The Isle of Dread (2018)
The Isle of Dread (2018)
The Isle of Dread (2018)
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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.
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
t's been 37 rears since I first saw the lsJe of Dread. Of monsters to kill and treasure to find.
t's guite likely that whatever success I've had making the number of pages was fixed at (I think) multiples of 16
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
or most, a mention of The Isle of Dread conjures up or gastronomical importance from coast to coast. Being
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)
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?
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.
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
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.
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).
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."
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
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.
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).
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.
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
11
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:
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
13
•
6
Mountain
Volcano
".2;-- Hills
r.- Caves
/'A Broken Land
• • ., •' Trail
• Village
• Ruins
ESCAPE TUNNEL
WINDS 50+ 1-100'
THROUGH
HILLSIDE TO
--
A HIDDEN
EJllTRANCE/EXIT
MAP E-3
15
ci5
..
-"
a::"'
0 .s "'c :;,c "'
..J
.. .. ..
..J
0 0
l'i
..
·a
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Q,
~
1 SQUARE ~ 10 FEET
,... II
/"'• -·
Watchtower
Thorn Wall
Hills
Jungle
'
' ...
_,," •'
Cave Sand Beach
-..
::::~.... ·...:,~
Tunnel Raised Earth Mound
18
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1-1-~~"'-RL~~J,1\~"-
R2~ri1',..~+-t-H-;
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1-4-+-+-+-++-+-~,--1~-......++-+-i-4-+-l-l-~--.-J- '
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- 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
Hut •
Rope
Bridge
~
~ Platform j;t~iii!l:~;\!I
20
l1t]Ridge [ ! ]Lake
MAP E-8
VILLAGE OF MANTRU
SCALE: ONE SQUARE - 10 FEET
~
Door
Outrigger
~
Tree
Garden
Fire
Beach
Lake
Stockade
21
22
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
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
25
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
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
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.
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
Rakasta
30
"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."
3A 3A 38
;...., ....... v
• .i t11•
['\
~
4 I I I
-
••II-••
·-- .. ~---
I
!
= 3
• I 1 • ..J···2
1... ··. I
7
,- .. :1 .. - ....
mlllolilt--l-.....;+--t+-+--+----ill-~·....--~t-~
ttf P~<
• · •1.-
111
• ·--~.a&
-
-
:Ct: mmrn ::n:
J:@ii:: ~ ::t
• • 7 17 = __ .. ________ ..-
I
_.n
J___.__.
I __
SCALE:
ONE SQUARE - 10 FEET
-0- Door
-Cl)- Secret Door
;:1:: ® Trap Door In Floor
rn:::
:~:
~
····-
1111111.
Iron Bars or Portcullis
Stairs
T Trap
Trigger
i? Statue
• Pillar
Dais
Rubble
Stone Wall
Dock
Balcony
Water
Smoke hole
[CJ] Altar
LEVEL 2, *B
The Boiling
Well
(Side View)
LEVEL 3, C
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
Prmccd in U.S.A.
ISBN 0.88038·053·5
TSR Inc
9043
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
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.
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.
.................................................................................................................................................................................
~
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
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·
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
II
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
•• • Trail
• Villag<-
• Ruins
'50
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Thorn Wall
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Map 3 General Cave Lair l Map 7 Rakasta Camp
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Map 8 Aranea Lairs 1
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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
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
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
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
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
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
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
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
28
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
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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.
THANEG/OTH ARCHIPEU.~G
. 'f _
fl: 'f
~ -
~
K r-<
>-
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
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)
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)
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.
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.
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.
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.
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.
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
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
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.
Sand Beach
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
~
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
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.
"
.. .
Ridge Ll Lake
~++-Hllt-+-+.;:4i=-~~'l-+-+-+-+-+-+-+--l-+-+-+-+-+-ff~-"' i Door
Outrigger
Tree
Garden
Flrepit
. Beach
Lake
Stockade
.;:- -.
• •
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-
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.
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
Stairs ..
T Trap
4 Trigger
~ Statue
Pillar
Dais
2 Rubble
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
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.
('d ·...,.·bJ
. ~~@r;: Mud Pit, Geysers, Hot Springs
'. ' J
(1 1.:.,,
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.
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
Qfi Containers
'ittt Track
- Squid Statue
um Glass Panel
"·0 = 10 Feet
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-
• •
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
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.
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-
MAP T-7
ISLAND TEMPLE
OF THE KOPRU
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-
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
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
ACTIONS
CORALGOLEM
Large construct, unaligned
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
AC: 9
Hit Points: 32 (5d8 + 10)
Speed: 40 ft., climb 40 ft.
ACTIONS
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)
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.
ACTIONS
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)
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.
ACTIONS
REACTIONS
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)
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.
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.
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.
ACTIONS
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.
ACTIONS
ACTIONS
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.
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)
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)
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.
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)
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.
..
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)
ACTIONS
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)
ACTIONS
REACTIONS
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.
ACTIONS
ACTIONS
XOCHATATEO
Medium undead, any evil
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.
SWORD OF ALLURING
Weapon (any sword), rare
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
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
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
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)
ACTIONS
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)
ACTIONS
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.
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.
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)
ACTIONS
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
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)
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.
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)
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.
BAKORA
Medium humanoid (human), neutral
ACTIONS
ACTIONS
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.
Player Handouts
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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.
FREE _,
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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
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