 5 indicates a
fall and 7 (2d6) bludgeoning damage.
Encounters here are likely to be with the fire lizard (from
area 1), the gargoyles (area 3), and even some scattered
herds of 4d4 deep rothe (see appendix B).

3. GARGOYLE ROOST
This location is a shelf about 60 feet above the cavern
floor. There is no trail to the shelf, but the wall can be
scaled with successful DC 16 Strength (Athletics) checks.
A pack of eight gargoyles roost on this ledge. They are
aware of Ocellus and are considering pledging their ser-
vices to him and his dark plan.
The ledge is about 100 feet long and 40 feet at its wid-
est point. It is littered with broken bones, bits of debris,
and the following incidental treasure: 111 gp, 23 pp, three
pieces of obsidian (each worth 100 gp), a red spinel
(worth 500 gp), a +1 shield, and a potion of swimming (see
appendix C).

4. FUNGAL FOREST
This area contains a soft layer of moist soil, deposited
here from runoff by a nearby waterfall and river. The
river winds its way from the west wall, eventually deposit-

@RiGinAL ADVE n'tv~s REiilCARJIA1'ED • ISLE 0 F DREA D


• 24 myconid sprouts 206 E n counter
• 4 myconid adults 2 1 purple worm
3-4 1 juvenile purple worm (see appendix B)
• 1 myconid sovereign named Acitimycetes
5-8 1d3 purple wormlings (see appendix B)
If the myconids are encountered, they likely seek to par- 9-10 1 green slime (see Dungeon Master's Guide
ley with the adventurers. Being peaceful, the myconids p. 105)
prefer to be left to their own devices and their simple 11 Cave-in (20 ft. area; DC 14 D exterity save or
lifestyle of melding and tending the forest. Recently, a 10 (3d6] bludgeoning damage)
nearby nest of giant ants have aggressively disrupted the 1 purple worm
12
delicate balance of the fungal forest. Unless the nest is
destroyed the myconids feel they will not be able to repair
the damage done to the fungal forest. The characters are
6. ROPE BRIDGE
granted an audience with the sovereign, where he pleads Ocellus recently ordered his ogre nuruons to build a
his case. If the PCs agree to help, they are invited to meld rope bridge to span the great chasm, to facilitate move-
with the community. Eight hours later, they know the ment between the island and the upper surface levels of
location of the giant ant nest (to be developed by the the dungeon. Since wood is scarce in the underground ,
DM). If the party succeeds in destroying the nest, the bones have been used instead of wooden planks. The
myconids are indebted to them. The myconids' reward bridge is about 600 feet long from end to end, secured by
should be determined by the DM to suit the campaign, thick ropes tied to metal poles sunk into the cavern floor.
but here are some suggestions: Walking across the bridge at normal speed is easy, yet
slightly unnerving. The ropes can be severed by slashing
• Knowledge of a hidden route (depicted on map T-6)
that leads to the other side of the chasm; this route
was once used by kopru minions, but now exits in the
cave of a tribe of degenerate humans (area 8)
• A + 1 longSJJJord hidden with the fungus-dad skeletal
remains of an adventurer
• Three potions of 1JJater breathing

5. PURPLE WORM TUBES


At this location near the great chasm are numerous
10-foot-diameter tubes carved into the stone floor of the
cavern. These were created by purple worms, and even-
tually meander their way below and to the other side of
the great chasm. It requires a DC 18 Wisdom (Survival)
check to find the route to the other side. A successful
check results in a 30-minute journey. For every 1 point
the check is missed by, the trek's duration increases by 10
minutes. A critical failure results in getting lost for l hour
and needing to make another check. A critical success
results in finding a route that takes only 15 minutes (and
no encounters).
For every 30 minutes in the worm tubes, the characters
have an encounter. Roll 2d6 to determine what threat the
characters encounter:

0RjGiilAL ADVE OfVIQ:S REiil C ARJIA'fED • ISLE 0F DREAD


damage (AC 11, 10 hit points), and severing two ropes ru, but now they worship Mycellia, the "sun" that bathes
will collapse the bridge completely. A creature can hold the Vast Hollow in dim reddish light. A primitive people,
onto the partially-collapsed bridge with a successful DC their legends hold that if Mycellia is snuffed out, so, too,
13 Strength (Athletics) check. will be the tribe.
Ocellus has stationed three ogres at the northern end of The tribe consists of 34 adults (tribal warriors), plus an-
the bridge to prevent unauthorized access to that part of other noncombatant 14 elderly and young. The women
the cavern. These brutes are armed with greataxes (2d12 and men of the tribe fight alongside each other and share
+ 4 slashing damage) in addition to carrying four javelins the hazardous duty of hunting for food. Their disposi-
each. The ogres hang back and throw their javelins but tion is hostile at first, but a show of strength or flashy
move onto the bridge if need be. If that does not dis- magic is enough to cow them into an indifferent state,
suade the characters, one of the ogres does not hesitate and possibly set the stage to sway them to friendly. Note
to use his greataxe to collapse the bridge. that they do not speak Common, so communication
Combat on the unstable bridge can be hazardous. Each might be a challenge.
time a creature takes damage while on the bridge, it needs If swayed to friendly they welcome characters to their
to succeed on a Dexterity saving throw (the DC equals 5 cave to share a simple meal of lizard stew and fungus.
+ the damage incurred) or be knocked off the bridge. A The PCs get a chance to see the numerous cave paintings
target knocked off can attempt a DC 17 Dexterity saving that depict the ancient domination of their people by the
throw to grab onto the bridge, otherwise, he falls into the kopru. The tribe can give the party any information the
chasm and suffers 35 (1Od6) bludgeoning damage. D.M feels they need, should they still lack an understand-
ing of the aberrations. The tribal leader can warn the
7. GREAT CHASM characters about an ancient evil stirring at the lake, that
The great chasm stretches from wall to wall and provides threatens to shine brighter than Mycellia-but he is not
a natural barrier to the northern part of the Vast Hollow. convinced the evil is the kopru. Recently the tribe's "prin-
At any given location, the chasm stretches for 500 to 700 cess," a comely warrior maiden named Dia, was captured
feet. Typically, it is 100 feet deep, but this depth can vary by ogres, and likely transported to the island shrine.
by up to 20 feet. Climbing up or down the walls of the These degenerate humans also revere the "rock man," a
chasm requires a successful DC 14 Strength (Athletics) mineral-encrusted emaciated humanoid in the fetal posi-
check. tion found decades ago on one of the upper levels and
There are several ways to cross the chasm. These include transported here as a curiosity. The "rock man" is main-
the rope bridge guarded by ogres (area 6), the purple tained in its own chamber, decorated with offerings of
worm tubes (area 5), or the secret passage (between areas fungus. It is believed that he is the founding father of
4 and 8). Of course, the characters could use magic to fly this tribe, but this is not true. Under the mineral shell are
across the bridge, or just climb down one side and then the preserved bleached bones of an ancient adventurer,
back up the other. If climbing, this likely disturbs several an elf named Shea that met his demise on the third level
giant bats that roost in the chasm. Each route that the centuries ago. He is stilled wrapped in a cloak of elvenleind,
PCs climb in the chasm has a 60% chance to disturb 1d4 wears a ring of protection on a bony finger, and carries a
+ 2 giant bats, which attack. /11ck blade (that has no charges remaining).
Development. If the myconids (see area 4) agree to
8. DEGENERATE HUMANS show the characters the secret route to traverse the
In a large cave on the northern side of the Vast Hollow chasm, it exits into the cave of the "rock man" through
is a tribe of degenerate humans. These primitive humans a secret door unknown to the degenerate humans. If this
where once more common in the Vast Hollow, but now route is used by the party, the tribe is hostile and all social
this is the last of their kind. They subsist on the plenti- interaction skill checks are made at disadvantage.
ful deep rothe, and supplement their diet with gathered
fungi and additional meat from lizards and giant insects.
Centuries ago, these humans were the thralls of the kop-

0R.iGiIIAL ADVEilfUR._ES REiIICAIQ1AfED • ISLE 0F DREAD


9. NORTHERN CAVERN several of the potions, and tracks down the characters
orth of the great chasm is a relatively flat section of the while still in the Vast Hollow (perhaps at area 14) to exact
her revenge with no quarter.
cavern. The floor is covered with a fine coating of molds
and lichens, nourished from the dampness and the pale Her hoard is substantial but only contains white, silver,
illumination from Mycellia, above (see area 11). Herds of or platinum objects:
deep rothe (see appendix B), often in groups of 1d10 +
• 27, S68 sp
10, are plentiful in this area.
• 4SS pp
10. EVEN FUTHER DOWN • 11 pieces of pure white coral (each worth SO gp)
There is a passage along the northwestern wall that leads • 34 gems (all chalcedony, each worth SO gp)
deeper into the bowels of the earth. If the DM wishes
• Si.x white pearls (each \\'Orth 100 gp); one is a pearl of
tO expand the adventure, the caverns at the end of this
power
passage would be ideal.
• A massive diamond (worth S,000 gp)
11. MYCELLIA • A silver box (empty, but worth 200 gp)
At this location, on the ceiling (a full 220 feet above the
• A platinum-framed mirror (worth 4SO gp)
cavern floor) is a massive fungal colony about 1,200 feet
in diameter. This colony is called Mycellia by the dwellers • A silvered dagger with a silver scabbard set with dia-
of the Vast H ollow, and "her" biolurninescent radiance monds (worth 675 gp for the set)
acts as the sun in this alien landscape and "she" has per- • A platinum necklace set with white pearls (worth
sisted for centuries. As long as this fungal colony lives, 4,600 gp)
a dim illumination is cast throughout the Vast H ollow.
• A mithral chain shirt
The great colony was originally cultivated by the kopru,
and each year it expands by a few feet in either direction, • Boots of elvenkind (with silver laces; worth 25 gp each)
leaching off nutrients that seep through the ground. Al- • A silver scroll tube set with onyx (worth 200 gp) that
though the colony could be destroyed (and undoubtedly holds two spell scroll.r. logs to lizards and wall of 1vater (see
the kopru have that secret), such a task would be difficult appendix C for both)
and time-consuming.
• A crystal skull of a kopru (see area 14 on the second
level for more details)
12. DRAGON'S LAIR
This location is a cave situated about 120 feet off the Hidden in a recess in the east wall lS feet above the floor,
floor of the cavern. There is no path to this cave; ei- located with a successful DC 22 Wisdom (Perception)
ther magic or climbing is required to gain access, and the check, is a metal box that contains six crystal vials (each
long climb requires several DC 18 Strength (Athletics) worth 40 gp). Each vial holds a potion of St1pren1e healing.
checks. If this mundane method is used, the arduous as- Development. The likeliest way the characters can find
cent alerts the occupant in the cave, who then has plenty this location is if they use one of the crystal skulls (see
of time to shake off the throes of her slumber ... area 14 on level 2) to lead them to the missing crystal skull
The cavern is a single chamber, perhaps 2SO feet in diam- in Duskulai's hoard. Transporting the treasure down the
eter. Sleeping on a pile of treasure is Duskulai, young cliff face could be an adventure in and of itself
black shadow dragon (see appendix D). Unless awak-
ened, she is in a deep slumber. If the characters catch her 13. LAKE OF THE KOPRU
still asleep, it takes her 6 rounds to become fully aware Although fed by at least one stream from above, this lake
of her surroundings. During this time, all her attack rolls is primarily fed from the ocean via several lava tubes.
and skill checks are at disadvantage. If reduced to less Therefore, the water is briny, almost as salty as the ocean.
than 30 hit points, she attempts to parley with the char- The lake is about 1 mile by 1.S miles in size. The water is
acters, offering a few items of her hoard (but not the cold, and although shallow near the edges, it drops to an
potions) for a peaceful accord. If this works, she quaffs

0pjGiITAL A.DVEil'fV~S REiITCAIQIATED • ISLE 0F DREAD


average depth of 50 to 60 feet in most locations. A single 14. ISLAND TEMPLE OF THE KOPRU
island (area 14) breaks the surface and can be seen due
Secluded on an island in the underground lake is an an-
to the illumination coming from the top of the temple
cient step pyramid temple once dedicated to the kopru.
located on the island.
Now it is the lair of Ocellus, a power-hungry eye of the
Floating throughout the lake are hundreds of kopru, in a deep (aquatic beholder) bent on waking the slumbering
strange hibernation-like torpor. Each kopru is encased in kopru nation and unleashing them on the isle, and even-
a slimy protective cocoon that moves about at the whim tually spreading to the mainland. Ocellus is restricted to
of the lake's currents. The cocoons are buoyant, and oc- the lower level of the temple but his many minions carry
casionally one bobs to the surface. In order to wake the out his detailed instructions with unwavering loyalty.
kopru, the water temperature must be increased-but
The island is about a mile &om shore but can be clearly
gradually, otherwise the kopru dies. Occasionally a co-
observed as the lava that spews forth from the well of
coon washes ashore but a scavenger usually consumes
many worlds atop the pyramid flares brightly in the Vast
the helpless kopru soon after.
Hollow. The characters need to swim (the water is calm;
Recently, a giant octopus has entered the lake from one the Strength [Athletics] check DC is 10), craft a raft, or
of the lava tubes. It was attracted to the warmer tempera- use magic ro make the water crossing. Lashing together
tures and the abundant food source (the kopru) . After several large mushroom stalks (from the fungal forest) is
eating a few, it finds them distasteful and now it seeks an good enough to fashion a makeshift raft that fl.oats.
alternate food source, but it can't seem to find its way out The pyramid is 240 feet square and 180 feet tall. It is
and back to the ocean. The giant octopus stays near the divided into nine steps, each 20 feet high. A set of stone
bottom but will investigate any splashing on the surface stairs on the southern side lead to the top of the struc-
(swimming) or a boat crossing, as the surface normally ture.
remains placid.
KEY TO THE ISLAilD TEMPLE
OF THE KOPR_V (JlIAP T-7)
K1. The "beach" surrounding the island is more akin to
a mud flat. Moving through the morass is difficult ter-
rain, although a rough trail of stepping stones can be
discovered with a successful DC 14 Wisdom (Percep-
tion) check. If a creature stays on the stepping stones,
unhindered movement is possible.
Centuries ago, when the temple was occupied by the
kopru, numerous guardians protected the island. Today,
only four mud golems (see appendix B) remain. These
constructs confront creatures attempting to reach the
stairs of the pyramid. The mud golems close with targets
and seek to use their Envelop action to snuff the life out
of intruders.
K2. The top of the pyramid is 100 feet on a side, but
partially covered by cloud of steam (that lightly obscures
objects). Two 40-foot-tall statues flank the stairs at the
top, depicting kopru with humanoid legs (and only one
tail fluke), with arms outstretched to the cavern ceiling
above. A 10-foot-high platform encircles a 40-foot-
square opening to the lower reaches of the temple. On
the north side of this platform, lava seems to weep out
of the stone like a wound, slowly tumbling down the in-

01\jGiilAL ADVEilfURJSS REiilCAlQlATED • ISLE 0F DREAD


terior side of the temple, into the water below, belching ure indicates touching the lava and suffering 16 (3d10)
forth the steam. The whole structure mimics a miniature fire damage.
volcano that's about to erupt! There are three doors on this landing: one to the west
The pyramid top is guarded by five ogres loyal to Ocel- (that leads to area K4), one to the south (that leads to
lus. They are under instructions to prevent any creatures area KS), and one to the east (that leads to area K6). Each
from disrupting the flow of lava into the water below. of these stone doors leads into the interior of the temple
The ogres are willing to use an Attack action to shove (not depicted on the map, and left up to the DM to flesh
creatures over the side. The 200-foot fall only inflicts out fully). The stone steps end at a platform, some 20
half the typical damage-35 (1 Od6) bludgeoning dam- feet above the water's surface (area K7).
age, due to the watery landing-but on its next turn the K4. This set of six interior rooms, located to the west,
fallen creature has to potentially deal with drowning. served as quarters for the under priests. The rooms are
Chained to one of the statues is Dia, a "princess" of the now inhabited by the ogres loyal to Ocellus. Three more
degenerate humans (female tribal warrior, AC 10) that ogres rest here, ready to relieve the guards in area K2 or
live in area 8. She was captured by the ogres while snoop- run errands for their aquatic master. The ogres have ac-
ing around the lake shore, and Ocellus commanded she cumulated a good deal of treasure hidden in the various
be sacrificed to the fire gods. The chains can be burst chambers. This includes 1,779 gp, 24 pp, an assortment
with a successful DC 20 Strength (Athletics) check, or of animal pelts (three are valuable-worth 50 gp, 250
their locks can be picked with a successful DC 17 Dex- gp, and 800 gp, respectively) not needed due to the heat
terity check using thieves' tools. One of the ogres (de- provided by the lava, a collection of six jade statuettes of
termine randomly) has the key hidden in the folds of kopru (each worth 400 gp), and an ivory box lined with
its loincloth, which requires a successful DC 12 Wisdom mother of pearl (worth 675 gp) holding two vials of oil
(Perception) check to locate. of sharpness.
The source of the lava is actually a 1nll of many worlds K5. This set of nine interior rooms, located to the south,
that is attuned to the Elemental Plane of Fire. At the served as the high priest's chambers. Recently, a gang of
start of every turn where a creature is within 10 feet of steam mephits that have come through the well of ma'!)'
it, the creature suffers 3 (1d6) fire damage due to the worlds have claimed these halls as their own. In addition
heat radiating off the lava. A successful DC 17 Intelli- to the six located in the shaft, four more steam mephits
gence (Arcana) check can reveal the source of the lava is dwell here. They engage in hit-and-run tactics, but ulti-
a magical device. The 1pelf of many 1J1orlds can be closed by mately are not interested in dying for Ocellus. If possi-
spending an action to fold the 6-foot-diameter magical ble, they flee back into the well of many worlds. Hidden in
cloth, but doing so requires corning into contact with the one of the rooms under a pile of rocks, located with a
lava which causes 38 (7d10) fire damage. successful DC 15 Wisdom (Perception) check, are seven
matching rubies (each worth 500 gp) .
K3. A 10-foot-wide stone staircase winds its way around
the interior shaft that leads below. The stone steps are K6. This is the lowest level in the temple, a set of 12 in-
slick with condensation from the persistent steam. Mov- terior rooms, located to the east. These halls once served
ing at half speed is safe, but faster movement or combat as storerooms, slave pens, and barracks. Today, a crazed
on the steps requires a successful DC 14 Dexterity saving fire elemental roams these rooms, scorching the walls
throw. Failure indicates falling prone, and failure by 10 or with Ignan graffiti, and generally trashing the place. The
more indicates a creature falls over the side and takes the elemental passed through the well of many worlds but be-
appropriate falling damage. came disorientated and fell into the water. Although not
an ally of Ocellus, the fire elemental nevertheless fights
A gang of six steam mephits hang out in this area,
to the death.
bathing in the constant steam. They attack any creatures
heading down the stairs. K7. The lower reaches of the temple house a pool of
heated water; it is noticeably warmer than the lake. The
The lava oozes over a portion of these steps. This lava
pool is attached to the lake via several flooded lava tubes.
stream needs to be crossed with a successful DC 15
The water is about 50 feet deep here.
Strength (Athletics) or Dexterity (Acrobatics) check. Fail-

01\jGiilAL ADVE n"tv~s REinCAR!IA'tED • ISLE 0F DREAD


This is where Ocellus, an eye of the deep (see appendix month to finish the wal<ing process. If this occurs, the
B), makes his lair and directs his air-breathing minions to DM needs to step back and determine the direction his
do his bidding. By heating the water of the lake via the campaign takes from here.
lava from the 2vell of many 1vorlds, Ocellus plans to arouse
Ocellus has recently located a much larger (about double
all the kopru from their torpor. Relying on his magical
the size) kopru specimen and moved it to this pool to
ring of fey ancestry (see appendix C; worn on one of his
accelerate the waking process. The cocoon is tethered to
eyestalks), he believes he is immune to the kopru's domi-
the bottom with a stout kelp frond, out of the direct heat
nation abilities. He expects the degenerate aberrations to
of the lava stream. This is actually a kopru sovereign
be thankful for their release, and willingly follow his de-
(see appendix B), and under the current conditions it will
sire for conquest. Should the characters not disrupt the
fully wake from its torpor in about 12 hours ...
eye of the deep's nefarious plan, in about six months, the
lava heats the entire lake to a temperature warm enough HERE ENDS THE EXPLORATION OF (AND BE-
to begin waking the kopru. It then takes another full LOW) THE ISLE OF DREAD!

MAP T-7
ISLAND TEMPLE
OF THE KOPRU

0zjGiilAL ADVEn1'v~s REincA~IlA1'ED • ISLE 0F DREAD


APPENDIX A

Further Adven tures on the Isle of Dread

f
ince this adventure gives a great deal of detail on dinosaurs and carry all or pares of their bodies back to
the Isle of Dread, the Dungeon Master may desire the mainland. It is likely that the rare essences and parts
to use the locations and descriptions found herein of these beasts would bring a good price from wizards
after the main adventure has been played. To aid the DM or collectors of the unusual. Another angle would be
in this, some suggestions for further adventures on the that a rich patron hires the characters to recover the rare
isle are listed below. Each is accompanied by a short de- essences or parts from a specific dinosaur, monster, or
scription of how the adventure might be handled. It is plant that has been documented to occur on the isle.
up to the DM to determine the appropriate reward for 4. Exterminate the Pirates. To provide secure trade
completing any of these further adventures. ·with the mainland, it is first necessary to eliminate the
pirate activity in the region. The adventurers could be
<ilUESTS given the use of a ship by mainland merchants for the
1. Destroy the Zombie Master. This is a short adven- adventure. The pirate lair described on the main island
ture suitable for use before the characters venture inland (area 7, chapter 5) would be the starting point, but if the
for the first rime. The village of Tanaroa (area 1, chap- DM feels this pirate band is not a suitable challenge to
ter 5) has recently been plagued with attacks by undead the characters, the pirates could be increased in level or
creatures. The villagers are frightened and the matriarch number, or given stronger defenses. They could even be
seems to be losing the authority necessary to maintain allied with a larger, more organized cartel of pirates, per-
order. If questioned, the people only speak in frightened haps one described in appendix D, as several additional
terms of the Zombie Master. At night, zombies and pirate bands ply the waters near the isle.
ghouls will prowl the trails near the village, killing lone 5. Bring 'Em Back Alive. A tough challenge for higher-
travelers. level characters would be to capture some creature alive
As seen on the map, each section of the village surrounds and transport it back to the mainland. At the request of
a graveyard. These graveyards are infested with tunnels a wizard or king the characters could be hired to attempt
and unwholesome creatures, at the center of which is to capture one of the giant monsters and bring it back
the Zombie Master. Typically, a Zombie Master is a re- to the mainland. The reward for this deed would be siz-
spected member of the community, but something (or able, enough to make the effort worthwhile plus includ-
someone) must have corrupted this Zombie Master for ing most, if not all, of the spedalized equipment needed
them to unleash undead minions on the village. The DM for the task. A monster suitable or challenging for this
would have to prepare for this adventure by drawing and adventure could be a pteranodon, a tyrannosaurus rex, a
populating the tunnels under the graveyard and develop- stegosaurus, or perhaps even a gargantuan ape. Such an
ing the motivations of the Zombie Master. expedition would require careful planning: how to cap-
ture the monster, how to keep it quiet, how to move it
2. Map the Island. Information is always valuable. Af- overland, and how to transport it across the ocean. It
ter having opened up new territory, a merchant prince would not be unusual for the princes or princesses of
or curious mapmaker might wish for more information Glantri to want a live monster from the Isle of Dread.
about the island. The party could be hired to conduct a
careful survey of the island, mapping the terrain and not- 6. Sunken Treasure. The characters could find a treas-
ing important features. This would be a dangerous and ure map which gives a description of a shipwreck near
time-consuming task. the Isle of Dread. Alternatively, the characters could be
hired by a wealthy treasure hunter for a percentage of
3. The Dinosaur Hunt. A powerful and well-equipped the haul. The information in the description should be
party might find it quite worthwhile to try to kill several enough for the characters to recognize the island (refer-

0R.iGinAL ADVEilTU~S REinCARJIATED • ISLE 0F DREAD


them to search the plateau (perhaps leading to other ad-
ventures on or below Taboo Island), but not make it too
easy. And perhaps the patron is not as benign as he seems,
having an ulterior motive of betraying the characters.
8. Find the Rakasta Shrine. The rakasta (see area 9,
chapter 5) have recently arrived at the Isle of Dread,
seeking a hidden shrine created by their ancient race.
They believe that the shrine holds a powerful object (or
a "leader" somehow) that is desperately needed by their
people for a conflict in a distant land. The rakasta have
plenty of material wealth and could be willing to hire the
characters to find the shrine, or to help them find the
shrine. It may be that another race-perhaps the one on
the other side of that distant conflict-needs t0 find the
shrine first. The shrine is detailed as area 39 in chapter 6.
9. Find the E lemental Gates and Seal One. If the DM
wishes to have the Isle of Dread appear on his campaign
world for a limited duration, perhaps the characters need
to race against time to locate one of the Elemental Gates
(see below), and then determine how to seal it, disrupt-
ing the planar shift. This could require finding one of the
legendary items of Elemental Power (see appendix C),
which could be an adventure all to itself!
10. End the Kopru Uprising. The adventure is suitable
for higher-level characters. This assumes that Ocellus
(see The Fourth Level in chapter 9) was successful in re-
viving many of the slumbering kopru in the Vast Hollow.
encing the great wall, or the dinosaurs), the general lo- Flush with powerful minions, Ocellus commands the
cation where the ship might be found (for example, on kopru to begin domination of the native tribes on the
the southwestern side, between the smoking mountains isle and the surrounding waters; this includes the vari-
and the reef), and a description of the ship and its cargo. ous other races (the phanaton and the rakasta) and even
The sunken ship should, of course, be inhabited by a the pirate bands. Eventually, this domination will reach
sea monster. Ensuring the cargo is bulky adds another towards the mainland. This grand story arc can incor-
logistical challenge the characters need to overcome, as it porate several of the other hooks presented here, such
first needs to be raised from the bottom, and then trans- as #1 (the Zombie Master is under the control of the
ported to the mainland. And maybe the characters are kopru), #7 (The Pale Co1111tess has important information
not the only ones with information on the location of about the kopru), and/or #8 (the rakasta conflict in their
the shipwreck and the wonderous bounty it still holds ... homeland involves the kopru).
7. Find the Wreck of The Pale Countess. This is
similar to #6 above, but the characters are hired by a
THE ELEMEilTA L GATES
specific patron seeking to determine the fate of The Pale If the DM wishes to have the Isle of Dread be part of
Countess, one of his sailing galleys. Perhaps the patron is the Elemental Plane of Water, and capable of shifting
seeking an important object on the ship, needs to know between worlds, she might want to consider having four
the fate of a passenger, or is just a treasure seeker. The Elemental Gates stabilizing this "pocket plane." At the
challenge of this adventure is the location of the wreck; DM's discretion, the environment and the way magic
it is on the Central Plateau (area 9, chapter 7). The DM functions on the isle could be further influenced by the
needs to provide enough clues to the characters to get Plane of Water. This could include certain spells with

