Dreaded Island
A Fantasy Role-Playing Game Wilderness Adventure Module For Characters level 4 to 6
Copyright 2011 J.D. Neal All Rights Reserved
Visit a lost island of titanic monsters and ancient ruins in search of treasures and mystery.
Source File: Dreaded Island Module 2011 02 21.odt
Part I : INTRODUCTION TO THE MODULE camp. Likewise, terrain should be better used as a feature of exploration. The author ran out of time on this version. IT IS NOT A PERFECT WILDERNESS ADVENTURE. A vague plot is provided which revolves around a magic magic porta portall creat created ed by a cyclop cyclops s civili civilizat zation ion.. There is an evil cult of men searching for the portal. The cyclop cyclops s civili civiliza zatio tion n no longe longerr exists exists on the isla island nd beca becaus use e it was was brou brough ghtt down down a race race of snake people under the guidance of their hybrid lead leader ers s the the lami lamia. a. Thes These e peop people le are are tryi trying ng to prevent others from becoming aware of and gaining access to the magic portal. Let alone to anything else the cyclops race might have built. Only Only basi basic c deta detail ils s are are prov provid ided ed;; if the the DM wishes to pursue the theme, they will have to add more to it. How quickly and deeply the PCs become embroiled with this situation is also up to the DM (and the players, who do not have to get involved in anything they do not find interesting.) Whether the play player ers s find find out out abou aboutt this this as the the char charac acte ters rs explore, or are aware before the PCs leave for the islands is also up to the DM. The goal of the PCs is not necessarily to stop the cult, although they can take it up if they wish. Instead, this situation was created to give the DM ideas to use, and people for the PCs to encounter as they explore.
The thunk of the oars in the oar-locks mixed with the rushing of cold ocean waves breaking onto the shores hidden in the foggy mists. Something grunt grunted ed in the distance distance and birds birds erupt erupted ed in a nerve-wracking burst of melodic calls. The captain straightened up in the back of the skiff, his hand going tight on the rudder handle. Looming out of the gray veil of fog was a fringe of lush green palm trees trees.. They They flank flanked ed a huge huge stone stone skull skull set with fangs and a single empty glaring eye in the center of the forehead...
Using This Module If you are a player do not read this module . Doing so only spoils the fun of not knowing what is going on. The DM should read it thoroughly. This project was started to build up the authors gami gaming ng mate materia rials. ls. IT HAS NOT BEEN THOROUGHLY PLAY TESTED NOR ANALYZED. In general, it is intended for player characters of 6 to 8 characters of 4th to 6th level or so. The DM should audit the treasures and monsters used to bring them in line with their playing needs. This should be compatible with early versions of Dungeons & Dragons such as the 1981 Basic and Expert Rule Rules s, Men Mentzer zer edited ited rule rules, s, Rules les Cycl Cyclop oped edia ia and and so on. on. The The emph emphas asis is is on adventure, though, not rules, so conversion to other rules sets should be easy. Almost all versions of the rules rules have some esoteric esoteric differe differences nces;; finicky finicky DMs will do fact checking by rote. As a note: Dungeons & Dragons is currently tradema trademarked rked and copyrigh copyrighted ted by Wizards Wizards of the Coast. For Younger Younger Gamers Gamers:: This is not a set of rules, these are ideas for the DM to use. The author assumes the DM will print a copy out, take a big black marker, and change anything and everything they want to. The monsters monsters and magic items in this modul odule e are what what is goin going g on at the the Drea Dreade ded d Islands, not everywhere else in the game world. If you you see see cert certai ain n crea creatu ture res s or item items s defi define ned d in differen differentt ways ways elsewhe elsewhere re (and prefer those those other other definitions), use them!
PLACING THE ISLANDS: Put them where you want want to. The author author envision envisioned ed them them as tropical tropical islands in an out of the way area. SETTING SAIL: SAIL: The DM's must decide how the PCs learn of the islands. If the PCs captured a ship from pirates, they might find a logbook telling of their adventures around the island (an example of a log is provided later.) The module assumes the PCs have their own sailing ship, acquired by buying it, capturing it from pirat pirates, es, etc. etc. Exam Example ples s of other other ways ways of gett getting ing there follow. 1) Hiring on as crew aboard s ship going to the area, which will limit their choices. 2) Forming a partnership with a company that is seeking seeking adventu adventurers rers to outfit outfit and investiga investigate te the region, in exchange for part of the treasures they receive.
The Adventure This This is a wild wilder erne ness ss sett settin ing. g. It is aime aimed d at gamers who enjoy exploration. One thing it should have have but but is missin missing g are more more "wilde "wilderne rness" ss" area area maps to explore, such as a city or outdoor bandit
3) Being cursed by a local (and very evil) noble to go to the island and bring back all the treasure
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they find. Breaking the curse might be part of the adventure.
who looks into their red eyes. 20. Mosquitoes big enough to carry off a grown man can be met.
4) The PCs are busy in an ordinary room in a local temple. Suddenly there is a flash of light and every everyon one e suffer suffers s a sever severe e bout bout of naus nausea ea and and disorientation. When they come out of it, they are sprawled on the beach near the tribal villages.
THE TRIP TRIP: The The trip trip to the the isla island nd shou should ld be handled by the rules of the game being used to play this. If the game does not have rules, it is up to the DM to decide what happens. If the the part party y has has cont contro roll over over the the trip trip to the the isla island nd,, the the DM can can spri sprink nkle le it with with inte intere rest stin ing g encounters, such as pirates, a series of odd island encount encounters, ers, a dragon dragon turtle turtle that that does not attack attack them but provides an interesting event and so on. The intent is to have the party arrive near the native native villages villages on Snakeli Snakeline ne Island. Island. They can of course course sail elsewhe elsewhere, re, but arriving arriving at Snakelin Snakeline e Island will introduce them to a safe haven where they can gather supplies, find aide and enlist NPCs during any further expeditions.
5) While aboard a sailing ship on some other business they are struck by a massive storm that drives the vessel far out into the ocean. It crashes onto the shore near the tribal villages. It may or may not be repairable. 6) Pirates kidnap the PCs and take them to the tribal villages to be sold as slaves. They will be purchased and then set free. RUMORS: RUMORS: While getting ready for the trip, the player characters might hear (or already be aware of) of) one one or more more of the the foll follow owin ing g rumo rumors rs,, plus plus whatever whatever information the DM offers. The more they try to find out information about the island, the more rumors rumors they they might might uncover uncover.. To prevent a player player from casually reading the list, none are marked true or false.
CULT TIE IN: IN: Before setting sail (or during the trip trip or perha perhaps ps when when they they reach reach the islands) islands),, a nondescript man will try to become a member of the crew or a passenger. If not allowed, he will try to follow them, perhaps hiring a ship. This man's name is supposedly Kale Edwards (but is really Elkayle Denib) (AC 7 with dexterity bonus of 2 when unarmored, Level 5 Thief, hp 16, MV 120' (40'), #A 1 dagger, D 1-4, S T5, ML 8, Al C; S 12, I 16 (+2), W 14 (+1), D 17 (+2), C 11, C 15). Two secrets are hidden under his clothing: a bronze amulet (worth about 5 g.p. to a collector) with a single eye on it, and runes dedicated to an evil god tattooed on his chest and back (always hidde hidden n unde underr his clothi clothing ng.) .) He carrie carries s a dagge dagger r (and has a bottle of poison hidden on his person, enough for 1 or 2 uses.) His job is to monitor possible threats to the cult that that is also also invest investiga igatin ting g the the islan island d (the (the DM will will have have to read read the module module for for more more deta details ils)) and and attem attempt pt to hinde hinderr anyo anyone ne who who takes takes a serio serious us interest in it. He does not know what the cult is doing there, where they are operating, or who is there: the cult works in cells. The members of each cell only know the minimums needed to perform their own specific job. Only the high level leaders are privy to any useful information. Various events that might occur if he is around include:
1. A huge huge statu statue e of solid gold can be foun found d in some lost temple. 2. A droning droning bell sounds sounds the the doom doom of of all who hear it. 3. Flying Flying lizar lizardme dmen n inhab inhabit it the the jungles. jungles. 4. Gods Gods from from oute outerr space space have have visite visited d the the island. 5. A great great batt battle le betwee between n wizard wizards s decimat decimated ed part of the island, turning it into ruins. 6. Ancient Ancient peop peoples les once once inhab inhabited ited the islan island. d. 7. A canniba canniball society society is thriving thriving in in the jungles, jungles, building ships and planning for an invasion of foreign lands for meat and slaves. 8. Turtles Turtles are intellige intelligent nt on on the the island island.. 9. Gigantic Gigantic lizards lizards roam roam certa certain in areas areas.. 10. One-eyed giants giants once roamed roamed the island. 11. Beware the steam spewing spewing dragons! dragons! 12. Trolls in a flying ship have been been met around the island. 13. All goblins on the the island are vegetarian vegetarians. s. 14. Certain plants on the island grow gems. 15. The natives are fabulously wealthy. 16. Undead do not exist on the island. 17. The octopi in the area are intelligent. 18. A flying witch attacks anyone who gets near her mountain tower. 19. Spiders on the island can control anyone
* Missing maps of the island. * Missing crewmen. * Theft of small items, which are found in the
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belongings of others (who claim to be innocent.) Crew morale is lowered.
neutral ability scores: S = strength, I = intelligence, W = wisdo isdom, m, D = dext dexter erit ity, y, C = cons consti titu tuti tion on,, C = charisma
* Sudden death of a select crewman or two as if the ship is cursed, in such a way that it will hinder the expedition.
COMMON ABBREVIATIONS: ABBREVIATIONS: DM = Dungeon Master c.p. = copper pieces e.p. = electrum pieces g.p. = gold pieces p.p. = platinum pieces s.p. = silver pieces
* Crew falling sick from bad food and water, although all water and food in the ship's storage seems fine.
Contents This module includes the DM and player maps for the island, and several ready made adventures. adventures. A sheet of random lairs is included for the DM who wants to whip up a quick encounter.
Design Notes This still needs work, but the current version is at least least semi-com semi-complet plete. e. It will have spelling spelling and grammar errors, and flaws caused by sloppy editing when I change my mind about something. To help with future expansion, some room numbers are not defined and others may be used in places where a sub-note might work better. The font used is larger than what many people use; I have poor eyesight and need a large font to be able to work with it. A smaller font could easily easily reduce the page count by 20 percent or so. It would be nice to have some decent art, but I do not have the resources right now.
MONSTER STATS: STATS: Statistics for monsters are usually provided in an abbreviated block as follows: (number encountered) [name] (AC , HD or Level, hp, #A , TH0, D , Mv , S , Ml , AL , special charact characters ers then have ability ability scores scores Str, Str, Int, Wis, Dex, Con, Cha) (number encountered) = as is [name] = as is AC = armor class: 9 = unarmored, unarmored, 7 = leather, etc. HD = hit die or Level = character level and class C = cleric, D = dwarf, E = elf, F = Fighter, H = halfling, M = magic user, T = thief hp = hit points #A = Number of attacks TH0 = number needed to hit armor class 0; subtract a victim's armor class from this to get what they need when rolling a d20 D = damage Mv = movement S = save as. C = cleric, D = dwarf, E = elf, F = Fighter, H = halfling, M = magic user, T = thief Ml = moral Al = alignment. C = chaotic, L = lawful, N =
Rights: The author does not claim any rights towards Dungeons & Dragons (which is currently tradema trademarked rked and copyrig copyrighte hted d by Wizards Wizards of the Coast) nor any element therein; if he has stepped on the rights of the owner of that product, he will change this as needed. The purpose of this is to help support gaming as a whole by offering it free of charge. The author is willing to allow individuals to distribute copies to friends and to gaming conventions provided they (a) do not claim any sort of ownership, (b) do not charge money for it (including offering it as a "free" component in a packaged deal they accept money for), r), (c) (c) do not alte lter it in any way, and (d) (d) understand he is not giving away any of his rights to ownership.
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Notes from the Log of A Pirate Captain: This rumor of a strange island is annoying me. The crew wants to explore and plunder great treasures. I'd rather hail down ships and rob 'em! We sailed east for endless days. Not a single ship to plunder. A storm struck but the Slippery Slippery Eel weathered weathered it well. Bad fortune: the navigator navigator was swept overboard while traveling from the deckhouse to galley. More bad luck. Bad food and bad water both. I turn us back, following the stars. A terrible storm. Blown wildly for over a week. The doctor died in the night from a sudden fever. An island ahead! Fresh water and food. This new crewman. He seems suspicious. Lousy day. The new crewman was killed in a fight with that scoundrel One-Eye. OneEye claimed the new guy came at him with a dagger from behind. We all know one-eye. He wanted the guy's medallion. Friendly natives. Too smart. One-Eye was beat half to death slipping off a lady's gold necklace. Best leave fast. What is the fascination with snakes? Bigger island east. Bigger island, and what dragons! Little flying dragons that don't breath fire swarmed us. Welt on my pate after that! Some ruins on the coast. Crew is expressing concern for their democratic rights. I let seven go ashore on the jolly boat to look for loot. None return. Boat lost. Huge fish. Long necks, small heads, huge bodies. Who were those people? Or what? Barely got away. Crew too small to do anything but set sail for civilization. Home to safety!
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Part II : The Islands Seve Severa rall isla island nds s are are in the the vici vicini nity ty of the the Drea Dreade ded d Isla Island nds. s. The The Dreade Dreaded d Islan Island d are described in their own section. The locals avoid the Drea Dreade ded d Isla Island nds s beca becaus use e of its its dang danger erou ous s inhabitants. Snakeline Island is inhabited by natives who have lived there for hundreds of years. The Brok Broken en Isla Island nds s are are not not hosp hospit itab able le enou enough gh to interest them. The maps are intended to show general and significant details. They do not, for example, show ever every y volc volcan ano o or moun mounta tain in,, only only some some of the the important ones.
Harbors protect ships against strong storms. Plateaus. Plateaus . The plateaus shown aren't neces necessar sarily ily that that high, high, but but are sharp sharp-fa -faced ced,, with with rocky cliff faces that defy access. Climbing up or down down each each takes takes 1 or more more days days depe depend nding ing on encumbrance. Encumbrance 1/4 1/2 3/4 100%
1 day 2 days 3 days 4 days
Climbing requires slow, careful choice of path and footing. footing. Horses Horses and such cannot cannot be ridden; ridden; doing so will cause them and the rider to tumble down a cliff face. Reefs. Reefs are usually only around a few of the smaller islands which were created by coral. Other Other areas areas will feature feature shallow shallow coastal coastal shelves, shelves, thou though gh usual usually ly they they are of little little dang danger er to ships ships unless they come too close. A ship will generally rip it's hull out if it tries to go through a reef. Rivers. Rivers . Only a few of the significant rivers are shown (as solid dark lines). Many exist as would small streams and creeks.
Movement on the Ocean Features of the general area include:
Movement on the oceans will depend on the ship used and other details as spelled out in the rules being used. A few ideas to keep in mind are: The vessel will have to skirt the coast closely if the crew wants to view details on land. Movement along the coast at night means (a) the crew cannot see details and (b) they cannot detect underwater obstacles very well. During the day the DM might assume they avoid shallows and floating floating obstacle obstacles; s; at night, night, they might randomly randomly crash into something.
Coastline. Coastline. Coastlines are usually bordered by beaches and are generally safe for landings. They do not provide shelter from storms; only harbors will. Many smaller ships can be landed on a beach duri during ng high high tide tide,, prop proppe ped d up (if (if need need be) be) and and unloaded as desired, setting sail again when high tide returns. Glacier. There is one large glacier on the south island which will be handy for ice-age adventures, fros frostt gian giants ts,, whit white e drag dragon ons s and and such such.. Many Many mountai mountains ns would would have snow capped capped peaks and long long moun mountai tain n range ranges s might might also also have have glacie glacier r conditions.
Movement on the Islands The main island map uses a scale of 6 miles per per hex. hex. The followi following ng table table show shows s the cost of movement in miles per hex:
Harbors. Any ocean hex surrounded by 4 or more more land land hexes hexes shoul should d be consid considere ered d a safe safe harbor. Those with only 3 are doubtful at best and those with 2 are not.
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Terrain City, clear, grassland, trail Broken, desert, forest, hills Jungle, mountains, swamp Road
Miles per hex 6 9 12 4
spoilage moot. Fresh water is everywhere, except on the ocean. Dis Disease ases are more com common due to the the humi humidi dity ty:: scra scratc tche hes s can can fest fester er if not not trea treate ted d prope properly rly.. Disea Disease se and paras parasite ite beari bearing ng insect insects s const constant antly ly suck suck blood blood.. Poiso Poisono nous us insect insects s and and reptiles thrive as do many spiny plants.
The DM can always change the scale to 3 miles per hex (each hex costs 1/2 as much movement movement as shown); or increase it to 12 miles per hex (doubling the movement cost per hex). Example Example of moveme movement nt accounti accounting: ng: consider consider characters who can travel 18 miles per day (and using the map scale of 1 hex = 6 miles.) Moving along a trail or through a grassy area would take 6 miles per hex - they could move 3 hexes. Suppose they started one day and moved into a grassy hex (6 miles) and then into a jungle hex (cost is 9 miles), which is 15 miles total of the 18 they can move per day. Keep in mind that being exactin exacting g is not important. important. If they moved another another hex into jungle, that means they travelled 3 miles, camped, and then spent another 6 miles the next day. They would have 12 miles left for travelling the next day. Or the DM might have them stop for the night and give them credit for 3 more miles movement the next day. Tracking movement movement can get twiddly. Consider allowing 2 or 3 days of movement at a time if PCs are only able to move 1 or 2 hexes at best in a day. Likewise, the intent is to estimate time used, not get it exactingly accurate.