0RjGiDAL ADVEII°fV~S REiIICARJIAfED • ISLE 0F DREAD


enhanced effects (or muted effects-for example, spells
based on magical fire) or environmental effects. The
amount of time the isle exists on this world should be
determined by the DM to fit the campaign. But, by de-
stroying one (or more) of these gates the characters can
anchor the Isle of Dread to their milieu.
Although the gates are portals to the Plane of Water,
each is based on a different element. The gates are de-
picted on map D -1 as A (Water), B (Air), C (Earth), and
D (Fire), and each is briefly described below. Being a
portal to the Plane of Water, the area around each gate
is unstable with elemental energy fluctuations, and often
hosts elemental creatures that are attracted to the portal,
or that have recently arrived from beyond it...
There are methods to destroy the gates, as determined
by the D M, again to fit the needs of her particular cam-
paign, and/ or the stories she wants to tell. One recom-
mended method to destroy (or at least deactivate) a gate
is to toss in a powerful magic item imbued with powerful
elemental magic opposite the elemental composition of
the gate. The DM can design an entire campaign around
recovering one (or more) of these items of power, and
then finding the gate to destroy. See the table below for a
quick reference on which legendary elemental magic item
can destroy which gate, and a recommended location on
(or near) the Isle of Dread.
Primary
Legendary Source of Gate De-
Item Location Magic stroyed If approached within 100 feet, a ship is gradually pulled
Ebo11 Pearl Area 41 Wacer Fire (D) into the whirlpool. Escaping the pull of the whirlpool
Ring of Caeli Area 26 Air Earth (C) requires a DC 12 Wisdom (Survival) check, to navigate
Gem of Acuity Area 40 Eatth Air (B) to safety. Each round, however, the ship is drawn 20 feet
Undulating Area 44 Fire Water (A) closer to the vortex, and the D C for this check increases
Blade by 3. In addition, with each failed check, the ship suf-
fers a cumulative 7 (2d6) bludgeoning damage to its hull
A-THE WATERGATE from the unnatural strain. For example, if a ship's pilot
fails three Wisdom (Survival) checks, on the turn of the
This gate is a massive maelstrom in the ocean about 78
third failed check the ship takes 21 (6d6) bludgeoning
miles to the southwest of the Isle of Dread. The sluggish
damage. If a ship is pulled into the center of the vortex,
whirlpool is about 200 feet across and occurs in water at
escape is impossible and it takes 35 (10d6) bludgeoning
a depth of about 450 feet. The gate is a fissure on the
per round as it is crushed by the water and drawn down
sea floor, with water entering the portal and creating the
into the fissure.
whirlpool. The maelstrom is easy to notice once within
250 feet, requiring a D C 13 Wisdom (Perception) check, To complicate matters, a sea hydra (see appendix B) fre-
but someone at an elevation (such as flying or even in a quently hunts the area near the vortex. It has learned that
ship's crow's nest) gets advantage on the check. attacking a ship as it's being pulled into the whirlpool is a
sound strategy, since the crew will be too busy to retaliate

0R.iGill.A.L ADVEll1'V~S REinC.A.RJIA'tED • ISLE 0F DREAD


while struggling to avoid being destroyed. The sea hydra C - THE EARTH GATE
picks off straggling crew members attempting to flee a This eroded island is located about 48 miles to the north-
doomed ship. east of the Isle of Dread. The rolling hills on the island
are covered with fertile volcanic soil and are teeming with
B - THE AIR GATE a large variety of exotic flowering plants and small fern-
T his gate is actually located on the most western tip of like trees. A large, turbid, sluggish river meanders its way
the Isle of Dread, atop a 4,000-foot mountain that over- along the rolling hills, before tumbling into the ocean
looks the ocean. A winding path meanders for several over a majestic cliff often crowded with seabirds. A pair
miles through the mountainous passes before depositing of griffons maintain a nest near the waterfall, feasting on
the travelers on a windswept overlook peering down to the abundant prey. The source of the river is at the bot-
sheer cliffs and the ocean below. The top of the overlook tom of a massive sinkhole.
is a flat area about 75 feet in diameter. At the center is a The sinkhole is located on the northern reach of the is-
stone slab, black with green mineral striations, measuring land. About 125 feet across, it plunges straight down for
10 feet long by 4 feet wide and 4 feet high. It appears to over 400 feet into a clear pool of water. The source of
be an altar, and four of its sides are covered with elemen- the water is the Elemental Plane of Water issuing forth
tal runes, which can be deciphered with a successful DC from a fissure at the bottom of the pool, which is about
18 Intelligence (Arcana) check. This reveals the symbols 40 feet deep. The water defies gravity by "flowing" up
for the elements of air and water. Each specific symbol one of the sinkhole walls before being deposited in a
appears on two opposite sides of the altar. frothy miasma over the lip of the sinkhole, and then col-
The winds at the overlook are extreme. A Medium or lecting before making its way to the river.
smaller creature on the overlook must make a D C 15 Getting down the sinkhole is a challenge for those with-
Dexterity saving throw each turn. If successful, it takes out flight. If the characters lack magical flight, they might
only 3 (1d6) bludgeoning damage from the buffeting be able to convince (or charm, via magic) the griffons to
wind; on a failure it suffers 3 (1 d6) bludgeoning damage give them a lift, in exchange for some tasty meat or shiny
and is pushed 10 feet and knocked prone. About 100 feet objects (worth at least 500 gp). There is no trail, as the
above the altar is the source of the swirling elemental circular sinkhole appears to have been carved out of the
wind: a 20-foot-wide fissure in the air, surrounded by siz- rock. Indeed, it has been, by an immense purple worm
zling energy. If this fissure is approached within 20 feet, several decades ago. There are numerous handholds,
a successful D C 15 Strength (Athletics) check is required vines and shrubs which could be used to facilitate a de-
to move at half speed. Another D C 20 Strength (Athlet- '
scent. It requires five successful DC 17 Strength (Athlet-
ics) check is needed to enter the gate or force something ics) checks to scale the wall to the water's surface. Each
through the gate. In addition to the damage from the failure results in 10 (3d6) bludgeoning damage from a
wind, a creature suffers 9 (2d8) lightning damage at the short fall or mishap, and a critical failure results in a tum-
start of each turn it begins within 20 feet of the fissure. ble into the water.
Three air elementals have recently exited the gate and The water is somewhat turbid, and it requires a success-
are frolicking in the swirling hurricane-force winds. Due ful DC 20 Strength (Athletics) check to swim or keep
to their aerial appearance, they can only be detected one's head above the surface. Two consecutive checks are
with a successful D C 16 Wisdom (Perception) check. required to get close enough to the underwater fissure to
Although not aggressive or malicious, these elementals enter the gate or place an object in the portal. Recently,
enjoy "playing" with creatures that arrive at the overlook. a mottled worm (see appendix B) squeezed through the
T his playing involves an elemental picking up creatures gate from the Plane of Water. Somewhat disorientated
in its whirlwind and expelling them, preferably over the by its journey, it has explored the whole pool, and is get-
cliff (and unless saved via magic, to their death). After all, ting ready to tunnel its way to the surface to find suitable
the elementals assume the targets can Ay and will return prey. It gladly attacks creatures entering the pool but flees
to continue to play. If attacked directly or it appears the via tunneling if reduced to 40 or fewer hit points.
creatures are attempting to destroy the gate, the elemen-
tals turn aggressive and attack.

0R,jGiIIAL A DVEII'fV~S REiIICARJIATED • ISLE 0F DREAD


D - THE FIRE GATE this journey needs to make three D C 17 D exterity saving
T his gate is located on a tiny, newly formed volcanic is- throws. Each failure results in 9 (2d8) slashing damage.
land located about 18 miles to the southeast of a cluster Inside the crater is a bubbling lake, nearly boiling, and
of islands south of the Isle of Dread. Its location is be- releasing noxious gases and fumes. When the characters
trayed by belching white smoke that envelops much of arrive at the water's edge, each needs to make a DC 18
the island. Approaching the island is treacherous due to Constitution saving throw or gain the poisoned condi-
the jagged, recently-formed rocks just under the surface tion. The effect wears off following 1 hour away from
of the water, concealed by steam and billm.ving smoke. the crater's contaminated air. Fully immersing oneself
Three successful DC 16 Wisdom (Survival) checks are in the hot water causes 3 (1d6) fue damage per round,
required to safely land a ship in a small cove. Each failed unless the target is resistant or immune to fire damage.
check causes 13 (2d10 + 2) bludgeoning damage to the The lake is about 100 feet deep, and the lake bottom is
ship's hull. riddled with fissures spewing forth elemental water that
dissipates to steam and noxious gases as soon as it mixes
The island is barely 5 miles in diameter and appears as a
with the lava and magma extruded from the island.
blasted land of smoldering, glass-like black rock. Com-
pletely devoid of any vegetation, bubbling pools of lava Inside the lake are four salamanders taking a leisurely
are scattered throughout the landscape. Several lava ooz- swim, immune to the effects of the boiling water. Fasci-
es (see appendix B) are concealed among the real lava nated by the feel of the superheated water, the salaman-
pools and ambush any investigating creatures. ders are almost in a drug-induced torpor. But eventually
they come around, and aggressively defend their newly
The center of the island is a jagged volcano crater that
discovered swimming hole. One wields a + 1 spear stud-
has since filled with seawater. The uphill route to the
ded with rubies along its shaft (worth an additional 1,800
edge of the crater and the lake beyond is &aught with
gp).
jagged, glass-like rocky terrain. Each character making

0zjGiilAL ADVEilTU~S REiilCARrIA"tED • ISLE 0F DREAD


APPENDIX B

New Monsters
ADULT SEA DRAGON LEGENDARY ACTIONS
Huge beast, neutral evil
The dragon can take 3 legendary actions, choosing
AC: 17 (natural armor) from the options below. Only one legendary action can
Hit Points: 126 (12dl2 + 48) be used at a time and only at the end of another crea-
Speed: 20 ft., swim 60 ft. ture's tum. The dragon regains spent legendary actions
at the start of its turn.
STR DEX CON INT WIS CHA Detect: The dragon makes a Wisdom (Perception)
22 (+6) 11 (+O) 19 (+4) 12(+1) 10 (+O) 13(+ 1)
check.
Saving Throws: Dex +4, Con +8, Wis +4, Cha +5 Tail Attack: The dragon makes a tail attack.
Skills: Perception +8, Stealth +4 Constrict (Costs 2 Actions): The dragon causes 28
Damage Immunities: fire (8d6) bludgeoning damage to an object (such as a ship)
Senses: blindsight 60 ft., darkvision 120 ft., passive that it is wrapped around.
Perception 18 This 30-foot-long serpentine form has iridescent blue-
Languages: Aquan, Draconic green scales. Powerfulflukes propel the draconic crea-
Challenge: 9 (5,000 XP) ture through the briny water. Its head sports a pair of
frilly purple-pink sail-like fins, with another spine-lad-
Siege Monster: The dragon deals double damage to en fin along its back. Its tooth-filled maw drips acidic
objects and structures. poison and its large oval eyes are black and cold as
Water Breathing: The dragon can breathe only under- the sea.
water.

ACTIONS

Multiattack: The dragon makes three attacks: one


with its bite and two with its claws.
Bite: Melee Weapon Attack. + 10 to hit, reach 15 ft. ,
one target. Hit: 15 (2d8 + 6) piercing damage.
Claw: Me/ee Weapon Attack: + 10 to hit, reach 5 ft. ,
one target. Hit: 9 ( ld6 + 6) slashing damage.
Tail: Melee Weapon Attack: + I 0 to hit, reach 15 ft.,
one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Poison Glob (Recharge 5-6): The dragon spits a
10-foot-diameter glob of acidic poison at a point within
60 feet of it. Each target in the glob's area must make a
DC 16 Dexterity saving throw, taking 24 (7d6) poison
damage plus 24 (7d6) acid damage on a failed save, or
half as much damage on a successful one. On a failed
save the target gains the poisoned condition for 1 hour.

0RjGillAL ADVEil'fV~S REiDCARJIA'fED • ISLE 0F DREAD


AJhBER G0LEill Magic Resistance: The golem has advantage on sav-
ing throws against spells and other magical effects.
Large construct, unaligned
Magic Weapons: The golem's weapon attacks are
AC: 15 (natural armor) magical.
Hit Points: 104 ( l ld IO+ 44) Pounce: If the golem moves at least 20 feet straight
Speed: 30 ft., cl imb 10 ft. toward a creature and then hits it with a claw attack
on the same turn, the target must succeed at DC 14
STR DEX CON INT WIS CHA Strength saving throw or be knocked prone. If the tar-
l 8 (+4) 11 (+O) 19 (+4) 6 (-2) 12(+1) 6 (-2)
get is prone, the golem can make one bite attack against
Saving Throws: Con +7, Wis +4 it as a bonus action.
Skills: Perception +4, Survival +4
ACTIONS
Damage Immunities: acid, poison, psychic; bludg-
eoning, piercing, and slashing damage from nonmagi- Multiattack: The golem makes three attacks: one with
cal attacks not made with adamantine weapons its bite and two with its claws.
Condition Immunities: charmed, exhaustion, fright- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one
ened, paralyzed, petrified, poisoned target. Hit: 15 (2d10 + 4) piercing damage.
Senses: darkvision 60 ft., truesight 60 ft., passive Per- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one
ception 14 target. Hit: 11 (2d6 + 4) slashing damage.
Languages: understands Common but can't speak This 9-foot-long statue is composed ofpolished amber
and is shaped like a powerfulfeline but with crude edg-
Challenge: 5 ( 1,800 XP)
es. Its eyes flash as green pinpoints of light, as it drops
Expert Tracker: While tracking, the golem has advan- from its perch with surprising grace and agility.
tage on all Wisdom (Survival) checks.

0R,jGiilAL ADVEil'fVRJSS REiilCAR!IA'fED • ISLE 0F DREAD


ANCIENT GIANT SQUID ARANEA
Huge beast, unaligned Large monstrosity, chaotic evil

AC: 13 (natural armor) AC: 14 (natural armor)


Hit Points: 110 (13d12 + 26) Hit Points: 37 (5dl 0 + I0)
Speed: I 0 ft., swim 60 ft. Speed: 30 ft., climb 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 14 (+2) 2 (-4) 12(+1) 5 (-3) 13 (+ 1) 16 (+3) 14 (+2) 14 (+2) 10 (+O) 5 (-3)
Skills: Perception+3, Stealth +4 Saving Throws: Dex +5, Int +4
Senses: darkvision 60 ft., passive Perception 11 Skills: Arcana +4, Stealth +5
Languages: - Senses: darkvision 60 ft. , passive Perception 10
Challenge: 4 (1,100 XP) Languages: Aranea, Goblin
Siege Monster : The squid deals double damage to ob- ChaUenge: 2 (450 XP)
jects and structures. Spellcasting: The aranea is a 3rd-level spellcaster. Its
Water Breathing: The squid can breathe only under- spellcasting ability is Jntell igence (speJl save DC 12,
water. +4 to hit with spell attacks). The aranea bas the follow-
ing wizard spells prepared:
ACTIONS
• Cantrips (at will): fire bolt, minor illusion, poison
M ultiattack: The squid makes five attacks: one with spray
its bite and four with its tentacles. • 1st level (4 slots): detect magic, silent image, sleep
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one • 2nd level (2 slots): hold person, mirror image
target. Hit: 18 (4d6 + 4) piercing damage. Spider Climb: The aranea can climb difficult surfaces,
Tentacle: Melee Weapon Attack: +6 to hit, reach 15 including upside down on ceilings, without needing to
ft. , one target. Hit: 7 (ld6 + 4) bludgeoning damage. If make an ability check.
the target is a creature, it is grappled (escape DC 14). Web Sense: While in contact with a web, the aranea
Unti l the grapple ends, the target is restrained and takes knows the exact location of any other creature in con-
7 (ld6 + 4) bludgeoning damage on the squid's turn. tact with the same web.
That tentacle can't be used to attack. The squid has I 0
Web Walker : The aranea ignores movement restric-
tentacles.
tions caused by webbing.
I nk Cloud (Recharges after a Short or Long Rest):
The squid can expel a 30-foot-diameter ink cloud un- ACTIONS
derwater. The area is considered heavily obscured for
1 minute unJess dispersed due to significant currents or
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (ld8 + 3) piercing damage, and the target
increased water movement. After releasing the ink, the
must make a DC 12 Constitution saving throw, taking
squid can use a bonus action to take the Dash action.
10 (3d6) poison damage on a failed save, or half as
This 30joot-long pale white invertebrate has purple-
much damage on a successful one. If the poison dam-
red splotches. It has 10 tentacles, two longer than the
age reduces the target to 0 hit points, the target is stable
rest, armed with yellowed barbs. It has large black
but poisoned for 1 hour, even after regaining his hit
emotionless eyes.
points, and is paralyzed while poisoned i_n this way.
Web (Recharge 5-6): Ranged Weapon Attack: +5 to
hit, range 30/60 ft. , one Large or smaller creature. Hit:
The creature is restrained by webbing. As an action, the
restrained creature can make a DC 12 Strength check,

0Rj G iilA L A DVEilfV~S RE iilCARJI A'tED • ISLE 0F DREAD


escaping from the webbing on a success. The effect grapple ends, the target is restrained, and it takes 14
ends if the webbing is destroyed. The webbing has AC (4d6) bludgeoning damage at the start of each of its
I 0, 5 hit points, vulnerability to fire damage, and im- turns. The vine can constrict only one target at a time.
munity to bludgeoning, poison, and psychic damage. Fling Target: The vine can use a bonus action to fling
This arachnid creature is the size of a pony and has a one grappled target. A flung target travels up to 30 feet,
greenish-brown, coarse, hairy body. Its abdomen has taking 3 (ld6) bludgeoning damage per 10 feet.
a bulbous protrusion and its front two appendages end A bright green vine, as thick as a mans arm, bristles
in humanoid-like hands complete with digits for fine with sentience as it stretches toward you!
manipulation. Viscid poison drips from its black man-
dibles. BAMBOO GOLEM
Medium construct, unaligned

AC: 13 (natural armor)


Hit Points: 32 (5d8 + I 0)
Speed: 15 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-2) 10(+0) 6(-2)

Skills: Perception +2
Damage Immunities: acid, poison, psychic; bludg-
eoning, piercing, and slashing damage from nonmagi-
cal attacks not made with adamantine weapons
Condition Immunities: charmed, exhaustion, fright-
AWAKENED VINE ened, paralyzed, petrified, poisoned
Large plant, unaligned
Senses: darkvision 60 ft., passive Perception 12
AC: 12 (natural armor) Languages: understands Common but can't speak
Hit Points: 45 (6dl 0 + 12) Challenge: 2 (450 XP)
Speed: 5 ft., climb 5 ft.
Ammunition: The golem has can hold up to 6 poi-
STR DEX CON INT WIS CHA soned darts before it needs to be manually reloaded by
I 5 (+2) 10 (+O) 15 (+2) 1 (-5) 10(+0) 1(-5) another creature, which takes 1 minute. When encoun-
Damage Resistances: cold, fire tered, the golem can be assumed to have its full com-
plement of darts, or the OM can roll l d6 to determine
Condition Immunities: blinded, deafened, exhaus-
the number of darts remaining. At the DM 's option, the
tion, prone
type of poison can be altered.
Senses: blindsight 30 ft., passive Perception J0
Magic Resistance: The golem has advantage on sav-
Languages: - ing throws against spells and other magical effects.
Challenge: I (200 XP)
ACTIONS
False Appearance: While the vine remains motion-
less, it is indistinguishable from a normal vine. Multiattack: The golem makes two attacks: one with
its spear and one with its blowgun or two with its spear.
ACTIONS Spear: Melee Weapon Attack: +4 to hit, reach 5 ft., one
Constrict: Melee Weapon Attack: +5 to hit, reach 20 target. Hit: 5 (ld6 + 2) piercing damage.
ft., one creature. Hit: 9 (2d6 + 2) bludgeoning damage Blowgun: Ranged Weapon Attack: +4 to hit, range
and the target is grappled (escape DC 12). Until the 25/100 ft., one target. Hit: 3 piercing damage, and the

0RiGiilAL A.DVEnfv~s REiilCAR.._IlA'f'ED • ISLE 0F DREAD


target must succeed on a DC 12 Constitution saving BRINE ELEMENTAL
throw or become poisoned for 1 hour. While poisoned, Large elemental, neutral
the target is unconscious. The target wakes up if it
AC: 14 (natural armor)
takes further damage, or if another creature uses an ac-
tion to shake it awake. Hit Points: 133 (14d10 + 56)
A 5-foot-tall humanoid-shaped creature composed of Speed: 30 ft. , swim 30 ft.
bamboo stakes stiffly approaches. Its head is a lumpy STR DEX CON INT WIS CHA
gourd with carved eyes glowing pale green. One arm 20 (+5) 14 (+2) 18 (+4) 5 (-3) 10 (+O) 8 (-1)
is blackened and sharpened to a point, while the other
is hollow. As it closes, a red-fletched dart shoots out of
Damage Resistances acid; bludgeoning, piercing, and
slashing from nonmagical attacks
its hollow appendage.
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, para-
lyzed, petrified, poisoned, prone, restrained, uncon-
scious
Senses: darkvision 60 ft., passive Perception 10
Languages: Aquan
Challenge: 6 (2,300 XP)
Briny Corruption: The elemental can corrupt fresh
water into salt water. After spending 10 minutes swim-
ming in a 20-foot cube of fresh water, the water turns
briny, with a salinity similar to ocean water. A na-
tive freshwater creature in the briny water is unable
to breathe the salty water and suffers 10 (3d6) poison
damage at the start of its tum.
Freeze: If the elemental takes cold damage, it
partially freezes; its speed is reduced by 20 feet
until the end of its next tum.
Water Form: The elemental can enter a hostile crea-
ture's space and stop there. It can move through a space
as narrow as 1 inch wide without squeezing.

ACTIONS

Multiattack: The elemental makes two slam attacks.


Slam: Melee Weapon Attack. +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4
(ld8) acid damage.
Whelm (Recharge 4-6): Each creature in the elemen-
tal 's space must make a DC 16 Strength saving throw.
On a failure, a target takes 14 (2d8 + 5) bludgeoning
damage. If it is Large or smaller, it is also grappled
(escape DC 15). Until the grapple ends, the target is
restrained and unable to breathe unless it can breathe
water (but see Briny Corruption, above). If the saving

0RjGillAL ADVEllTU~S REillCARJIATED • ISLE 0F DREA.D


throw is successful, the target is pushed out of the el- CAVE LION
emental 's space. Large beast, unaligned
The elemental can grapple one Large or up to two Me- AC: 14 (natural armor)
dium or smaller creatures at one time. At the start of Hit Points: 37 (5dl0 + 10)
each of the elemental 's turns, each target grappled by
Speed: 40 ft.
it takes 14 (2d8 + 5) bludgeoning damage plus 4 ( 1d8)
acid damage. A creature within 5 feet of the elemental STR DEX CON INT WIS CHA
can pull a creature or object out of it by taking an ac- 18 (+4) 17 (+3) 15 (+2) 3 (-4) 12 (+ 1) 8 (-1)
tion to make a DC 15 Strength check and succeeding. Skills: Perception +3, Stealth +7
This 10-foot-tall cresting wave of turbid water has Senses: darkvision 60 ft., passive Perception 13
vague eyes and limb-like appendages. Languages: -
Challenge: I (200 XP)
BRONTOSAURUS
Gargantuan beast, unaligned Keen Smell: The lion has advantage on Wisdom (Per-
AC: 15 (natural armor) ception) checks that rely on smell.
Hit Points: 121 (9d20 + 27) Pack Tactics: The lion has advantage on an attack
against a creature if at least one of the lion's allies is
Speed: 30 ft.
within 5 feet of the creature and the ally isn't incapaci-
STR DEX CON INT WIS CHA tated.
21 (+5) 9 (-1) l 7 (+3) 2 (-4) 10 (+O) 7 (-2) Pounce: If the lion moves at least 20 feet straight to-
Saving Throws: Con +6 ward a creature and then hits with a claw attack on
the same tum, that target must succeed on a DC 13
Senses: passive Perception 10
Strength saving throw or be knocked prone. If the tar-
Languages: -
get is prone, the lion can make one bite attack against
Challenge: 5 (1,800 XP) it as a bonus action.
ACTIONS Running Leap: With a 10-foot running start, the lion
can jump up to 25 feet.
Stomp: Melee Weapon Attack: +8 to hit, reach 20 ft.,
one target. Hit: 27 (5d8 + 5) bludgeoning damage, and ACTIONS
the target must succeed on a DC 14 Strength saving
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one
throw or be knocked prone.
target. Hit: 9 (ldlO + 4) piercing damage.
Tail: Melee Weapon Attack +8 to hit, reach 20 ft., one
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 32 (6d8 + 5) bludgeoning damage.
target. Hit: 7 (1 d6 + 4) slashing damage.
This long-necked quadrupedal dinosaur has a massive
This muscular feline is nearly 9 feet long, with coarse,
body nearly 70 feet long. It has thick legs and a long
dusky-gray fur. A shaggy mane covers its neck and a
whip-like tail.
prominent spike is on its lower jaw.