The Broken Islands See See the the main main map map and and the the blow blow-u -up p of the the Broke Broken n Islan Islands ds in the the maps maps secti section on.. This This set of broken islands is composed of small tree-covered chunks of sharp rocks with rough sides, or flatter but broken and dry areas. No humanoid natives are known to inhabit them. MOVE MOVEME MENT NT:: The The scal scale e of 2 mile miles s per per hex hex means this map was blown up to three times the original size. This triples the number of hexes that can be moved per day. The following table gives the cost in miles of movement per hex. Terrain City, clear, grassland, trail Broken, desert, forest, hills Jungle, mountains, swamp Road
Miles per hex 2 3 4 1 1/3
For For exam exampl ple: e: a PC part party y that that can can move move 18 miles per day would loose 3 miles moving through a broken area, and 4 moving through a swamp area. When moving along a road for 3 hexes they would expend 4 miles of movement (1 1/3 x 3 = 4.)
Weather and Environment As designed, the islands are in a tropical region. This means they are lush with plants and wildlife. Reptiles prosper as do insects. Thre Three e mont months hs of the the year year are are gree greete ted d with with monsoons and hurricanes every month or so. The other months tend to be milder, but it usually rains at least least once once a week, week, and and thun thunde derr storms storms (not (not nearly as powerful as a hurricane) often hit once a mont month. h. Ther There e is usua usuall lly y one one or two two mont months hs of drou drough ghtt when when litt little le rain rain fall falls. s. Grou Ground nd wate waterr is plentiful and usually sustains wildlife. During this time heat rises beyond the normal tropical levels to deadly levels for anyone who is too active. It never never snow snows s excep exceptt on the the high high moun mounta tain in tops or the glacier. It does get cool if not cold at night. There is a high shelf of land on one island where a glacier has formed. The natives will share information information about survival on the the islan islands ds witho without ut being being asked asked.. Food Foodstu stuffs ffs (fruits and wildlife) are common enough to make
ADVENTURE IDEA: This is the germ of an idea for for an unde underw rwat ater er adve advent ntur ure e that that the the DM can can expan expand d on. on. It migh mightt lead lead to severa severall unde underwa rwate ter r grottoes featuring aquatic beasts and environmental factors, for example. The beach located at #1 is fairly flat and sandy. If the PCs enter and explore this seaside grotto, they find a trail they can follow through broken land until they come to a central temple. Sunlight slides down into chambers etched from volcanic stone. Inside is a fairly nice looking female human who is chained to the wall, slumped over and suffering obvi obviou ous s dehy dehydr drat atio ion n and and hung hunger er.. The The chai chains ns prevent her from moving her arms very far. They are shackled on via pins bent on each end; heavy tools tools are neede needed d to open open them them (a hamm hammer er and and metal punch for example) which she could not use even if she had them. If the PCs ignore the situation or make it worse, they have enabled a tyrant to gain control of the
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undersea people she belongs to. Later they should meet raiders sent out by him to force "tribute" from pass passin ing g ship ships s arou around nd the the isla island nds, s, in a ploy ploy to further extend his power. She is weak and will not move or attack. She is dressed much like the privileged women of fantasy court courts, s, in flowin flowing g gossa gossame merr veils veils,, a loin loin cloth, cloth, deco decora rati tive ve biki bikini ni with with turt turtle le shel shelll cups cups,, and and a necklace of fairly ordinary looking stone beads held together by what is dried gut. The clothing is made of strange shimmering cloth that is not silk nor any other type the PCs would recognize (they are spun from the fibers of a type of seaweed that makes them them waterpr waterproof oof.) .) On the necklace necklace are a dozen dozen small small vial-like vial-like containers. containers. If the PCs experime experiment nt with the vials (they can pull the top off each), the moment someone pulls a stopper out they will be shocked for 1d6 hit points damage (twice that if they fail a saving throw versus spells) and must also make a save or drop it. Six contain fluids and six contain powders of odd coloration and scent. Anyone who drinks or tastes of either must save versus poison or die; those who succeed will be violently ill for 1d6 x 10 minutes and must save again or be debilitated by paralysis and nausea for 1d6 hours. If freed and given fluids and food, she will look around like a fish, unable to believe what she is seein seeing. g. Her "legs" "legs" uncu uncurl rl to revea reveall eight eight octop octopii tentacles instead of normal limbs. Nothing she says makes sense nor does she unde unders rsta tand nd anyt anythi hing ng the the PCs PCs say. say. Taki Taking ng the the necklace (if allowed and no one has interfered) she unstoppers a vial. She shudders, eyes rolling up and and pass passes es.. Abou Aboutt 10 minu minute tes s late laterr she she will will awake awaken n and and begin begin to ask questio questions ns in an oddly oddly accented common language. NOTE: Even if the party has read languages spells and such she will eventually drink the potion in the the vial vial to prev preven entt brok broken en comm commun unic icat atio ions ns caused by limited spells. Her tale is a pretty pretty simple simple damsel-i damsel-in-di n-distre stress ss situation. Her name is:
If the party members agree to help her and go on an expedition, they find that she is a decent person. She will annoy some PCs and even find one one or two two of the them anno annoy ying. ing. She does does not not unde unders rsta tand nd the the PCs PCs and and will will lead lead them them to the the underwater city without giving it a though, expecting them to be able to breath water like she can. If they they do not not have have thei theirr own own usef useful ul wate water r breat breathin hing g magic magic,, she will will lead lead them them to anot another her chamber in the temple where she kneels and prays, clap clappi ping ng her her hand hands s toge togeth ther er.. Afte Afterr som some 30 minutes a strange feeling comes over them. "You can now breathe water. But this is a boon of my goddess and she will not support it once your quest ends. Not any longer than you need to get your affairs in order and return to the surface." Cip Ciphilie ilie is a nerie ried, a hand maide iden and priestess of the ocean and sea goddess (Tethis). Each neried has a boon bestowed by her goddess in exchange for services. She has clerical abilities attuned to the ocean. Her necklace contains twelve different potions; they are poisonous to anyone else who drinks them. As it is, imbibing one renders her in a coma for 10 minutes after which it takes affect. Two Two allo allow w her her to spea speak k and and unde unders rsta tand nd a strange language (she drank one; it will wear off in 8 weeks.) Three Three allow allow her her to assum assume e vario various us sea-l sea-life ife forms for up to 1 hour each. Three will restore her to full hit points (she is still knoc knocke ked d coma comato tose se,, so they they are are best best used used in emergencies.) Two allow her to control sea life for 10 minutes. One allows her to remain invisible for 6 hours. One One is not not expli explicit citly ly defin defined ed;; the DM shoul should d make up a suitable use for an occasion during the adventure. The cephaloi cephaloids ds live in the shallower, shallower, cleaner cleaner ocean waters around the islands where plenty of light comes through. Coral, some plants and many plant plant-li -like ke organ organism isms s cling cling to the sand sandy y botto bottom. m. Fish, squid, eels and other sea life also thrive. If the party joins her in her quest to see what has happened to her father, she will lead them to a simple underwater cavern with a glass roof. Three mermaids are here and will join the party if they need help. These are also nerieds and each has some unique magical property property due to her service to the goddess. These fish tailed ladies all hail from different mermaid kingdoms.
Ciphilie (AC 9 without armor, HD 3, hp 12, Mv 120' (40'), TH0 17, #A 1 bite or 1 weapon, D 1-8 or by weap weapon on,, S F3, F3, Ml Ml 8, 8, Al Al N) N) Spel Spells ls (1): (1): 1st 1st level level - cure light wounds, purify food and water Her father is a successful merchant and minor noble of her people who attracted envy and greed. In an attempt to gain control over him, his enemies captured her and condemned her to death unless he relented. He may have relented; all she knows is that she was left to die in the temple.
* Atalia (AC 6, HD 2, hp 14, MV 120' (40'), TH0 18, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N)
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who can transform into a mako shark (AC 4, HD 4, hp 18, MV 180' (60'), TH0 16, #A 1 bite, D 2-12, S F 2, ML 7, Al N) or a lesser version of a giant squid (AC 7, HD 3, hp 15, MV 120' (40'), TH0 17, #A 8 tentacles / 1 bite, D 1-3 tentacles/1-6 beak, S F 2, ML 9, Al N) when need be, up to 3 times per day. Spells (1): 1st level - cure light wounds
The villain appears; he has an octopi for a head and can create various special effects, blasting foes with a pulse through the water (1d6 damage, range 30/60/90), a stunning electric grasp (save versus paralysis or be stunned for 1d6+1 combat rounds), and squirting ink which can render a victim blind for 1d6 1d6 turn turns s (10 (10 - 60 minu minute tes) s) unle unless ss they they save save versus poison.
* Ceria (AC 6, HD 2, hp 12, MV 120' (40'), TH0 18, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N) who possesses a trident that emits electric shocks in a concentrated, purposely directed bolt that can stun if not kill human-sized creatures if they fail a saving throw versus dragons breath (otherwise it does 1d8 damage or 1d6 if used to thrust like a spear); range of the shock is 30/60/90. Spells (1): 1st level level - purify purify food and water water (which will counter ink clouds and poisons in the water)
1 chief cephalapodian (AC 5, HD 5, hp 29, Mv 120' (40'), TH0 12, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F5, Ml 9, Al C) Possessions: chain mail (scale armor made of sea shells), sword If the PCs are beaten, they are jailed and must escape. If the bad guys are beaten, the villain will try to flee to the city and resume the throne, attempting to use authority to overwhelm the party. If the PCs show initiative he is dethroned and jailed. If not, Cephi Cephile le makes makes an impas impassio sione ned d rant rant and and then then a bubble of air pops up from the ocean floor, floats through the water and smacks the villain on the forehead; he is stunned and taken prisoner. The council will convene to appoint a new king and meanwhile a celebration is in order. The cephaloids cephaloids reward the party with money (1,000 g.p.), gems (2 x 500 g.p.), pearls (6 x 100 g.p.) and a supply of sacks and clothing made of the waterproof fibers they use. The later will cut and wear like normal clothing, but will not rot and can be sold for a dear price. They also offer a +1 spear and a charm that will summon nearby sea creatures to their aide or drive off 1d6 sea creatures of animal intelligence that are attacking the party (it works a maximum of 3 times before loosing it's power.)
* Orania (AC 6, HD 2, hp 13, MV 120' (40'), TH0 18, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N), who is tattooed in garish shades and colors. She can can summ summon on sea sea life life and and cont contro roll them them.. Thre Three e gari garish shly ly colo colore red d sea sea snak snakes es acco accomp mpan any y her her where wherever ver she goes, goes, ready ready to bite bite anyon anyone e who who attempts to harm her (new ones will appear 1d6 hour hours s late laterr to repl replac ace e any any that that are are slai slain. n.)) She She summons 1d6 (1 - 6) bull sharks (AC 4, HD 2, MV 180' (60'), TH0 18, #A 1 bite, D 2-8, S F 1, ML 7, Al N) to aide the party. If the PCs need help, the mermaids use waterproof rope to make harnesses for sharks which they can hold onto. Spells (1): 1st level - cure light wounds Approac Approaching hing the underwa underwater ter city, the party party is attacked by a collection of normal cephaloids and several shark-headed thugs of the villain.
Snakeline Island
3 Shark headed Cephalapodians (AC 7, HD 3, hp 20, 17, 15, Mv 120' (40'), TH0 17, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F3, Ml 8, Al N) Possessions: Possessions: leather armor (shark skin), sword
This is the main residence of the local native humans. They dislike the dangers of the Dreaded Islands and the discomforts of the less hospitable Broken Islands. These brown-skinned people are primitive but intelligent intelligent and pleasant, pleasant, living in grass huts and log pali palisa sade des, s, wiel wieldi ding ng spea spears rs and and carr carryi ying ng larg large e shie shield lds. s. They They have have limi limite ted d blac blacks ksmi mith thin ing g and and mining and welcome trade in metals. The villages migh mightt have have a dozen dozen or so silver silver-ti -tippe pped d arrows arrows avail availab able le and and can make make silve silver-t r-tipp ipped ed crossb crossbow ow bolts and silver sling shot. They could make silverheaded axes, daggers, flails, hammers, maces and
6 cephalapodian thugs (AC 7, HD 2, hp 13, 10, 8, 7, 6, 5, Mv 120' (40'), TH0 18, #A 1 weapon, D 16 or by weapon, S F2, Ml 7, Al N) Possessions: leather armor (shark skin), spear 12 cephalapodian thugs (AC 7, HD 1, hp 8, 8, 5, 5, 5, 4, 4, 4, 3, 3, 2, 2,, Mv 120' (40'), TH0 19, #A 1 weapon, D 1-6 or by weapon, S F1, Ml 7, Al N) Possessions: leather armor (shark skin), spear
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spears in about a week; a sword would take 3 or 4 weeks. (These times are not based on the basic manufacturing manufacturing idea so much as a lack of resources and a shortage of time to devote to smithing in general.) The villagers villagers have collected collected some some treasure treasures s over over the course of hundred hundreds s of years years of looting. looting. They occasionally go exploring the island for a few days to a week and come back with a small number of coin coins s and other artif rtifa acts cts from rom previ revio ous civi civili liza zati tion ons. s. Ther There e is very very litt little le in the the way way of treasu treasures res in the the local local area; area; PCs PCs would would have have to search for days to find even small caches. The DM will have to add large treasures if they want them. These These treasu treasures res have have a them theme e in that that many many feature snakes: snakes: pottery will sometimes sometimes have lines of dancing snakes in odd postures (which is a strange ancient script) and some of the coins will feature snak snakes es.. Not Not ever everyt ythi hing ng is rela relate ted d to a snak snake, e, though. They survive by hunting, farming crops on small plots, plots, forag foraging ing for for wild wild plants plants and and fishin fishing. g. The villages all ferment coconuts and fruits to brew a strong strong drink drink for celebration celebrations. s. They have a good good deal of food, including dried sugary fruits eaten as candies and a form of bread baked from breadfruitlike plants. There There are several villages. villages. The demeanor demeanor of most is civility. There are some evil people about, but none of the leaders or governments are evil at this moment. Most villages are close to the shore but not on it. To avoid tides and high water during monsoons, the actual village proper is usually located up to a half mile back into the trees, on high ground if it is available. Rand Random om enco encoun unte ters rs on this this isla island nd will will be infr infreq eque uent nt and and usua usuall lly y feat featur ure e fair fairly ly norm normal al creatu creatures res.. The locals locals have have tame tamed d it quiet quiet a bit, bit, though dangers still exist. Rumors that will be learned in the villages:
10 11 12 13 14 15 16 17 18 19 20
Living winds dwell dwell in broken lands. Orcs have have found found the islands. islands. Mad wizards wizards strive for power power on the the island. Snake men men live in the swamps swamps and jungles. jungles. Strange machines machines can can be met met on occasion. occasion. The ringing ringing of a great great bell or gong leads leads to a lost temple. Sea witche witches s inhabit inhabit the area. area. Monkeys and and apes speak and and behave behave like humans. A great black pearl pearl can be found found in the oceans oceans around the island. Giant hopping hopping rats have been been seen on on the island. A fire giant giant city inhabits inhabits one volcano volcano on the island.
The The main main vill villag ages es are are summ summar ariz ized ed belo below. w. Smaller villages and occasional lone families are scattered about. V1. Village of Kasta. These people are taller than most humans but much the same otherwise. The The men men wear wear shag shaggy gy bear beards ds and and friz frizzy zy hair hair.. Women are split between those that prefer to shave themselves bald and those that dress their long hair in elaborate braids. Tattoos can be seen on either sex, sex, altho althoug ugh h only only the leaders leaders have have any sort sort of extensive coverage. Tere-Alok is the chief of the village, who rules with a half dozen sub-chiefs and advisers. Chiefs and and subsub-ch chie iefs fs are are chos chosen en (and (and som sometim etimes es deposed) through democratic voting (or warfare). Mak-Alok is a witch doctor and can offer various servi services ces includ including ing curse curse remova removal. l. To remove remove a curse or perform any other sort of magic, he needs a suit suitab able le fee fee in gems gems or coin coins, s, whic which h will will be sacrificed to a volcano. The PCs will invariably encounter one of the sham shaman ans s of the the trib tribe e in thei theirr late laterr adve advent ntur ures es (unless the DM fails to read this). He acts pretty ordinary, but also wears (amid his bone necklaces) a plain plain copp copper er amule amulett (worth (worth about about 5 g.p. g.p. to a collector) featuring a cyclopean eye. He also has tatto tattoos os on his body body which which othe otherr tribe tribe memb members ers believe believe are ornamen ornamental; tal; close close scrutiny scrutiny will reveal reveal they they are are rune runes s dedi dedica cate ted d to a cult cult of evil evil.. The The shaman will monitor the party's progress. If they are succes ccessf sfu ul in their adve dventure tures s, he will be enco encoun unte tere red d late laterr with with a reti retinu nue e of thug thugs s and and undead (under his control but not created by him), attempting to lure the party into his confidence so he can kill or capture them.
1 A cyclops cyclops civiliza civilization tion once once inhabi inhabited ted the the island. island. 2 Beware Beware the large large walkin walking g birds birds in the sout south. h. 3 Canniba Cannibals ls are massing massing to to invade invade distan distantt foreign lands. 4 Don't Don't tread tread lightly lightly in in the living living woods. woods. 5 Elves, Elves, dwarves dwarves and and other other demi-hu demi-human mans s do not live in the area. And few humans. 6 Flying Flying lizardme lizardmen n inhabit inhabit remot remote e regions. regions. 7 Giant Giant lizards lizards of truly truly tremend tremendous ous size size inhabit inhabit some areas. 8 Head hunting hunting pygm pygmys ys plague plague some some areas areas.. 9 Horse Horse sized sized dogs dogs have have been been seen, seen, being being ridden by dog-men.