0RXGiilAL ADVEil1'V~S REiilCARJIATED • ISLE 0F DREAD


CERATOSAURUS C hallenge: 5 ( 1,800 XP)
Large beast, unaligned
False Appearance: While the golem remains motion-
AC: 14 (natural armor) less, it is indistinguishable from a normal outcropping
Hit Po in ts: 60 (8d l 0 + 16) of coral.
Speed: 40 ft., swim 20 ft. Immutable Form: The golern is immune to any spell
or effect that would alter its form.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 2 (-4) 10 (+O) 5 (-3) Magic Resistance: The golern bas advantage on sav-
ing throws against spells and other magical effects.
Senses: passive Perception I0
Regeneration: The golern regains 5 hit points at dawn
Languages: - each day if it has at least 1 hit point.
C hallenge: 3 (700 XP)
ACTIONS
ACTIONS
Multiattack: The golern makes two slam attacks.
Multiattack: The ceratosaurus makes two attacks: one Slam: Melee Weapon Attack: + 7 to hit, reach 5 ft., one
with its claws and one with its bite or its horn. target. Hit: 9 (Id 10 + 4) bludgeoning damage plus 9
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one ( l dlO + 4) slashing damage.
target. Hit: 15 (2d l0 + 4) piercing damage. A 9-foot-tall, roughly humanoid creature is composed
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one of living coral, with whites, reds, and oranges all rep-
target. Hit: 7 (ld6 + 4) slashing damage. resented. Its coral head is shaped like the innards of a
Horn: Melee Weapon Attack. +6 to hit, reach 5 ft., one brain, and two glowing eyes illuminate hollow eye-like
target. Hit: 13 (2d8 + 4) bludgeoning damage, and the sockets. It has two blocky legs and two stout, club-like
target must succeed on a DC 14 Strength saving throw arms.
or be knocked prone.
This 20-foot-long dinosaur has powerful rear legs and
reduced front limbs ending in sharp claws. It has a
green hide with brown striations, and its head sports a
prominent, yet blunt, horn centered on its snout.

CORALGOLEM
Large construct, unaligned

AC: 15 (natural armor)


Hit Points: 95 (lOdlO + 40)
Speed: 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+O) 18 (+4) 6 (-2) 10 (+O) 6 (-2)
Damage Immunities: acid, poison, psychic; bludg-
eoning, piercing, and slashing damage from nonmagi-
cal attacks not made with adamantine weapons
Condition Immunities: charmed, exhaustion, fright-
ened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands Common but can't speak

0R.tcinAL A.DVEn'tv~ s REinCARJIA'tED • ISLE 0F DREAD


DEEP ROTHE drab green hide and random splotches ofblack or dark
Medium beast, unaligned brown. It has a prominent dorsal spine sail on its back,
stretching several feet high.
AC: IO
Hit Points: 13 (2d8 + 4) DOLPHIN
Speed: 30 ft. Medium beast, unaligned

STR DEX CON INT WIS CHA AC: 12 (natura l armor)


18 (+4) 10 (+O) 14 (+2) 2 (-4) 10 (+O) 4 (-3) Hit Points: 11 (2d8 + 2)
Senses: darkvision 60 ft., passive Perception 10 Speed: 0 ft., swim 60 ft.
Languages: - STR DEX CON INT WIS CHA
Challenge: 114 (50 XP) 14(+2) 13 (+1) 13(+1) 6(-2) 12(+ 1) 7(-2)

Charge: If the deep rothe moves at least 20 feet straight Skills: Perception + 3
toward a target and then hits with a gore attack on the Senses: blindsight 60 ft., passive Perception 13
same turn, the target takes an extra 7 (2d6) piercing Languages: -
damage. Challenge: 118 (25 XP)
Innate Spellcasting: The deep rothe's spellcasting
abi lity is Charisma. It can innately cast dancing lights Charge: If the dolphin moves at least 30 feet straight
at wi ll, requiring no components. toward a target and then hits it with a slam attack on the
same tum, the target takes an extra 3 (I d6) bludgeon-
ACTIONS ing damage.
Hold Breath: The dolphin can hold its breath for 20
Gore: Melee Weapon Attack: +6 to hi t, reach 5 ft., one
minutes.
target. Hit: 7 ( 1d6 + 4) piercing damage.
This bulky beast has shaggy fur, colored brown to gray. ACTIONS
Its squarish head sports a pair ofcurled horns. Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 ( 1d6 + 2) bludgeoning damage.
DIMETRO DON
This marine mammal is about 5 to 6 feet long and has a
Medium beast, unaligned
fusiform blue-gray hide and a bottlenose snout.
AC: 12 (natural armor)
Hit Points: 19 (3d8 + 6)
Speed: 30 ft., swim 20 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+O) 15 (+2) 2 (-4) I 0 (+O) 5 (-3)

Skills: Perception +2
Senses: passive Perception 12
Languages: -
Challenge: 1/4 (50 XP)

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 9 (2d6 + 2) piercing damage.
This crocodile-like reptile is about I 0 feet long with a

0RjGiDAL ADVEntv~s REiilCARJIA tED • ISLE 0F DREAD


DROWNED ONE (SEA ZOMBIE)
Medium undead, neutral evil

AC: 9
Hit Points: 32 (5d8 + 10)
Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 8 (-1) 14 (+2) 3 (-4) 6 (-2) 4 (-3)
Saving Throws: Con +4, Wis +O
Damage Resistances: fire
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: -
Challenge: 1/2 ( 100 XP)

Putrescence: When the drowned one is dam-


aged with a slashing or piercing weapon, it re-
leases a wave of putrid stench. All creatures
in a 10-foot radius must make a DC 12
Constitution saving throw or become poi-
soned. While poisoned in this way, the crea-
ture must spend its action retching and reel-
ing, unless it doesn't need to breathe air. This
effect last for 10 minutes, although an affected
creature can attempt another saving throw at the
end of each of its turns, removing the poisoned
condition on itself with a successful save.
Undead Nature: The drowned one doesn't re-
quire air, food, drink, or sleep.

ACTIONS

Slam: Melee Weapon Attack. +5 to hit, reach 5 ft., one


target. Hit: 7 (ld8 + 3) bludgeoning damage.
Club: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (ld4 + 3) bludgeoning damage.
Bloated humanoids shamble through the crashing surf,
covered with barnacles and trailing bits ofrotting sea-
weed and kelp. Each carries a club and drags a chain
in the other hand as it toils onto the beach.

0RjGinAL ADVEllTV~S REinCARJIATED • ISLE 0F DREAD


EYE OF THE DEEP the deep can grapple two creatures at a time.
Medium aberration, neutral evil Stunning Eye Beam (Recharge 5-6): The eye of the
AC: 17 (natural armor) deep emits a beam of blinding light from its large cen-
tral eye in a 30-foot cone. Each creature in the area
Hit Points: 90 (12d8 + 36)
of effect must make a DC 12 Dexterity saving throw
Speed: 0 ft., swim 30 ft. or become blinded for l d4 turns and stunned for 1d4
STR DEX CON INT WIS CHA turns.
12(+1) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+ l) Hold Person Eye Beam (Recharge 6): The eye of the
deep emits a beam of light from one of its smaller eyes,
Saving Throws: Int +6, Wis +5, Cha +4
targeting up to two humanoid creatures in a 15-foot
Skills: Perception +5 cone. Each target must make a DC 14 Wisdom saving
Condition Immunities: prone throw or become paralyzed for 1 minute. At the end of
Senses: darkvision 120 ft., passive Perception 15 each of the target's turns it can attempt another saving
Languages: Deep Speech, Undercommon throw to end the effect on itself.
Challenge: 6 (2,300 XP) Hold Monster Eye Beam (Recharge 6): The eye of
the deep emits a beam of light from one of its smaller
Water Breathing: The eye of the deep can breathe eyes, targeting up to two creatures (any type) in a 15-
only water. foot cone. Each target must make a DC 14 Wisdom
saving throw or become paralyzed for 1 minute. At the
ACTIONS
end of each of the target's turns it can attempt another
Multiattack: The eye of the deep makes three attacks: saving throw to end the effect on itself.
one with its bite and two with its claws. lliusory Eyes (Recharge 5-6): The eye of the deep
Bite: Melee Weapon Attack. +4 to hit, reach 5 ft., one uses both small eyes to cast major image (save DC 14).
target. Hit: 6 ( Id l 0 + 1) piercing damage. This globular creature has a chitinous body, with a
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one large central eye and a pair of smaller eyes on eye-
target. Hit: 8 (2d6 + l) slashing damage, and if the tar- stalks waving in the current. Under its central eye, the
get is Medium or smaller, it is grappled (escape DC creature sports a massive tooth-filled maw, and a pair
11 ). A grappled creature is restrained, and if subjected ofsegmented arms end in crab-Like pincers. A mangy,
to a bite attack, that attack is at advantage. An eye of seaweed-like beard covers its disgusting underside.

0R.iGiilAL ADVEilTV~S REiilCARPATED • ISLE 0F DREAD


FIRE LIZARD GARGANTUAN APE
Huge beast. unaligned Gargantuan beast, unaligned

AC: 15 (natural armor) AC: 15 (natural toughness)


Hit Points: 104 (lldl2 + 33) Hit Points: 341 (22d20 + 110)
Speed: 30 ft. Speed: 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+O) 16 (+3) 4 (-3) JO (+O) 5 (-3) 27 (+8) 12 (+1) 21 (+5) 8 (-1) 12 (+1) 7 (-2)
Damage Immunities: fire Skills: Athletics + 12, Perception +5
Senses: darkvision 120 ft., passive Perception 10 Senses: passive Perception 15
Languages: - Languages: -
Challenge: 4 ( 1, 100 XP) Challenge: 11 (7 ,200 XP)

ACTIONS Natural Toughness: The ape's natural toughness and


sheer bulk grant a +4 bonus to its armor class.
Multiattack: The lizard makes two attacks: one with
Siege Monster: The ape deals double damage to ob-
its bite and one with its claws.
jects and structures.
Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) piercing damage plus 4 ( 1d8) ACTIONS
fire damage.
Multiattack: The ape makes three attacks: one with its
Claws: Melee Weapon Attack: +6 to hit, reach 10 ft.,
bi te and two slams.
one target. Hit: 11 (2d6 + 4) slashing damage.
Bite: Melee Weapon Attack:+ 12 to hit, reach 5 ft., one
Fire Belch (Recharge 5-6): The lizard belches fi re in
target. Hit: 21 (2dl2 + 8) piercing damage.
a 30-foot cone. Each target in the area must make a DC
13 Dexterity saving throw, taking 22 (5d8) fire damage Slam: Melee Weapon Attack: +12 to hit, reach JO ft.,
one target. Hit: 15 (2d6 + 8) bludgeoning damage. If
on a failed save, or half as much damage on a success-
ful one. On a failed save, the target catches fire and the same target is bit by both slam attacks on the same
takes an additional 4 (ld8) fire damage on each of its turn, it is grappled (escape DC 18). If the target does
next three turns unless it spends an action snuffing out not escape by the end of the turn, the ape can toss the
the flames. target l d6 x 10 feet as a bonus action. The target suffers
3 (I d6) bludgeoning damage for each I 0 feet tossed
This J51oot-long lizard is dark gray with mottled red
and ends its turn prone.
splotches on its back and a reddish belly. Its blunt head
sports a toothy maw emitting a thin wisp ofsmoke. Rock: Ranged Weapon Attack:+ 12 to hit, range 60/ 120
ft., one target. Hit: 36 (8d6 + 8) bludgeoning damage.
With a pounding of its fists on its mighty chest, this
401oot-tall apes roar shakes the very ground you
stride on. It has thick black fur with a frosted white
back and powerful elongated arms. It towers over most
trees and assumes an aggressive stance.

0RjGiilAL A.DVEn'tv~s REinCARJIA'f'ED • ISLE 0F DREAD


GARGANTUA N CRAB GARGANTUA N POISONOUS SNAKE
Gargantuan beast, unaligned Gargantuan beast, unaligned

AC: 18 (natural armor and natural toughness) AC: 16 (natural toughness)


Hit Points: 150 (12d20 + 24) Hit Points: 189 (14d20 + 42)
Speed: 30 ft. , swim 40 ft. Speed: 30 ft., climb 30 ft., swim 20 ft.

STR D EX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 15 (+2) 3 (-4) 7 (-2) 3 (-4) 21(+5) 14(+2) 17(+3) 3(-4) 12 (+I) 3 (-4)

Skills: Athletics +9, Stealth +5 Skills: Athletics +8, Perception +4


Senses: blindsight 30 ft., passive Perception 8 Senses: blindsight 30 ft., passive Perception 14
Languages: - Languages: -
Challenge: 6 (2,300 XP) Challenge: 8 (3,900 XP)

A mphibious: The crab can breathe air and water. Natural Toughness: The snake's natural toughness
Natural Toughness: The crab's natural toughness and and sheer bulk grant a +4 bonus to its annor class.
sheer bulk grant a +4 bonus to its armor class.
ACTIONS
ACTIONS Bite: Melee Weapon Attack: +8 to rut, reach 10 ft., one
Multiattack: The crab makes two claw attacks. target. Hit: 14 (2d8 + 5) piercing damage, and the tar-
get must make a DC 13 Constitution saving throw, tak-
C law: Melee Weapon Attack: +9 to hit, reach l 0 ft.,
ing 27 (5dl0) poison damage on a failed save, or half
one target. Hit: 19 (3d8 + 6) bludgeoning damage, and
as much damage on a successful one.
the target is grappled (escape DC 16). While grappled,
the target is restrained. The crab has two claws, each of Coiled around a jagged rock on the beach, the serpen-
which can grapple one target. tine bulk of this massive snake is at least 50 feet long,
as thick as an ores torso. Its scaly hide is alternat-
From tip to tip, this behemoth ofa crustacean is 25 feet
ing rings of bright green and black, but its flickering
long, with a drab green shell adorned with barnacles,
tongue is crimson.
and a dirty whitish lower surface. It has four pair of
spindly legs, and a pair of oversized snapping claws
with a blue tint on their interior surface.

0RjGiilAL ADVEn1"v~s REinCA.RJIATED • ISLE 0F DREAD


GIANT ANT Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Small beast, unaligned target. Hit: 2 (ld4) piercing damage, and the target
must make a DC 10 Constitution saving throw, taking 3
AC: 14 (natural armor)
(1 d6) poison damage on a failed save, or half as much
Hit Points: 10 (3d6)
damage on a successful one. If the poison damage re-
Speed: 40 ft., climb 20 ft. duces the target to 0 hit points, the target is stable but
STR DEX CON INT WIS CHA poisoned for l hour, even after regaining hit points, and
8 (-1) 14 (+2) 11 (+O) 3 (-4) 10 (+O) 4 (-3) is paralyzed while poisoned in this way.
A giant crab spider has an abdomen about 1 to 2 feet in
Senses: passive Perception 10
diameter, although flattened to hide in a rocky crevasse
Languages: - or wooden deadfall. It has coarse brown fur and spin-
Challenge: 118 (25 XP) dly legs about 2 feet long.

ACTIONS GIANT DRACO LIZARD


Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one Large beast, unaligned

target. Hit: 5 (ld6 + 2) piercing damage. AC: 13 (natural armor)


A giant ant is about 3 feet long with three distinct body Hit Points: 26 (4d10 + 4)
segments. Its carapace is black or deep brown, and it Speed: 30 ft., climb 30 ft., fly 30 ft.
sports sharp mandibles.
STR DEX CON INT WIS CHA
GIANT CRAB SPIDER 15 (+2) 15 (+2) 13(+ 1) 2 (-4) 10 (+O) 5 (-3)
Small beast, unaligned Senses: darkvision 30 ft. , passive Perception 10
AC: 14 Languages: -
Hit Points: 7 (2d6) Challenge: 1/4 (50 XP)
Speed: 40 ft., climb 40 ft.
ACTIONS
STR DEX CON INT WIS CHA
11 (+O) 18 (+4) 11 (+O) 3 (-4) 12 (+ 1) 4 (-3) Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (ldlO + 2) piercing damage.
Skills: Perception +3, Stealth +8
This 6-foot-long lizard has green skin with brown mot-
Senses: blindsight 10 ft., darkvision 60 ft. , passive Per- tled splotches. It sports pale green.flaps ofskin between
ception 13 its legs granting it the ability to glide from heights
Languages: - while hunting.
Challenge: 1/4 (50 XP)
Spider Climb: The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Web Sense: While in contact with a web, the spider
knows the exact location of any other creature in con-
tact with the same web.
Web Walker: The spider ignores movement restric-
tions caused by webbing.

ACTIONS

0RJGiilAL ADVEilTV~S REiilCARJ[ATED • ISLE 0F DREAD


GIANT HORNED CHAMEL EON GIANT MARINE TERMITE
Small beast, unaligned
LIZARD
Large beast, unaligned AC: 14 (natural armor)

AC: 14 (natural armor) Hit Points: 22 (5d6 + 5)


Hit Points: 37 (5d10 + 10) Speed: 10 ft., swim 40 ft.
Speed: 30 ft. , climb 30 ft. STR DEX CON INT WIS CHA
10 (+O) 11 (+O) 12(+1) 2 (-4) 10 (+O) 6 (-2)
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+O) 5 (-3) Senses: passive Perception 10
Skills: Stealth + 3 Languages: -
Senses: darkvision 30 ft., passive Perception 10 Challenge: 1/2 ( 100 XP)
Languages: - Wood Borer: The termite deals triple damage to ob-
Challenge: 1 (200 XP) jects or structures made of wood.

Camouflage: The lizard has advantage on all Dexter- ACTIONS


ity (Stealth) checks as it can change skin color to match
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft. , one
its surroundings.
target. Hit: 3 (1d6) bludgeoning damage.
ACTIONS Inky Jet (Recharges after a Short or Long Rest):
Ranged Weapon Attack. +2 to hit, range 5/ 10 ft. , one
Multiattack: The lizard makes two attacks-one with
target. Hit: The target must succeed on a DC 10 Dex-
its bite and one with its gore-and can use Reel.
terity saving throw or be blinded and poisoned for 1
Tongue: Me/ee Weapon Attack: +4 to hit, reach 10 ft., hour. While poisoned, the target is paralyzed. If the
one creature. Hit: The target is grappled (escape DC termite discharges the inky jet underwater, a cloud ex-
12) if the lizard isn't already grappling a creature. Until tends in a 10-foot radius, heavily obscuring the area for
this grapple ends, the target is restrained, is subject to 1 minute, although a heavy current disperses the cloud
Reel, and the lizard has advantage on bite attack rolls sooner. No poison effect occurs, and the termite can
against it. use a bonus action to take the Dash action.
Bite: Me/ee Weapon Attack: +4 to bit, reach 5 ft., one This 3-foot-long insect has a long slender abdomen
target. Hit: 6 ( 1d 8 + 2) piercing damage. and a flat head with a short pair of stocky mandibles.
Gore: Melee Weapon Attack. +4 to hit, reach 5 ft., one Its body coloration is drab brown, and modified pad-
target. Hit: 5 (I d6 + 2) piercing damage. dle-like structures are at the tips of its legs.
Tail Swipe: Me/ee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: Unless the target makes a successful
DC 12 Dexterity saving throw, it is knocked prone and
stunned until the end of its next turn. On a successful
saving throw, the target is knocked prone.
Reel: The lizard pulls a Medium or smaller creature
grappled by it 5 feet straight toward it.
This 7-foot-/ong lizard has brown skin with dark mot-
tled splotches. It sports a recurved horn on the crest of
its triangular head.

0RjGiDAL A DVEn'fu~s REiDCARJIAT ED • ISLE 0F DREAD


GIANT OYSTER GIANT QUIPPER
Large beast, unaligned Small beast, unaligned

AC: 16 (natural armor) AC: 14 (natural armor)


Hit Points: 55 (lOdlO) Hit Points: 18 (4d6 + 4)
Speed: 0 ft. Speed: 0 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) l (-5) 11 (+O) 2 (-4) 10 (+O) 5 (-3) 8 (- 1) 17 (+3) 12 (+ l) 2 (-4) 10 (+O) 5 (-3)
Senses: blindsight 10 ft., passive Perception 10 Senses: passive Perception 10
Languages: - Languages: -
Challenge: 2 (450 XP) C hallenge: 1/4 (50 XP)
Closed: When the oyster is closed, it gains resistance Blood Frenzy: The quipper has advantage on melee
to bludgeoning, slashing, and piercing attacks, and ad- attack rolls against any creature that doesn't have all
vantage on all Strength and Constitution saving throws. its hit points.
The oyster typically reopens after 1 hour. Water Breathing: The quipper can breathe only un-
Crush: A grappled target is restrained and takes 12 derwater.
(2d6 + 5) bludgeoning damage at the start of its turn
until the grapple ends. ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one


ACTIONS
target. Hit: 7 (ld8 + 3) piercing damage.
Bite: Melee Weapon Attack. +7 to hit, reach 5 ft., one This 3-foot-long fish has deep blue-green sides but a
target. Hit: The target is grappled (escape DC 15) and blood-red belly. Its oversizedjaw is filled with protrud-
the oyster is now Closed. While the oyster is alive and ing triangular teeth.
grappling its target, the target is subject to its Crush.
This enormous bivalve is 6 feet in diameter and about
4 feel high. Its outer shell is gray to black, flaked like
mica, and covered with algae other slimy growth. Its
interior is pure white, soft, andfleshy.

01\iGiilAL ADVEnfv~s REiilCARJIAfED • ISLE 0 F DREAD


GIANT SOLIDER ANT GIANT TUATARA LIZARD
Small beast, unaligned Large beast, unaligned

AC: 15 (natural armor) AC: 13 (natural armor)


Hit Points: 22 (4d6 + 8) Hit Points: 45 (6d10 + 12)
Speed: 40 ft., climb 20 ft. Speed: 30 ft., climb 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 15 (+2) 3 (-4) IO (+O) 4 (-3) 16 (+3) 15 (+2) 15 (+2) 2 (-4) 10 (+O) 5 (-3)

Senses: passive Perception l 0 Senses: darkvision 120 ft., passive Perception 10


Languages: - Languages: -
Challenge: 1/4 (50 XP) Challenge: 112 ( 100 XP)

ACTIONS ACTIONS

Multiattack: The ant makes two attacks: one with its Multiattack: The lizard makes two attacks: one with
bite and one with its sting. It can 't make both attacks its bite and one with its claw.
against the same target. Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (ldlO + 3) piercing damage.
target. Hit: 6 (ld8 + 2) piercing damage. Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one
Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
target. Hit: 5 ( 1d6 + 2) piercing damage, and the target This 8-foot-long lizard has pebble-colore d olive skin
must make a DC 12 Constitution saving throw, taking with white spikes along its back. A pale white mem-
10 (3d6) poison damage on a failed save, or half as brane covers its oversized eyes.
much damage on a successful one.
The giant soldier ant is about 4 feet long with three
distinct body segments. Its carapace is black, and
adorned with hooks and spines in select locations. It
has oversized mandibles and a wicked tail stinger.

eR.tcinAL ADVEil'fV~S REiilCARJIA' fED • IS LE 0F DREAD


GLASSGOLEM
Large construct, unaligned

AC: 15 (natural armor)


Hit Points: 85 (9d I 0 + 36)
Speed: 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 6(-2)
Damage Vulnerabilities: thunder
Damage Immunities: acid, poison, psychic; bludg-
eoning, piercing, and slashing damage from nonmagi-
cal attacks not made with adamantine weapons
Condition Immunities: charmed, exhaustion, fright-
ened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands Common but can't speak
Challenge: 5 ( 1,800 XP)
Immutable Form: The golem is immune to any spell
or effect that would alter its form.
Magic Resistance: The golem has advantage
on saving throws against spells and other mag-
ical effects.
Magic Weapons: The golem's weapon attacks
are magical.

ACTIONS

Multiattack: The golem makes two glass sword attacks.


Glass Sword: Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Turn Invisible (l/Day): The golem can disappear as
per an invisibility spell.

REACTIONS

Reflect Spells (Recharge 5-6): In response to being


targeted by a spell, the golem can attempt to reflect
it by making a DC 13 Dexterity check. Failure indi-
cates the spell is merely reflected harmlessly, but on a
success the spell is reflected back onto the caster, who
might suffer the spell's effects. The golem can't reflect
any spells that cause thunder damage.
This 8-foot-tall humanoid is composed of angled
shards of glass and moves stiffly. One of its arms is a
jagged sword-like piece ofglass.

0RicinAL ADVEll'fV~S REiilCARJIA'fED • ISLE 0F DREAD


GRAN GERI IXITXACHIT L
Huge beast, unaligned Small aberration, chaotic evil

AC: 12 (natural armor) AC: 15 (natural armor)


Hit Points: 133 ( I4d I 2 + 42) Hit Points: 18 (4d6 + 4)
Speed: 15 ft. Speed: 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
I8 (+4) 8 (- l ) 17 (+3) 2 (-4) I 0 (+O) 6 (-2) 12 (+l) 16 (+3) 13 (+l) 12 (+1) 13 (+ l) 7 (-2)

Senses: passive Perception 10 Senses: darkvision 60 ft., passive Perception 11


Languages: - Languages: Abyssal, Ixitxachitl
Challenge: 3 (700 XP) Challenge: 1/4 (50 XP)

ACTIONS ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. target. Hit: 4 ( l d6 + 1) piercing damage.
Tramp: Melee Weapon Attack: +6 to hit, reach 0 ft., REACTIONS
one target in the grangeri 's space. Hit: 17 (3d8 + 4)
bludgeoning damage and the target must succeed on Barbed Tail: When a creature provokes an opportuni-
a DC 14 Strength saving throw or be knocked prone. ty attack from the ixitxachitl, the ixitxachitl can make
This massive herbivore appears to be a cross between a the following attack instead of using its bite. Melee
hornless rhinoceros and a giraffe. It stands over 15 feet Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 7
tall at the shoulder and is about 30 feet long, including (ld8 + 3) piercing damage.
a 4-foot-long neck. Its legs are thick and pillar-like. This manta-like creature has a pitch-black upper sur-
face, and a milky-white belly. It has small "clawed
hands" at the tips of its wings.

0RjGiilAL ADVEil'tV~S REiilCARJIA'fED • ISLE 0 F DREAD


IXITXACHITL CLERIC IXITXACHITL HIGH CLERIC
Small aberration, chaotic evil Small aberration, chaotic evil

AC: 15 (natural armor) AC: 16 (natural armor)


Hit Points: 18 (4d6 + 4) Hit Points: 55 (I Od6 + 20)
Speed: 0 ft., swim 30 ft. Speed: 0 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+!) 16 (+3) 13 (+1) 12 (+ l) 13 (+1) 7 (-2) 12 (+ l) 16 (+3) 14 (+2) 12 (+1) 17 (+3) 7 (-2)
Senses: darkvision 60 ft., passive Perception 11 Senses: darkvision 60 ft. , passive Perception 13
Languages: Abyssal, Ixitxachitl Languages: Abyssal, Ixitxachitl
CbalJenge: 1/4 (50 XP) Challenge: 4 (I , l 00 XP)
SpelJcasting: The ixitxachitl is a 5th-level spellcaster. Spellcasting: The ixitxachitl is a 10th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 11, +3 Its spellcasting ability is Wisdom (spell save DC 13, +5
to hit with spell attacks). The ixitxachitl has the follow - to hit with spell attacks). The ixitxachitl has the follow-
ing cleric spells prepared: ing cleric and wizard spells prepared:
• Cantrips (at will): guidance, thaumaturgy • Cantrips (at will): blade ward, chill touch, guidance,
• l st level (4 slots): charm person, create or destroy resistance, thaumaturgy
water • 1st level (4 slots): bane, detect magic, guiding bolt,
• 2nd level (3 slots): hold person, silence inflict wounds, protection from good and evil
• 3rd level: (2 slots): dispel magic, tongues • 2nd level (3 slots): blindness/deafness, hold person
• 3rd level: (3 slots): bestow curse, dispel magic, spirit
ACTIONS guardians
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one • 4th level: (3 slots): control water
target. Hit: 4 ( I d6 + 1) piercing damage. • 5th level (2 slots): contagion, insect plague

REACTIONS ACTIONS
Barbed Tail: When a creature provokes an opportuni- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one
ty attack from the ixitxachitl, the ixitxachitl can make target. Hit: 4 (ld6 + 1) piercing damage.
the follow ing attack instead of using its bite. Melee
Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 7 REACTIONS
(ld8 + 3) piercing damage.
Barbed Tail: When a creature provokes an opportuni-
This manta-like creature has a pitch-black upper sur- ty attack from the ixitxachitl, the ixitxachitl can make
face, and a milky-white belly. It has small "clawed the following attack instead of using its bite. Melee
hands " at the tips ofits wings. Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 7
( 1d8 + 3) piercing damage.
This manta-like creature has a mostly pitch-black up-
per surface, with streaks of dark gray and a milky-
white belly. It has small "clawed hands " at the tips of
its wings.

0RiGillAL ADVEn'fv~s REiilCARJIA'fED • ISLE 0F DREAD


JUVENIL E PURPLE WORM JUVENIL E ROC
Huge monstrosity, unaligned Huge beast, unaligned

AC: 14 (natural armor) AC: 13 (natural armor)


Hit Points: 94 (9d12 + 36) Hit Points: 76 (8dl2 + 24)
Speed: 30 ft., burrow 10 ft. Speed: 20 ft. , fly 90 ft.

STR DEX CON INT WIS CHA STR DEX INT


CON WIS CHA
22 (+6) 7 (-2) 19 (+4) l (-5) 8 (-1) 4 (-3) 20(+4) 10 (+0) 17(+3) 3 (-4) 10 (+O) 9 (-1 )

Saving Throws: Con +7, Wis +2 Saving Throws: Dex + 2, Con +5


Senses: blindsight 30 ft., tremorsense 30 ft. , passive Skills: Perception +2
Perception 9 Senses: passive Perception 12
Languages: - Languages: -
Challenge: 5 ( 1,800 XP) Challenge: 4 ( 1, l 00 XP)

ACTIONS ACTIONS

Multiattack: The worm makes two attacks: one with Multiattack: The roe makes two attacks: one with its
its bite and one with its stinger. beak and one with its talons.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one Beak: Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 6) piercing damage. If the target target. Hit: 14 (2d8 + 5) piercing damage.
is Medium or smaller creature, it must succeed on a Talons: Melee Weapon Attack: +7 to hit, reach 5 ft.,
DC 16 Dexterity saving throw or be swallowed by the one target. Hit: 12 (2d6 + 5) slashing damage, and the
worm. A swallowed creature is blinded and restrained, target is grappled (escape DC 15). Until the grapple
it has total cover against attacks and other effects out- ends, the target is restrained, and the roe can't use its
side the worm, and it takes 10 (3d6) acid damage at the talons on another target.
start of each of the worm's turns.
This majestic raptor has the body the size of an el-
If the worm takes 20 damage or more on a single turn ephant and a 50joot wingspan. Its plumage is drab
from a creature inside it, the worm must succeed on a brown with white highlights and crimson on its head.
DC 21 Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall prone
in a space within IO feet of the worm. If the worm dies,
a swallowed creature is no longer restrained by it and
can escape from the corpse by using 5 feet of move-
ment, exiting prone.
Tail Stinger: Melee Weapon Attack: +6 to hit, reach
10 ft., one creature. Hit: 13 (3d4 + 6) piercing damage,
and the target must make a DC 16 Constitution saving
throw, taking 2 1 (6d6) poison damage on a failed save,
or half as much damage on a successful one.
This rubbery purplish segmented worm is about I 8 feet
long, with recurved spikes along its body. Its circular
maw is lined with row upon row ofsharp teeth.

0RjcinAL ADVEilTV~S REiilCAR)IA1 'ED • ISLE 0F DREAD


KILLER BEE KO PRU
Tiny beast, unaligned Medium aberration, neutral evil

AC: 14 (natural armor) AC: 12


Hit Points: 5 (2d4) Hit Points: 60 (8d8 + 24)
Speed: I 0 ft., fly 60 ft. Speed: 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 {+O) 17 (+3) 11 (+O) 2 (-4) 10 (+O) 5 (-3) 15 (+2) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 12 (+ I)
Senses: passive Perception 10 Saving Throws: Con +6, Wis +4
Languages: - Skills: Insight +4, Perception +4, Persuasion +4
Challenge: I /8 (25 XP) Senses: blindsight 30 ft., darkvision 120 ft., passive
Perception 14
ACTIONS
Languages: Common, Deep Speech, Undercommon,
Sting: Melee Weapon Attack: +5 to hit, reach 5 ft., one telepathy 120 ft. (only with dominated creatures)
creature. Hit: 1 piercing damage, and the target must Challenge: 5 ( 1,800 XP)
make a DC 10 Constitution saving throw, taking 7
(2d6) poison damage on a fai led save, or half as much Amphibious: The kopru can breathe air and water.
damage on a successful one. On a failed save, the target Detect Thoughts: The kopru can freely read the sur-
gains the poisoned condition for l hour. After a suc- face thoughts of any creature it has charmed. The ko-
cessful sting, the bee is reduced to 0 hit points on its pru can use an action to read the deeper memories of a
following turn. charmed creature.
A droning buzz betrays the appearance of a swarm of Magic Resistance: The kopru has advantage on saving
I-foot-long flying insects. Each has coarse hair in al- throws against spells and other magical effects.
ternating black andyellow bands and is aloft via a pair
ofdelicate gossamer wings. ACTIONS

Multiattack: The kopru makes four attacks: one with


its bite and three with its tail claws.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1 d6 + 2) piercing damage.
Tail Claws: Melee Weapon Attack: +5 to bit, reach 5
ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the
target is a Medium or smaller creature, it is grappled
(escape DC 12). A grappled creature is restrained, and
until it escapes, suffers 9 (2d6 + 2) bludgeoning dam-
age at the end of each of its turns as it is constricted by
the kopru. The kopru can only grapple one creature at
a time.
Dominate Person (Recharge 6): The kopru targets
one humanoid it can see within 30 fe.et of it. If the tar-
get can see the kopru, the target must succeed on a DC
14 Wisdom saving throw or become charmed by the
kopru. The charmed target is completely loyal to the
kopru (unlike the restrictions of a charm person spell)
and will use all of its traits, abilities, and skills (includ-

0RjGiilAL ADVEil1'U~S REiilCARJIA1'ED • ISLE 0F DREAD


ing the use of spells or magic items) in the interest of Magic Resistance: The kopru has advantage on saving
the kopru, even putting itself in bodily harm for its throws against spells and other magical effects.
master. The target may attempt to make another DC
14 Wisdom saving throw at disadvantage at the end of ACTIONS
each day. On a success, the target is no longer charmed, Multiattack: The kopru makes four attacks: one with
but is stunned for 1 hour. After 3 days, if still charmed, its bite and three with its tail claws.
only a dispel magic or the death of the kopru can end
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one
this charm effect. The kopru can have any number of
target. Hit: 10 (2d6 + 3) piercing damage.
targets under its charm, but each target can only be
charmed by one kopru.
Tail Claws: Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage. If
This slimy humanoid-like creature has a torso, a pair
the target is a Large or smaller creature, it is grappled
of webbed arms, and a smooth, tentacled head with a
(escape DC 13). A grappled creature is restrained, and
sphincter-like mouth. On its elbows and shoulders are
until it escapes, suffers 10 (2d6 + 3) bludgeoning dam-
minor curved spikes. It has large black bulbous eyes
age at the end of each of its turns as it is constricted by
on the top of its head. Its hindquarters end in a muscu-
the kopru. The kopru can only grapple one creature at
lar three-fluked tail, with each fluke ending in a curved
a time.
ripping claw.
Dominate Person (Recharge 6): The kopru targets
KOPRU SOVEREIGN one humanoid it can see within 30 feet of it. If the tar-
Large aberration, neutral evil
get can see the kopru, the target must succeed on a DC
16 Wisdom saving throw or become charmed by the
AC: 16 (natural armor) kopru. The charmed target is completely loyal to the
Hit Points: 133 (14d10 + 56) kopru (unlike the restrictions of a charm person spell)
Speed: 10 ft., swim 40 ft. and will use all of its traits, abilities, and skills (includ-
ing the use of spells or magic items) in the interest of
STR DEX CON INT WIS CHA
the kopru, even putting itself in bodily harm for its
16 (+3) 12 (+1) 18 (+4) 19 (+4) 14 (+2) 12 (+1)
master. The target may attempt to make another DC
Saving Throws: Con +8, Wis +6 16 Wisdom saving throw at disadvantage at the end of
Skills: Insight +6, Perception +6, Persuasion +5 each day. On a success, the target is no longer charmed,
Senses: blindsight 30 ft., darkvision 120 ft., passive but is stunned for 1 hour. After 3 days, if still charmed,
Perception 16 only a dispel magic or the death of the kopru can end
this charm effect. The kopru can have any number of
Languages: Common, Deep Speech, Undercommon,
targets under its charm, but each target can only be
telepathy 120 ft. (only with dominated creatures)
charmed by one kopru.
Challenge: 9 (5,000 XP)
This slimy humanoid-like creature has a heavily-scaled
Amphibious: The kopru can breathe air and water. torso, a pair of muscled, webbed arms, and a smooth,
Detect Thoughts: The kopru can freely read the sur- tentacled head with a sphincter-like mouth. On its el-
face thoughts of any creature it has charmed. The ko- bows and shoulders are minor curved spikes of the
pru can use an action to read the deeper memories of a blackest night. ft, has large ebony bulbous eyes on
charmed creature. the top of its head. Its hindquarters end in a muscu-
lar three-fluked tail, with each fluke ending in a black
curved ripping claw.

0RjGiilAL ADVEil'fVR_ES REiilCARPA'fED • ISLE 0F DREAD


LAVA OOZE LIVING CRYSTAL STATUE
Large ooze, unaligned Medium construct, unaligned

AC: 13 (natural armor) AC: 15 (natural armor)


Hit Points: 75 ( 1Od10 + 20) Hit Points: 18 (4d8)
Speed: 20 ft., climb 20 ft., swim 20 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 5 (-3) 15 (+2) 1 (-5) 6 (-2) 1 (-5) 13 (+1) 10 (+O) 11 (+O) l (-5) 5 (-3) 1 (-5)
Damage Vulnerabilities: cold Damage Resistances: piercing, slashing
Damage Immunities: fire, slashing Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, Condition Immunities: blinded, charmed, deafened,
exhaustion, frightened, prone frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), Senses: blindsight 60 ft. (blind beyond this radius),
passive Perception 8 passive Perception 7
Languages: - Languages: -
Challenge: 5 (1,800 XP) Challenge: 1/4 (50 XP)
Amorphous: The ooze can move through a space as False Appearance: While the statue remains motion-
narrow as 1 inch wide without squeezing. less, it is indistinguishable from an inanimate statue.
False Appearance: While the ooze remains motion-
ACTIONS
less, it is indistinguishable from a normal puddle of
lava. Multiattack: The statue makes two longsword attacks.
Lava Form: A creature that touches the ooze or hits Crystal Longsword: Melee Weapon Attack: + 3 to hit,
it with a melee attack while within 5 feet of it takes reach 5 ft., one target. Hit: 5 ( 1d8 + 1) slashing dam-
5 (ldlO) fire damage. Any nonmagical weapon that age, or 6 ( Id IO + 1) slashing damage if used with two
makes contact with the ooze suffers this damage as hands.
well. This roughly-chiseled statue depicts a typical human
guardsman. An ornately carved breastplate, a helm
ACTIONS
with a visor, and a jagged crystal sword complete the
Multiattack: The ooze makes three attacks with its design. Its eyes flicker with pale blue radiance as it
pseudopod. stiffly advances.
Pseudopod: Melee Weapon Attack: +6 to hit, reach 15
ft., one target. Hit: 17 (4d6 + 3) fire damage, which
leaves a bit of lava on the target. At the beginning of
each of its next 2 turns, the target takes an additional 10
(2d6 + 3) fire damage.
A seemingly normal puddle of lava reaches out with a
pseudopod, dripping with fiery lava. Its surface undu-
lates as it lurches its amorphous bulk to attack.

0R.fGillAL ADVEll'tV~S REillCARJIA'tED • ISLE 0F DREAD


LIVING IDOL Vigilance: The idol is instantly aware of any living
Large construct, unaligned creatures that enter the shrine or location it was created
to guard.
AC: 16 (natural armor)
Hit Points: 76 (8dl0 + 32) ACTIONS
Speed: 30 ft. Multiattack: The idol makes two slam attacks.
STR DEX CON INT WIS CHA Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one
20 (+5) 11 (+O) 19 (+4) 3 (-4) 8 (-1) 1 (-5) target. Hit: 14 (2d8 + 5) bludgeoning damage and the
Damage Immunities: acid, poison, psychic; bludg- creature's hit point maximum is reduced by 5. This re-
eoning, piercing, and slashing damage from nonmagi- duction lasts until the creature completes a long rest.
cal attacks not made with adamantine weapons Searing Ray (Recharge 5-6): The idol targets one
Condition Immunities: charmed, exhaustion, fright- creature it can see w ithin 120 feet of it. The target must
ened, paralyzed, petrified, poisoned make a DC 13 Dexterity saving throw, taking 10 (3d6)
fire damage plus 10 (3d6) radiant damage on a failed
Senses: darkvision 60 ft., passive Perception 9
save, or half as much damage on a successful one.
Languages: -
Bestow Curse (l/Day): The idol can cast bestow curse
Challenge: 5 ( 1,800 XP) (save DC 10).
Magic Resistance: The idol has advantage on saving This 15-foot-tall stone statue has a wide head with a
throws against spells and other magical effects. stylistic headdress and a gaping mouth. It has blocky
Magic Weapons: The idol's weapon attacks are magi- legs and two powerful club-like fists.
cal.

0RjGiil.A.L ADVEn'tv~s REiilC.A.RJIA'tED • ISLE 0F DREAD


LIVING IRON STATUE
Medium construct, unaligned

AC: 16 (natural armor)


Hit Points: 22 (5d8)
Speed: 10 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+O) 11 (+O) 1 (-5) 5 (-3) 1 (-5)
Damage Resistances: piercing, slashing
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages: -
Challenge: 112 ( 100 XP)
False Appearance: While the statue remains motion-
less, it is indistinguishable from an inanimate statue.
Magnetic Body: If the statue is struck by a nonmagi-
cal metal weapon, the wielder must make a successful
DC 12 Dexterity saving throw, or the weapon becomes
stuck on the statue's body. A stuck weapon can be re-
moved by using an action to make a successful DC 15
Strength check. If not removed, the metallic weapon is
slowly absorbed into the living iron statue's body over
3 days.

ACTIONS

Multiattack: The statue makes two longsword attacks.


Iron Longsword: Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing dam-
age, or 7 (ldlO + 2) slashing damage if used with two
hands.
This smooth metal statue depicts a typical human
guardsman. Ornate wrought-iron plate armor, a helm
with a visor, and a longsword complete the design. Its
eyes flicker with pale yellow radiance as it advances.

0RJGiilAL ADVEilTV~S REiilCAlQIATED • ISLE 0F DREAD


LIVING ROCK STATUE MASHER
Medium construct, unaligned Large beast, unaligned

AC: 15 (natural armor) AC: 12 (natural armor)


Hit Points: 33 (6d8 + 6) Hit Points: 67 (9d 10 + 18)
Speed: 20 ft. Speed: 0 ft. , swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+O) 13 (+ l) 1 (-5) 5 (-3) I (-5) 17(+3) 11(+0) 15(+2) 2(-4) 12(+1) 6(-2)
Damage Resistances: piercing, slashing Senses: passive Perception 11
Damage Immunities: poison, psychic Languages: -
Condition Immunities: blinded, charmed, deafened, Challenge: 2 (450 XP)
frightened, paralyzed, petrified, poisoned
Water Breathing: The masher can breathe only un-
Senses: blindsight 60 ft. (blind beyond this radius), derwater.
passive Perception 7
Languages: - ACTIONS
Challenge: 1 (200 XP) Bite: Melee Weapon Attack. +5 to hit, reach 5 ft. , one
False Appearance: While the statue remains motion- target. Hit: 8 (2d4 + 3) bludgeoning damage.
less, it is indistinguishable from an inanimate statue. Spines: Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 13 (3d6 + 3) piercing damage, and the target
ACTIONS must make DC 12 Constitution saving throw, taking 9
(2d8) poison damage on a failed save, or half
Multiattack: The statue makes two attacks: one with
as much damage on a successful one. On
its longsword and one fiery lava spurt.
a failed saving throw, the target
Rock Longsword: Melee Weapon Attack. +4 to is poisoned for l hour, and
hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing is paralyzed while poi-
damage, or 7 (ldlO + 2) slashing damage if used soned in this way.
w ith two hands.
This slender eel-like
Fiery Lava Spurt: Ranged Weapon Attack: fish is nearly 20 feet long
+4 to hit, range 15/20 ft., one target. Hit: and has a flat head, a wide
11 (2d6 + 4) fire damage. If the target mouth, and several bar-
makes a successful DC 11 Dexterity bels dangling from its
saving throw, the damage is reduced chin. Its dorsal sur-
by half. face is lined with
This finely chiseled statue depicts a several 4-foot-
typical human guardsman. An ornate- long spines, and
ly carved breastplate, a helm with a visor, it has a powerful
and a stone sword complete the design. Its fluke-like tail.
eyes flicker with bright orange radiance while
it advances, as fiery lava dribbles from a fingertip on
its empty hand.

0NGiDAL A.DVEil1"l1~S REiDCAR!IAfED • ISLE 0F DREAD


MASTODON MEG ALO DON
Huge beast, unaligned Gargantuan beast, unaligned

AC: 13 (natural armor) AC: 15 (natural armor)


Hit Points: 95 (I Od 12 + 30) Hit Points: 262 (15d20 + 105)
Speed: 30 ft. Speed: swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+O) 6 (-2) 25 (+7) IO (+O) 25 (+7) 1 (-5) 10 (+O) 5 (-3)
Senses: passive Perception l 0 Skills: Perception +4
Languages: - Senses: blindsight 60 ft., passive Perception 14
Challenge: 5 (1,800 XP) Languages: -
Challenge: 10 (5,900 XP)
Trampling Charge: If the mastodon moves at least
20 feet straight toward a creature and then hits it with Blood F renzy: The megalodon has advantage on me-
a gore attack on the same turn, that target must suc- lee attack rolls against any creature that doesn't have
ceed on a DC 15 Strength saving throw or be knocked all its hit points.
prone. If the target is prone, the mastodon can make Siege Monster: The megalodon deals double damage
one stomp attack against it as a bonus action. to objects and structures.
ACTIONS Water Breathing: The megalodon can breathe only
underwater.
Gore: Melee Weapon Attack: +8 to hit, reach I 0 ft., one
target. Hit: l 5 (3d6 + 5) piercing damage. ACTIONS
Stomp: Melee Weapon Attack: +8 to hit, reach 5 ft., Bite: Melee Weapon Attack: + 11 to hit, reach 5 ft. , one
one prone creature. Hit: 21 (3d10 + 5) bludgeoning target. Hit: 33 (4d12 + 7) piercing damage.
damage.
This massive shark is 60 feet long from snout to power-
This gray-brown shaggy elephantine creature has a ful tail, with a cobalt-blue upper surface and bleach-
pair of upturned tusks and a dangling trunk. It stands white belly. It sports a massive triangular dorsal fin
about 9 feet tall at the shoulder and has thick legs. and a maw lined with row upon row of wedge-shaped
serrated teeth.

0R.fGiilAL ADVEil'f'V~S REiilCARJIA'f'ED • ISLE 0F DREAD


MEGATHERIUM or regurgitate all swallowed creatures, which fall prone
Large beast, unaligned in a space within l 0 feet of the worm. If the worm dies,
a swallowed creature is no longer restrained by it and
AC: 10 (natural armor)
can escape from the corpse by using 20 feet of move-
Hit Points: 71 (lldlO + 11) ment, exiting prone.
Speed: l 0 ft. Tunneller: The worm can burrow through solid rock at
STR DEX CON INT WIS CHA half its burrowing speed and leaves a 10-foot-diameter
19 (+4) 6 (-2) 12 (+ 1) 2 (-4) 6 (-2) 6 (-2) tunnel in its wake.
Water Breathing: The worm can breathe only under-
Senses: passive Perception 8
water.
Languages: -
Challenge: 2 (450 XP) ACTIONS

ACTIONS Multiattack: The worm makes two attacks: one with


its bite and one with its tail. It can't make both attacks
Claws: Melee Weapon Attack. +6 to hit, reach 5 ft., one against the same target.
target. Hit: 14 (3d6 + 4) slashing damage.
Bite: Melee Weapon Attack: + 12 to hit, reach 15 ft., one
This massive ground sloth is nearly 20 feet long with target. Hit: 18 (3d6 + 8) piercing damage. If the target
dark brown fur and light tan fur on its belly. Each im- is a Large or smaller creature, it is grappled (escape
mense paw is adorned with elongated talons and it DC 18). Until this grapple ends, the target is restrained.
shambles along at a deliberate pace. The target must succeed on a DC 15 Constitution sav-
ing throw or be poisoned for 1 minute. The target is
MOTTLED WORM paralyzed while poisoned in this way. It can attempt
Gargantuan monstrosity, unaligned
another saving throw at the end of each of its turns to
AC: 16 (natural armor) end the effect.
Hit Points: 186 ( l 2d20 + 60) Tail: Melee Weapon Attack: + 12 to hit, reach 10 ft., one
Speed: swim 20 ft., burrow 20 ft. target. Hit: l 5 (2d6 + 8) piercing damage.
This massive aquatic worm is light purple with random
STR DEX CON INT WIS CHA splotches of brown, black, and gray. Its mouth is sur-
26 (+8) 10 (+O) 20 (+5) 1 (-5) 8 (-1) 4 (-3)
rounded by several flailing tentacles, and a black set
Saving Throws: Con +9, Wis +3 ofgrasping jaws extends on a proboscis. Bright purple
Senses: blindsight 60 ft., tremorsense 60 ft., passive wavy cilia adorn its rear segments.
Perception 9
Languages: -
Challenge: 12 (8,400 XP)

Gullet: A grappled target must make a DC 18 Dex-


terity saving throw or be swallowed by the worm. A
paralyzed target automatically fails this saving throw.
A swallowed creature is blinded and restrained, it has
total cover against attacks and other effects outside the
worm, and it takes 14 (4d6) acid damage at the start of
each of the worm's turns.
If the worm takes 25 damage or more on a single tum
from a creature inside it, the worm must succeed on a
DC 20 Constitution saving throw at the end of that turn

0RiGiil.A.L ADVEnfv~s REiilC.A.IQI.A.'fED • ISLE 0F DREAD


MUDGOLEM
Medium construct, unaligned

AC: 12 (natural armor)


Hit Points: 52 (8d8 + 16)
Speed: 20 ft., swim 10 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+O) 14 (+2) 6 (-2) 10 (+O) 6 (-2)
Damage Immunities: acid, poison, psychic; bludg-
eoning, piercing, and slashing damage from nonmagi-
cal attacks not made with adamantine weapons
,.
Condition Immunities: charmed, exhaustion, fright-
ened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands Common but can't speak
Challenge: 3 (700 XP)
False Appearance: While the golem remains motion-
less, it is indistinguishable from a normal pool of mud.
Immutable Form: The golem is immune to any spell
or effect that would alter its form.
Magic Resistance: The golem has advantage on sav-
ing throws against spells and other magical effects.

ACTIONS

Multiattack: The golem makes two slam attacks. If


one is a critical bit or if both attacks hit, the target is
grappled (escape DC 13), and the golem uses Envelop
on it.
Slam: Meiee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: l 0 (2d6 + 3) bludgeoning damage.
Hurl Mud: Ranged Weapon Attack: +5 to hit, range
20/50 ft., one target. Hit: 6 (ld6 + 3) bludgeoning dam-
age.
Envelop: The golem envelops a creature grappled by it
in a muddy embrace. The enveloped target is blinded,
restrained, and unable to breathe. The creature can at-
tempt to escape the grapple at the start of each of its ..
turns. The go Iem can't make attacks while enveloping
a creature.
A 6-foot-tall amorphous creature composed of stink-
ing and dripping mud rises up out of the fetid pool. Its
eyes are pinpoints ofyellow light, and with a disgust-
ing slush it readies to hurl a glob ofmud.