Evil Cleric (AC 5 (hide armor = AC 7, dexterity 2
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bonus of 2), Level 5 Cleric, hp 17, MV 90' (30'), TH0 17, 17, #A 1 mace, mace, D 1-6, 1-6, S C5, C5, ML 8, Al C, S 11, I 12, W, D 16, C 10, C 11 Spells (2, 2): 1st level - protection from good, darkness 2nd level - bless, striking
decorated with a number of common artifacts from some ancient civilization: colorful glass cups and bowls bowls,, silver silverwa ware, re, elabo elaborat rately ely decora decorated ted china china plates and cups, and what looks like a fancy stick it is a wand of lightning with 3 charges left. If it is recognized recognized by the PCs, the natives will gladly trade it for for a worth orthwh whil ile e amou amount nt of metal etal item items s or services. One One larg large e alab alabas aste terr bowl bowl has has gold gold inla inlay y decor decorat ation ions s which which indica indicate te a large large lake lake in on a plateau on the northern end of the island. The shama shaman n of the the villag village e can offer offer sever several al potion potions s to cure cure disea diseases ses (1d4) (1d4) or neutralize poison (1d4), as well as spell casting, at a fee. Thes These e peop people le indu indulg lge e in brew brewin ing g stro strong ng alcoholic drinks from the abundant supply of sugar cane they raise, mixed with fruits. They also have candies to offer.
6 berserker thugs (AC 7, HD 1+1*, hp, 9, 6, 5, 5, 4, 3, MV 120' (40'), TH0 18, #A 1 weapon, D 1-8 or weapon, S F1, ML See below, Al N) 5 fighters (AC 7, Level 1 Fighter, hp 7, 5, 4, 3, 3, MV 120' (40'), TH0 19, #A 1 weapon, D 1-8 or weapon, S F1, ML See below, Al N) 6 ghouls (AC 6, HD 2*, hp 12, 11, 8, 8, 7, 6, TH0 18, #At 1 claws / 1 bite, Dam 1-3/1-3/1-3, Mv 90' (30'), Sv F2, Ml 9, AL C) 9 skeletons (AC 7, HD 1, hp, 8, 7, 6, 5, 5, 5, 4, 4, 3, MV 60' (20'), TH0 19, #A 1, D 1-6 or weapon, S F1, ML 12, Al C)
V3. Village of Gali . Situated along a deep river ravine inland from the coast, this village uses heavy stone blocks for housing and walls. A large stone wall surrounds it. Of all the tribes, these are the ones with the most metal. They mine a large vein of iron ore and have several smelting pits and a good deal of coal and charcoal. The chiefs wield swords or axes, and warriors have steel-headed spears. Chiefs also have chain mail. They have several long ships as well as smaller sailing ships and boats. They will sell a ship for a dear price, or even build one under contract. A plain plain woma woman n will will watch watch the PCs PCs but but then then brave brave herse herself lf and appro approach ach them them.. Her Her name name is Lina-Lie. Months ago her husband went to the great islands to the east (Dreaded Islands) in search of coppe copper. r. She She hasn' hasn'tt heard heard from from him since. since. She pushes a small ruby gem at them (250 g.p. value), begging them to keep a look for him and bring him back if they find him. There is a single monolith here about 6 feet high that is carved with snake-script: snakes and squiggly lines in various poses as it were. A read language spel spelll will will reve reveal al an inco incomp mple lete te but but lengthy spiel about the "One Eyed Gods" and a war by the "Blessed" to win freedom from unjust slavery to "..those who tread on us...". The tone sounds sanct sanctimo imonio nious. us. Some Sometim times es the text text chortl chortles es in delig delight ht at the the idea idea of eatin eating g defea defeate ted d enemi enemies. es. There There is menti mention on of a temp temple le that that appe appears ars and disappears on a regular basis.
There are quiet a few worthy fighters who will join the party. They must be given good terms (1/4 of a share of loot for example) and the party must be in good standing with the peoples. These people have smallish canoes and dugouts. If the party needs a vessel, they will have to contract the islanders to build a nice little sailing ship. The tribal council hut is decorated with the skull of a Tyra Tyrann nnos osau auru rus s rex, rex, reco recove vere red d by som some adventurous islander many dozen years ago from the main land. A witch doctor sports a long flowing neckl necklac ace e of scores scores of peg-l peg-like ike teet teeth h - sauro sauropod pod teeth teeth also also broug brought ht from from the the mainl mainlan and d by some some adventurer. V2. Village of Garuna. Garuna . Inhabiting the edge of a swampy area, these people live in grass huts along the solid areas and huts on wooden poles around the the swamp swamps. s. They They are flashy flashy and and frien friendly dly;; on a bright sunny day they will greet visitors enthusiastically, resulting in a sparkling glint of sun off silver and gold jewelry. This wealth comes from various lost cities and ruins they have found in the area. Now and then they find another. These people enjoy nudity and ladies who are proud of being females flaunt it. The actual wealth they have is not as great as it seems and greedy PCs who attack are likely to be disappointed. They have little use for the treasures they find, so they make jewelry from it. There is a shrine devoted to a goddess and
V4. Imoda. Imoda. A smaller village of huts and one main main wood wooden en long long house house.. There There is little little of note note
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here. One One of the the inha inhabi bita tant nts s of this this vill villag age e is an intelligent chimpanzee. It is being kept as a pet by several villagers who do not know it can talk (rather they they thin think k it can can mimi mimic c spee speech ch and and it has has not not abused them of the idea, as yet.) It will size up the PCs and then as one passes it will start talking to them. This creature will try to ingratiate itself on the part. It was found and captured by a trader on a distant island when it was a young child. The locals found its ability to mimic human speech amusing. As it grew grew up, up, it bega began n to real realiz ize e that that talk talkin ing g monkeys were unheard of in the area, even though it has vague vague memories memories of gorillas gorillas,, chimpan chimpanzees zees,, and other such creatures being pretty much human. Sinc Since e then then it has has main mainta tain ined ed the the pers person ona a of a parrot. If the PCs let it join their party, it will be an indo indole lent nt comp compan anio ion n that that has has to be goad goaded ed to action, but will travel with them in hopes of some day reaching its home lands. It has spent years spent sneaking about and hiding it's nature. It is a 4th level thief (AC 7 (+2 bonus for dexterity), Level 4 Thief, hp 14, MV 120' (40'), #A unarmed or by weapon +1 for strength, D 1-4, S T4, ML 8, Al N; S 15 (+1), I 12, W 11, D 16 (+2), C 11, C 9) , albeit it generally does not steal (beyond a habit of taking food when it is hungry) nor harm other creatures. Buying the monkey will take a bit of trade in meta metall item items s and and deco decora rati tive ve bead beads s and and such such.. Stealing it will be seen as very bad manners and the thieves will be accosted by angry villagers who intend to force them to be honest and pay for the "pet." The locals will not resort to fighting or killing for its sake.
the author uses the same statistics as a werewolf rath rather er than than crea create te any any spec specia iall stat statis isti tics cs;; it is immu immune ne to norm normal al weapo weapons ns and and has has the othe other r prope properti rties es of a werew werewolf olf,, adjus adjuste ted d for the the local local conditions). Jumping up, the were-hyena lays into the the crowd crowd,, pinnin pinning g people people down, down, biting biting sever several. al. From out of the nearby grass leaps four normal hyenas [wolf statistics] (AC 7, HD 2+2, hp 15, 12, 11, 9, MV 180' (60'), #A 1 bite, D 1-6, S F1, ML 8 (6), Al N) who join into the fray, attacking everyone they can. Frighten Frightened ed villagers villagers flee everywhe everywhere, re, yelling yelling and confused. confused. It is up to the players to decide what to do. If the PCs join the fight, they will help prevent the were-hyena and it's cohort from killing anyone, though several people are injured. If they ruthlessly kill the were-hyena, it reverts back to human form. There will be a funeral; by not showing restraint (they could have grappled and captured it or netted it for example) the PCs have not made themselves any friends in the community. Use the rules rules for for lycan lycanthr thropy opy in the the rules rules to determine determine if a character mauled by the were-hyena becomes one. If the PCs were lenient in controlling the the were were-hy -hyen ena a the the trib tribe e will will glad gladly ly aide aide any any stri strick cken en memb member ers s in find findin ing g a vene venera rabl ble e old old shaman of high level who can help cure them of the disease. If not, they will have to work for it. Recent Recently, ly, the man man was was off off on a trip trip lookin looking g around local ruins when he found a simple temple. With ithout thinki inkin ng, he reli relie eved himse imself lf in a convenient pool of water; a few moments later he was was maul mauled ed by a hyen hyena a but but surv surviv ived ed.. He was was missing almost a month, lost and feverish, slowly healing. He had been cursed by the deity the shrine was dedicated to and as such turned into a werehyena in punishment.
V5. V5. Vill Villag age e of LikLik-Li Lik. k. This This smal smalll vill villag age e consists consists of huts huts on stilts. stilts. The inhabitant inhabitants s dance dance daily. When the PCs arrive they are throwing a wild party with the centerpiece being some short, stout fellow who seems to have just returned from some ordeal. The fellow is taking it all in good stride, but is bashful. All of a sudden his eyes roll up in his head and he begi begins ns to fro froth, th, coll collap apsi sing ng to the the grou ground nd twitching and writhing. In seconds his body mutates to beco become me a four four legged legged,, hairy hairy,, snarli snarling ng werewerehyena (AC 5, HD 4*, hp 18, MV 180' (60), #A 1 bite, D 2-8, S F4, ML 8, Al C; for the sake of simplicity
Floating Island This is an example of how a DM might expand the area with other details. This is not mapped and may not even exist (or may appear later). This is not marked on the player's map because it is some someth thin ing g of a secr secret et.. This This look looks s like like an island from a distance, but close inspection reveals it is a massive floating structure structure of plants and trees. The creatures that exist in this environment will be alien, prone to life in the water or trees. Normal ground-borne ground-borne life will be scarce if it even exists.
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DREADED ISLANDS DM MAP
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DREADED ISLANDS PLAYERS MAP M AP
14
The Broken Islands
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LIZARD LAKE ISLAND DM'S MAP M AP
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LIZARD LAKE ISLAND PLAYER'S MAP
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CYCLOPS TEMPLE LEVEL ONE
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CYCLOPS TEMPLE LEVEL TWO
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CYCLOPS TEMPLE LEVEL THREE
20
SNAKEMAN SNAKEMAN LAIR
21
RANDOM LAIRS
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Part III : Dreaded Island There are actually two "dreaded islands" - the north and south ones. The locals do not visit them very often. They think they are one island. They believe the gap that separates the north and south islan islands ds is a harbo harbor, r, neve neverr havin having g explor explored ed far far enough into it to discover its true nature.
38 39 40 41 42 43 44 - 45 46 - 48 49 50
Hadrosa rosau urs* rs* (1 (10 HD) HD) - 1d3 Iguanodon don* (9 HD) HD) - 1d3 Pach Pachyc ycep epha halo losa saur urs s (1-6 (1-6 HD) HD) - 1d4 1d4 Prot Protoc ocer erat atop ops* s* (2 HD) HD) - 1d12 1d12 Saur Saurop opod od*, *, larg large e (18 (18 HD) HD) - 1d2 1d2 Saur Saurop opod od*, *, massi assive ve (38 (38 HD) HD) - 1 Sauropo Sauropod*, d*, medium medium (12 (12 HD) - 1d2 Sauropo Sauropod*, d*, small small (6 HD) HD) - 1d4 Stegosau saurus rus (1 (11 HD) HD) - 1d 1d2 Tric Trice erato ratops ps (11 (11 HD) HD)/P /Pen enta tace cera rato tops ps** (10 (10 HD) - 1d2 51 - 55 FANTASY FANTASY/HUM /HUMANOI ANOIDS DS SUBTABL SUBTABLE E Flying Encounters: 56 Bat, Gi Giant (2 (2 HD HD) - 2d6 57 - 58 58 Bee, Bee, Giant Giant (1/2 (1/2 HD) HD) - 6d6 59 - 61 Harpies Harpies (2 HD) HD) - 2d6 2d6 62 - 65 Hawk, Hawk, Giant Giant (4 HD) HD) - 1d6 1d6 66 - 67 67 Insect Insect Swarm Swarm (2 (2 HD) - 1d12 1d12 68 - 69 69 Insect Insect Swarm Swarm (3 (3 HD) - 1d8 1d8 70 Insec sect Swar Swarm m (4 HD) - 1d 1d6 71 - 79 79 Pterano Pteranodon don (5 (5 HD) - 1d4 1d4 80 - 89 Pteroda Pterodactyl ctyl (1 (1 HD) HD) - 4d6 4d6 90 Stirge (1 HD) - 4d6 91 - 93 UNUSUAL UNUSUAL FLYING FLYING ENCOU ENCOUNTER NTER SUBTABLE 94 - 100 UNUSUAL LAND LAND EVENTS SUBTABLE SUBTABLE
Random Encounters Wildlife Wildlife is everywhe everywhere. re. Encounte Encounters rs represen representt meeting meetings s with with dangero dangerous us or unusual unusual creature creatures. s. Herd Herd anim animals als (for (for examp example) le) will will be stam stampe pedin ding, g, defending their young, etc. The tables below also give the DM a list to refer to if they need ideas. A sugg sugges este ted d numb number er enco encoun unte tere red d foll follow ow the the description. "1d3 low" means roll 1d6: 1-3 = 1, 4-5 =2, and 6 = 3. The DM will have to change any encounter that is inappropriate for the situation it occurs in. There is one main table for the north island and one for the south island. Other tables are provided to help with flying, flying, glacier, ocean or underwa underwater ter exploration situation. The islands do not represent a histo historic ricall ally y accura accurate te prehis prehistor toric ic envir environm onmen ent; t; rather they mix dinosaurs, modern creatures and fantasy monsters in a fantastic mix. An enco encoun unter ter migh mightt occur occur once once per per day (roll (roll 1d6: a 5 or 6 indicates an encounter.) The DM can deci decide de whet whethe herr or not not it occu occurs rs at nigh nightt or roll roll randomly: if the PCs travel during the day then roll 1d6, 1-2 = night and 3-6 is day. Otherwise roll 1d6, 1-3 = night and 4-6 is day.