0R.iGiUAL ADVEilTV~S REiUCARJIATED • ISLE 0F DREAD


MUMMIFIED SABER-TOO THED NEANDERTH AL LEADER
Medium humanoid (human). any alignment
TIGER
large undead, lawful evil AC: 13 (hide armor)
AC: 11 (natural armor) mt Points: 37 (5d8 + 15)
Hit Points: 67 (9d I0 + 18) Speed: 30 ft.
Speed: 30 ft. STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 (+O) IO (+O) 10 (+O)
STR DEX CON INT WIS CHA
18(+4) 11(+0) 15(+2) 3(-4) 12(+1) 8(- 1) Senses: passive Perception I 0
Saving Throws: Wis +3 Languages: -
Damage Vulnerabilities: fire Challenge: 1 (200 XP)
Damage Resistances bludgeoning, piercing, and ACTIONS
slashing from nonmagical attacks
Damage Immunities: necrotic, poison Greatclub: Me/ee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (ld8 + 4) bludgeoning damage.
Condition Immunities: charmed, exhaustion, fright-
ened, paralyzed, poisoned
Spear: Ranged Weapon Attack: +6 to hit, range 20/60
ft., one target. Hit: 7 (ld6 + 4) piercing damage.
Senses: darl<vision 60 ft., passive Perception 11
This hulking humanoid has long arms, slumping shoul-
Languages: -
ders, and a sloping forehead. A powerful lower jaw
Challenge: 3 (700 XP) lurks amidst a mangy mess offacial hair. Crude hides
Undead Nature: The tiger doesn't require air, food, cover its body, and it drags a massive knobby wooden
drink, or sleep. club.

ACTIONS

Rotting Bite: Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 9 (ldlO + 4) slashing damage plus
10 (3d6) necrotic damage. If the target is a creature, it
must succeed on a DC 12 Constitution saving throw
or be cursed with mummy rot. The cursed target can't
regain hit points, and its hit point maximum decreases
by 10 (3d6) for every 24 hours that e lapse. If the curse
reduces the target's hit point maximum to 0, the target
dies, and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6)
necrotic damage.
This massive feline has a desiccated body wrapped
with tattered and fading bandages. Glowing unholy
eyes pierce through the wrappings, and oversizedfang-
like teeth protrude from the its mouth.

0zjGiilAL ADVEil'fV~S REiilCAR.JIA'fED • ISLE 0F DREAD


PHAN ATON PHANATONBODYGUARD
Small humanoid, any alignment Small humanoid, any alignment

AC: 12 AC: 13
Hit Points: 7 (2d6) Hit Points: 18 (4d6 + 4)
Speed: 30 ft., climb 30 ft., fly 30 ft. Speed: 30 ft. , climb 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+o) 11 (+o) 12 (+1) 11 {+O) 8 (-1) 16 (+3) 12 (+l) 11 (+O) 12 (+1) 11 (+o)
Skills: Perception + 3 Skills: Perception + 3
Senses: darkvision 60 ft., passive Perception 13 Senses: darkvision 60 ft., passive Perception 13
Languages: Common, Phanaton Languages: Common, Phanaton
Challenge: 1/8 (25 XP) Challenge: 1/4 (50 XP)

Natural Agility: The phanaton has advantage on all Natural Agility: The phanaton has advantage on all
Dexterity saving throws due to its natural agility and Dexterity saving throws due to its natural agility and
diminutive size. diminutive size.

ACTIONS ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite: Me/ee Weapon Attack +5 to hit, reach 5 ft., one
target. Hit: 4 ( 1d4 + 2) piercing damage. target. Hit: 5 (ld4 + 3) piercing damage.
This 3joot-long humanoid appears to be a cross be- This 3joot-long humanoid appears to be a cross be-
tween a bipedal racoon and a monkey. It is covered tween a bipedal racoon and a monkey. It is covered
with brown.fur and has a 4joot-long tail usedfor sup- with tan fur and has a 4-foot-long tail used for sup-
port and climbing. Its face has two large eyes, and tufts port and climbing. Its face has two large eyes, and tufts
of long.fur sprout from its oversized ears and cheeks. of dark brown fur sprout from its oversized ears and
cheeks.

0l\iGillAL ADVEDTV~S REiDCAR_,IlATED • ISLE 0F DREAD


PHANATON ELITE BODYGUARD PHANATON TRIBAL KING
Small humanoid, any alignment Small humanoid, any alignment

AC: 14 AC: 14
Hit Points: 38 (7d6 + 14) Hit Points: 49 ( 1Od6 + 14)
Speed: 30 ft., climb 30 ft., fly 30 ft. Speed: 30 ft., climb 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 11 (+o) 12 (+1) 11 (+O) 14 (+2) 18 (+4) 14 (+2) 11 (+O) 16 (+3) 11 (+0)

Skills: Perception + 3 Saving Throws: Dex +6, Wis +5


Senses: darkvision 60 ft., passive Perception 13 Skills: Perception +5, Stealth +6
Languages: Common, Phanaton Senses: darkvision 60 ft., passive Perception 15
C hallenge: I (200 XP) Languages: Common, Phanaton
Challenge: 2 (450 XP)
Natural Agility: The phanaton has advantage on aJI
Dexterity saving throws due to its natural agility and Natural Agility: The phanaton has advantage on all
diminutive size. Dexterity saving throws due to its natural agility and
diminutive size.
ACTIONS
ACTIONS
Multiattack: The phanaton makes two attacks: one
with its bite and one with its javelin or two melee at- Multiattack: The phanaton makes three attacks: two
tacks with its javelin. with its bite and one with its javelin. Alternatively, it
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one makes two melee attacks with its javelin.
target. Hit: 6 (ld4 + 4) piercing damage. Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Javelin: Melee or Ranged Weapon Attack: +4 to hit, target. Hit: 6 ( l d4 + 4) piercing damage.
reach 5 ft. or range 30/120 ft., one target. Hit: 5 ( I d6 + +2 Javelin: Melee or Ranged Weapon Attack: +6 to hit,
2) piercing damage. reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1 d6 +
This 3-foot-long humanoid appears to be a cross be- 4) piercing damage.
tween a bipedal racoon and a monkey. It is covered This 3-foot-long humanoid appears to be a cross be-
with gray and black.fur and has a 4-foot-long tail used tween a bipedal racoon and a monkey. It is covered
for support and climbing. its face has two large eyes, with golden fur with black highlights and has a 4-foot-
and tufts oflong.fur sprout from its oversized ears and long tail used for support and climbing. Its face has
cheeks. two large eyes, and tufts of long black fur sprout from
its oversized ears and cheeks.

0R.iGiilAL ADVEUTV~S REiilCARJIAT ED • I SLE 0F DREAD


PHANATON WAR CHIEF PTERAFOLK
Small humanoid, any alignment Large monstrosity, neutral evil
AC: 13 AC: l 2 (natural armor)
Hit Points: 27 (5d6 + I0) Hit Points: 26 (4d 10 + 4)
Speed: 30 ft., climb 30 ft. , fly 30 ft. Speed: 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+O) 16 (+3) 14 (+2) 11 (+O) 12(+1) 11 (+O) 15 (+2) 13 (+I) 12 (+ l) 9(-1) 10(+0) 11(+0)
Skills: Perception + 3, Stealth +5 Skills: Perception +2, Survival +2
Senses: darkvision 60 ft. , passive Perception 13 Senses: passive Perception 12
Languages: Common, Phanaton Languages: Common
Challenge: 112 ( l 00 XP) Challenge: 1 (200 XP)
Natural Agility: The phanaton has advantage on all Terror Dive: If the pterafolk is flying and dives at least
Dexterity saving throws due to its natural agility and 30 feet straight toward a target, and then hits that target
diminutive size. with a melee weapon attack, the target is frightened un-
ti l the end of its next tum.
ACTIONS
ACTIONS
Multiattack: The phanaton makes two attacks: one
with its bite and one with its javelin. Multiattack: The pterafolk makes three attacks: one
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft. , one with its bite and two with its claws. Alternatively, it
target. Hit: 5 ( ld4 + 3) piercing damage. makes two melee attacks with its javelin.
Javelin: Melee or Ranged Weapon Attack: +2 to hit, Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one
reach 5 ft. or range 301120 ft. , one target. Hit: 3 (ld6) target. Hit: 7 (2d4 + 2) piercing damage.
piercing damage. Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one
This 3foot-long humanoid appears to be a cross be- target. Hit: 5 ( l d6 + 2) slashing damage.
tween a bipedal racoon and a monkey. It is covered Javelin: Melee or Ranged Weapon Attack: +4 to hit,
with gray fur and has a 4foot-long tail used for sup- reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 +
port and climbing. Its face has two large eyes, and tufts 2) piercing damage.
ofblack fur sprout from its oversized ears and cheeks. This I Ofoot-tall bipedal winged humanoid has a
pointed snout and beady malevolent eyes. Its 20foot
leathery wingspan ends in claw-like hands able to ma-
nipulate fine objects.

0I\iGilIAL ADVEII°fV~S REiilCAR.PA'fED • ISLE 0F DREAD


PURPLE WORMLING RAKASTA
Large monstrosity, unaligned Medium humanoid, any alignment

AC: 12 (natural armor) AC: 13


Hit Points: 42 (5dl0 + 15) Hit Points: 16 (3d8 + 3)
Speed: 20 ft. Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 16 (+3) I (-5) 6 (-2) 2 (-4) 13 (+1) 16 (+3) 12 (+ 1) 11 (+O) 14 (+2) 11 (+O)

Senses: blindsight 30 ft., tremorsense 30 ft., passive Skills: Perception +4, Stealth +5
Perception 8 Senses: darkvision 60 ft., passive Perception 14
Languages: - Languages: Common, Rakasta
Challenge: 2 (450 XP) Challenge: 1/4 (50 XP)

ACTIONS Special Equipment: The rakasta wears war claws (see


appendix C) over its hand claws and carries a javelin
Multiattack: The wormling makes two attacks: one for throwing.
with its bite and one with its stinger.
Bite: Melee Weapon Attack. +5 to hit, reach I 0 ft., one ACTIONS
target. Hit: 7 (1d8 + 3) piercing damage, and if the Multiattack: The rakasta makes two attacks with its
target is a Small or smaller creature, it must succeed war claws or claws.
on a DC 13 Dexterity saving throw or be swallowed
War Claws: Melee Weapon Attack: +5 to hit, reach 5
by the wonnling. A swallowed creature is blinded and
ft., one target. Hit: 6 (ld6 + 3) slashing damage.
restrained, it has total cover against attacks and other
effects outside the wormling, and it takes 3 (ld6) acid Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one
damage at the start of each of the wormling's turns. target. Hit: 4 (ld2 + 3) slashing damage.

If the wonnling takes 10 damage or more on a sin- Javelin: Ranged Weapon Attack: +3 to hit, range
gle tum from a creature inside it, the wormling must 30/120 ft. , one target. Hit: 4 (I d6 + 1) piercing damage.
succeed on a DC 21 Constitution saving throw at the Standing about as tall as a typical human, this human-
end of that turn or regurgitate all swallowed creatures, oid has feline features and is covered with soft, tawny
which fa ll prone in a space within 10 feet of the worm- tan fur. It wears a pair of metallic claws with wicked
ling. If the wormling dies, a swallowed creature is no talons.
longer restrained by it and can escape from the corpse
by using 5 feet of movement, exiting prone.
Tail Stinger: Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 5 (ld4 + 3) piercing damage,
and the target must make a DC 13 Constitution savi ng
throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.
This rubbery purplish segmented worm is about 9 feet
long, with recurved spikes along its body. Its circular
maw is lined with row upon row ofsharp teeth.

0ItjGiilAL ADVEntv~s REiilCAR!IA'f'ED • ISLE 0F DREAD


RAKASTA TIGE R RIDER RHAGOD ESSA
Medium humanoid, any alignment Medium beast, unaligned
AC :13 AC: 14 (natural armor)
Hit Points: 32 (5d8 + 10) Hit Points: 27 (5d8 + 5)
Speed: 30 ft., climb 30 ft. Speed: 30 ft., climb 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 11 (+O) l6 (+3) 11 (+O) 14 (+2) 17 (+3) 12 (+l) 2 (-4) 12 (+l) 4 (-3)
Skills: Animal Handling +5, Perception +5, Stealth +5 Senses: passive Perception 11
Senses: darkvision 60 ft., passive Perception 15 La nguages: -
Languages: Common, Rakasta Challenge: 112 ( I 00 XP)
Challenge: 1/2 (100 XP)
ACTIONS
Special Equipment: The rakasta wears war claws
over its hand claws and carries a war boomerang (see Leg: Melee Weapon Attack: +5 to hit, reach 5 ft., one
appendix C for both). target. Hit: The target is grappled by the sucker-lined
leg (escape DC 12, and escaping the grapple causes 1
ACTIONS point of slashing damage to the target). U nti I tnis grap-
ple ends, the target is restrained, and if subjected to a
Multiattack: The rakasta makes two attacks with its bite attack, that attack is at advantage. The rhagodessa
war claws or claws. can have up to two targets grappled at a time.
War Claws: Melee Weapon Attack: +5 to hit, reach 5 Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
ft., one target. Hit: 6 (1d6 + 3) slashing damage. target. Hit: I 0 (2d6 + 3) piercing damage.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one This arachnid has a pale white-yellow body and is
target. Hit: 4 (1d2+3) slashing damage. about the size ofa small horse. It has five pairs ofspin-
War Boomerang: Ranged Weapon Attack: +3 to hit, dly legs, with the front pair modified to grasp and seize
range 25/100 ft., one target. Hit: 4 ( I d6 + 1) slashing prey with wicked barb-like suckers. It has powerful
damage. If the rakasta misses with a war boomerang black mandibles situated on an oversized head.
attack, it can use its reaction at the end of its turn to
make a DC l 0 Dexterity check to catch the returning
weapon.
Leaping Attack: The rakasta can leap up to 20 feet off
its mount and make two attacks as a single action.
Standing slightly taller and more robust than a typi-
cal human, this feline humanoid is covered with thick
tan fur. He wields a bladed boomerang and his faithful
saber-toothed tiger is nearby.

0R,j G iilAL A DVE ilTU ~S REiilCARJIAT ED • ISLE 0 F D REA D


ROBBER FLY ROCK BABOON
Small beast, unaligned Small beast, unaligned

AC: 13 (natural armor) AC: 12


Hit Points: l 9 (3d6 + 9) Hit Points: 9 (2d6 + 2)
Speed: 10 ft., fly 40 ft. Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
JO (+O) 14 (+2) 16 (+3) 2 (-4) 10 (+O) 5 (-3) 11 (+O) 14(+2) 12(+1) 4(-3) 12(+ 1) 6(-2)

Skills: Stealth +4 Senses: passive Perception 11


Senses: passive Perception l 0 Languages: -
Damage Immunities: poison Challenge: 1/8 (25 XP)
Languages: - Pack Tactics: The baboon has advantage on an attack
Challenge: 114 (50 XP) roll against a creature if at least one of the baboon 's
allies is w ithin 5 feet of the creature and the ally isn't
Ambusher: In the first round of combat, the fly has
incapacitated.
advantage on attack rolls against any creature it has
surprised. ACTIONS
Shadowy Camouflage: The fly has advantage on Dex-
Multiattack: The baboon makes two attacks: one with
terity (Stealth) checks made to hide in dim light or
its bite and one with its claws.
darkness.
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one
ACTIONS target. Hit: 3 (I d6) piercing damage.

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 6 (ld8 + 2) piercing damage. target. Hit: 2 (ld4) slashing damage.

Out of the shadowy gloom of the undergrowth hurtles Rock: Ranged Melee Weapon: +2 to hit, ranged 10/30
a 3-foot-long insect with black and yellow alternating ft., one target. Hit: 2 (ld4) bludgeoning damage.
stripes. Its multifaceted eyes glimmer as jagged black These gray-furred primates are about 4 feet tall. They
mandibles snap in anticipation in.finding a.fleshy target. have black claws and prominent canine teeth.

0RjGinAL ADV Entu~s REiilCAR!lA' fED • ISLE 0F DREAD


ROCK BABOON ALPHA ROCK PYTHON
Medium beast, unaligned large beast, unaligned
AC: 12 AC: 13 (natural am1or)
Hit Points: 19 (3d8 + 6) Hit Points: 15 (2d10 + 4)
Speed: 30 ft., climb 30 ft. Speed: 30 ft.
STR DEX CON lNT WIS CHA STR DEX CON INT WIS CHA
13 (+ l ) 14 (+2) 14 (+2) 4 (-3) 12 (+I) 6 (-2) 14 (+2) 14 (+2) 14 (+2) 2 (-4) 11 (+O) 3 (-4)
Senses: passive Perception 11 Skills: Perception +2, Stealth +4
Languages: - Senses: blindsight 20 ft., passive perception 12
Challenge: 1/4 (50 XP) Languages: -
Pack Tactics: The baboon has advantage on an attack Challenge: 1/4 (50 XP)
roll against a creature if at least one of the baboon 's Stone Camouflage: The python has advantage on Dex-
allies is within 5 feet of the creature and the ally isn't terity (Stealth) checks made to hide in rocky terrain.
incapacitated.
ACTIONS
ACTIONS
Bite: Melee Weapon Attack: +4 to hit, reach I 0 ft., one
Multiattack: The baboon makes two attacks: one with target. Hit: 5 (I d6 + 2) piercing damage.
its bite and one with its claws.
Constrict: Melee Weapon Attack: +4 to hit, reach 10
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one ft., one creature. Hit: 6 (ld8 + 2) bludgeoning damage,
target. Hit: 5 (1d8 + l) piercing damage. and the target is grappled (escape DC 14). Until this
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one grapple ends, the creature is restrained, and the python
target. Hit: 3 (ld4 + I) slashing damage. can't constrict another target.
Clearly the dominant male, this muscular gray-furred This I 0-foot-long snake has gray-brown skin adorned
primate stands 5 feet tall. He has wicked black claws with textured knobby protrusions along its thick body.
and prominent canine teeth. Its forked black tongue flickers from a wide mouth situ-
ated on a triangular head.

..

0RjGiilAL A.DVEII1'V~S REiilCARJ]A1'ED • ISLE 0F DREAD


SANDLIN G SEA HYDRA
large elemental, unaligned Huge monstrosity, unaligned

AC: 16 (natural armor) AC: 16 (natural armor)


Hit Points: 42 (5dl 0 + 15) Hit Points: 184 (l 6d 12 + 80)
Speed: 30 ft. Speed: 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 6 (-2) 10 (+O) 6 (-2) 19 (+4) 14 (+2) 20 (+5) 2 (-4) 10 (+O) 7 (-2)

Damage Resistances: piercing, slashing Skills: Perception +8


Damage Immunities: poison Damage Vulnerabilities: acid
Condition Immunities: blinded, charmed, deafened, Damage Immunities: fire
exhaustion, frightened, grappled, paralyzed, petrified, Senses: blindsight 60 ft. , darkvision 60 ft., passive Per-
poisoned, restrained, unconscious ception 18
Senses: blindsight 60 ft., passive Perception 10 Languages: -
Languages: - Challenge: 9 (5,000 XP)
Challenge: 2 (450 XP) Multiple Heads: The hydra has six heads. While it has
more than one head, the hydra has advantage on saving
False Appearance: While the sandling remains mo-
throws against being blinded, charmed, deafened, fright-
tionless, it is indistinguisha ble from a normal pile of
ened, stunned, and knocked unconscious.
sand.
Whenever the hydra takes 25 or more damage in a single
Water Weakness: If doused with at least 10 gallons of turn, one of its heads dies. If all its heads die, the hydra dies.
water, the sandling is affected as if by a slow spelI for
At the end of its turn, it grows two beads for each of
1 minute.
its heads that died since its last tum, unless it has taken
ACTIONS acidic damage since its last tum. The hydra regains I 0
hit points for each head regrown in this way.
Slam: Melee Weapon Attack: +5 to hit, reach 10 ft., one Reactive Heads: For each head the hydra has beyond
creature. Hit: 13 (2d l 0 + 2) bludgeoning damage. one, it gets an extra reaction that can be used only for
What appeared to be a harmless pile ofsand turns into opportunity attacks.
an amorphous, moving blob. It forms a sandy pseudo- Wakeful: While the hydra sleeps, at least one of its
pod, ready to strike. beads is awake.
Water Breathing: The hydra can breathe only under-
water.

ACTIONS

Multiattack: The hydra makes as many bite attacks as


it has heads.
Bite: Melee Weapon Attack: +8 to hit, reach 15 ft., one
target. Hit: 8 ( Id 8 + 4) piercing damage.
Water cascades down several of the sinewy necks of
this aquatic draconic beast. Its bulk is clad in blu-
ish scales and each sail-finned head sports oversized
black, emotionless eyes. Its gaping jaw is lined with
dagger-like teeth and a crimson tongue flickers in an-
ticipation of its next meal.

01\jGiilAL ADVEn'fu~s REiilCARJIA' tED • ISLE 0F DREAD


SEA SNAKE SKELETAL MASTODON
Medium beast, unaligned Huge undead, unaligned
AC: 13 AC: 14 (natural armor)
Hit Points: 22 (4d8 + 4) Hit Points: 85 (10dl2 + 20)
Speed: 30 ft., swim 60 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12(+ 1) 1 (-5) 10 (+O) 3 (-4) 20 (+5) 9 (- 1) 15 (+2) 2 (-4) 10 (+O) 6 (-2)
Senses: blindsight 30 ft., passive perception 12 Damage Vulnerabilities: bludgeoning
Languages: - Damage Immunities: poison
Challenge: 1/2 ( 100 XP) Condition Immunities: exhaustion, poisoned
Hold Breath: The snake can hold its breath for 15 Senses: darkvision 60 ft., passive Perception 10
minutes. Languages: -
Challenge: 5 (1,800 XP)
ACTIONS
Trampling Charge: If the skeleton moves at least 20
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft. , one feet straight toward a creature and then hits it with a
target. Hit: 5 (ld4 + 3) piercing damage and the target gore attack on the same turn, that target must succeed
must make a DC 11 Constitution saving throw. On a
on a DC 15 Strength saving throw or be knocked prone.
fai led saving throw, the target is poisoned, but the slow If the target is prone, the skeleton can make one stomp
acting venom is not readily apparent, requiring a suc- attack against it as a bonus action.
cessful DC 14 passive Perception check to discern the
Undead Nature: The skeleton doesn't require air,
poisoning. Symptoms don't occur until l hour later, at
food, drink, or sleep.
which time the target is considered poisoned, and takes
5 (2d4) poison damage. ACTIONS
This 6-foot-long snake has alternating black, red, and
yellow bands, with a.fluke-like.flatten ed tail. Gore: Melee Weapon Attack: + 8 to hit, reach 10 ft., one
target. Hit: I 5 (3d6 + 5) piercing damage.
Stomp: Melee Weapon Attack: +8 to hit, reach 5 ft.,
one prone creature. Hit: 2 1 (3d 10 + 5) bludgeoning
damage.
This skeletal elephantine creature has a pair of up-
turned tusks, one splintered into a jagged point. It
stands about 9 feet tall at the shoulder and has glow-
ing pinpoints ofsickly green in its empty eye sockets.

0RjcinA L ADVEntv~s REiilC.Q.RJIAtED • ISLE 0 F DREAD


SKELETAL SNAKE SPINOSA URUS
Medium undead, unaligned Huge beast, unaligned

AC: 13 AC: 14 (natural armor)


Hit Points: 11 (2d8 + 2) Hit Points: 172 (15dl2 + 75)
Speed: 30 ft., swim 30 ft. Speed: 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
lO (+O) 16 (+3) 12 (+ I) 1 (-5) 10 (+O) 3 (-4) 26 (+8) 11 (+O) 20 (+5) 2 (-4) 14 (+2) 6 (-2)

Damage Vulnerabilities: bludgeoning Skills: Perception +6


Damage Immunities: poison Senses: passive Perception 16
Condition Immunities: exhaustion, poisoned Languages: -
Senses: darksight 60 ft., passive perception 10 Challenge: 9 (5 ,000 XP)
Languages: - ACTIONS
Challenge: 1/8 (25 XP)
Multiattack: The spinosaurus makes two attacks: one
Undead Nature: The skeleton doesn't require air, with its bite and one with its tail. It can't make both at-
food, drink, or sleep. tacks against the same target.

ACTIONS Bite: Melee Weapon Attack: + 12 to hit, reach 10 ft.,


one target. Hit: 40 ( 5d 12 + 8) piercing damage. If the
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target is Medium or smaller creature, it is grappled (es-
target. Hit: 5 (ld4 + 3) piercing damage. cape DC 18). Until this grapple ends, the target is re-
This 6-foot-long snake is stripped offlesh and is com- strained, and the spinosaurus can't bite another target.
posed of bones. Tiny pinpoints of malevolent red emit Tail: Melee Weapon Attack: + 12 to hit, reach 15 ft. , one
from the voids of its eye sockets. target. Hit: 18 (3d6 + 8) bludgeoning damage.
This massive bipedal dinosaur is over 50 feet long with
a thin crocodile-like snout and a jagged array ofpro-
truding teeth. Its flanks are swollen and hump-like, and
a sail-like structure is on its back, colored in various
shades ofmottles grays, greens, and drab brown.