NOTE: For multiple entries on one line pick one or use the first. Dreaded d100 1 2-3 4 -5 6 7-8 9 - 10
Dreaded Isle Random Encounters: North d100 Enco ncounte unter r 1 - 5 COMM COMMON ON ANIM ANIMAL ALS S SUB SUBTA TABL BLE E 6 - 15 DANGE DANGEROU ROUS S ANIMAL ANIMALS S SUBTAB SUBTABLE LE Dinosaurs, Carnivores: 16 - 19 Allosaurus* (12 HD)/Suchom HD)/Suchomimus imus (14 (14 HD) -1 20 - 21 Baryonyx Baryonyx** (9 HD)/Carnot HD)/Carnotauru aurus* s* (7 HD) 1d2 22 - 26 26 Deinonychus*/Drom Deinonychus*/Dromeaosaur*/ eaosaur*/Velocirapto Velociraptor r * (1 - 3 HD) - 2d6 27 - 30 Tyrannos Tyrannosaurs aurs rex* (18 HD)/Gigantosaurus* (20 HD)/Spinosaurus (18 HD) - 1 31 - 35 Various Various Carnivo Carnivores res 1-6 hit hit die * - 2d6 Dinosaurs, Vegetarians: 36 Anky Ankylo losa saur ur*/ */No Nodo dosa saur urs* s* (7 HD) HD) - 1d4 1d4 37 Cent Centro rosa saur urus us** (7 HD)/ HD)/Ch Chas asmo mosa saur urus us** (5 HD)/Styracosaurus* HD)/Styracosaurus* (6 HD) - 1d4
11 - 12 13 14 - 15 16 - 19 20 21 - 23 23 24 - 28 28 29 30 31 - 32 32 33 - 35
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Isle Random Encounters: South ENCOUNTER Ante Antelo lope pe,, preh prehis isto tori ric c (1(1-4 4 hit hit die) die) - 3d6 3d6 Cav Cave Bear (7 (7 HD) HD) - 1d3 Cav Cave Lio Lion n (7 (7 HD)* HD)* - 1d 1d4 Dire Wolf (4 HD) - 1d6 Elep Elepha hant nt,, Mamm Mammot oths hs** (13 (13 - 15 15 HD) HD) - 1d2 1d2 Eleph Elephant ant,, Masto Mastodo dons ns (15 HD) - 1d2 1d2 Elephant, Shovel Tuskers* (7 - 10 HD) 1d3 Glyptodon* (4 HD) - 1d 1d6 Hyeno Hyenodo don* n* (3+ (3+1 1 HD) HD) - 1d8 1d8 Hyena, Hyena, Prehi Prehistor storic* ic* (4+1 (4+1 HD) - 1d6 1d6 Megatherium (9 HD) - 1d3 Sabe Saber-t r-too ooth th cat cat (8 (8 HD) HD) - 1d3 1d3 Terror Terror Bird* Bird* (3 (3 HD) HD) - 1d8 1d8 Titanothere (12 HD) - 1d 1d2 Woolly Rhinos (H (HD 12 12) - 1d2 FLYING ENCOUNTERS: Bat, Bat, Gian Giantt (2 HD) - 2d6 2d6 Bee, Bee, Gian Giantt (1/2 (1/2 HD) HD) - 6d6 6d6
36 - 38 38 39 - 42 42 43 - 47 43 - 44 45 - 46 47 49 50 51 - 55 56 - 65 66 - 80 81 - 95 96 - 100
Harp Harpie ies s (2 HD) HD) - 2d6 2d6 Hawk, Hawk, Gian Giantt (4 HD) - 1d6 1d6 Insect Insect Swarm Swarm (2 (2 - 4 HD) - 1d8 1d8 Insect Insect Swarm Swarm (2 (2 HD) HD) - 1d1 1d12 2 Insect Insect Swarm Swarm (3 (3 HD) HD) - 1d8 1d8 Insect Swarm (4 HD) - 1d6 Pterodactyl tyl (1 HD) - 4d6 Stirge (1 HD) - 2d6 UNUSUAL FLYING ENCOUNTER SUBTABLE COMMON ANIMALS SUBTABLE DANGEROUS ANIMALS SUBTABLE FANTASY/HUMANOIDS SUBTABLE UNUSUAL LAND EVENTS SUBTABLE
31 - 35 35 36 - 39 40 - 42 42 43 - 44 44 45 46 - 51 52 - 53 53 54 - 57 57 58 - 59 59 60 61 - 62 62 63
Giant Giant Gecko Gecko (3+1 (3+1 HD) - 1d6 1d6 Giant Giant Horned Horned Chamele Chameleon on (5 HD) - 1d4 1d4 Giant Giant Tautara Tautara (6 (6 HD) - 1d4 1d4 Gorgono Gorgonopsid psid** (3 HD) HD) - 1d6 Kom Komodo odo Dra Drago gon* n* (2 HD) HD) - 1d12 1d12 Hyena Hyena (2+2 (2+2 HD) HD) - 1d10 1d10 Leopard (mountain (mountain lion 3+2 HD) - 1d3 low Lion Lion (HD (HD 5) - 1d6 1d6 Rats, Rats, giant giant (1/2 (1/2 HD) - 6d6 6d6 Shre hrew, Gian iant (1 (1 HD HD) - 2d8 Tiger Tiger (6 HD) - 1d3 1d3 Weas Weasel el,, gian giantt (4+4 (4+4 HD) HD) - 1d6 1d6 Wild Hunting Dogs* (see "dog" 1 HD) 64 - 65 3d6 66 - 69 Giant Giant Rattlesn Rattlesnake ake (4 HD) HD) - 1d4 70 - 75 Pit Viper Viper (2 HD) HD) - 1d6 1d6 76 - 80 80 Rock Pytho Python n (5 HD) HD) - 1d6 81 Sea Snake (3 HD) - 1d4 82 - 85 Spitting Spitting Cobra Cobra (1 (1 HD) - 1d12 1d12 86 - 88 Giant Giant Black Black Widow Widow (3 HD) - 1d6 1d6 89 - 92 Giant Giant Crab Spide Spiderr (2 HD) - 1d6 1d6 93 - 94 Giant Giant Tarantu Tarantula la (8 HD) HD) - 1d2 95 - 97 Giant Giant Trapdoor Trapdoor Spider Spider (4 HD)* HD)* - 1d4 98 - 100 Giant Wolf Spider Spider (1 to 2 HD)* - 2d6
d100 d100 COMM COMMON ON ANI ANIMA MALS LS SUB SUBTA TABL BLE E APES AND MONKEYS: 1 - 2 Babo Baboon ons s (1 (1 HD) HD)** - 4d6 4d6 3 Cave Gorilla* (4 HD) - 1d6 4 - 5 Chim Chimpa panz nzee ees s (1+1 (1+1 to 2 HD) HD)** - 2d6 2d6 6 - 8 Comm Common on Monk Monkey eys s (1/2 (1/2 HD)* HD)* - 6d6 6d6 9 - 10 10 Gori Gorill llas as (4 HD) HD)** - 2d4 2d4 11 - 12 12 Orangut Orangutans ans (2 to 3 HD)* HD)* - 1d6 1d6 13 - 18 Rock baboon baboon (2 HD) HD) - 2d6 2d6 19 - 20 20 White White Ape Ape (4 HD) HD) - 1d6 1d6 HERD ANIMALS: 21 - 60 Antelope Antelope/Zeb /Zebra ra etc. etc. (1 - 4 HD) - 6d6 6d6 11 - 80 80 Eleph Elephan antt (9 HD) HD) - 1d3 1d3 81 - 84 Hippo Hippos s (8 HD) - 1d3 1d3 85 - 92 Rhino Rhinos s (6 HD) - 1d4 1d4 93 - 96 96 Wild Wild Boar Boar (3 HD) - 1d8 1d8 97 - 100 Wild Horses Horses (2 HD, feral) feral) - 2d6 d100 d100 1-2 3 4 5 6 - 10 11 - 13 13 14 - 16 17 18 19 20 21 22 23 24 - 25 26 - 27 27 28 - 30
d100 d100 1 2 3 4-9 10 - 11 11 12 - 17 18 - 20 21 22 23 24 - 25 26 - 27 28 - 29 30 - 32 33 34 35 36 37 38 39 40 - 45 46 47 - 51 51 52 - 54 54 55 56 - 58 59 - 61 61 62 - 63
DANGE DANGERO ROUS US ANI ANIMAL MALS S SUBTA SUBTABLE BLE Croc Crocod odil ile e (2 (2 HD) HD) - 1d8 1d8 Crocodile, gi giant (1 (15 HD HD) - 1 Cro Crocodile dile,, larg large e (6 HD) HD) - 1d4 Cro Crocodile dile,, medium ium (4 HD) HD) - 1d6 Ant, Ant, gian giantt (4 HD) - 1d6 1d6 Bees, Bees, Giant Giant (1/2 (1/2 HD) HD) - 4d6 Centiped Centipede, e, giant giant (1/2 (1/2 HD) - 8d6 Gian iant An Ant Lio Lion n* (4 (4 HD) HD) - 1d 1d6 Gian Giantt Bom Bomba bard rdie ierr Bee Beetl tle e (2 (2 HD) HD) - 1d1 1d12 2 Gian Giantt Fir Fire e Bee Beetl tle e (1+ (1+2 2 HD) HD) - 2d6 2d6 Gian Giantt Pre Preyi ying ng Mant Mantis is** (5 (5 HD) HD) - 1d6 1d6 Gian Giantt Rhi Rhino noce cero ros s Bee Beetl tle* e* (7 HD) HD) - 1d2 1d2 Gian Giantt Sti Stink nk Beet Beetle le** (3 (3 HD) HD) - 1d8 1d8 Gian Giantt Tige Tigerr Bee Beetl tle e (3+ (3+1 1 HD) HD) - 1d8 1d8 Scorpion Scorpion,, Giant Giant (4 HD) - 1d6 1d6 Dimetrod Dimetrodon* on* (5 (5 HD) - 1d4 1d4 Giant Giant Draco Draco Lizard Lizard (4+2 (4+2 HD) - 1d6
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FANT FANTAS ASY/H Y/HUMA UMANOI NOIDS DS SUBTA SUBTABLE BLE Basilisk (6+1* HD) - 1d3 Blink Dog (4* HD) - 1d4 Bugbears (3+1 HD) - 1d8 Cann Cannib ibal als s (1(1-1 1 HD) HD) - 4d6 4d6 Carrion Carrion Crawl Crawler er (3+1* (3+1* HD) HD) - 1d6 1d6 Cave Cave men men (2 HD) HD) - 2d6 2d6 Chameli Chameliods* ods* (2+1 HD) - 2d6 Cockatrice (5 (5** HD HD) - 1d2 Cult Cultis istt Sco Scout uts s (see (see xxx xxx for for exa examp mple le)) Disp isplac lacer Beast (6 (6 HD) HD) - 1d4 Dryad Dryad (2 HD) HD) - 1d6 1d6 Gargo Gargoyle yle (4 HD) HD) - 1d4 1d4 Ghou Ghouls ls (2 (2 HD) HD) - 2d6 Gnoll Gnolls s (2 HD) - 2d6 2d6 Goblins (1-1 HD) - 5d6 Hill Giant (8 HD) - 1 Hobgobli oblin ns (1+1 1+1 HD) HD) - 4d6 Kobolds (1/2 HD) - 6d6 Livi Living ng Stat Statue ue,, Cry Cryst stal al (3 HD) HD) - 1d6 1d6 Livi Living ng Stat Statue ue,, Iron Iron (4 HD) HD) - 1d4 1d4 Livi Living ng Stat Statue ue,, Sto Stone ne (5** (5** HD) HD) - 1d3 1d3 Lizard Lizardme men n (2+1 (2+1 HD) - 2d6 2d6 Medusas (4 HD) - 1d4 Natives, Natives, Friendly Friendly (1-1 HD) - 2d6 Natives, Natives, Hostile Hostile (1-1 (1-1 HD) HD) - 2d6 2d6 Nixie (1 HD) - 1d6 Ogre Ogre (4+ (4+1 1 HD) HD) - 1d6 1d6 Orcs Orcs (1 HD) - 5d6 5d6 Owl Owl Bear Bear (5 (5 HD) HD) - 1d4 1d4
64 - 65 65 66 67 - 70 71 - 72 72 73 - 74 74 75 - 77 77 78 - 79 80 - 81 81 82 - 86 86 87 - 91 92 - 93 94 95 96 97 98 99 - 100 100
Pega Pegasu sus s (2+2 (2+2 HD) HD) - 1d4 1d4 Pixie (1 HD) - 1d6 Pygmy Pygmy Cannib Cannibals als (1/2 (1/2 HD) HD) - 6d6 6d6 Rust Rust Mon Monste sterr (5 HD) HD) - 1d4 1d4 Skele Skeleton tons s (1 (1 HD) - 3d6 3d6 Snak Snakem emen en** (2 HD) HD) - 2d8 2d8 Sprit Sprite e (1/2 (1/2 HD) HD) - 1d6 1d6 Trean Treantt (8 HD) - 1d3 1d3 Troglo Troglodyt dytes es (2 HD) HD) - 2d6 2d6 Troll Troll (6+3 (6+3** HD) HD) - 1d3 1d3 Unico Unicorn rn (4 (4 HD) HD) - 1d6 1d6 Wereboar (4+1 HD) - 1d 1d6 Were Werehy hye ena* na* (as (as wer werew ewo olf) lf) (4 HD) HD) - 1d6 1d6 Wererat (3 HD) - 1d8 Wight (3* HD) - 1d4 Wraith (4** HD) - 1d 1d3 Zombies Zombies (2 (2 HD) - 2d6 2d6
23 - 24 Pliosa Pliosaurs urs (10 HD) - 1d3 1d3 25 Pliosaurs (20 HD) - 1 FLYING ENCOUNTERS 26 Bat, Giant (2 HD) - 2d6 27 Bee, Gi Giant (1/2 HD) - 6d 6d6 28 Harpies (2 HD) - 2d6 29 Hawk, Giant (4 HD) - 1d6 30 Ins Insect Swa Swarm (2 - 4 HD) HD) - 1d6 31 - 35 Pteran Pteranod odon on (5 (5 HD) HD) - 1d4 1d4 36 - 42 Pterod Pterodac actyl tyl (1 HD) HD) - 4d6 4d6 43 Stirge (1 HD) - 4d6 UNUSUAL FLYING ENCOUNTER 44 - 46 SUBTABLE 47 - 52 52 Giant Giant Octo Octopu pus s (8 HD) HD) - 1d3 1d3 53 - 58 Giant Giant Squ Squid id (6 (6 HD) HD) - 1d3 1d3 59 - 62 Giant Giant Water Water Termi Termite te (4 HD) - 1d6 63 - 65 65 Hydra, Hydra, ocean ocean (5 (5 - 6 HD) HD) - 1d4 1d4 66 - 68 68 Lizard Lizardme men n (2+1 (2+1 HD) HD) - 2d6 2d6 69 - 71 Merma Mermaids ids (1 HD) HD) - 2d12 2d12 72 Sea Dragon (8 HD) - 1 73 - 75 Sea Sea Serp Serpen entt (6 HD) - 1 SPECIALS: 76 - 80 Becal Becalme med d for for 1d6 1d6 days days 81 - 82 Merch Merchant ants s - ship shiploa load d 83 - 85 Pirates Pirates - monstr monstrous ous humano humanoids ids 86 - 92 92 Pirate Pirates s - shiplo shipload ad 93 - 100 100 Stor Storm m
d100 d100 1 - 10 11 - 13 14 - 23 23 24 - 28 28 29 - 33
GLAC GLACIA IAL L ENCO ENCOUN UNTE TERS RS Cave Cave Bear Bear (7 HD) HD) - 1d3 1d3 Cave Gorilla* Gorilla* (4 HD) HD) - 1d4 1d4 Cave Cave Lion* Lion* (7 (7 HD) HD) - 1d3 Cavem Caveman an (2 (2 HD) HD) - 2d6 2d6 FANTASY FANTASY/HUM /HUMANO ANOID ID CREATURE CREATURES S SUBTABLE 34 Fro Frost Gian iant (10 (10+1 HD) HD) - 1 35 - 39 39 Hawk, Hawk, Gian Giantt (4 HD) HD) - 1d6 40 - 43 Leopard Leopard (moun (mountain tain lion lion 3+2 3+2 HD) - 1d6 1d6 44 - 48 48 Muskox Muskox (antel (antelope ope 1 to 3 HD) HD) - 2d6 49 - 53 53 Polar Polar Bea Bearr (6 HD) HD) - 1d4 1d4 54 - 57 Rats, Rats, giant giant (1/2 (1/2 HD) HD) - 6d6 6d6 58 - 62 Reindee Reindeerr (antelope (antelope 2 to 3 HD) - 2d6 2d6 63 - 64 Shrew, Shrew, Giant Giant (1 HD) HD) - 2d8 2d8 65 Weas easel, gian iant (4 (4+4 HD HD) - 1d 1d6 66 - 70 70 White White Ape Ape (4 (4 HD) HD) - 1d6 1d6 71 Whit hite Dra Dragon (6 HD) HD) - 1d3 72 - 78 78 Wild Wild Boar Boar (3 (3 HD) HD) - 1d8 1d8 79 - 80 80 Wild Horse Horses s (2 HD, HD, feral) feral) - 2d6 2d6 81 - 85 85 Wolve Wolves s (2+2 (2+2 HD) HD) - 2d6 2d6 86 - 95 95 Woolly Woolly Mammo Mammoth th (6 HD) HD) - 1d4 1d4 96 - 100 Woolly Rhino Rhino (8 HD) - 1d3 1d3
d100 d100 1 -3 4 5 6 7 -8 9 - 10 11 12 - 15 16 - 20 20 21 - 22 22
d100 d100 1-5 6-8 9 10 11 12 13 - 17 18 - 19 20 - 21 22 - 23 24 25 - 27 27 28 - 33 34 - 35 36 - 41 42 43 - 44 44 45 46 - 47 48 49 50 51 - 52 53 54 - 59
OCEA OCEAN N ENC ENCOU OUNT NTER ERS S ON SURF SURFAC ACE E Croc Crocod odil ile, e, gian giantt (15 (15 HD) HD) - 1d2 1d2 Ichthyosaurs (7 HD) - 1d4 Ichthyosaurs (14 HD) - 1d2 Ichthyosaurs (22 HD) - 1 Mos Mosasau saurs (6 HD) - 1d 1d6 Mosa Mosasa saur urs s (12 (12 HD) HD) - 1d2 1d2 Mosasaurs (24 HD) - 1 Plesio Plesiosa saurs urs (7 HD) HD) - 1d3 1d3 Plesio Plesiosa saurs urs (11 HD) - 1d2 1d2 Pliosa Pliosaurs urs (5 HD) - 1d4 1d4
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UNDER UNDERWA WATE TER R OCEA OCEAN N ENCOU ENCOUNTE NTERS RS Com Common mon Eel Eel** (1 (1 HD) HD) - 4d6 4d6 Croc Crocod odil ile e (2 (2 HD) HD) - 1d1 1d12 2 Crocodile, gi giant (1 (15 HD) - 1 Croc Crocod odil ile, e, larg large e (6 HD) HD) - 1d4 1d4 Croc Crocod odil ile, e, mediu edium m (4 HD) HD) - 1d6 1d6 Gian Giantt Cone Cone Snai Snail* l* (3 HD) HD) - 1d8 1d8 Giant Giant Crab Crab (3 HD) - 1d8 Giant Giant Diving Diving Bell Spide Spider* r* (4 HD) - 1d6 1d6 Giant Giant Eel* Eel* (2 HD) - 2d6 Giant Giant Eel* Eel* (4 HD) - 1d6 Giant Eel* (6 (6 HD) - 1d4 Giant Giant Jellyfis Jellyfish* h* (6 HD) HD) - 1d4 1d4 Giant Giant Octopu Octopus s (8 HD) HD) - 1d3 1d3 Giant Giant Piranh Piranha a (4 HD) HD) - 1d6 1d6 Giant Giant Squid Squid (6 (6 HD) - 1d4 Gian Giantt Wat Water er Term Termit ite e (4 (4 HD) HD) - 1d6 1d6 Huge Barracud Barracuda a (5 HD) HD) - 1d4 Hyd Hydra, ra, oce ocea an (5 - 6 HD) HD) - 1 Ichthyosa Ichthyosaurs urs (1 HD) HD) - 4d6 4d6 Kille illerr Whale (6 HD) HD) - 1d3 Lizard ma man (2 (2 HD HD) - 1d12 Mermaids (1 HD) - 2d 2d12 Mosasaur Mosasaurs s (1 HD) - 4d6 Nixie (1 HD) - 4d6 Plesiosa Plesiosaurs urs (1 HD) HD) - 4d6 4d6
60 - 66 Plesiosa Plesiosaurs urs (3 (3 HD) - 1d8 67 Pliosaurs (1 HD) - 4d6 68 Sea Dragon (8 HD) - 1 69 Sea Se Serpent (6 (6 HD HD) - 1d4 70 - 71 Sea Snake Snake (3 HD) - 1d8 1d8 72 Sea Sea Tur Turtl tle, e, comm common on** (2 (2 HD) HD) - 1d1 1d12 2 73 Sea Sea Tur Turtl tle, e, larg large* e* (4 HD) HD) - 1d6 1d6 74 - 84 Shark, Shark, bull bull (2 (2 HD) - 2d6 2d6 85 - 92 92 Shark, Shark, great great white white (8 HD) - 1d3 93 - 100 Shark, mako mako (6 HD) - 1d4
d100 d100 1-5 6 7 - 11 12 - 16 17 - 21 21 22 23 - 27 27 28 - 32 33 - 37 38 - 39 40 - 49 49 50 - 59 59 60 - 69 70
UNUSUAL FLYING ENCOUNTER SUBTABLE 1 Cockatrice 2 - 3 Djin Djinni ni (7+1 (7+1 HD) HD) - 1 4 - 6 Drag Dragon on,, Bla Black ck (7 HD) HD) - 1d4 1d4 7 - 8 Drag Dragon on,, Gre Green en (8 HD) HD) - 1d3 1d3 9 - 11 Drago Dragon, n, Whi White te (6 (6 HD) HD) - 1d4 1d4 12 - 17 Element Elemental, al, Air Air (8 HD) - 1d3 1d3 18 - 25 25 Gargoyle Gargoyle (4 HD) - 1d6 26 - 27 Giant, Giant, Cloud Cloud (12+3 (12+3 HD ) - 1d2 1d2 28 - 32 Griffon Griffon (7 HD) HD) - 1d4 1d4 33 - 40 40 Hippogri Hippogriff ff (3 HD) HD) - 1d8 1d8 41 - 45 45 Manticore Manticore (6+1 HD) - 1d4 1d4 46 - 48 Pegasus Pegasus (4 HD) HD) - 1d6 1d6 49 - 53 53 Roc, Small Small (6 HD) HD) - 1d4 1d4 54 - 55 Sprite Sprite (1/2 (1/2 HD) HD) - 3d6 3d6 56 - 57 Wyvern Wyvern (7 HD) - 1d4 SPECIALS: 58 Coll Collis isio ion n wi with Bir Bird d Flo Flock ck 59 Coll Collis isio ion n Wit With h Ins Insec ectt Swa Swarm rm (Nor (Norma mal) l) 60 - 63 Freez Freezing ing stor storm m 64 - 65 65 Glowing light flash flash past and disappear disappear 66 - 72 Obscured Obscured ground ground 73 - 78 Overcas Overcastt to high high altitude altitude 79 - 80 Person Person on flying flying devic device e 81 - 90 90 Storm Storm with with lightnin lightning g 91 - 100 Storm with primarily primarily wind and rain d100
71 - 80 81 - 85 85 86 87 - 98 98 99 100
UNUSUA UNUSUAL L LAND LAND EVEN EVENTS TS SUBT SUBTAB ABLE LE A ran rando dom m ite item m goe goes s mis missi sing ng Anim Animal als s squ squea eall and and holl holler er in loud loud chao chaos s Dead Fall Drums Drums in the distanc distance e (the drumm drummers ers are not found) Earth Earth quak quake e Extreme Heat (Cold) Extreme Extremely ly stormy stormy weathe weather r Flas Flash h floo flood d Fore Forest st fir fire e Giant Giant Leech Leech (6 HD) HD) - 1d4 1d4 Illne Illness, ss, extr extrem eme e Illne Illness, ss, mild mild Illness, Illness, quickly quickly fatal fatal Ligh Lights ts appe appear ar,, waf waftt thro throug ugh h the the air air and and blink out Lost Mud Mud bog bog Relen lentle tless in insect swa swarms rms Snake Snake Bite Bite or Poiso Poison n Sting Sting Tree rees cre crea ak an and mo move away way Volca lcanic erup ruptio tion
* New Monster
Unusual Land Events Subtable Explanations Anima Animals ls squea squeall and holle hollerr in loud loud chaos chaos.. The noise is deafening for 1d6 hours during which time the party has an increased chance of being surpri rprise sed d by pred redato ators and such uch; roll roll for for a wandering monster. A random item goes missing. missing . One or more minor items go missing, lost or pilfered. Dead fall. fall. This can only happen in jungles and forests. An old tree decides to collapse when the PCs pass by. Randomly pick someone; they are attacked by a 2 hit die creature and take 3-18 (3d6) damage if hit. Drums Drums in the dista distance nce (the (the drumm drummers ers are not found). As it says. Extr Extrem eme e Heat Heat (Col (Cold) d).. Tempe Temperat rature ures s rise rise beyond tolerable extremes. The party must remain still or suffer a -1 penalty to all d20 rolls (-5% on d100 rolls); they suffer 1 days worth of dehydration for each 2 hours they do not drink a daily ration of fresh fresh wate waterr (perha (perhaps ps 1d2 1d2 hit point points s dama damage ge or such). Humans typically need 2 quarts water per day (in this case 8 quarts) for example.
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Earth quake. quake. The ground shakes violently for 1d6 1d6 (1-6) (1-6) rounds rounds.. Every Everyon one e must must save save versu versus s paralysis (with dexterity score modifiers) or fall off their feet. There is a 1 in 6 chance of panicked herd animals crashing through the party; each member is attacked by a 3 hit die creature (TH0 14) and if hit takes 1d6 (1-6) points of damage from flying debris, slipping, etc. Extr Extrem eme e Heat Heat (Col (Cold) d).. Tempe Temperat rature ures s rise rise beyond tolerable extremes (or drop if the party is on a glacier or snow-capped mountain top). The party must remain still or suffer a -1 penalty to all d20 rolls (-5% on d100 rolls); they suffer 1 days worth of dehydration for each 2 hours they do not drink a daily ration of fresh water (perhaps 1d2 hit points damage or such). Humans typically need 2 quarts water per day (in this case 8 quarts) for example. Extreme Extremely ly stormy stormy weather weather . A viol violen entt stor storm m hits hits the the area area for for 1d6 1d6 days days.. The party party must must find find shelt shelter er (cave, (cave, hut, hut, etc.) etc.) Each Each day day they they remain remain outside, a person is attacked by a 6 hit die creature (TH0 (TH0 14) 14) and and if hit hit take takes s 2d6 2d6 (2-1 (2-12) 2) poin points ts of damage from flying debris, slipping, etc. Forest Forest fire. fire. A fire fire blazes blazes and surrou surround nds s the party for 1d6 hours. Each hour the characters are attacked as if by a 1 hit die creature (TH0 19; modified by methods used to avoid the flames) and if injured take 1d6 (1-6) hit points damage. Flash Flash flood flood. Storms cause the area to flood with torrents of water. If in boats on a river, the party party will be swept swept downstr downstream eam and must must avoid avoid being overturned, or they must seek shelter on high ground. Members on the ground must seek shelter and and will will be hinde hindered red from movin moving g for for 1d6 1d6 days. days. Drowning or being swept away and injured is a high risk for anyone who tries to "push on" through the region. Illness. Illness . All membe members rs of the party party must must save save versus poison/disease (apply constitution modifier) or come down with an illness due to bad water or insects. Cure disease spells and potions will negate even even the the wors worstt effe effect cts. s. Prop Proper er nonnon-m magic agical al treatment reduces the duration and should give a bonus to saving throws. An extreme illness lays them low (they cannot move and are delirious) for 1d6 (1-6) days (add 1d6 (1-6) if no one is there to care for them) after which they they must must save save vers versus us pois poison on/d /dis isea ease se (app (apply ly const constitu itutio tion n modif modifier ier)) or remain remain ill for 1d6 1d6 more more days. A mild illness gives them flu-like symptoms that inflict a -2 penalty (using a d20; -10% for d100 rolls, etc.) to most actions. It lasts for 1d6 (1-6) days (add 1d6 (1-6) if no one is there to care for them). A quickly fatal illness lays them out with delirium
and weakness: they must save versus poison/disease or die after 2d6 (2-12) days (in 1d6 (1-6) days if no one is there to care for them). Lights appear , waft through the air and blink out. No known cause. Lost. The party is lost for 1d6 (1-6) days. If they sit and do nothing they remain lost for that much longe longer. r. They They must must move move aroun around d to regain regain their their bear bearin ings gs.. If you you are are usin using g a char charac acte terr or skil skilll devoted to navigation, you might allow a roll to see if they prevent this. Mud bog. bog. One or more party members (1d4) get get into into a mud mud bog bog befo before re real realiz izin ing g it and and get get bogged down. They begin sinking at a rate of 1 foot per 1d6 rounds. If the mud goes over the height of the character, they begin drowning and will die in 2 to 3 minu minute tes s unle unless ss resc rescue ued d (if (if the the char charac acte ter r heights are not specified, use the heights given in the the rules. rules.)) Rescue Rescue involv involves es using using ropes, ropes, vines vines (unreliable), or poles and pitting strength against the bog. Something like an open doors roll. Relentle Relentless ss insect insect swarms swarms.. Ordinary Ordinary insects insects swarm swarm the the party party in relen relentle tless ss biting biting plagu plague e that that clots clots the the eyes, eyes, nose nose and and mout mouth. h. Each Each memb member er takes 1 hit point of damage and suffers a -2 penalty to d20 rolls (-10% to d100 rolls) unless the party seeks shelter or has a method of repelling them. Snak nake Bite ite or Poison son Sting ting.. Poiso Poisono nous us creatures are common and everywhere. Someone has the misfortune of doing the wrong thing in the wrong wrong place. place. Randomly Randomly pick a victim; victim; they must must save versus poison or be incapacitated by severe illness for 1d6 hours, at the end of which they must save versus poison again or die. Trees creak and move away. away . As it says, the origins are unknown. Volcanic eruption. eruption . A nearby volcano whistles then erupts in a torrent of magma. The party is force forced d to move move in a random random directi direction on as if lost lost (although they are not lost) to escape incineration.
Unusual Aerial Events Explanations Collision with Bird Flock. A massive flock of normal birds fly out of the clouds or up from the ground right into the party. Each person is attacked as if by a 3 hit die creature (TH0 17) and takes 1d8 hit points from collisions if "hit". Collision With Insect Swarm (Normal). Flying thro throw w a mass massiv ive e swar swarm m of othe otherwi rwise se ordi ordina nary ry insect insects, s, any any party party memb members ers with without out prope properr eye wear are struck in the eyes by insects and must save versus poison/disease or be blinded for 1d6 days until their eyes heal. Each person is attacked as if by a 1 hit die creature (TH0 19) and takes 1d2
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hit points from collisions if "hit". Freezing Freezing storm. storm. A high high alti altitu tude de cold cold fron frontt rapi rapidl dly y free freeze zes s clou cloud d vapo vaporr on all all wing wings s and and surfaces. Glowing lights flash past and disappear . The source is never discovered. Obscured Ground. Fog or low clouds obscure the ground for up to 1d6 x 500 feet. Anyone flying cannot tell if they are over land or water. They must land slowly and carefully or crash. Safe movement speed in the fog is at best 30' (10'). Overcast Overcast to high altitude. Past 1d6 x 100 feet up is a wall of thick clouds extending as far as 1d6 x 5000 feet into the air. Person on Flying Device. Device . Roll again or create an NPC encounter with someone on a flying device (1d6: 1-4 = broom of flying, 5 = flying animal, 6 = flying carpet). Storm with lightning. A storm of strong winds and rain (per below) also creates continuous deadly lightning. Storm with primarily wind and rain. Strong winds and rain below fliers about like leaves in a bree breeze ze.. Land Landin ing g will will be diff diffic icul ultt and and a cras crash h possible; not landing will mean the fliers are carried with the storm for 1d6 days in a random direction.
encounters. O1. ORC PIRATES PIRATES.. Off Off the coast coast here, here, the the part party' y's s ship ship is atta attack cked ed by up to thre three e smal smalll longships full of orcs. Each has a compliment of 25, has 20 - 30 hull points, AC 8, and a cargo capacity of aroun around d 10,00 10,000 0 coins coins.. They They attack attack in disord disorder er from a lack of training: often only one will spot a ship first and charge in before the others can get close. Each crew maintains a different speed and the the comm comman ande derr of the the ship ship has has differ differen entt ideas ideas about trying to board victims. Orc longship #1 Human Meat Eater hull pts 25, crew 25: Leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) necklace worth 250 g.p. 24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. Orc longship longship #2 Dwarf Dwarf Stew Stew Maker Maker hull pts 25, crew 25 Leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) gold bracers worth 250 g.p. 24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. Orc longship #3 Red Flesh Render hull Render hull pts 25, crew 25
Specific Encounters
Leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) dagger with jeweled pommel worth 250 g.p.
Set encounters give the DM ideas to use. They can use them instead of random encounters, or in addition to them. While keyed to specific places, the the DM can can alwa alway ys pluc pluck k one one out out and and use use it wherever they wish. Especially for players who do not explore much of the islands. The idea is that a set encounter might occur when the PCs enter one of the 6 surrounding hexes (provided the encounter fits said hex.) If encounters are occurring too frequently, the DM can roll 1d6 and allow a set encounter only if it shows a 5 or 6 (or some other number range as fits their needs). Ocean Ocean encou encount nters ers are listed listed first, first, then then land land
24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. O2. WINGED WINGED TERROR. TERROR. These These straight straights s are home to swarms of birds and flying dinosaurs. The PCs PCs will ill see see floc flocks ks of pter pteros osau aurs rs atta attack ckin ing g plesiosaurs near the water surface, vying for fishing rights. Later, a gaggle of 12 pterodactyls (AC 7, HD 1, hp 8, 7, 6, 5, 4, 4, 4, 3, 3, 3, 2, 2, MV flying 180'
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(60'), TH0 19, #A 1 bite, D 1-3, S F1, ML 7, Al N) will find the ship and fly down to flog and attack the crew. They will be joined by 4 larger pterranodons (AC 6, HD 5, hp 16, 14, 22, 20, MV flying 240' (120'), TH0 15, #A 1 bite, D 1-12, S F 3, ML 8, Al N) some 2d4 (2-8) rounds later - before getting in close, they drop rocks at key PCs and if they hit they do 1d4 points damage. These creatures attack as if trying to drive the PCs off. Regardless of any success they have, eventually they will give up and respect the party's ship as something other than a fish-eater
worth or importance on the hulk. The beach beach is mudd muddy y and earthe earthen. n. Up away away from from the wave waves s - unde underr the the shel shelte terr of a rock rock sprawls another skeleton, in the rotten typical seafaring garb of a pirate. The wisps of an ancient beard straggle down its chest and the eye patch hang hangs s down down one one side. side. A rusty rusty but servi service ceabl able e dagger (it turns out to be a silver dagger; the rust is a combination of dried blood and mild corrosion) is beside it on the ground, along with various palm leaves and what might once have been fruit and coconuts. (Insects have eaten much.) Clutched in its bony hands is a wooden plank carved with a crude map and the words. "Have mercy on me for my greed." The map is a torturous route through the jungle. It is obvious that it starts at the given location and heads for a high volcano inland. At one point it becomes senseless and if followed as-is leads to no where but miles of jungle. The only clue is a strange symbol at that point. The symbol forms an "arrow" pointing to a volcano that does not exist. Making sense of the map requires the user to turn the board to where the arrow points towards the volcano they can see, and then follow the marked route in a different direction. The pirate's treasure can be found in a volcanic cave in a small rocky hill. The main occupant is a flame salamander (AC 2, HD 8*, hp 35, MV 120' (40'), TH0 12, #A 2 claws/1 bite, D 14/1-4/1-8, S F8, ML 8, Al N) The treasure consists of a scroll of fireball, fireball , a magic magic user' user's s spell spell book book with with only only three three usefu usefull pages pages (rot and bookwo bookworms rms have eaten the rest; rest; choose three handy spells), 200 p.p., 2,000 g.p., 2,300 e.p., and 1,000 s.p. A sword +2 in a plain sheath leans against one wall.
O3. BOTTLES. Caught in a swirling pool here is a coll collec ecti tion on of 20 glas glass s bott bottle les s and and clay clay jars jars.. Rowboats Rowboats (let alone sailing ships) can pass through easily. Many of the containers are empty or contain sea water. One contains a soggy note that reads "My greed finally caught up with me." and a crude map map leadin leading g to ocean ocean encou encount nter er #O5. #O5. Another Another contains a poem to an ocean goddess written in Dwarven. O4. O4. SKULL SKULL AND AND CRABS. CRABS. This bay is often calm, calm, but but the the shore shores s are ofte often n foggy foggy.. The great great stone statue of a cyclops skull rests at the foot of a trail in the upper north end. The shallows along this coast line are inhabited by five giant crabs and their offspring. Also lurking here is a huge crab that preys off other crabs and large fish. Encrusted in it's rough outer shell are 6 pearls (100 g.p. each) and three gems (250 g.p. each.) These beasts will scuttle from the water to attack attack anyone anyone landing on the sandy beaches beaches to investigate investigate the skull or trail. 1 Huge Crab (AC 0, HD 6, hp 26, MV 60' (20'), TH0 14, #A 2 pincers, D 3-18/3-18, S F3, ML 9, Al N)
O6. HARPIES. HARPIES . A group of harpies use the cliff faces along the ocean here as a fortress, swooping inland or over the ocean to attack potential prey. They They drop drop rocks rocks and and occas occasion ional al jars jars of oil with with flaming wicks at foes, then close in.