0NGiilAL ADVEilTV~S REiilCARJIATED • ISLE 0F DREAD


SPITTING COBRA STEGOSAUR US
Tiny beast, unaligned Huge beast, unaligned

AC:13 AC: 13 (natural armor)


Hit Points: 3 (ld4 + l) Hit Points: 76 (8d12 + 24)
Speed: 30 ft., swim 30 ft. Speed: 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 12 (+1) 1 (-5) 10 (+O) 3 (-4) 20 (+5) 9 (-1) l 7 (+3) 2 (-4) 11 (+O) 5 (-3)
Skills: Perception +2 Senses: passive Perception l 0
Senses: blindsight I 0 ft., passive perception 12 Languages: -
Languages: - Challenge: 4 (1,100 XP)
Challenge: 1/8 (25 XP)
ACTIONS
ACTIONS
Tail: Melee Weapon Attack: +7 to hit, reach 1.0 ft., one
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) piercing damage.
target. Hit: 1 piercing damage, and the target must This tank-like dinosaur has angled bony plates along
make a DC 10 Constitution saving throw, taking 3 its rough hide back. Its flexible tail is armed with nu-
( 1d6) poison damage on a failed save, or half as much merous wicked spikes.
damage on a successful one.
Poison Spit (Recharge 6): Ranged Weapon Attack:
+5 to hit, range 5/10 ft., one creature. Hit: The target
must make a DC I 0 Constitution saving throw, taking 7
(2d6) poison damage and becoming blinded for 1 hour
on a fai led save, or half as much damage and no blind-
ness on a successful one.
This 3-foot-long snake is black with yellow striations
and sports a hooded head, as it arches with a hiss of
warning.

0RicinAL ADVEil'tVR]:S REiilCARJIA'tED • ISLE 0F DREAD


STONE J UGGERNAUT the juggernaut enters for the first time on a tum must
large construct, unaligned make a DC 17 Dexterity saving throw, taking 55
( IOdlO) bludgeoning damage on a failed save, or half
AC: 15 (natural armor)
as much damage on a successful one.
Hit Points: 157 (15dl0 + 75)
Immutable Form: The juggernaut is immune to any
Speed: 50 ft. (in one direction chosen at the start of its spell or effect that would alter its form.
tum)
Regener ation: As long as it has 1 hit point left, the
STR DE X CON INT WIS CHA juggernaut magically regains all its hit points daily at
22 (+6) 1 (-5) 21 (+5) 2 (-4) 11 (+O) 3 (-4) dawn. The juggernaut is destroyed and doesn't regen-
erate if it drops to 0 hit points.
Damage Immunities: poison; bludgeoning, pierc-
ing, and slashing damage from nonmagical attacks not Siege Monster : The juggernaut deals double damage
made with adamantine weapons to objects and structures.
Condition Immunities: blinded, charmed, deafened, ACTIONS
exhaustion, frightened, paralyzed, petrified, poisoned,
prone Slam: Melee Weapon Attack: +I 0 to hit, reach 5 ft., one
Senses: blindsight 120 ft., passive Perception 10 target. Hit: 25 (3d 12 + 6) bludgeoning damage. If the
target is a Large or smaller creature, it must succeed on
Languages: -
a DC 17 Strength saving throw or be knocked prone.
Challenge: J2 (8,400 XP)
This stone construct is fashioned after a crudely chis-
Devastating Roll: The juggernaut can move through eled triceratops, although one of its horns has broken
the space of a prone creature. A creature whose space off It is on a base with massive stone rollers, stained
with caked brown deposits.

0RJGiDAL ADVEiltVR,J;S REi D CARJIA'tED • ISLE 0 F DREAD


SWARM OF SANDLINGS TITANOTHERE
Medium swarm of Tiny elementals, unaligned Large beast, unaligned

AC: 16 (natural armor) AC: 14 (natural armor)


Hit Points: 22 (5d8) Hit Points: 90 (12dl 0 + 24)
Speed: 30 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 11 (+O) 6 (-2) 10 (+O) 6 (-2) 20 (+5) 8 (-1 ) 14 (+2) 2 (-4) IO (+O) 6 (-2)
Damage Resistances: bludgeoning, piercing, slashing Senses: passive Perception 10
Damage Immunities: poison Languages: -
Condition Immunities: blinded, charmed, deafened, Challenge: 3 (700 XP)
exhaustion, frightened, grappled, paralyzed, petrified,
Goring Trample: If the titanothere moves at least 20
poisoned, restrained, stunned, unconscious
feet straight toward a creature and then hits it with a
Senses: blindsight 60 ft., passive Perception 10 gore attack on the same turn, that target takes an ad-
Languages: - ditional 7 (2d6) bludgeoning damage, and must suc-
Challenge: 112 (1 00 XP) ceed on a DC 15 Strength saving throw or be knocked
prone. If the target is prone, the titanothere can make
False Appearance: While the swarm remains motion-
one stomp attack against it as a bonus action.
less, it is indistinguishable from a normal pile of sand.
Swarm: The swarm can occupy another creature's ACTIONS
space and vice versa, and the swarm can move through
Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one
any opening large enough for a Tiny sandling. The
target. Hit: 12 (2d6 + 5) bludgeoning damage.
swarm can't regain hit points or gain temporary hit
points. Stomp: Melee Weapon Attack: +7 to hit, reach 5 ft., one
prone creature. Hit: 15 (3d6 + 5) bludgeoning damage.
Water Weakness: If doused with at least 10 gallons of
water, the swarm is affected as if by a slow spell for 1 This bulky herbivore stands 8 feet tall at the shoulder
minute. and has a rough gray-brown hide. At the end of its
snout is a large paddle-like horn, divided at its apex.
ACTIONS

Slam: Melee Weapon Attack: +5 to hit, reach 0 ft., one


creature in the swarm's space. Hit: 7 (2d6) bludgeoning
damage, or 3 (ld6) bludgeoning damage if the swarm
has half of its hit points or fewer. The target must make
a DC 13 Dexterity saving throw or be knocked prone.
The target has advantage on this saving throw if the
swarm has half its hit points or fewer.
What appeared to be a harmless pile a sand turns into
a writhing mass ofsand-like oozes, slithering amongst
your feet.

0RjGiilAL ADVEil1'V~S REiilCAR!IA1'ED • ISLE 0F DREAD


TOTEMGOLEM
Large construct, unaligned

AC: 12 (natural armor)


Hit Points: 85 (9d l 0 + 36)
Speed: 20 ft.
STR DEX CON INT WIS CHA
20 (+5) 11 (+O) 19 (+4) 6 (-2) 10 (+O) 6 (-2)
Skills: Perception +3
Damage Vulnerabilities: magical fire
Damage Immunities: acid, poison, psychic; bludg-
eoning, piercing, and slashing damage from nonmagi-
cal attacks not made with adamantine weapons
Condition Immunities: charmed, exhaustion, fright-
ened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: understands Common but can't speak
Challenge: 5 ( 1,800 XP)
False Appearance: While the golem re-
mains motionless, it is indistinguish-
able from a normal totem pole.
Magic Resistance: The golem has
advantage on saving throws against
spells and other magical effects.

ACTIONS

Multiattack: The golern makes two slam attacks.


Slam: Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 16 (2d l 0 + 5) bludgeoning damage.
If the target is a creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.
This I 2-foot-tall wooden totem pole features four
crudely carved heads: a dinosaur, a shark, a demonic
humanoid, and a beetle. With piercing red eyes, it ani-
mates with a pair of tnmk-like legs and gangly arms
unfolding from its form.

0RjGillAL A.DVEntu~s REiilCAJUIA1'ED • ISLE 0F DREAD


TRACHODON VAMPIRIC IXITXACHITL
Large beast, unaligned Medium aberration, chaotic evil

AC: 12 (natural armor) AC: J6 (natural armor)


Hit Points: 60 (8d 10 + 16) Hit Points: 44 (8d8 + 8)
Speed: 30 ft. Speed: 0 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 11 (+O) 14 (+2) 2 (-4) 10 (+O) 6 (-2) 14 (+2) 18 (+4) 13 (+ 1) 12 (+ 1) 13 (+1) 7 (-2)
Senses: passive Perception 10 Senses: darkvision 60 ft., passive Perception 11
Languages: - Languages: Abyssal, Ixitxachitl
Challenge: 2 (450 XP) Challenge: 2 (450 XP)

ACTIONS Regeneration: The ixitxachitl regains l 0 hit points at


the start of its turn. The ixitxachitl only dies if it starts
Tail: Melee Weapon Attack: +5 to hit, reach 10 ft., one its turn with 0 hit points.
target. Hit: 10 (2d6 + 3) bludgeoning damage.
An erect dinosaur that uses its massive tail to balance, ACTIONS
this beast is about 15 feet tall. Its mouth is flat and bill- Vampiric Bite: Melee Weapon Attack: +4 to hit, reach
shaped like an immense duck, and a backward curved
5 ft., one target. Hit: 6 (ld8 + 2) piercing damage.
fin is on the crest of its head. The target must succeed on a DC 11 Constitution sav-
ing throw or its hit point maximum is reduced by an
amount equal to the damage taken, and the ixitxachitl
regains hit points equal to that amount. The reduction
lasts until the target finishes a long rest. The target dies
if its hit point maximum is reduced to 0.

REACTIONS

Barbed Tail: When a creature provokes an opportuni-


ty attack from the ixitxachitl, the ixitxachitl can make
the following attack instead of using its bite. Melee
Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
9 (ldlO + 4) piercing damage.
This manta-like creature has a pitch-black upper sur-
face, and a milky-white belly. It has small "clawed
hands" at the tips of its wings. Its inky eyes gleam with
a sinister intelligence, and although small its maw is
lined with rows ofcurving pointed teeth.

0RjGiilAL ADVEntv~s REinCARJIATED • ISLE 0F DREAD


VAMPIRIC IXITXACHITL VELOCIRAPTOR
Tiny beast, unaligned
SOVEREIGN
Medium aberration, chaotic evil AC: 13 (natural armor)
AC: 17 (natural armor) Hit Points: IO (3d4 + 3)
Hit Points: 90 (12d8 + 36) Speed: 30 ft.
Speed: 0 ft., swim 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13(+1) 4 (-3) 12(+1) 6 (-2)
16 (+3) 18 (+4) 16 (+3) 12 (+1) 13 (+1) 7 (-2) Skills: Perception +3
Senses: darkvision 60 ft., passive Perception 11 Senses: passive Perception 13
Languages: Abyssal, Ixitxachitl Languages: -
Challenge: 6 (2,300 XP) Challenge: 1/4 (50 XP)

Regeneration: The ixitxachitl regains 10 hit points at Pack Tactics: The velociraptor has advantage on an
the start of its tum. The ixitxachitl only dies if it starts attack roll against a creature if at least one of the ve-
its tum with 0 hit points. lociraptor's allies is within 5 feet of the creature and
the ally isn 't incapacitated.
ACTIONS
ACTIONS
Vampiric Bite: Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 8 (ldlO + 3) piercing damage. Multiattack: The velociraptor makes two attacks: one
The target must succeed on a DC 13 Constitution sav- with its bite and one with its claws.
ing throw or its hit point maximum is reduced by an Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one
amount equal to the damage taken, and the ixitxachitl target. Hit: 5 ( ld6 + 2) piercing damage.
regains hit points equal to that amount. The reduction Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one
lasts until the target finishes a long rest. The target dies target. Hit: 4 (ld4 + 2) slashing damage.
if its hit point maximum is reduced to 0. This 3-foot-tall bipedal feathered dinosaur has a low
REACTIONS sloping head and an upturned snout. It has a long tail,
and a sickle-shaped claw on each hind foot.
Barbed Tail: When a creature provokes an opportuni-
ty attack from the ixitxachitl, the ixitxachitl can make
the following attack instead of using its bite. Melee
Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
10 (ld12 + 4) piercing damage.
This manta-like creature has an umber upper surface,
and a pale white belly. It has small "clawed hands "
at the tips of its wings. Its unblinking eyes gleam with
a sinister intelligence, and although small its maw is
lined with rows of curving pointed teeth.

0Rj:GiilAL ADVEil'fV~S REiilCARJJA'fED • ISLE 0F DREAD


WASTRILITH Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one
Large.fiend, chaotic evil target. Hit: 30 (4d12 + 4) piercing damage.
AC: 18 (natural armor) Claws: Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 18 (4d6 + 4) slashing damage.
Hit Points: 157 (15d10 + 75)
Grasping Spout: The wastrilith magically launches a
Speed: 30 ft., swim 80 ft.
spout of water at one creature it can see within 60 feet
STR DEX CON INT WIS CHA of it. The target must make a DC 17 Strength saving
19 (+4) 18 (+4) 21 (+5) 19 (+4) 12 (+1) 14 (+2) throw, and it has disadvantage if it's underwater. On
a failed save, it takes 22 (4d8 + 4) acid damage and is
Saving Throws: Str +9, Con+ I 0
pulled 60 feet toward the wastrilith. On a successful
Damage Resistances cold, fire, lightning; bludgeon-
save, it takes half as much damage and isn't pulled.
ing, piercing, and slashing from nonmagical attacks
This scaled serpentine creature has a pointed fish-like
Damage Immunities: poison
snout with a tooth-lined maw. It sports a vague human-
Condition Immunities: poisoned oid-like torso, but its hind quarters are all serpent and
Senses: darkvision 120 ft., passive Perception 11 adorned with fins protruding from its flanks. Its arms
Languages: Abyssal, telepathy 120 ft. end in oversized sickle-like claws.
Challenge: 13 (10,000 XP)
Amphibious: The wastrilith can breathe air and water.
Corrupt Water: At the start of each of the wastrilith's
turns, exposed water within 30 feet of it is befouled.
Underwater, this effect lightly obscures the area until
a current clears it away. Water in containers remains
corrupted until it evaporates.
A creature that consumes the foul water or swims in it
must make a DC 18 Constitution saving throw. On a
successful save, the creature is immune to the foul wa-
ter for 24 hours. On a failed save, the creature takes 14
(4d6) poison damage and is poisoned for 1 minute. At
the end of this time, the poisoned creature must repeat
the saving throw. On a failure, the creature takes 18
(4d8) poison damage and is poisoned until it finishes
a long rest.
If another demon drinks the foul water as an action, it
gains 11 (2d 10) temporary hit points.
Magic Resistance: The wastrilith has advantage on
saving throws against spells and other magical effects.
Undertow: As a bonus action when the wastrilith is
underwater, it can cause all water within 60 feet of it to
be difficult terrain for other creatures until the start of
its next turn.

ACTIONS

Multiattack: The wastrilith uses Grasping Spout and


makes three attacks: one with its bite and two with its claws.

0RjGiITAL ADVEntv~s REiITCARJIAfED • ISLE 0F DREAD


WERECROCODILE the same in each form. Any equipment it is wearing or
Medium humanoid (human, shapechanger), neutral evil carrying isn't transformed. It reverts to its true form if
it dies.
AC: IO in humanoid form, 12 (natural armor) in croco-
dile or hybrid form ACTIONS
Hit Points: 52 (8d8 + 16)
Multiattack (Humanoid or Hybrid Form Only): In
Speed: 30 ft. (20 ft., swim 30 ft. in crocodile form) humanoid form, the werecrocodile makes two macana
STR DEX CON INT WIS CHA attacks. In hybrid form, it can make two attacks, only
15 (+2) 10 (+O) 14 (+2) 10 (+O) 11 (+1) 9 (-1) one of which can be a bite.

Skills: Stealth +2 Macana (Humanoid or Hybrid Form Only): Melee


Weapon Attack +4 to hit, reach 5 ft., one target. Hit:
Damage Immunities: bludgeoning, piercing, and
5 (ld6 + 2) slashing damage, or 6 ( ld8 + 2) slashing
slashing from nonmagical attacks not made with sil-
damage if used with two hands.
vered weapons
Bite (Crocodile or Hybrid Form Only): Melee Weap-
Senses: passive Perception 10
on Attack: +4 to hit, reach 5 ft., one creature. Hit: 7
Languages: Common (can't speak in crocodile form) ( l d l 0 + 2) piercing damage, and the target is grappled
Challenge: 3 (700 XP) (escape DC 12). Until this grapple ends, the target is
restrained, and the werecrocodile can't bite another
Special Equipment: The werecrocodile wields a ma-
target. If the target is a humanoid, it must succeed on
cana (see appendix C) when in humanoid or hybrid
a DC 12 Constitution saving throw or be cursed with
form.
werecrocodile lycanthropy.
Hold Breath (Crocodile or Hybrid Form Only): The
This humanoid is somewhat short and stocky, with an
werecrocodile can hold its breath for 15 minutes.
elongated face and nose. Bumpy warts cover its face
Shapechanger: The werecrocodile can use its action and a mop of oily hair covers its head. It wields a
to polymorph into a crocodile-humanoid hybrid or into wooden paddle-like sword studded with triangular ob-
a crocodile, or back into its true form, which is hu- sidian shards.
manoid. Its statistics, other than its size and AC, are

0lVGillAL A DVEll'fV~S REillCARJIATED • ISLE 0F DREAD


WERE SHARK a successful DC 14 Dexterity saving throw or drop its
Medium humanoid (human, shapechanger), neutral evil weapon.
AC: 11 in humanoid form, 12 (natural armor) in shark Bite (Shark or Hybrid Form Only): Melee Weapon
or hybrid form Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8
+ 4) piercing damage. If the target is a humanoid, it
Hit Points: 65 (10d8 + 20)
must succeed on a DC 12 Constitution saving throw or
Speed: 30 ft. (0 ft., swim 40 ft. in shark form) be cursed with wereshark lycanthropy.
STR DEX CON INT WIS CHA This humanoid is burly, with dried leather-like skin
18 (+4) 13 (+ 1) 15 (+2) 10 (+O) 11 (+l) 9 (-1) covered with black tattoos. His facial features are flat,
Skills: Perception +2 with a wide toothy smile, flat nose, and black eyes.

Damage Immunities: bludgeoning, piercing, and


slashing from nonmagical attacks not made with sil-
vered weapons
Senses: blindsight 20 ft. (shark form only), passive
Perception 12
Languages: Common (can't speak in shark form)
Challenge: 4 (1, l 00 XP)
Special Equipment: The wereshark carries a cutlass
(see appendix C) when in humanoid or hybrid form.
Amphibious (Hybrid Form Only): The wereshark
can breathe air and water.
Blood F renzy (Shark or Hybrid Form Only): The
wereshark has advantage on melee attack rolls against
any creature that doesn't have all its hit points.
Shapechanger: The wereshark can use its action to
polymorph into a shark-humanoid hybrid or into a
Large hunter shark, or back into its true form, which is
humanoid. Its statistics, other than its size and AC, are
the same in each form. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if
it dies.
Water Breathing (Shark Form Only): The were-
shark can breathe only underwater.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only): In


humanoid form, the wereshark makes two cutlass at-
tacks. In hybrid form, it can make two attacks, only one
of which can be a bite.
Cutlass (Humanoid or Hybrid Form Only): Melee
Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit:
8 (ld8 + 4) slashing damage. If the target is a crea-
ture wielding a manufactured weapon, it must make

aR,f GinAL ADVEn'f'v~s REinCARJIATED • ISLE 0F DREAD


WOOLLY RHINOCEROS to 0 hit points, it spends its next tum feeding on the
Large beast, unaligned corpse. Each turn the xochatateo feeds unhindered, the
creature automatically fails its death saving throw and
AC: 14 (natural armor)
the xochatateo gains 10 temporary hit points.
Hit Points: 85 (lOdIO + 30)
Divine Weakness: If a creature actively displays a
Speed: 40 ft. holy symbol the xochatateo has disadvantage on attack
STR DEX CON INT WIS CHA rolls against that creature.
23 (+6) 8 (-1) 17 (+3) 2 (-4) 12(+1) 6 (-2) Undead Nature: The xochatateo doesn 't require air,
food, drink, or sleep.
Senses: passive Perception 11
Languages: - ACTIONS
Challenge: 4 ( 1, 100 XP)
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one
Charge: If the rhinoceros moves at least 20 feet straight target. Hit: 5 (ld6 + 2) bludgeoning damage, and the
toward a target and then bits it with a gore attack on the target must make a DC 12 Constitution saving throw
same tum, the target takes an extra 13 (3d8) bludgeon- or be weakened. While weakened, all Strength-based
ing damage. If the target is a creature, it must succeed attack rolls, saving throws, and skill checks are made
on a DC 16 Strength saving throw or be knocked prone. at disadvantage. The target can attempt another saving
throw at the end of its turn as a bonus action to end this
ACTIONS effect on itself on a successful save.
Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one This filthy humanoid zombie is emaciated and covered
target. Hit: 19 (3d8 + 6) bludgeoning damage. with dried gore from a horrific chest wound.
This stocky rhinoceros has a thick woolly brown hide
and stands at nearly 7 feet tall at the shoulder. It sports
two horns on its head, one smaller between the eyes,
and another curved upwards toward the end of its
snout.

XOCHATATEO
Medium undead, any evil

AC: 12 (natural armor)


Hit Points: 22 (4d8 + 4)
Speed: 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+l) 12 (+ l) 1 (-5) 10 (+O) 3 (-4)
Skills: Perception +2
Damage Vulnerabilities: radiant
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive perception 12
Languages: -
Challenge: 1/2 (100 XP)
Corpse Gorge: If the xochatateo reduces a creature

0RjGiilAL A.DVEn"tv~s REiilCARJIA1'ED • ISLE 0F DREAD


ZOMBIE SHARK Undead Fortitude: If damage reduces the zombie to
Large undead, neutral evil 0 hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage
AC: 10 (natural armor)
is radiant or from a critical hit. On a success, the zom-
Hit Points: 60 (8d 10 + 16) bie drops to 1 hit point instead.
Speed: 0 ft., swim 20 ft. Undead Natllre: The zombie doesn't require air, food,
STR DEX CON INT WIS CHA drink, or sleep.
l 8 (+4) 8 (-1 ) 15 (+2) I (-5) 10 (+O) 4 (-3)
ACTIONS
Saving Throws: Wis +2
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities: poison
target. Hit: 13 (2d8 + 4) piercing damage.
Condition Immunities: poisoned
This 15joot-long shark has pallid, rotting flesh, with
Senses: blindsight 30 ft. , passive Perception 12 chunks missing in various places. Its eyes are white
Languages: - and its toothy maw sports gaps and shattered, serrated
Challenge: 2 (450 XP) teeth in places.

0aj G iilAL ADVE il'f'V~S RE i ilCARJIA'f'ED • I SLE 0F DREA D


APPENDIX C

New Items &... Magic


llEW A.R1lI0R
Armor Cost Armor Class (AC) Streng th Stealth Weight
Medium Armor
Wicker 2gp 11 + Dex modifier (max 1) Disadvantage 12 lbs.
Bone 50gp 14 Str 13 Disadvantage 20 lbs.

Bone. This armor is a woven mesh of bones and animal Wicker. This armor is comprised of woven reeds that
teeth, typically worn by native tribesmen. Although form a protective vest for the torso, and sometimes arm
macabre, some cultures consider it an honor to use the and leg guards. Although not very protective, it is cheap
bones of opponents that have fallen in battle. Creating and simple to manufacture and is relatively lightweight.
bone armor requires a trained craftsman and can take
days co design a custom-designed set for a warrior.

llEW WEA.Pens
Name Cost Damage Wt Properties
Simple Afelee 1Peqpons
Macana 2gp ld6 slashing 3 lbs. Versatile (1d8)
Martial 1Helee Weqpons
Cutlass 15 gp 1d8 slashing 5 lbs. Finesse
War Claws 25 gp 1d6 slashing 1 lbs. Finesse, light
Martial Ranged Weapons
Atlatl 4 gp 3 lbs. Ammunition (range 40/150)
War Boomerang 10 gp 1d6 slashing 2 lbs. Thrown (range 25/100)

Atlatl. The atlatl is a simple device used to launch jave- War Boomeran.g. This curved throwing weapon has a
lins for greater range and with greater penetration. A bladed edge. If the boomerang misses its target, it re-
javelin used as ammunition has a range of 40/150 feet turns to the thrower unless a critical failure occurred.
and causes 1d8 piercing damage. The thrower can use a reaction to catch the war boomer-
ang with a successful D C 10 Dexterity check. Otherwise,
Cutlass. A cutlass is a heavy sword with a curved blade,
the war boomerang falls at the thrower's feet.
favored by pirates and sailors. I t often has a fancy basket
hilt to protect the hand that some skilled wielders can War Claws. Favored by the rakasta, this is a gauntlet with
use to aid in disarming or parrying another weapon blow. sharp talon-like metal claws, designed to augment an un-
armed strike. If used co attack, no other weapon can be
M acan a. A macana is a primitive wooden paddle set
wielded in this hand.
with sharp pieces of rock or animal teeth.

0RjGiilAL ADVEil1'U~S REiilCARPA1'ED • ISLE 0f DREAD


llEW Jb:A.GIC ITEJb:S hit a demon with this weapon, you can choose to either
deal 4d6 damage of the weapon's type, or deal 2d6 dam-
age and stun the demon. When stunned, the demon must
BOOTS OF WATER WALKING make a DC 16 Constitution saving throw. On a success,
Wondrous item, uncommon (requires attunement)
the demon is stunned until the beginning of its next turn.
These boots are leather and covered with a magic oil On a failure, the demon is stunned until the end of its
that resists all liquids. While wearing these boots, you next turn.
are granted the ability to move across any liquid surface,
such as water, acid, mud, snow, or even lava, as if it were OBSIDIAN MIRROR
solid ground. If you become submerged in a liquid while Wondrous item, legendary (requires attunement by a spellcaster)
wearing these boots, each turn the boots carry you 60
These rare items are flat, polished obsidian, typically in
feet towards the surface. The boots function for a total
an irregular shape but about 4 feet in diameter. Often the
of 1 hour per day. To use them again, you need to finish
mirror is encircled with a silver or platinum frame, and
a long rest.
sometimes adorned with runes or decorations. The mir-
ror weighs about 100 pounds, has AC 15, 25 hit points,
BOTTLE OF AIR and resistance to piercing and slashing weapons. If re-
Wondrous item, uncommon
duced to 0 hit points it shatters and is destroyed. The
This is a bottle of clear or blue glass, about the size of mirror must be hung on a vertical surface and then at-
a wine bottle. It often has a fancy cork, inscribed with tuned to the user for it to function.
runes in a precious metal. While empty, it appears to hold
The obsidian mirror functions as a combination of a crys-
a faint swirling of smoke. If filled with a liquid, the bot-
tal ball of telepatf?y and a modified mirror of life trapping (that
tle ceases to function until emptied and allowed to com-
can only trap at most nine creatures). When found, there
pletely dry, which takes a long rest.
are 2d4 creatures already trapped in an obsidian mirror.
If held up to your mouth and inhaled while saying the
command word, your lungs fill with magical air that PEARL OF THE SIRINES
grants you the ability to breathe water for 24 hours. The Wondrous item, rare (requires attunement)
bottle holds enough for six Medium creatures to use be-
This is a pure white pearl, sometimes with light blue
fore a long rest is needed to recharge.
swirled patterns on its surface. Often, the pearl is mount-
ed on a ring or neck.lace. The pearl appears to be flawless
CURSED SHIELD and worth at least 1,000 gp, although a successful DC 15
Armor (shield), uncommon (requires attunement)
Intelligence (Arcana) check or an identify spell reveals its
Upon initial examination, this appears to be a magical greater abilities. Once attuned, the bearer of this pearl
shield that grants an additional + 1 bonus to AC. gains the ability to breathe water, a swimming speed of
Curse. Once attuned, the bearer discovers this shield 40 feet, and the ability to understand (but not speak)
actually bestows a -2 penalty to AC (so in essence the Aquan.
shield's regular +2 bonus is nullified). The shield can't
be put down or discarded. Only a remove curse spell cast POTION OF SWIMMING
Potion, common
on the shield nullifies the cursed effect so it can be dis-
carded. The shield remains cursed however. This oily fluid tastes salty and has a strong smell of the
ocean at low tide. Once imbibed, you have a swimming
DEMON SLAYER speed of 30 feet that lasts for 1 hour.
Weapon (any), rare

You gain a + 2 bonus to attack and damage rolls made


with this magic weapon.
When you hit any fiend with this weapon, the fiend takes
an additional 2d6 damage of the weapon's type. If you

01\iGiDAL ADVEil'tV~S REiDCARJIA'fED • ISLE 0F DREAD


POTION OF UNDEAD CONTROL
Potion, rare

This liquid is typically stored in a clay or earthenware


canopic jar or vial. The liquid smells like a rotting corpse,
but the taste is surprisingly sweet and pleasant. Once
quaffed, you can cast a special dominate 111011ster spell on an
undead creature. The effect is concentration-based and
lasts up to 10 minutes.