5 Giant Crabs (AC 2, HD 3, hp 18, 18, 17, 12, 10, MV 60' (20'), TH0 17, #A 2 pincers, D 2-12/212, S F2, ML 7, Al N) 6 Giant crab offspring (AC 4, HD 1, hp 7, 5, 4, 3, 2, 2, MV 60' (20'), TH0 19, #A 2 pincers, D 1-4/14, S NM, ML 7, Al N)
12 harpies (AC 7, HD 3*, hp 18, 16, 14, 14, 12, 12, 12, 11, 10, 10, 8, 6, MV 60' (20') Fly 150' (50'), TH0 17, #A 2 claws/1 weapon + special, D 1-4/14/1-6 + special, S F3, ML 7, Al C)
O5. SHIPWRECK. Hove to in a relatively calm cove along the beach is the smashed hulk of a small small sailin sailing g ship. ship. It is slowly slowly rottin rotting g apart. apart. The mast is bare of sails and the entire hulk is leaning over. over. The mast mast is deco decora rated ted by five five skelet skeleton ons s hanging off one side and four off the other (these are harml harmles ess, s, not undea undead). d). There There is noth nothing ing of
They nest in caves and hollows in the cliff face; the area is littered with bones, including skulls and long long limb limb bone bones s from from people people (most (mostly ly nativ natives) es).. Anyone captured will eventually be slaughtered and eaten, unless they can break free or are rescued first. They possess several large old iron pots used
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for stews and to render fat for oils, plus a collection of old pottery. Their treasure consists of a bag with crystal cut gems (5 x 100 g.p.) and pearls (4 x 100 g.p., 9 x 50 g.p.), plus a collections of ornate silver necklaces and wrist bands worth 100 g.p. each (12 total.)
comes comes across across the waves; several several mermai mermaids ds are lounging on the rocky shore of a small island. They call out friendly greetings if the party approaches, suggesting the party stop for food and water. The little island does have a fresh water pool and plenty of fruit as well as crabs, fish and sea fowl. The water is clear enough for navigation but the waves obscure the fine details of the bottom. Some 36 mermen will try to slip up to the ship under water while the crew is distracted:
O7. O7. CYCLO CYCLOPS PS AND AND OG OGRE RES. S. As the the part party y come comes s near near this this area, area, a gong gong start starts s sound sounding ing stridently on shore. This is a cyclops (AC 5, HD 13*, hp 60, MV 90' (30'), TH0 10, #A 1, D 3-30, S F13, ML 9, Al C) trying to lure the party to shore. If they land, they arrive at the rubble strewn remnants of an ancient city (little is standing.) The cyclops will send it's six ogre allies (AC 5, HD 4 + 1, hp 21, 20, 16, 15, 14, 12, MV 90' (30'), TH0 15, #A 1 club, D 1-10, S F4, ML 10, Al C) to attack the party, then follow up to kill the rest off. Treasure: battle axe +2, Potion of Polymorph Self 3,000 g.p., 1,200 s.p., 5 sets of silver cups and plates worth 500 g.p. (weight 100 coins) 6 x 100 g.p. gems and 2 x 500 g.p. gems used to stud the cyclops' belt. 2 necklaces worth 1,100 g.p. each The cyclops has a round semi-circular of stone carved with runes that is one part of the missing sect sectio ions ns ston stone e port portal al in the the Cycl Cyclop ops s Temp Temple le adventure.
1 merman leader (AC 6, HD 4, hp 18, MV 120' (40'), TH0 16, #A 1, D 1-6 or by weapon, weapon, S F 2, ML 8, Al N) with a gem encrusted gold necklace worth 500 g.p. 4 sub-leaders (AC 6, HD 2, hp 12, 11, 10, 8, MV 120' (40'), TH0 18, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N) with coral necklaces worth 100 g.p. and 100 g.p. gems on a thong 31 mermen (AC 6, HD 1, hp 4 each, MV 120' (40'), TH0 19, #A 1, D 1-6 or by weapon, weapon, S F 1, ML 8, Al N) each with a coral necklace worth 50 g.p. They have grappling hooks, ropes with lassos, and and bone bone tippe tipped d javeli javelins ns.. The ropes ropes to a dozen dozen grappling hooks will be slipped under rocks in the shallows under the ship, and the hooks will then be thrown over the rail; the ropes of any that hit will be pulled tight and tied off. Other hooks will be thrown at the rigging, and then some of the merfolk will attempt to climb up to attack the ship. Some will use lassos to try to drag crew overboard to use them as hostages (the chance of success is low but they keep trying.) The ropes they use (about 30 all told) are 60' long long and and made made of a wate waterp rpro roof of,, rot rot resi resist stan antt seaweed fiber that makes them worth 10 g.p. each or so (about 10 times the normal price for rope.) If allowed, they will ransack the ship, stealing anything they can.
O8. O8. WATE WATER R STRID STRIDERS ERS.. Wha What look looks s like like floati floating ng weed weeds s turns turns out out to be someth something ing else. else. Spider-li Spider-like ke creature creatures s come come slitherin slithering g across across the water on hairy legs to scale the sides of the ship and attack the crew. These consist of: 12 water striders (AC 5, HD 3, hp 21, 18, 16, 16, 15, 15, 12, 9, 9, 6, 6, 5, MV 150' (50'), TH0 17, #A 1 bite, D 1-6, S F2, ML 8, Al N)
O9. SHIPWRECK. SHIPWRECK. Sticking out of the water is the mast of a sunken ship, complete with a pennant flapping in the wind. The water is clear enough to see the bottom, but only vaguely. The mast marks the deck and deck house lying on a shallow reef. The hull with the cargo and treasure lies in deeper (but still accessible) water. It is now the lair of a giant octopus (AC 7, HD 8, hp 36, MV 90' (30'), TH0 12, #A 8 tentacles/1 bite, D 1-3 (x8)/1-6, S F 4, ML 7, Al N). The treasure includes 100 p.p., 2,000 g.p., 500 e.p., 3,000 s.p. and 4,000 c.p.
Land encounters follow.. 1. ORCS ORCS ON LAND LAND.. The pirate pirates s of ocea ocean n encounter #01 are based here. A wooden stockade fills a clearing, inside which thatched huts and hide yurts are standing. Several rickety watch posts line the stockade wall, manned by an orc in each. The garrison is a small contingent of orcs who keep watch while the rest are out to sea. They have a collection of wolves to use as guards. There are dire wolves for couriers or for leaders to ride.
O10. MERMEN. The sound of angelic singing
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If the party lingers, a large flock of birds (2d6 x 12) fly down and assault them. This region is the realm of a fairy spirit that dislikes dislikes all intellige intelligent nt beings. beings. It is controll controlling ing the birds and sending them to drive the PCs off.
1 orc chief (AC 6, HD 4, hp 25, MV 120' (40'), TH0 16, #A 1 weapon, D 3-8 or weapon + 2, S F 4, ML 8, Al C), +1 war hammer 1 orc leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) dagger with jeweled pommel worth 250 g.p.
3. COTTON COTTON PLANTS PLANTS.. Travelin Traveling g through through the broken, hot, rocky lands, the PCs come across a field field of large large cotto cotton-l n-like ike plants plants.. The bolls bolls they they produ produce ce are huge huge,, weigh weighing ing at least least 10 poun pounds ds each, and the seeds are all on one end of the boll, making them easy to extract. The plants also have pods of gooey sap, which can be processed into vivid dyes: reds, blues, and greens for starters. If the players are enterprising, they can have the the charac characte ters rs collec collectt a great great deal deal of this this stuff stuff (the (there re is abou aboutt 1d6+ 1d6+6 6 (7-1 (7-12) 2) tons tons (140 (140,0 ,000 00 280,000 coins) available available in the area) of this cottony fiber and sell it for perhaps 100 g.p. a ton. The seeds and any sapling brought back with them will fetch a nice price; the buyers will use them to raise additional crops. Doing so would provide a cheap supply of fiber and dyes for cloth making for other areas of th game world.
24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. 12 wolves (AC 7, HD 2+2, hp 16, 14, 12, 10, 10, 8, 8, 8, 8, 6, 6, MV 180' (60'), TH0 17, #A 1 bite, D 1-6, S F1, ML 8 (6), Al N) 6 dire wolves (AC 6, HD 4+1, hp 31, 28, 26, 20, 18, 16, MV 150' (50'), TH0 15, #A 1 bite, D 2-8, S F 2, ML 8, Al N) There is a treasure chest with 1,500 g.p. in one locked wooden hut. After a few days have gone by, a patrol will return return from from an exten extende ded d recon reconna naiss issan ance ce of the area. If the ships have been sunk or captured, they will set to work chopping down trees to make a small sailing ship.
4. PARASITIC WASP ATTACK. ATTACK . The party is attacked by 9 giant parasitic wasps (AC 6, HD 3, hp 21, 20, 17, 15, 11, 7, 7, 7, 6, MV 150' (50'), TH0 17, #A 1 sting, D 1-6 + paralyzing poison + egg, S F2, ML 9, Al N). They usually attack a few at a time (1d3) rather than as a group. A sting will paralyze a victim victim who who fails fails a savin saving g throw throw versu versus s poiso poison: n: paralysis lasts for 1d6 turns (10 - 60 minutes.) A para paraly lyze zed d vict victim im will will be stun stung g a seco second nd time time,, injecting an egg. There will be no obvious signs of the egg for 1d6 days, after which the victim begins to suffer pain and take damage (1d2 points the first day, 1d4 the next, 1d6 the third, 1d8 the forth and so on) until the victim dies, or the egg is removed by surgery or a cure disease spell is cast on them. If the victim is slain by the larva's development, the new wasp emerges as a 1 hit die version and tries to fly off, requiring 1d6 combat rounds to dry it's wings.
1 orc leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) dagger with jeweled pommel worth 250 g.p. 24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p.
2. BIRD BIRDS, S, BIRD BIRDS, S, BIRD BIRDS. S. While While passi passing ng through this region, a raucous squabbling erupts from the trees all around the party as dozens (1d6 x 12) of ordinary birds (AC 9, HD 1 hp, hp 1 each, MV 240' (60'), TH0 19, #A 1 peck and claw, D 0 - 1 (1d2 - 0), S NM, ML 7, Al N) fly at the PCs with unres unrestra traine ined d ange anger. r. They They peck peck and and claw claw at the PCs, not necessarily trying to kill them but definitely inflicting injury on them. They will try to destroy food and gear if they can. When a number of birds have been slain, the rest flee. A few hours or a day later, another flock (1d6 x 12) attacks the party, with the same effect.
5. FLYING SAUCER REMAINS. Crashed in the swampy area formed by melt water from the great glacier is a circular disk perhaps ten feet high and thirty feet round; it is thin on the edges but thickens in the center to a bulge. The bulb is smashed and various odd bits of machinery can be seen inside. It is halfway grown over with vines and weeds. This flying saucer crashed here centuries ago. As the PCs watch, a vine suddenly curls and slides across the plastic-like silver surface to fall away;
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the static defenses in its body are slowly loosing out to vegetation. If the the PCs PCs appro approach ach the vehic vehicle, le, a burbl burbling ing noise will erupt then settle down into a computerized strain of the language they speak. The onbo onboard ard comp compute uterr will will ask severa severall simple simple ques questio tions ns such such as, as, "Have "Have you you come come to recov recover er me?" or "What planet is this?" or "Have you seen those who flew me?" It will remain quiet after a few such phrases. The most it can answer to questions are things like, "We flew here 500 years ago." and "I come from the stars." or "I was made by my makers many light years away." Two squat robots are flying back and forth past each other on some form of anti-gravity propulsion. They are working at cross purposes. Each is working on a pile of rocks; each is taking rocks from it's it's pile pile and and stac stacki king ng it on the the othe other' r's s pile pile.. If captured, each robot will struggle to get free and resume it's work, or until it burns out and becomes a useless hulk. Underneath Underneath one pile of rocks is a strange handfitting device (a flashlight) that weighs 3 coins and emits a bright light if squeezed squeezed (the light is bright to 30' 30' and and dim dim to 60' 60' and and illu illumi mina nate tes s a 10' 10' wide wide beam.) It has enough power to last perhaps 120 hours (5 days of continual use). Unde Underr the the othe otherr pile pile of rock rocks s is an alie alien n skeleton in the shreds of a silvery suit of some sort: the rotted, bony form is squat, with a bulging insect skull, skull, fourfour-ga gang nglin ling g arms arms with with three three supe super-l r-long ong fingers on each, and four long legs with claws. The silvery suit is shredded and gouged from teeth and claws. In one hand is a strange pistol-like device of shini shining ng plasti plastics. cs. If gripp gripped ed like like a pistol pistol and and the trigger is pulled, it emits a ray beam that does 1d8 points damage with a hit; the accurate range with practice is 80/160/240 (two-handed) or 40/80/120 (one-h (one-han ande ded) d) altho althoug ugh h caref careful ul aim and and a good good brace could extend this to twice as far. The device will fire 16 shots in a row before it need needs s to rech rechar arge ge (it (it take takes s abou aboutt 1/2 1/2 hour hour to recharge one shot.) There is a 1 in 6 chance per use use that that it will will expl explod ode e when when fire fired, d, doin doing g 1d6 1d6 damage to the user (save versus dragon breath for half damage.) Eventually it will age and become useless, even if it fails to blow up.
TH0 15, #A 1 club, D 1-10, S F4, ML 10, Al C) form their primary strike force when faced by tough foes. They might be encountered in small numbers and they might capture party members who have to be rescued by others or are forced to try to escape on their own. Treasure: 100 p.p., 2,000 g.p., 1,500 s.p. and 1,200 e.p., 3 pieces jewelery worth 800 g.p. each 7. TERROR BIRDS. This area includes open gras grassy sy fiel fields ds.. A larg large e stone tone pylo pylon n with ith runi runic c carvings rises from the grass. From out of the grass comes the call of a titanic bird. Another answers. The terror birds have the party surrounded! Six terror birds (AC 7, HD 3, hp 22, 17, 15, 12, 10, 7, MV 120' (40'), TH0 17, #A 1 bite, D 1-8, S F3, M 8, AL N) attack the party, coming at them from different directions. There is a communal nest site around the base of the pylon amid rocky rubble. Three more terror birds birds (AC 7, HD 3, hp 17, 13, 15, MV 120' 120' (40'), (40'), TH0 17, #A 1 bite, D 1-8, S F3, M 8, AL N) attend the the nest nests. s. Wove Woven n into into the the gras grass s and and lim limber ber branches of the nest is a shattered broom of flying (it has no magic left in it), wand of magic missiles (12 charges left), a leather pouch with 1,000 g.p. in it, and boots of elven kind. kind . 8. [Left open for expansion] expansion] 9. STATUES. STATUES. The PCs come to a cliff side that is fairly clear of trees and has low grasses on it. Several sheep and a small herd of goats can be seen browsing on the grass. Occasional marble or white granite stone structures jut out of the green grassed hillside, the remains of ancient buildings. The graying statue of a human male is found hunched over as if scrambling up the slope. On furt furthe herr up are are thre three e more more huma humano noid id stat statue ues, s, standing or sitting in a circle as if around a camp fire, fire, their their faces faces turne turned d in one one direc directio tion. n. These These stat statue ues s have have the the feat featur ures es and and dres dress s of loca locall islanders. Sliding around in the ruins up top is are four hybrid medusas (AC 6, HD 4**, hp 23, 21, 19, 17, MV 90' (30'), TH0 16, #A 1 snakebite + special, D 1-6 + poison, S F4, ML 8, Al C) who have snake bodies instead of legs. Each carries a long bow and quiver of arrows and wears leather armor (AC 8 without it.) One has an elaborate silver necklace with with gems gems worth worth 1,00 1,000 0 g.p. g.p. and and the the othe otherr three three have broaches with 1000 g.p. each. Between them they have a Potion of Poison, Poison, Potion of Control Plant, Potion of Healing and Potion of Heroism. Heroism .
6. CANNIBALS AND OGRES. OGRES. A tribe of 200 or so cannibals (AC 9, HD 1-1, hp 3 each, MV 120' (40'), TH0 19, #A 1, D 1-6 or by weapon, S NM, ML 7, Al C) operate in this area; they live in a village surroun surrounded ded by a large wooden wooden stockad stockade. e. Three Three ogres (AC 5, HD 4+1, hp 27, 18, 18, MV 90' (30'),
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A small temple stands at the top, featuring a fountain that drips water ever so slowly. Engraved in comm common on on the the rim rim are the the word words s "Sto "Stone ne becomes flesh." This This water water acts acts as a stone stone-to -to-fl -fles esh h potio potion; n; it takes a vial full to turn a living creature from stone to fles flesh. h. Ther There e is enou enough gh wate waterr to rest restor ore e the the natives and any petrified PCs. The drip flows at a rate of 1 vial per week; any attempt to increase this rate or manhandle the shrine destroys its magic. Placing water or any other liquid in the fountain will cause cause the liquid liquid to turn turn red (but othe otherwi rwise se not change it) and pollute the fountain such that it will not not provid provide e any any ston stone-t e-to-f o-fles lesh h potio potions ns for for a full full month. If the players seem to be slow about catching on, the DM might consider granting the first PC to make use of the fountain a permanent bonus of 1 to their wisdom score (if they have a score of 18 in wisdom, then there is no benefit.) The statue statues s of the the three three men men stand standing ing in a circle are natives (AC 9, HD 1-1, hp 7, 5, 4, MV 120' (40'), TH0 19, #A 1, D 1-6 or by weapon, S NM, NM, ML 7, Al N) to the the vill villag age e of Garu Garuna na on Snakeline island and will be grateful if rescued. The statue scrambling scrambling up the island is the husband (AC 9, HD 1-1, hp 6, MV 120' (40'), TH0 19, #A 1, D 1-6 or by weapon, S NM, ML 7, Al N) of Lina-Lie in the village of Gali.
30/60/90 feet or 10/20/30 yards) with needle-like darts that do no physical damage beyond beyond a sting; a victim must save versus poison or be paralyzed for 1d6 turns (10 to 60 minutes.) They want their meat fresh. They make their own poison, each having a dozen darts and a small bamboo tube of poison (about enough for 12 darts or 3 or 4 arrows) with a bamboo cap on a leather thong; this poison will loose potency in 3 days or so. Captured victimd will be drug off the the abode. .. Chameliod Abode. This strange lair combines above above grou ground nd and and below below grou ground nd eleme element nts. s. It is home to the chameliods. Chameliods (AC 6 natural hide, HD 2+1, hp 14, 8, 12, 12, 10, 4, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) The chameliods keep giant stink beetles (AC 3, HD 3, MV 150' (50'), TH0 17, #A 1 bite, D 1-10, S F2, ML 9, Al N) as part of their defense. Several members have wings and can fly via bat-like bat-like wings. They often often carry carry javelins javelins or flintflinttipped hand axes. Winged chameliods (AC 6 natural hide, HD 2+1, hp 14, 8, 12, 12, 10, 4, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N)
10. [Left open for expansion] 11. SNAKEMAN LAIR. See the Snakeman lair scenario
The The alph alpha a fema female le can can spit spit pois poison on,, and and her her claws and fangs are poisoned.
12. [Left open for expansion] 13. CHAMELEON FOLK. FOLK. Six strange creatures creatures that look kind of like lizardmen with some frog-like features will begin stalking the PCs moment they enter this area. Their intent is to eat them. The skin of these chameliods (AC 5, HD 2+1, hp 14, 8, 12, 12, 10, 4, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) will change color and texture to blend in with the the backg backgrou round nd,, or what whateve everr they they cling cling to. to. This This makes them extremely hard to see unless someone is alert, and even then there is usually a 1 in 6 chance someone will not see one even if they stare right at one. Their long fingered hands and toes have have bulbo bulbous us sticky sticky ends ends that that can cling to just just about anything, letting them hang upside down (let alone in any other posture). They try to stick to the huge trees in the area to further avoid detection. They use blowguns (with a very short range:
Alpha female chameliod (AC 6 natural hide, HD 6, hp 30, MV 60' (20') In water 120' (40'), TH0 14, #A 1 weapon, D 2-7 or weapon + 1, S F6, ML 12, Al N) The treas treasure ure of these these crea creatur tures es includ includes es an arra array y of deli delica cate tely ly carv carved ed ivor ivory y figu figuri rine nes s and and jewelery worth 3,000 g.p. These are created by a covey of inoffensive pygmy people who they keep for food and general slave labor. There is another 1,00 1,000 0 g.p. g.p. in coins coins collec collected ted by these these peopl peoples es,, hopin hoping g to bribe bribe their their freed freedom om from from anyon anyone e they they can. A suit of human-sized leather armor (which can be easily adjusted to smaller sizes) stands to one side. It is a +2 suit of chameleon leather armor ; armor ; as long long as the the wear wearer er reli relies es mainl ainly y on it for for clothing, it gives a bonus to hiding (such as a +10%
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bonus to hiding in shadows) by blending with the general light and colors of the surroundings.
weapon, D 2-8 or by weapon +1, S F2, ML 8, Al C) each with 50 g.p.
14. [Left open for expansion]
6 hyenas [wolf statistics] (AC 7, HD 2+2, 13, 11, 11, 11, 8, 6, MV 180' (60'), TH0 17, #A 1 bite, D 16, S F 1, ML 8 (6), Al N)
15. 15. GRAV GRAVEDI EDIGG GGER ER WASP WASP ATTA ATTACK CK.. The party is attacked by 7 giant gravedigger gravedigger wasps (AC 5, HD 4, hp 24, 23, 18, 14, 13, 13, 12, MV 150' (50' (50'), ), TH0 TH0 16, 16, #A 1 stin sting, g, D 1-8 1-8 + para paraly lyzi zing ng pois poison on,, S F2, F2, ML 9, Al N) who' who's s stin sting g will will do damage and paralyze a victim if they fail a saving throw versus poison. The wasps will try to paralyze PCs and fly off with them to a soft hillside nearby, where they will dig holes, place the PC inside, lay an egg and cover the hole. Finding the wasp hive will be fairly easy by following the direction of flight and because the hill is the closest one around. So will finding the PCs (if any) who are taken; fresh holes are obvious by the loose dirt around them. Each victim has about 1d6 days before the egg hatches and they are eaten. The paralysis lasts 2d6 (2-12) days; drinking wine or other stimulates will help counter it much faster. Buried in one hallow is a cannibal native body with a necklace of gems (2 x 100 g.p. and 3 x 50 g.p.) and 30 g.p. in lumps of raw gold.
17. MANTICORE ATTACK. ATTACK. Three manticores (AC 4, HD 6+1, hp 29, 23, 20, MV 120' (40') 180' (60'), TH0 13, #A 2 claws/1 bite or spikes, D 1-4/14/2-8 or special, S F6, ML 9, Al C) inhabit this area. If the PCs need a challenge, then all three have sized them up and attack at once; otherwise they attack one at a time, the calls of each attracting the others. Manticores that have lost a number of hit points will fly off to their lair, if they can. The location of their nearby cave lair is obvious by the preferred direction of their flight. It contains their treasure: 6 gems worth 500 g.p. each. and 2,000 g.p. in coins. 18. [Left open for expansion] expansion] 19. CULT OF EVIL SCOUTS. Across a clearing appears a human in black chain mail armor riding a kangaroo about the size of a horse; he has stopped and is looking around. He carries a ready lance for a charge and has javelins on his back and a sword and shield strapped to his belt. Three more join him on other kangaroos, equipped the same as he is. They spot the PCs and come charging across the clearing. One blows a horn. Some 1d6 round later six more will appear. These These all have amulets amulets with cyclopean cyclopean eyes eyes and are tattooed with runes devoted to the same god of evil.
16. GNOLLS ON THE GRASSLAND. A band of gnol gnolls ls atta attack cks s the the part party. y. The The lead leader er ride rides s in a chariot pulled by a giant hyena while a dozen gnolls rush in on foot supported by six hyenas. The leader will use a long bow or spears while the chariot driver follows his barked directions. 1 gnoll leader (AC 5, HD 3, hp 19, MV 90' (30'), TH0 17, #A 1 weapon, D 2-8 or by weapon +1, S F3, F3, ML 8, Al C) who who wear wears s a jewe jewell encr encrus uste ted d helmet worth 1,000 g.p. (200 g.p. collector's value and 8 x 100 g.p. gems plus helmet.) In the chariot is a bag with 1000 g.p., 500 s.p., 100 c.p., a Potion of Control Giant and a Potion of Levitation. His oddest possession is a plain amulet of bronze with a single eye on it, worth maybe 5 g.p. to a collector.
1 cultis cultistt scout scout leade leaderr (AC 5 (4 with with shield shield), ), Level 4 Fighter, hp 23, MV 60' (20'), TH0 17, #A 1 weapon, D 1-8 sword +2 for strength, ML 9, Al C) cyclopean cyclopean amulet with red gem worth 250 g.p. (150 g.p. gem and 100 g.p. collector's value.) plus 100 g.p., 100 s.p. and 100 c.p.
1 gnoll chariot driver (AC 5, HD 2, hp 11, MV 90' 90' (30' (30'), ), TH0 TH0 18, 18, #A 1 weap weapon on,, D 2-8 2-8 or by weapon +1, ML 8, Al C) with a purse with 500 g.p.
1 lieu lieute tena nant nt (AC (AC 5 (4 with with shie shield ld), ), Leve Levell 3 Fighter, hp 13, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C), silver amulet with gem for eye worth 100 g.p. plus 50 g.p.
1 giant hyena (AC 7, HD 4+4, MV 180' (60'), TH0 15, #A 1 bite, D 2-12, S F2, ML 8 (6), Al N) with a gem studded collar worth 500 g.p.
8 fighters (AC 5 (4 with shield), Level 2 Fighter, hp 7, 7, 6, 6, 5, 5, 4, 4, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C) bronze amulets (worth about 5 g.p. each to a collector) and 25 g.p. each
12 gnolls (AC 5, HD 2, hp 14, 12, 12, 11, 11, 11, 10, 10, 10, 6, 5, 4, MV 90' (30'), TH0 18, #A 1
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other group blows its horn. If the the PCs PCs atta attack ck or appr approa oach ch them them,, the the lizardmen marshal their forces and attack them with flint-headed spears and hand axes. One blows a brass horn, trying to attract those at the pool. The lizardmen have various gold (9 x 100 g.p. value) and silver necklaces (6 x 50 g.p. value). One wears wears two elaborat elaborate e wrist-gua wrist-guards rds of intertwin intertwining ing gold gold and and silv silver er;; when when they they are are remo remove ved d the the crea creatu ture re's 's muscl uscles es seem seem to atro atroph phy y a slig slight ht amount. These are wrist bands of strength; strength; when firs firstt worn worn,, the the user user suff suffer ers s diso disori rien enta tati tion on and and nause nausea a for 1d6 1d6 turns turns (10-60 (10-60 minut minutes) es),, but but then then recovers and is slightly stronger (they gain 1 point of strength, unless their score is 18 at which point they are maxed out.) During or after the fight the sauropod turns to flee and in doing so pulls the stone door sideways (#1 on the the map map below below), ), open opening ing it severa severall feet, feet, revealing a square doorway 20' wide and 30' high. Inside is a large tomb.
10 giant kangaroos (AC 7, HD 3, hp 22, 18, 18, 18, 16, 16, 14, 14, 12, 12, MV 120' (40'), TH0 17, #A 1 clawed kick, D 1-10, ML 9, Al N)
20. 20. LIZAR LIZARD D LAKE LAKE.. See See the the LIZA LIZARD RD LAKE LAKE ISLAND and CYCLOPS TEMPLE scenario. 21. 21. GREA GREAT T IRON IRON MACH MACHIN INE E. The The groun round d shakes more and more violently to the rhythm of titanic feet. The sound of trees being smashed to the ground sounds. From out of the jungle appears a towering iron statue some sixty feet high: it is shaped shaped like an elfin elfin woman woman in decorate decorated d robes. robes. This thing ignores everything the characters might do to it (if they have extremely powerful magic they might bring it down.) It passes by. As they travel on they they find find a clea cleare red d path pathwa way y as if it has has been been marching on patrol for centuries. An ancient stone paved road appears and crosses a river where a massive bridge once stood. The bridge has recently collapse collapsed d and the patrollin patrolling g device device changed changed it's route to compensate. 22. [Left open for expansion] 23. 23. LIZAR LIZARDS DS WORKI WORKING. NG. From From a dist distan ance ce through the jungle can be heard the plaintiff calling of a dinosaur. As the PCs get closer, they hear the soun sounds ds of loud loud sibila sibilant nt yelli yelling ng and and mech mechan anica icall noises. The activity in question is taking place around a large stone structure in a clearing; it is built into the face face of a shar sharp p clif cliff. f. A medi medium um size size saur saurop opod od dinos dinosau aurr is lashe lashed d by ropes ropes to the huge round round porta portall of the structu structure re (abou (aboutt 30 feet feet wide wide and and high). Fifteen lizardmen lizardmen (AC 5, HD 2+1, hp 17, 15, 14, 14, 13, 12, 11, 11, 10, 9, 9, 8, 6, 5, 4, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) are busy in the area. Some whip the dinosaur with ropes and yell, driving it to pull on the ropes and try to open the port portal al.. Oc Occa casi sion onal ally ly one one or more more of the the rope ropes s break. Other lizardmen heave against long wooden tree-trunks they are using as pry-bars, trying to help it. If the PCs scout the area out, they will find 6 more lizardmen (AC 5, HD 2+1, hp 12, 11, 11, 10, 9, 9, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) at a pool, catching fish, turtle and crayfish. Unless dealt with beforehand, these will arrive 1d6 rounds after the main fight starts, after the leader of the
The front front chamb chamber er ( #2) #2) is lit by two ornately worked brass poles on stands with continual light cast on top (weight 1000 coins, value 100 g.p. for the poles alone, and more if the spells are intact). It is also trapped. Three pressure plates almost guarantee someone will step on one unless they are extre extreme mely ly caref careful ul (or very very lucky) lucky).. The trap trap floods both the entrance hall and this room with a
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sudden blast of gases from dozens of holes: the gas gas woul would d (at (at one one time time)) have have been been igni ignite ted d by torches in holders on the walls. If the party is using lanterns, torches, candles or other open flames for light, they ignite the gas. It erupts in a titanic blast and cloud of black smoke, hurling people around (tho (those se in the the entr entran ance ce hall hall are are blow blown n out out for for example). Damage is 3d6 (3-18) points per person (save versus dragon breath for half) and a save versus versus poison/d poison/disea isease se is needed needed to avoid avoid being being deaf deafen ened ed and and stun stunne ned d for for 1d6 1d6 turn turns s (10 (10 - 60 minutes.) Stron Strong g wood wooden en doors doors separa separate te the the trapp trapped ed chamber from the next chamber ( #3 on the map); they are bolted shut from the outside and can be easily opened. This is a vestibule with several wax stopp stoppere ered d vases vases,, each each beau beautif tifull ully y paint painted ed with with scenes scenes that that include include cyclops. cyclops. They contain contain grain, grain, bread, dried meat, strong wine, and a spectre (AC 2, HD 6, hp 29, MV 150' (50') Fly 300' (100'), TH0 14, #A 1 touch + special, D 1-8 + 2 level drain, S F6, ML 11, Al C) that comes pouring out like a hissing hissing cloud to attack. attack. Also containe contained d here are bags of now rotten grains, breads molded to dust, mummified fruits, and other inedible foods. The twin doors to the final chamber ( #4 on the map) are ornate and massive but open easily. The room room is paint painted ed in mural murals s and and feat feature ures s a huge huge stone sarcophagus sarcophagus some 25 feet long. Inside is the mummified body of a cyclops. Thre Three e larg large e bras brass s bowl bowls s with with lids lids stan stand d on bronze tripods at the far end of the sarcophagus. One holds 1,000 g.p., the next 1,000 s.p. and the third 1,000 e.p. Six arrows +1 are hung on a wall in a circular pattern. A small wooden casket under one arm of the cyclops is made of teak and sprinkled with what looks like gems at first glance (they are made of vario various us colors colors of glass. glass.)) Inside Inside are five five bott bottles les contain containing ing potions potions:: grow growth, th, gase gaseou ous s form form,, control plants and 2 healing potions. The corpse wears a necklace with gems worth 2,000 g.p. and a ring worth 500 g.p. on each finger. This room also has various tomb furnishings: three tapestries on brass hanging stands (weight 1000 coins ac, value 500 g.p. each), a set of giant sized, elaborately carved furniture (chairs, tables, couches) and such items.
stream the glint of gold attracts all eyes. They can pick up 100 g.p. of golden nuggets in about an hour. If they move downstream they can find more nuggets but they peter off and stop (another 100 g.p. can be collected in 2 hours). Going upstream they can follow the trail for 4 hours (and collect 100 g.p. per hour) until they come to a waterfall. If they pan and mine the area: it takes 8 man hours to recover 10 g.p. per hour per PC until a total of 1600 g.p. of nuggets and dust has been recovered. 26. MOSQUITO MOSQUITO ATTACK. ATTACK. The high high pitch pitched ed whining of their wings warns the party one round in advance: a swarm of giant mosquitoes fly out of a brushy cane field to attack. There are no less than 7 to 12 (1d6+6) mosquitoes per living creature in the party; each set attacks an individual. 1d6+6 Giant Mosquitoes Mosquitoes per PC (AC 9, HD 1/2, hp 2 each, MV 150' (50'), TH0 19, #A 1 bite, D 1-2 + blood drain per round, S NM, ML 7, Al N)
27. 27. VALLEY VALLEY OF THE PEOP PEOPLE LES S . The The idea idea would be a valley where humans begin at a stone age level of culture and technology; traveling up it they increase into a bronze and then steel age. Neolithic Society. As the PCs travel through this region they will encounter a band of savage warriors warriors in hides hides carrying carrying flint tipped tipped spears spears and axes, and carrying shields. Some have atlatls and some have ropes for lassoing. These people will not attack the party (unless attacked) but will insist they visit the king of their peoples to pay homage and learn of the local customs. If the party attacks this this band band,, they they will will be mark marked ed as host hostil ile e and and dangerous and patrols will be sent to keep them under watch as long as they remain in the region and if possible capture or kill them. These These stone stone-ag -age e peop people le have have forme formed d a city city resting against the stone cliffs of a broken area. They have a number of heavy log homes as well as stone walled structures including a defensive wall. They know of the Pool of Life and can provide general general directio directions ns to its location locations. s. If befriend befriended, ed, they can also offer aide: 1d6 potions of healing and 1d4 potions of heroism made from rare fruit and herbs that have to be laboriously processed.
23. [Left open for expansion] 24. LAKE.
Bronze Bronze Age Age Socie Society. ty. These These huma humans ns have have developed into a bronze age society.