RING OF FEY ANCESTRY


Ring. rare (requires attunement)

These silver bands are often decorated with a leaf pat-


tern and are typically wrought from silver or rnithril.
Most commonly, they are forged and enchanted by el-
ven smiths and granted to non-elven allies. Once attuned
to the ring, the wearer has advantage on saving throws
against being charmed, and magic effects can't put the
wearer to sleep.

SWORD OF ALLURING
Weapon (any sword), rare

When you wield this magic sword, you gain a +2 bonus


to attack and damage rolls. In addition, once per day you
can innately cast charm person (save DC 15) as an action.

LEGEITDAR .)7 ITEMS OF


ELEMEilTA L POWER._ EBON PEARL
Wondrous item, legendary (requires attunement by a spellcaster)
These four legendary magic items currently reside on the
Isle of Dread. The DM is encouraged to flesh out the The Ebon Pearl is about the size of an orange and weighs
backstory of each of these powerful unique magical ob- about 5 pounds. I ts surface is smooth and black, pure as
jects, and why they are all currently located on the isle. the darkest night.
Since they have an affinity for raw elemental power, they The Ebon Pearl functions as a special pearl of po1JJer. The
were likely all transported here for some use regarding bearer can speak Aquan. The pearl has 4 charges and
one or more of the Elemental Gates (see chapter 3), but can be used up to three times per day. At dawn, the pearl
through various quirks of fate are now "lost." regains 1 charge. The attuned bearer can use an action
DM Note: Altl1ough not artifacts, these are powerful to speak the command word to regain an expended spell
magic items that can shift the power base of a campaign. slot. It costs 1 charge to regain a spell slot of 1st to 3rd
The D M is encouraged to use caution if introducing one level, 2 charges to regain a spell slot of 4th to 6th level,
(or more) of these magic items. If the characters find and 4 chargers to regain a spell slot of 7th to 9th level.
one of these, it's likely powerful NPCs will soon learn of
the acquisition (especially if they return to the mainland) GEM OF ACUITY
and become very interested in the characters. Wondrous item, legendary (requires attunement)

This gem appears to be a large multi-faceted ruby shaped


like a prism. The gem occasionally glints, even if not in
direct sunlight.

0.RjGiilAL A.DVE ilTV ~S REi il CARJIATED • I SLE 0F DREAD


The Gem of Acui!J is a special gem of seeing. Once attuned,
llEW SPELLS
the bearer can speak and understand Terran. The gem has
4 charges. In addition to using a charge to grant truesight
out to a range of 120 feet for 10 minutes, charges can LOGS TO LIZARDS
3rd-level transmutation
be expended to cast the following spells: detect magic (1
charge), detect thoughts (save DC 17; 2 charges), locate crea- Casting Time: 1 action
ture (4 charges), or locate object (2 charges). Range: 60 feet
Components: V, S, M (one sizable log, about 5 feet long
At dawn each day, the gem regains 1d3 charges.
and 6 inches in diameter, per lizard)
Duration: Concentration, up to 10 minutes
RING OF CAELI
Ring, legendary (requires attunement) This spell transforms up to three normal logs into giant
lizards (with maximum hit points). The giant lizards are
This magical ring is a platinum band etched with faint
friendly to you and your allies and can be commanded
swirling patterns which glow when expending charges. A
to attack or perform simple duties. If slain, or at the end
light blue sapphire is prominently mounted on the ring,
of the duration, the lizards turn back into mundane logs.
encircled by eight tiny pale sapphires that are difficult to
discern. As a bonus action, the attuned wearer can make At Higher Levels: When you cast this spell using a spell
the ring invisible while being worn. slot of 4th level or higher, you create one additional
lizard for each slot level above 3rd, assuming there are
The Ring of Caeli is an enhanced ring of air elemental com-
enough logs in range.
mand. In addition to its normal powers, the ring has an
invisible stalker bound to it (specifically, the large sap-
phire). Once per day, the attuned wearer can summon SERPENT MISSILE
/st-level evocation
the invisible stalker as per a con.Jure elemental spell, without ...
concentration, for a duration of up to 6 hours. Casting Time: 1 action
Range: 120 feet
UNDULATING BLADE Components: V, S, M (one snake scale or fang per mis-
Weapon (greatsword), legendary (requires attunement) sile)
Duration: Instantaneous
This greatsword has a wavy (flame-like) blade edge as per
a fl..amberge sword. The handguard is black metal, shaped This is a variation of the popular magic missile spell. You
like flames licking up toward the blade. The pommel is create two green glowing missiles shaped like stiff snakes.
wrapped black leather, with a blood red ruby affixed at Each missile strikes a target of your choice you can see
the end. within range. The missiles can target two different crea-
tures. Each missile causes 2d4 poison damage.
The Undulating Blade is a special flame tongue. In addition
to its normal powers, the attuned wielder can speak and At Higher Levels: When you cast this spell using a spell
understand Ignan. The undulating blade has 3 charges slot of 2nd level or higher, the spell creates one addi-
that can be expended to cast one of the folio'wing spells: tional missile for each slot level above 1st, assuming you
fire bolt (2d10 damage; 1 charge), fire shield (3 charges), or have enough material components.
flaming sphere (3d6 damage; save DC 17; 2 charges).
The Undulating Blade regains 1d3 charges at dawn each
day.
-

0NGiil.A.L ADVEilTV.Rj:S REiilC.A.RJl.A.TED • ISLE 0F DREAD


SN ~K¥. Cll~RM. Wt\.LLO"F Wt\.'l'~R
1st-level enchantment 3rd-level evocation

Casting Time: 1 action Casting Time: 1 action


Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a drop of water)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
By swaying your holy symbol and your whole body, you You create a wall of water on the ground at a point you
create a hypnotic effect that charms snakes. All snakes can see within range. You can make the wall up to 30 feet
within range must make a successful Wisdom sav- long, 10 feet high, and 1 foot thick, or you can make a
ing throw or become charmed for the duration. While ringed wall up to 20 feet in diameter, 20 feet high, and
charmed, the snakes are incapacitated and have a speed 1 foot thick. The wall vanishes when the spell ends. The
of 0. If the snakes were aggressive (i.e., attacking) when wall's space is difficult terrain.
this spell is cast, or they are giant varieties of snakes, their Any ranged weapon attack that enters the wall's space
saving throw is made at advantage. has disadvantage on the attack roll, and fire damage is
halved if the fire effect passes through the wall to reach
STICKS TO SNAKES its target. Spells that deal cold damage that pass through
3rd-level transmutation the wall cause the area of the wall they pass through to
Casting Time: 1 action freeze solid (at least a 5-foot-square section is frozen).
Range: 120 feet Each 5-foot-square frozen section has AC 5 and 15 hit
Components: V, S, M (one stick, such as a branch or points. Reducing a frozen section to 0 hit points destroys
torch, per snake) it. When a section is destroyed, the wall's water doesn't
Duration: Concentration, up to 10 minutes fill it.
This spell transforms up to eight normal sticks or
branches to constrictor snakes (with maximum hit
points). There is a 55% chance that each snake is a poi-
sonous snake (also with maximum hit points) instead.
The snakes are friendly to you and your allies and can be
commanded to attack or perform simple duties. If slain,
or at the end of the duration, the snakes turn back into
mundane sticks.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, you create two additional
snakes for each slot level above 3rd, assuming there are
enough sticks in range.

0zjGillAL ADVEn'f'v~s REillCARJIA'fED • ISLE 0F DREAD


APPENDIX D

Characters
PRE-GEllERATED PCS
The following table is a summary of six pre-generated characters for use by the players in case they lack PCs of the ap-
propriate level. If the Dungeon Master wishes, these characters can also be used as NPCs. Perhaps they are shipwreck
survivors, or a rival band of adventurers that seek treasure or to exploit the native population or resources of the isle.
Name Hashek Ryn of Ierendi Ariel Mellyoun Ursa Miku of Usi
Roadsinger Um berfist
Sex Male Female Female Male Female Male
Race Human Half-elf Human Forest Gnome Hill Dwarf Human (Native)
Level (HD) 3 (3d12) 3/2 (3d10 + 5 (5d6) 4 (4d8) 5 (5d8) 4 (4d10)
2d8)
Class Barbarian Ranger/Rogue Wizard Bard Cleric Fighter
Archetype Path of the Hunter (Rang- School of Con- College of Lore War Domain Champion
Berserker er) juration
Background Outlander Sailor Sage Entertainer Hermit Folk Hero
Alignment N NG CG NG LG LN

0lVGiil.A.L ADVEilTV~S REiilC.A.R!J.A.TED • ISLE 0F DREAD


Name Hashek Ryn of Ierencli Ariel Mellyoun Ursa Miku of U si
Roadsinger Umberfist
AC 15 16 13 (16 with 111age 15 16 16
artnol;
Initiative +2 +3 +2 +3 -1 +2
Speed 30 ft. 30 ft. 30 ft. 25 ft. 25 ft. 30 ft.
Prof. Bonus +2 +3 +3 +2 +3 +2
Hit Points 44 34 18 21 32 36

Strength 15 (+2) 14 (+2) 10 (+O) 12 (+1) 13 (+1) 17 (+3)


Dexterity 14 (+2) 17 (+3) 14 (+2) 17 (+3) 9 (-1) 15 (+2)
Constitution 20 (+5) 13 (+1) 12 (+ l) 11 (+O) 14 (+2) 14 (+2)
Intelligence 7 (-2) 10 (+O) 19 (+4) 9 (-1) 11 (+O) 8 (-1)
Wisdom 9 (-1) 14 (+2) 11 (+O) 7 (-2) 17 (+3) 8 (-1)
Charisma 10 (+0) 11 (+O) 10 (+O) 16 (+3) 12 (+1) 9 (-1)

Skills I Profi- Athletics +4 Acrobatics +6 Arcana +7 Acrobatics + 5 History +3 Animal Han-


ciencies dling +1
Intimidation +2 Athletics +5 History +7 Performance Insight +4 Athletics + 5
+5
Nature +O Nature +3 Insight +3 Persuasion + 5 Medicine +6 Survival +1
Survival +1 Perception +8 Investigation Sleight of Hand Religion +6 Vehicles Qand)
+7 +S +2
Drum +2 Stealth +6 Stealth +5 Herbalism kit Wood carver's
+3 tools +2
Survival +5 Disguise kit + 2 Mason's tools
+3
Navigator's Musical instru-
tools +3 ment +2 (any 4)
Thieves' tools
+6
Vehicles (water)
+3

Armor Chain shirt + 1 st"dded leather Mage an11or, ring Studded leather Breastplate, +1 Hide, shield
shield
Weapons + 1 spear, long- + 1 shortJ11lord, Q uarter staff Shortsword, Warhammer, Macana,* atlatl,*
(* see appen- bow shortsword, sling, + 1 sling light hammers javelins (6)
dixC) shortbow b111/ets (10) (2)
Magic Items Potion of climbing, Bracers of archery Pearl of po111er, Bag of holding, Three spell scrolls Potion of healing,
potion of greater ring of protection, boots of elvenkind (1st, 2nd, 3rd potion of 111aler
healing wand of secrets level) breathing

0RjGiilAL ADVEIItU'~S REiIICARJIAtED • ISLE 0F DREAD


ll0llPLA.YER CHARACTERS
The following nonplayer characters (NPCs) occur throughout the pages of this adventure. Their full statistics are pro-
vided in this central location for ease of use during the game.

DUSKULAI, YOUNG BLACK wide. Each creature in that line must make a DC 15
SHADOW DRAGON Dexterity saving throw, taking 49 (11 d8) necrotic dam-
Large dragon, chaotic evil
age on a failed save, or half as much damage on a suc-
cessful one. A humanoid reduced to 0 hit points by
AC: 18 (natural armor) this damage dies, and an undead shadow rises from its
Hit Points: 127 (15d10 + 45) corpse and acts immediately after Duskulai in the ini-
Speed: 40 ft., fly 80 ft. , swim 40 ft. tiative count. The shadow is under Duskulai's control.

STR DEX CON INT This draconic creature has faded dull gray scales and
WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+ l) 10 (+O) 15 (+2) translucent features with pale eyes. It has curving seg-
mented horns on its head along with spikes. It flickers a
Saving Throws: Dex +5, Con +6, Wis + 3, Cha +5 f orked tongue as shadowy drool drips from the corner
Skills: Perception +6, Stealth + I 0 of its toothy maw.
Damage Resistances: necrotic
Damage Immunities: acid
Senses: blindsight 30 ft., darkvision 120 ft., passive
Perception 16
Languages: Common, Draconic
Challenge: 10 (5,900 XP)
Amphibious: Duskulai can breathe air and water.
Living Shadow: While in dim light or darkness,
Duskulai has resistance to damage that isn't force, psy-
chic, or radiant.
Shadow Stealth: While in dim light or darkness,
Duskulai can take the Hide action as a bonus action.
Sunlight Sensitivity: While in sunlight, Duskulai has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

ACTIONS

Multiattack: Duskulai makes three attacks: one with


her bite and two with her claws.
Bite: Melee Weapon Attack: +8 to hit, reach l 0 ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 4 ( l d8)
necrotic damage.
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Shadow Breath Weapon (Recharge 5-6): Duskulai
exhales shadowy acid in a 30-foot line that is 5 feet

0RjGinAL ADVEil'f'VR._ES REinCARJIA1'ED • ISLE 0F DREAD


FANO, THE "TALKING CHIEF"
Medium humanoid (human), neutral good

AC: 8
Hit Points: 18 (5d8 - 5)
Speed: 20 ft.
STR DEX CON INT WIS CHA
8 (-1) 7 (-2) 9 (-1) 14 (+2) 14 (+2) 14 (+2)
Saving Throws: Str + l , Con +1
Skills: History +4, Intimidation +4
Senses: passive Perception 12
Languages: Common, Tribal
Challenge: 1/4 (50 XP)

Special Equipment: Fano caries the stone man (the


"chief').

ACTIONS

Spear: Melee Weapon Attack:+ 1 to hit, reach 5 ft., one


target. Hit: 2 ( l d6 - 1) piercing damage.
An aging tribal human male, his stature belies a once
powerful and muscular physique. Now his black hair is
thinning and graying, and his left arm dangles limply
from an old injury. His face and torso bear many scars,
proudly displayed as some sort ofa badge ofhonor.

0RjGiilAL A.DVEil'fVIQSS REiilCARJIA'fED • ISLE 0F DREAD


MIKA THE SHAMAN
Medium humanoid (human), neutral good

AC: 8
Hit Points: 31 (7d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 7 (-2) 11 (+O) 16 (+3) 18 (+4) 9 (- 1)
Saving Throws: Int +5, Wis +6
Skills: Arcana +5, Insight +6, Nature +5
Senses: passive Perception 14
Languages: Common, Tribal
Challenge: 2 (450 XP)

Special Equipment: Mika has a pouch of animal


bones she can use to "predict" the future.
Spellcasting: Mika is a 7th-level spellcaster. Her spell-
casting ability is Wisdom (spell save DC 14, +6 to bit
with spell attacks). She has the following cleric and
wizard spells prepared:
• Cantrips (at will): guidance, mending, message, mi-
nor illus ion
• 1st level (4 slots): comprehend languages, cure
wounds, detect poison and disease, witch bolt
• 2nd level (3 slots): augury, detect thoughts
• 3rd level (3 slots): remove curse, speak with dead,
tongues
• 4th level (1 slot): arcane eye, divination

ACTIONS

Club: Melee Weapon Attack: + 1 to hit, reach 5 ft., one


target. Hit: I ( ld4 - I) bludgeoning damage.
This ancient wise woman has dry, wrinkled skin cling-
ing tightly to her emaciated form. She stinks of herbs
and has long white hair braided with animal bones.

0ItjGiilAL ADVEil1'U~S REillCARJIA1'ED • ISLE 0F DREAD


PRATTIS, HIGH DRUID Wild Shape (2/Short or Long Rest): Prattis can as-
Medium humanoid (human), neutral good sume the form of any beast (up to CR I) that he has
seen. Each change can last up to 6 hours, although
AC: 11 (16 with barkskin)
Prattis can use a bonus action on his tum to switch back
Hit Points: 66 ( 12d8 + 12) to his true form.
Speed: 30 ft. A wiry aging human male of average height leans
STR DEX CON INT WIS CHA heavily on his gnarled wooden stafffollowing the ar-
13 (+1) 13 (+I) 13 (+ I) 14 (+2) 18 (+4) 11 (+O) duous climb to the summit. His hair is wild, as is his
unkempt beard, and his robes are little more than tat-
Saving Throws: Int +6, Wis +8
teredfabric.
Skills: Medicine +8, Nature +6, Survival +8
Senses: passive Perception 14
Languages: Common, Druidic
Challenge: 9 (5,000 XP)

Special Equipment: Prattis wears the Ring of Caeli


(see appendix C) on his left hand and carries a staff of
the woodlands.
Spellcasting: Prattis is a 12th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 16, +8 to
hit with spell attacks; if holding his staff of the wood-
lands, he is+ 10 to hit with spell attacks). Prattis has the
fo llowing druid spells prepared:
• Cantrips (at will): druidcrafl, mending, produce
flame, shillelagh, thorn whip
• 1st level (4 slots): cure wounds, detect magic, en-
tangle, purify food and drink, speak with animals
• 2nd level (3 slots): barkskin,find traps, lesser resto-
ration, locate object, spider climb
• 3rd level (3 slots): call lightning, plant growth,
speak with plants, water breathing, water walk
• 4th level (3 slots): control water, divination, free-
dom ofmovement, stone shape
• 5th level (2 slots): commune with nature, conjure
elemental, scrying, tree stride
• 6th level (1 slot): conjurefey

ACTIONS
Staff of the Woodlands: Melee Weapon Attack: +7 to
hit, reach 5 ft. , one target. Hit: 6 (ld6 + 3) bludgeoning
damage, or 7 (ld8 + 3) bludgeoni ng damage if used
with two hands.
Shillelagh: Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 ( I d8 + 4) bludgeoning damage.

0ajGiilAL ADVEn'tv~s REiilCARJIATED • ISLE 0F DREAD


TRIBAL CHIEF TRIBAL CHIEF'S SON
Medium humanoid (human), neutral e vil Medium humanoid (human), new ral evil

AC: 16 (bone armor, shield) AC: 13 (leather armor)


H it Points: 52 (7d8 + 21) Hit Points: 19 (3d8 + 6)
Sp eed: 30 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+ 1) 17(+3)11(+0) 12(+ 1) 10(+0) 15 (+2) 14 (+2) 15 (+2) 8 (-1) 10 (+O) 8 (-1)
Saving T hrows: Str + 5, Con +5 Senses: passive Perception I 0
Skills: Athletics +5, Intimidation +2 Languages: Tribal
Senses: passive Perception 11 C hallenge: 1/4 (50 XP)
Languages: Tribal
Special Equipment: The tribal chief's son carries two
C hallenge: 2 (450 XP) spears and wears leather armor.
Special Equipment: The tribal chief wears bone ar-
ACTIONS
mor (see appendix C) and wields a +2 longsword re-
covered from a pi rate captain years ago. He carries an Spear: Melee or Ranged Weapon Attack: +4 to hit,
extra spear for throwing. reach 5 ft. or range 20/60 ft., one target. Hit: 5 ( l d6 +
2) piercing damage, or 6 ( 1d8 + 2) piercing damage if
ACTIONS used with two hands to make a melee attack.
Multiattack: The tribal chief makes two attacks with This tribal warrior wears cured animal hide as armor
his +2 longsword. and carries a pair of long spears .fletched with fanciful
+2 Longsword: Melee Weapon Attack: +7 to hit, reach feathers.
5 ft., one target. Hit: 9 ( ld8 + 5) slashing damage, or
10 (1d10 + 5) slash ing damage if used with two hands.
Spear: Ranged Weapon Attack: +5 to hit, range 20/60
ft., one target. Hit: 6 (ld6 + 3) piercing damage.
This imposing tribal warrior wears bleached bone ar-
mor and oddly wields a longsword that softly glows
blue. His darkened skin bears some scars and many
black tattoos.

0R.iGiUAL A.DVEU1'VRJSS REiilCARJIA1'ED • ISLE 0F DREAD


TRIBAL SUB-CHIEF TRIBAL WITCHDOCT OR
Medium humanoid (human), neutral evil Medium humanoid (human}, neutral evil

AC: 16 (bone armor, shield) AC: 14 (bone annor)


Hit Points: 32 (5d8 + 10) Hit Points: 27 (5d8 + 5)
Speed: 30 ft. Speed: 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 11 (+O) 12 (+ 1) 10 (+O) 11 (+O) 10 (+O) 12 (+I) 13 (+ l ) 16 (+3) 13 (+1)

Saving Throws: Str +4, Con +4 Saving Throws: Int +3, Wis +5
Skills: Athletics +4, Intimidation +2 Skills: Medicine +5, Religion +3
Senses: passive Perception 11 Senses: passive Perception 13
Languages: Tribal Languages: Tribal
Challenge: 1 (200 XP) Challenge: 2 (450 XP)

Special Equipment: The tribal sub-chief wears bone Special Equipment: The tribal witchdoctor wears
annor (see appendix C), and carries a +I spear and a bone annor (see appendix C) and wields a dinosaur
shield. He has one nonmagical spear for throwing. bone greatclub.
Spellcasting: The tribal witchdoctor is a 5th-level
ACTIONS spellcaster. His spellcasting ability is Wisdom (spell
Multiattack: The tribal sub-chief makes two attacks save DC 13, +5 to hit with spell attacks). He has the
with his + 1 spear. follow ing cleric and wizard spells prepared (an aster-
isked spell is from appendix C):
+J Spear: Melee Weapon Attack. + 5 to hit, reach 5 ft.,
one target. Hit: 6 ( l d6 + 3) piercing damage, or 7 ( 1d8 • Cantrips (at will): guidance, poison spray, presti-
+ 3) piercing damage if used with two hands (but he digitation, sacredflame
needs to drop hi s shield). • 1st leve l (4 slots): bane,fog cloud, inflict wounds,
Spear: Ranged Weapon Attack: +4 to hit, range 20/60 witch bolt
ft., one target. Hit: 5 (ld6 + 2) piercing damage. • 2nd level (3 slots): hold person, snake charm*
This tribal warrior wears bleached bone armor and • 3rd level (2 slots): animate dead, sticks to snakes*
leans on spear with a smooth black wooden shaft and
ACTIONS
a jagged metal head. His darkened skin bears numer-
ous black tattoos, and his nose is pierced with a curved Bone Greatclub: Melee Weapon Attack: +2 to hit,
animal tusk. reach 5 ft., one target. Hit: 4 ( l d8) bludgeoning dam-
age.
This tribal human is covered with ritualistic paint and
bears numerous body piercings. He wears bone armor
and carries a massive bone club.

0RjGiilAL ADVEn'tv~s REinCAPJI.A'tE D • ISLE 0F DREAD


UMLAT, THE TRIBAL CLERIC
Medium humanoid (human), neutral good

AC:7
Hit Points: 27 (6d8)
Speed: 20 ft.
STR DEX CON INT WIS CHA
6 (-2) 5 (-3) 11 (+O) 15 (+2) 17 (+3) 14 (+2)
Saving Throws: Int +4, Wis +5
Skills: Medicine +5, Religion +4
Senses: passive Perception 13
Languages: Tribal
C hallenge: 112 (I 00 XP)

Spellcasting: Umlat is a 6th-level spellcaster. His


spellcasting ability is Wisdom (spell save DC 13, + 5
to hit with spell attacks). He has the following cleric
spells prepared (an asterisked spell is from appendix
C):
• Cantrips (at will): guidance, mending, resistance,
sacredflame
• 1st level (4 slots): bless, cure wounds, detect magic,
purify food and drink
• 2nd level (3 slots): augury, lesser restoration, snake
charm*
• 3rd level (3 slots): spirit guardians, tongues

ACTIONS

Quarterstaff: Melee Weapon Attack: +O to hit, reach


5 ft., one target. Hit: 1 (I d6 - 2) bludgeoning damage,
or 2 (ld8 - 2) bludgeoning damage if used with two
hands.
A decrepit, stooped tribal human is before y ou. A f eath-
ered leather headdress covers his bald head, and his
body sports various piercings holding animal bones or
tusks.

0R.icinAL ADVEil'f'V~S REiilCARPA1'ED • ISLE 0F DREAD


llIATRIARC HS
Each of the villages (such as Tanaroa; see area 1, chapter 5) is ruled by a matriarch. Several sample matriarchs are pro-
vided here. The DM is encouraged to create his own matriarchs, complete with descriptions and motives, as he sees fit
to flesh out the characters' adventures on and around the Isle of D read.

J'KAL
Medium humanoid (human), neutral good

AC: 10
Hit Points: 3 (I d8 - 1)
Speed: 30 ft.
STR DEX CON INT WIS CHA
8 (- 1) 11 (+O) 8 (-1) 14 (+2) 14 (+2) 12 (+ I)
Saving Throws: Int +4, Wis +4
Skills: Insight +4, Nature +4
Senses: passive Perception 12
Languages: Common, Drujdic, Tribal
Challenge: 1/2 (100 XP)
Special Equipment: J'kal wears a medallion of
thoughts.
Spellcasting: J'kal is a 1st-level spellcaster. Her spell-
casting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). She has the fo ll owing druid spells
prepared:
• Cantrips (at will): druidcrafl, mending
• I st level (2 slots): goodbeny, purify food and drink,
speak with animals

ACTIONS

Quarterstaff: Melee Weapon Attack: +2 to hit, reach


5 ft., one target. Hit: 2 ( 1d6 - I) bludgeoning damage,
or 3 (ld8 - 1) bludgeoning damage if used with two
hands.
This aging tribal wise woman has feathers weaved into
her long, graying hair. Her wrinkled, weathered skin
hangs loosely, but her brilliant blue eyes are pierc-
ing. She fondles a golden medallion around her neck
shaped like a dolphin set with mother ofpearl.

0.RjGinAL ADVEn'tv~s REiIICAR.JIA'fED • I SLE 0F DREAD


KUNA
Medium humanoid (human), neutral

AC: 11
Hit Points: 5 (1 d8 + 1)
Speed: 30 ft.
STR DEX CON INT WIS CHA
12(+ 1) 12 (+1) 12(+1) 6(-2) 7 (-2) 15 (+2)
Skills: Persuasion +4
Senses: passive Perception 8
Languages: Common, Tribal
C hallenge: 0 (0 XP)

Special Equipment: Kuna wears numerous trinkets


and minor jewelry worth a total of 45 gp.

ACTIONS
C lub: Melee Weapon Attack. +3 to hit, reach 5 ft. , one
target. Hit: 3 (I d4 + 1) bludgeoning damage.
Kuna is a middle-aged, somewhat overweight native
tribeswoman with short black halt: She has a wide
pudgy face andfreckles. She wears several trinkets and
minor pieces ofjewelry such as a necklace of animal
teeth, several earrings, and rings on her fingers. She
has a motherly countenance.

0.RjGiilAL ADVEil"tV~S REiilCAR!IAi'ED • ISLE 0F DREAD


SANAR
Medium humanoid (human), lawful evil

AC: 11
Hit Points: 13 (3d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+O) 14 (+2) 9 (-1) 17 (+3)

Saving T hrows: Int +4, Dex + 3


Skills: Deception +7, Intimidation +7, Persuasion +5,
Sleight of Hand +3
Senses: passive Perception 9
Languages: Thieves' cant, Tribal
C hallenge: 1/2 (100 XP)
Special Equipment: Sanar wields a club and carries a
concealed knife (dagger).
Cunning Action: On each of her turns, Sanar can use
a bonus action to take the Dash, Disengage, or Hide
action.
Sneak Attack (lffurn): Sanar deals an extra 3 (ld6)
damage when she hits a target with a weapon attack
and has advantage on the attack roll , or when the target
is within 5 feet of an ally of Sanar 's that isn't inca-
pacitated and Sanar doesn't have disadvantage on the
attack roll.

ACTIONS
Club: Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 (ld4 - 1) bludgeoning damage.
Knife: Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft., or ranged 20/60 ft., one target. Hit: 3 {I d4 +
l) piercing damage.
A younger tribal woman, Sanar has long black hair
and several tattoos on her face and her arms. A !ways
quick with a smile, she smells offlowers and wears
simple clothes.

0R,jGiDAL A.DVED'tV~S REiDCARJIA' tED • ISLE 0F DREAD


TRIBAL WAR LEADERS
Although each of the villages (such as Tanaroa; see area 1, chapter 5) is ruled by a matriarch, each has its own tribal war
leader during times of conflict. Several sample tribal war leaders are provided here. The DM is encouraged to create her
own tribal war leaders, complete with descriptions and motives, as she sees fit to flesh out the characters' adventures
on and around the Isle of Dread.

BAKORA
Medium humanoid (human), neutral

AC: 14 (leather armor)


Hit Points: 37 (5d8 + 15)
Speed: 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 8(- 1) 10 (+O) 11 (+O)
Saving Throws: Str +5, Con +5
Skills: Acrobatics +5, Athletics +5
Senses: passive Perception 10
Languages: Tribal
Challenge: 1 (200 XP)
Special Equipment: Bakora wears leather armor and
carries a spear for melee and an atlatl (see appendix C)
with three javelins for ranged attacks.

ACTIONS

Multiattack: Bakora makes two attacks with his spear.


Spear: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 ( ld6 + 3) piercing damage, or 7 (ld8 + 3)
piercing damage if used with two hands.
Javelin with Atlatl: Ranged Weapon Attack: +5 to hit,
range 40/1 50 ft., one target. Hit: 7 (ld8 + 3) piercing
damage.
This strapping tribal human has dark skin and short-
cropped black hair. Tattoos cover his entire face, back,
and muscular arms.

0RjGillAL ADVEil'fU~S REiIICARJI ATED • ISLE 0F DREAD


KURO
Medium humanoid (human), neutral

AC: 12 (wicker armor)


Hit Points: 30 (4d8 + 12)
Speed: 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+O) 9 (-1) 12(+1)
Saving Throws: Str +5, Con +5
Skills: Athletics +5, Intimidation +3
Senses: passive Perception 9
Languages: Tribal
Challenge: I (200 XP)

Special Equipment: Kuro wears wicker armor (see


appendix C) and carries a +I spear which is a family
heirloom.

ACTIONS

+ 1 Spear: Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 7 ( ld6 + 4) piercing damage, or 8 (ld8
+ 4) piercing damage if used with two hands.
This towering tribal human has dark skin and long
brown to black hair held in place with a simple leather
headdress. He carries a driftwood shaft spear tied with
feathers and a silvered tip.

0RjGiilAL ADVEntv~s REiilCA~IlAtED • ISLE 0F DREAD


MASAWA
Medium humanoid (human), neutral

AC: 14 (hide armor)


Hit Points: 22 (4d8 + 4)
Speed: 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+O) 8 (- 1) 7 (-2)
Saving Throws: Str +4, Con +3
Skills: Athletics +4, Survival + 1
Senses: passive Perception 9
Languages: Tribal
Challenge: 1 (200 XP)
Special Equipment: Masawa wears shark hide armor
and wears a necklace of serrated shark teeth . He carries
a dark wood macana (see appendix C) set with triangu-
lar shark teeth.

ACTIONS
Macana: Melee Weapon Attack. +4 to hit, reach 5 ft.,
one target. Hit: 5 ( 1d6 + 2) slashing damage, or 6 ( 1d8
+ 2) slashing damage if used with two hands.
This tribal warrior has long black hair, but it is braid-
ed with small bones, and animal teeth. He wears gray
hide armor, wields a macana set with serrated triangu-
lar teeth, and a leather thong ofshark teeth is around
his neck.

01\iGiD.A. L A DVE D'f'VRJ;S REiDC.A.R_Il.A.'fE D • ISLE 0 F DREAD


his brothers. Miku is one of the few local natives that is
GUIDES
willing to travel beyond the Great Wall for an extended
The characters would be wise to hire a local guide when amount of time.
exploring the wilds of the Isle of Dread. There are not
Although he eschews coins for payment, he gladly ac-
many guides willing to risk life and limb to travel on the
cepts gems or art objects, understanding fully their value.
other side of the Great Wall for an extended amount of
Although somewhat quiet, he is knowledgeable about
time. It's up to the DM to determine which guides are
the main island and especially the shallow waters sur-
available, how they can be located, and what their final
rounding it. Although a fine fisherman, he has not fished
rate of pay would be. The DM is encouraged to create
since that fateful day. He is very loyal, and willing to join
other guides as needed. an expedition to the Central Plateau, ready to meet his
"Maker" and atone for his deeds.
FLIT AND FLAP
These two phanaton (see appendix B) siblings are likely MORGEN
encountered in or near the phanaton settlement (area 10,
This middle-aged grizzled human scout was a shipwreck
chapter 5). They might be more trouble than they are
victim several years ago as a member of The Pale Countess~
worth, but they are cheap, refusing to take any money
crew (see area 9, chapter 7). He survived the roe attack
or treasure for their services. For payment, they require
and has valuable information about the ship's final des-
sugary sweets, although once consumed this tends to get
tination, as he watched the massive bird carry it away to-
them very excitable. They are very knowledgeable of the
ward the Central Plateau. He survived for months on one
main island, but none of the surrounding islands, and
of the smaller surrounding islands before building a raft
they fear the Central Plateau, refusing to travel there. and making it to the Isle of Dread. Eventually, he dis-
They are nearly useless in a fight, preferring to hide until
covered one of the villages and was accepted as a tribal
the danger passes. member for equal share of the hunting duties.
A man of few words, Morgen seeks passage on a ship
MIKUOFUSI
back to the mainland and is willing to trade guide services
Miku of Usi is a native tribesman and warrior, as detailed for passage. He is knowledgeable about the surround-
above in the section on pre-generated PCs. A few years ing islands and most of the coastal parts of the Isle of
ago, Miku was a fisherman on a doomed outrigger that Dread. He has heard the stories about the evils of the
got caught in a storm. He was the only survivor and lost Central Plateau and would prefer to avoid going there.
many good childhood friends that day. To this day, he But an extra incentive (such as a fine weapon) could con-
blames himself for the disaster, and thus is willing to risk
vince him to accompany the party.
his life (which he refers to as a curse), unlike most of

0Rj:GiDAL ADVED1'V~S REiilCARJIA1'ED • ISLE 0F DREAD


WA.llDERillG HUJlIA.ll THE DINO RAIDERS
Name Lapu Davidia Ezb Koco Mot May-
EllC0UllTERS Chreei void
Encounters with humans on the island could be with na- Sex Male Female Female Male
tive tribesmen, a pirate band, or with another band of Race Human Human Elf Human
adventurers. When such an encounter is called for, it's up Level 3 (3d10) 2 (2d8) 1 (1d6) 2 (2d8)
to the D M to determine the composition and motives (HD)
of the human party. Alternatively, the D M can roll on Class Fighter Cleric Sorcerer Bard

the tables below to determine the group's details. Several Align NE LE NE CN


sample human groups follow. Most encounters with hu- This is a group of professional dinosaur hunters. They're
mans involve 2d6 members. Use commoners (either na- on their third expedition to the isle, and each time they
tive tribesmen or mainlanders, as appropriate) to round have returned with dinosaurs for their wealthy patron in
out a given group. Glantri (or another locale suitable to the D M's campaign
D10 Class world). Of course, each time they have returned, fewer
of their band make it back, requiring active recruiting for
1-6 Native tribesman (commoner)
the next expedition. This band is loud, boisterous, and
7 Cleric cocky, but for good reason. They are good at what they
8 Fighter do, plus they also excel at partying hard when not hunt-
9 Rogue ing great beasts. They are armed with nets, and blow-
10 Wizard guns with powerful sleep poison-laced darts able to bring
down all but the largest dinosaur. They have five native
D12 Level tribesmen guides (commoners), but they are mistreated
1-5 1st level and forced to endure hard labor.
6-8 2nd level When first encountered, this band is hostile. They assume
9-10 3rd level the characters are rival dinosaur hunters looking to steal
11 4th level their quarry, sabotage their hunt, or at least pilfer infor-
12 5th level mation on local dinosaur lairs or techniques employed.
They will be curt, uncooperative and downright rude.
D8 Alignment
1-3 Lawful (LG, LN) SOLARA'S SURVIVORS
4-5 Neutral (LN, NG, CN) Name Solara Krankor
6-8 Chaotic (CN, CE) Sex Female Male
Race D warf Human
D6 Sex Level (HD) 2 (2d10) 3 (3d6)
1-3 Female Class Fighter Wizard
4-6 Male Alignment NG LN
This group's ship recently wrecked off the coast of the
A.VEllTURillG PARTIES Isle of Dread. Most perished when the ship went down,
The following are a few adventuring parties already de- but two adventurers and three sailors (human male com-
veloped for use. T he D M is encouraged to fully flesh moners) survived and made landfall. The ship was a mer-
them out as needed. chant vessel passing by the isle and got caught in a storm.
This group is likely to be encountered along the coast, but
it could also be an inland foraging or hunting party. The
past few weeks have been all about survival, building se-
cure shelter, and getting clean water and food. With a few
crude weapons they are now ready to explore their new
"home" and look for a method to return to the mainland.

0RjGiilAL A.DVEil'fV~S REiilCAR._IlA'fED • ISLE 0F DREAD


When first encountered, this band is friendly. They are When first encountered, this group is indifferent. While
desperate for aid but have little to offer in return. Per- they are willing to trade information and supplies, and
haps they have some information about a nearby set en- maybe even share camp for a night, these three scientists
counter or monster lair, but that is about it. Krankor has are too preoccupied with their work to do anything else.
lost his spellbook during the wreck, and is undergoing They wish the characters well, and move along to their
a bout of depression, feeling worthless to the survivors task at hand.
without his arcane art. If loaned a spellbook, he would
owe a great debt to a character spellcaster (possibly to be PIRATE BAllDS
repaid at a later date). They seek to return to the main-
Several pirate bands saiJ the shallow seas around the Isle
land as soon as possible.
of Dread, looking for slaves, other merchant vessels to
plunder, or to retrieve long-hidden caches of treasure.
THE SOLITARY SCIENTIFIC One such band has a lair on the isle (see area 7, chapter
SORORITY 5). The DM is encouraged to create several more pirate
bands to be used as adversaries against the characters
Name Amandara Bregieta Emiliana while they explore. Two sample bands are provided be-
Sex Female Female Female low as examples.
Race Human Human H alf-elf
Level 2 (2d10) 3 (3d6) 1 (1d8) THE BLACKTIP REAVERS
(HD) The Blacktip Reavers are a recent arrival to these wa-
Class Fighter Wizard Rogue ters. Led by a bloodthirsty wereshark (see appendix B)
Alignment N NG CG named Karsh, the crew is composed of 32 ores armed
with cutlasses (1d8 + 3 slashing damage; see appendix
This group of "no-nonsense" females are more scien-
C) and heavy crossbows (range 100/ 400 ft., 1d10 + 1
tists than adventurers. They have a charter with a very
piercing damage). This band is dedicated to slavery, sell-
wealthy college on the mainland to study the flora and
ing their ill-gotten cargo to the highest bidder. The deck
fauna of the Isle of Dread and bring back extensive
is lined with manacles to secure the "goods," exposed
scientific documentation suitable for publication. They
to the elements, when not forced belowdecks to row. A
have nicknamed their expedition "The Solitary Scientific
pack of 10 reef sharks always follows the ship, feasting
Sorority" (the SSB), as they are truly alone on the Isle of
as unsuitable slaves or those that expire are dumped into
Dread and must rely on their own resources to get their
the drink.
work done. Each scientist has a special field of expertise:
Amandara is a terrestrial botanist, Bregieta specializes in They have a barge-like trireme as their vessel, dubbed
dinosaurs, and Emiliana focuses her studies on aquatic The B/acktip. Although it has a simple single mast and
creatures. The team has been on the isle for several weeks black triangular sail, typically it is rowed by slave labor,
and have very little time to complete their surveys be- or pulled. The front of the ship has a massive chain that
fore their ship arrives for the return voyage. Although can be affixed to a giant s h ark ally of Karsh (although
they have weapons and survival gear, most of their sup- the attaching typically results in an ore being consumed).
plies are books full of notes, sketches, and data, plus a On the deck is a ballista with 20 bolts nearby. The or-
variety of collected samples (such as pressed plants and cish pirates are fond of boarding actions and prefer using
preserved insects). grappling maneuvers to toss combatants into the water
for the sharks to finish off while attacking another ship.
The band is attended by three native tribesmen guides,
early on convinced to assist via Bregieta's liberal use of
char!ll person spells. The guides are now loyal and are ac- THE WAILERS
tually enjoying the task at hand, understanding that the This band of pirates died many years ago, but they con-
expedition is soon to be over and they can return to their tinue to ply their unsavory trade in undeath. Captain
previous existence. These guides are armed with spears Edgard Burrows was a ruthless pirate off the mainland
and shortbows, and are accomplished at forging for wa- decades ago. His victims were merchants and even other
ter and food during the expedition. Emiliana carries a pirates. He cared not for their affiliations and dedica-
potion of dimi1111tion. tion to this flag or that. Nl he cared about was treasure,
which ironically was his undoing. Cursed by a wizard's

0RjGiilAL ADVEil'f'VRJSS REiilCARJIA'fED • ISLE 0F DREAD


chest of coins, Captain Burrows
is now a ghost. Only by return-
ing the hexed coins to the wizard
can the curse be lifted. But his
crew mutinied and left the Cap-
tain for dead; they stole the coins
and spent them in no fewer than
a dozen mainland ports. Finding
every last coin has consumed the
Captain for decades, but even he
knows he is doomed to an undeath
existence. Thus, it's a pirate unlife
for him and his crew as they raid
for others' wealth. His crew con-
sists of 13 zombies, led by nine
drowned ones (see appendix B).
Captain Burrows pilots the Melo-
ra~ Wail, a modest sailing ship that
appears decrepit, complete with
tattered sails and a rotting hull.
Below the decks is a fetid bilge of
nasty water from leaks too numer-
ous to count. The undead crew
spends most of their time patch-
ing holes with vile pitch and stitch-
ing the torn cloth sails. But in an-
other year or so, the ship will likely
rest on the seabed somewhere.
Thus, Captain Burrows is willing
to ram another ship to send her
prey down, where his undead min-
10ns can recover any treasure at
their leisure.

TRI BAL llA.TIVE


nA.JlIES
The following is a list of sample native tribesman names
for use on the fly by the DM when an NPC name is
needed. As can be seen by the list, organized by both
male and female sample names, these are not traditional
medieval European names. They are derived from real-
life Hawaiian, Polynesian, and Samoan roots, with appro-
priate embellishments.
Male: Akanhiano, Akela, Amoka, Buala, Enuka, Hih."U,
Kaulani, Kone, Makoa, Manti, Mantua, Nueloni, Nuhele,
Pulukoa, Sakoa, Takele, Tateo, Tekala, Wuambi, Xiku
Female: Ailanna, Aluna, Cini, Eweluana, Hulla, Iulia,
Kaiea, Kaiko, Kaila, Kealani, Loko, Luana, Makana,
Mauanoe, Mika, Nallie, Nalia, Nalu, Talisia, Wikia

0RjGiilAL ADVEn'tv~s REinCARJIA'fED • ISLE 0F DREAD


APPENDIX E

Player Handouts
PLAYER._HAilDO VT #I

We sldrtd tke ~~ of >everal ~ f~ AAd:lt by west until we re.aclud a. U1<a.ll. fffl· f


*
~ aa 1f~ tke mailt idaJui. by a. 'U<4MWe ftQ1u wail.. We 1-lm'e wtU reuWed by tke 1fAiWtr
of TtUWrbfl., tJu U1<a.li. ~e tluttJWVM t/Ur wail.. The ~err ltaue 1t0 1t.tU1Ufor tJu w3e idaJui.
~ tltaJt tJu 'i.J,U of Dread'. 7ltei¥ tlW11. U1<a.fl. ~ k ~ ~ M 'HffflU'.
ft
The ~err t:dd Ma. f:ai.e aiffJ1d alt aJUi,en,t city ilf. tfu Utf,fra/, ltijhiaJui. oftfu MU f:lutt WM 6uiJ.t
by tke t/UfU ~ wfttJ 6ui1.t tke wail.. The ~err CALL tke ~ 'tlu 3t>M; 6td I 1tdticul. tlutt .
tke 11.JUH.M oftlu jDfk aJU1. tke ~WH.ai.1WH.M oftke daH. aJtUfbm 1-lm't ~ tke ta.me,~ I uupe& >f
tlutt tluir aJtUfbm aJtd tke ~ 'Um'e tme aJtd tke ta.me. I bdUve tlutt tlu ~ 011.U~med
a. m.adt, 'HWre a.du~ adtun aJtd tlutt tke tkrcfflda.ntr of tke /Juiidert ltaue rdum;) tlJ a. 'HWre
~«:ate.

Tiu ~ city k ruJH.tmd w be fdlul- -wun trtAMVe beyU1f.d ~ilWtj. IK ~ 1 luard ~


~ takr ~it3rear 6fack. ~of 'tlu3t>M'tlutt riil1, r~ Ur. tlu ~city. The•
idaJui. wamr ~ wun
~~ 6eM, ~ tke tWKOr oftke 6fack. ~ 11CAf wtU be trtu.

The ~t ~a.~ "f ~ life-tilu JCAiuer ojtrQft, 6r011Z£1 aJtd U:Qn.e. !Ur.a 1t0 ~er....
aunntiy liM tke Hcili, qy tke craftto mAice uult JCAiuer, ik ta1.e ofa. U!K city 6ui1.t by tlu jt>dt' ~ ' _
r~. I wqu/d ltaue tifud to explqre ~ tlJ vmfy tke ~but tuo ma.l1f crtutmffl did Ur. _
f:ke ftQYU(, or by C4.JUtilJal ~· Only fwe of Mare /.eft I IUf(, f:ke tM/y 'f+'ritm.Ai. ~er, wftil.e . _
tke ~are t»tly tail.Im. We CM ;ail, tke ~ rl1ip wtU ~, IJUt Qft Wr.d Ur. Wil.e ~we
wqu/d be ltdpl.m. 011.a ba.c.k Ur. f~, I fkuid be aide to recruit a. new crew aJtd a. party 1_
"f
-prefmitm.Ai. ~m. 1ktt. I UuUI. retunt to tlu IJU Dread tD claiH< tlu jY"tat 6fack. ~ aJid. t. .
~ ~~ ~ treM<UM await. ._

' Otu ~I ~ed tlJ do 6efore ~:we raii.td anwtd tlu idaJui. aJtd 1HA.IU tlu mt 'U<4f we
CQU/d.. Wt ~t afraid. tD Wr.d, Wtce ~t ~/tad~ Mf:luttie WM tXl:r~ tWtjer-
PM tD Wr.J. a.11fwkre Qft tJte 1fWlt idaJui. aJtd tJte ~ads 'Um'e rocky wun 1tO 6eacJtM. Ar a. rMuic, f:ke

'U<4f t»tly dwwr tke ~adai artM we cquLJ. clwt rm tke r11ip, 6td i,t k bdm-tltax ~·
f<.o~ 8A~$A~OfA

0R.iGinAL ADVEntv ~s REillCARJI.A'f'ED • ISLE 0F DREAD


APPENDIX F

Maps
ue to the vast scope and variety of adventures possible on and around the Isle of Dread, this book contains a
large number of maps. They are included in the preceding chapters next to the relevant encounter descriptions,
and they have also been collected and reproduced here in this appendix for ease of use by the Dungeon Master.

0J.tiGiilAL ADVEil'f'V~S REiilCARJIA'f'ED • ISLE 0F DREAD


Here are project leads Chris D oyle (right) and Tim Wadzinski (left) holding up a poster of the cover to this book
after it was announced at Gen Con 20181 Thanks Chris and Tim for making this book possible, and bringing back a
classic adventure to a new generation of players.

0R,jGiDAL A.DVEllTUR_E S REiOCARJIAT ED • ISLE 0F DREAD


NOW...
The secrets of the
WORLD'S
DEADLIEST
ADVENTURES
Can Be Yours
• • •

FREE _,
---------------------------- DCC RPG ROAD CREW, Dept. DK-JG
emai l bre ndan@goodma n- games .com or visi t goadman- games.co m
Weird Uncle Brendan, I want to start playing TODAY! Rush me my FREE Dungeon Crawl Classics QUICK START
RULES and two FREE Dungeon Crowl Classics ADVENTURES. I will email you with the subject line DEADLIEST
GAME ALIVE and the SECRETS of the World's Deadliest Gome will be mine! As o special bonus, we will ride
together forever through o thousand insane worlds!

0R,jGinAL ADVE ntu~s REiilCARJIAfED • ISLE 0F DREAD


We 're '1Vith the ban d.

The band of adventure rs, that is. Join us in


the pages of Dungeon Crawl Claulcs adventure
modules. Stand•alon e, world11eu tral, all new,
and inspired by Appendix N. Learn more at
www.good man-game s.com.

0ajGiilAL ADVEilTU~S REiilCAR!JA fED • ISLE 0F DREAD


Stand-alone, world-neut ral adventure modules compatible with SE.
All print editions also include a code for free PDF edition. Look for
them at your local game store or www.goodman-games.com!

-~ • •Z,!lrl1$j§Ji1lli!o}.ilit.J:H., .

FEF #4: War-Lock FEF #5: Into the Dragon's Maw FEF #6: Raiders of the Lost Oasis
Level 5 adventure Level 12 adventure Level 4 adventure

FEF #10: The Castle in the Sky FEF # 11: The Archmage's Lost Hideaway FEF # 12: The Forgotten Hive
Level 5 adventure Level 7 adventure Level 1 adventure

0RJGiilAL ADVEil'tV~S REiilCARlIA'tED • ISLE 0F DREAD


FEF #l: Glitterdoom FEF #2: The Fey Sister's Fate FEF #3: The Pillars of Pelagia
Level 3 adventure Level I adventure Level 3 adventure

FEF #7: Fantasy Encounters FEF #8: Eye of the Leviathan FEF #9: The Fallen Temple
A collection of short encounters Level 8 adventure Level 10 adventure

FEF #13: Mystery Beneath the Monastery FEF #14: Beneath The Keep FEF #15: The Drowning Caverns
Level 4 adventure Level 1 adventure Level 10 adventure

0R,fcin.AL ADVEllTV~S REiDCARJIAT ED • ISLE 0F DREAD

You might also like