25. GOLD MINING. As the PCs cross a small
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The Pool of Life. Life . The source of abundant local life, it heals all wounds, poisons and diseases when someone bathes in it, and restores a year of life if any any are are lost lost to unna unnatu tura rall agin aging. g. The The wate waterr is drinkable but has no special properties if removed.
vario various us trade traders rs (inclu (includin ding g nativ natives es on Snake Snakelin line e Island) will pay 1,000 g.p. for to make head dresses and fancy feather-boas. 29. 29. TURTLE TURTLE FOLK FOLK. The sound of a vehicle moving through the woods comes to the PCs. A strange strange,, large large wooden wooden vehicle vehicle much much bigger bigger than most most wago wagons ns appe appear ars, s, bein being g pull pulled ed by what what appears to be a wallaby (AC 5, HD 9, hp 40, MV 120' (40'), TH0 12, #A 1 bite/2 claws or trample, D 1-12/1-8/1-8 or 3-30, S F 5, ML 8, Al N) the size of an elephant. The vehicle creaks clumsily down a slope slope and and into into a valley valley,, where where it stops stops.. A door door open opens s and and out out step steps s what what appe appear ar to be shor shortt people in armor. These are turtlefolk (AC 3 for shell, HD 2, MV 60' (20') maximum, TH0 18, #A 1 weapon, D by weapon+1 for strength, S F2, ML 9, Al N). There are 24 full grown males and females, and 6 leaders (AC 1 for shell, HD 4, MV 60' (20') maximum, TH0 16, #A 1 weapon, D by weapon+2 for strength, S F4, ML 9, Al N). They look like semi-human turtles walking upright on stumpy legs and use their short, big-fingered big-fingered arms to manipulate objects. Their shell provid provides es them them the equiva equivalen lentt to plate plate armor armor or bett better er.. They They tend tend to be slow slow and and tedi tediou ous, s, but but strong. This This parti particul cular ar band band travel travels s around around tradin trading, g, hunting and living off the land. They are not violent unle unless ss atta attack cked ed.. They They will will glad gladly ly parl parlay ay with with hospitable PCs, even sharing a camp. They They have have crossb crossbows ows and and bolts bolts tippe tipped d with with bronze, as well as a selection of bronze weapons (axes, maces, hammers, flails and a few swords.)
28. PYGMY CANNIBALS. CANNIBALS. A swarm of small, gnar gnarly ly pygm pygmy' y's s atta attack ck the the part party. y. They They wiel wield d a mixture mixture of weapons weapons including including small small bows, bows, sings, sings, and atlatls. The pygmys do not necessarily jump on the PCs all at once; they would present a running fight, if anything. 12 pygmys (AC 9, HD 1/2, hp 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D By weapon type, S NM, ML 6, Al C) with small bows (range 30/60/9 30/60/90 0 damage damage 1d4), 1d4), and stoneheaded hatchets (damage 1d4) 12 pygmys (AC 9, HD 1/2, hp 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D By weapon type, S NM, ML 6, Al C) with slings (range 30/60/120 damage 1d3 due to their small size), and stone-headed clubs (damage 1d3) 12 pygmys (AC 9, HD 1/2, hp 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D By weapon type, S NM, ML 6, Al C) with atlatls (range (range 20/40/8 20/40/80 0 damage damage 1d4), and spiked spiked clubs clubs (damage 1d3) Each pygmy has 30 g.p. in coins on a necklace. Back at their crude village, they have a totem pole carved for worshiping festooned with 100 p.p. and 500 500 g.p. g.p. Thei Theirr main main trea treasu sure re is a bag bag of very very colorful exotic feathers weighing 200 coins which
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Part IV : Lizard Lake Island and Cyclops Temple This scenario was designed with the idea that the PCs will put some effort getting to it, including encounters which may not net them much treasure. If plucked out of the module and ran by itself, the magic and monetary rewards might be a bit too much. You will need the Lizard Lake Island map and Cyclops Temple maps (3 levels.) Clues scattered about the module will lead PCs to the the Liza Lizard rd Lake Lake,, whic which h itse itself lf is atop atop a high high plateau plateau on the North Dreaded Dreaded Island. Island. They may even find it by chance. In the lake is an island. The PCs will need a boat or other craft to access it. The solemn ringing of what must be a massive bell or gong will sound every 3 hours, heard when the PCs enter the hex or get close to the lake. They can follow the sound across the lake; once they reach the island they can follow it through the trees and hills to the top of the south hill. See #4 on the map. Once they arrive at the island, they can land anyw anywh here. ere. Ther There e are are some some roug rough h area areas, s, but but landin landing g sites sites are comm common on.. The DM can always always plac place e a few few inte intere rest stin ing g ruin ruins s or enco encoun unte ters rs in places to reward players who enjoy exploration. There are two main hills, both flat topped. On the south hill is a large pool of water where the bell and temple are.
Base Base Rat Rate e
Move Moveme ment nt Poi Point nts s
30' 60' 90' 120' 150' 180' 210' 240'
7.5 15 22.5 30 37.5 45 52.5 60
The following table gives the cost per hex. Terrain City, clear, grassland, trail Broken, desert, forest, hills Jungle, mountains, swamp Road
Point Cost 1 1.5 2 2/3 (2 every 3 hexes)
They They can then then estim estimate ate the the time time need needed ed to move from place to place. Ideas for encounters and notes. 1. OLD DOCKS. Concrete or stone docks are here, with few other details. Boats can be tied up. 2. Several (5) wild hunting dogs (AC 7, HD 1, hp 6, 5, 4, 3, 3, MV 180' (60'), TH0 19, #A 1 bite, D 1-6, S F1, ML 8 (6), Al N) will attempt to take any pack animals and may even attack lone PCs or members of their party.
VISIBILITY: The The PCs can can see acro cross the gras grassl slan ands ds.. Only Only the the tree trees, s, brok broken en land lands s and and hillsides sloping up in front of them will block their view. The player's map shows in general what they might easily see when circling the island.
3. Giant Scorpions (4) (AC 2, HD 4, 32, 25, 17, 12, MV 150' (50'), TH0 16, #A 2 claws/1 sting, D 110/1-10/1-4 + poison, S F2, ML 11, Al C) inhabit the broken, broken, rocky areas, trundling trundling forth forth with pincers pincers raised in hunger.
MOVEMENT: MOVEMENT : The island map has a scale of 1/10 mile per hex. The The map map is prov provid ided ed for for peop people le who who enjo enjoy y explo explorin ring g and and DMs who who might might have have someth something ing intere interesti sting ng in mind, mind, not not to waste waste time time tedio tediousl usly y expl explor orin ing g and and mapp mappin ing g it. it. Barr Barrin ing g trul truly y odd odd circumstances, It should not take the PCs longer than a day or so to explore it and find important details. Even quicker if they follow the sound of the bell bell (an hour hour or two perha perhaps ps.) .) Only Only encou encounte nters rs would slow them down. If the DM wants to keep a strict track of time, they can look up the character's movement points per hour on the following table:
4. BELL, STEPS, TEMPLE ENTRANCE. The bell and it's clockwork device is here. The bell is a huge bronze creation being struck by a clockwork device of extreme cunning created by some ancient race race.. It is plac placed ed on a larg large e ston stone e base base on a pinnacle to allow it's tones to waft for miles. Three bugbears live in crude hide tents here, standing guard. 3 bugbears (AC 5, HD 3+1, hp 15, 14, 11, MV 90' 90' (30' (30'), ), TH0 TH0 16, 16, #A 1 weap weapon on,, D 2-8 2-8 or by weapon +1, S F3, ML 9, Al C) They each have 30 g.p. and 30 s.p. in pouches.
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The largest bugbear wears golden arm bands worth 100 100 g.p. g.p. each each (10 (10 g.p. g.p. for gold gold and and 90 g.p. for coll collec ecto tor' r's s valu value e each each.) .) Most Most of the the coin coins s are are hexagonal with a hole in the center for stringing and hail from distant desert lands; they are pure enough for for merc mercha hant nts s to acce accept pt them them as-i as-is s for for loca locall currency. Every Every 7th 7th day day of the the week week this this pool pool drains drains,, revealing the entrance to the cyclops temple below. The exact date is not important; the DM can choose one or decide it empties the day the PCs arrive. There There are severa severall sets sets of wide, wide, stron strong g stone stone step steps s lead leadin ing g down down some some 100' 100' to the the temp temple le entrance (50' down to the normal level of the pool). When full, the pool is about 50' deep at the temple entrance, but can be 200' to 300' deep in the other areas. The pool remains drained for a full day and then refills in about an hour or less. The water is not necessarily a major hindrance, just a nuisance. The PCs can easily swim back and forth between the temp temple le and and lake lake top. top. The The entr entran ance cewa way y of the the temple is protected by a magic barrier that keeps out water and prevents flooding. If the PCs have an easy time in the temple and the players feel let down, it might help to have a band band of cult cultis istt scou scouts ts arri arrive ve to repo report rt to thei their r superiors, setting up an ambush outside when they find what is going on:
5. LONE SPIT. Isolated bit of land. 6. BAY. Possible landing point and boat harbor. Pulled up here are six large canoes. Guarding them in tents along the shore are eight cultist fighters (AC 5 (4 with shield), Level 2 Fighter, hp 15, 13, 12, 11, 8, 7, 6, 6, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C) bronze amulets (worth about 5 g.p. each to a collector) and 25 g.p. each in pouches. 7. BAY. Possible landing point and boat harbor. 8. BAY. Possible landing point and boat harbor.
Cyclops Temple Level One This is located at entry #4 on the Lizard Lake map. 1. DEMONIC ENTRYWAY. ENTRYWAY. This is a massive entranceway 160' wide and 50' high, going back some 120' as shown on the map. The cliff face over the entranceway entranceway and to each side has been carved into florid demonic shapes and faces for about 10' (3 meters). The main entryway is 40' high. Each 10' section has an iron gate pivoted in the center that can be swung shut; heavy iron rings can then be locked to each end of the gates to hold them together and form a barrier. Thick stone pillars support the roof as shown on the map. Two Two 40' 40' high high statu tatues es of cycl cyclop ops s flan flank k the the "landing". The guards lounge in the shade of colonnaded benches and resting areas to one side. These are bugbears and gnolls:
1 cultis cultistt scout scout leade leaderr (AC 5 (4 with with shield shield), ), Level 4 Fighter, hp 23, MV 60' (20'), TH0 17, #A 1 weapon, D 1-8 sword +2 for strength, ML 9, Al C) cyclop cyclopea ean n amule amulett with with red gem gem worth worth 300 300 g.p. g.p. (200 g.p. gem and 100 g.p. collector's value.) plus 200 g.p., 100 s.p. and 100 c.p. 1 lieu lieute tena nant nt (AC (AC 5 (4 with with shie shield ld), ), Leve Levell 3 Figh Fighte ter, r, hp 13, 13, MV 60' 60' (20' (20'), ), TH0 TH0 19, 19, #A 1 weapon, D 1-8 sword, ML 9, Al C), silver amulet with gem for eye worth 100 g.p. plus 50 g.p.
6 gnolls (AC 5, HD 2, hp 14, 12, 10, 8, 6, 4, MV 90' 90' (30' (30'), ), TH0 TH0 18, 18, #A 1 weap weapon on,, D 2-11 2-11 (by (by weapon +1), S F2, ML 8, Al C) 6 hyenas [wolf statistics] (AC 7, HD 2+2, hp 12, 10, 8, 8, 6, 4, MV 180' (60'), TH0 17, #A 1 bite, D 1-6, S F1, ML 8 (6), Al N)
8 fighters (AC 5 (4 with shield), Level 2 Fighter, hp 7, 7, 6, 6, 5, 5, 4, 4, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C) bronze amulets (worth about 5 g.p. each to a collector) and 25 g.p. each
They They wear wear padd padded ed clot cloth h (lea (leath ther er)) armor rmor,, carry carrying ing wicke wicked d lookin looking g spea spears rs with with gleam gleaming ing bronze heads, with bronze-headed hand axes or sickle swords on their belts. They are holding the leashes to hyenas, which they brought with them from their homeland. Each gnoll has a hide pouch tied to a simple rope belt with 30 g.p. and 30 s.p. (total 180 g.p. and 180 s.p.) Most of the coins are
10 giant kangaroos (AC 7, HD 3, hp 22, 18, 18, 18, 16, 16, 14, 14, 12, 12, MV 120' (40'), TH0 17, #A 1 clawed kick, D 1-10, ML 9, Al N)
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hexagonal with a hole in the center for stringing and hail from distant desert lands; they are pure enough for for merc mercha hant nts s to acce accept pt them them as-i as-is s for for loca locall currency.
t3. A spray spray of clear clear fluid fluid showe showers rs from from small small holes holes in the the wall, wall, dren drenchi ching ng every everyon one e in the the square from head to foot. It starts dramatic but ends with a pathetic squeak. If any characters have have extens extensive ive head head cover cover that that migh mightt shiel shield d their face, make a hit roll by a 3rd level monster (TH0 17) to see if liquids get through vision slits. Characters have 20 seconds to thoroughly wash their eyes with water; if they do not, their eyes eyes will begin to burn with excrucia excruciating ting pain and they will go blind; those who make a saving throw versus poison will be blind for 1d6 turns (10 - 60 minutes); those who fail will be blinded for 1d6 (1-6) hours.
2. MAIN FOYER. FOYER. This 40' high and 140' long hall hallwa way y has has huge huge colu colum mns alon along g each each wall wall supporting the ceiling. An open arch allows access to room 3 to the north and 4 to the south. On the far eastern wall is a set of massive solid bronze doors 20' wide and 30' high. On the north wall towards the east end is another set of door, as tall and wide by not as heavy. On the south wall towards the east end is a narrower brass door some 10' wide and 30' high. Over Over the the easte eastern rn doors doors is an alcove alcove hidde hidden n behind a linen curtain painted like the wall, behind which which a guard guard is on duty, duty, spying spying throu through gh small small holes.
3. WAITING ROOM. Several large benches (6' high, 20' long, 2' wide) and tables (10' high, 40' long, 10' wide) carved from marble line this room. 4. SNAKES. Stone steps in the floor go down 10' into a depression. depression. The floor of the depression is littered by sundry snakes (about 30 or so). From the feces on the floor it can be deduced that these snakes snakes have been brought brought here recently recently (within (within months) and the area is being policed by someone. Thes These e snak snakes es are are not not dang danger erou ous s unle unless ss the the players have their characters do something silly like stro stroll llin ing g into into them them.. Othe Otherw rwis ise, e, the the PCs PCs coul could d capture or kill them at leisure. On the south end of the room steps lead back up to a statue of a cyclops goddess. It is painted in gaudy colors and has green glass eyes, but little is of value.
1 convert of evil (AC 7 (6 with shield), HD 1, hp 5, MV 90' (30'), TH0 19, #A 1 weapon, D 1-6, S F1, ML 7, Al C) If he sees infidels coming down the hall, he will pull levers to activate the traps shown on the map (each trap affects a 10 x 40 foot area from floor to ceiling). He then gathers other converts to attack. His face is terribly scarred and mutilated as a sign of devotion. He wields a sickle sword [short sword], wear wears s blac black k padd padded ed clot cloth h [lea [leath ther er]] armo armorr and and carries a shield, and has a bronze symbol of evil featuring a cyclopean eye (weight 3 coins, value 15 gp to a collector) on a simple black cloth thong around his neck.
5. OLD MAN. MAN. The doors to this room are open. This This chamb chamber er is dark, dark, lit mainl mainly y by a const constan antly tly glow glowin ing g orb orb (it (it give gives s a wave waveri ring ng yell yellow ow ligh light) t) attached to a brass frame over a pit full of old, stinking ash bones. If the orb is removed from the hold holder er,, it imme immedi diat atel ely y goes goes out out and and beco become mes s complet completely ely non-mag non-magical ical.. The brass brass socket socket is not magical. Sitting cross legged with fingertips touching in meditation is a skinny, haggard old man with dark and bushy eyebrows, beard and hair. He is dressed in a rumpled, simple loin cloth. He breathes hard as if in bad health from abuse, and is covered in fresh welts. His hands are chained to the floor through short manacles which attach to stout iron rings in the floor; the key is hanging on the wall along with a few tortu torture re instru instrume ment nts. s. He does does not not have have any tattoos nor does he have an amulet. He will look startled if approached, uncertain as to his fate. fate. If the party party frees frees him, him, he will gladly gladly (almost hysterically) begin thanking them for freeing
t1. t1. A blast blast of fiery gas erupts erupts from the side. side. Everyone in the square is attacked as if by a 2 hit die monster and takes 1d8 points of damage if hit. t2. The ceiling opens up suddenly and scorpions sho shower down own. The These litt little le beastie sties s are are numerous but individually not deadly: once on the floor they can easily be crushed underfoot at no risk. Each person in the square will attacked by 1d6 scorpions (less than 1 hit die monster); if stung they take minimal damage but must make a saving throw versus poison or be seriously ill for 1d6 hours. If poisoned more than once, they must save versus poison or collapse into a coma for 2d6 hours; another save is required to avoid death at the end of the coma.
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him. He has been a prisoner for weeks, captured and tortured because he was once a high priest in a temple of good. He is not a cleric, he says, just a norma rmal man who who had a gift ift for reli relig gion ion and leadership. He is not telling the truth. He is a cleric of evil:
some odd bit of artwork: mostly red depictions of palm palm tree trees, s, cact cactii and and dese desert rt flow flower ers. s. It is the the residence of: 3 bugbears (AC 5, HD 3+1, MV 90' (30'), TH0 16, #A 1 weapon, D 2-8 or by weapon +1, S F3, ML 9, Al C)
1 cleric of evil (AC 7, Level 6 Cleric, hp 26, MV 120' 120' (40' (40'), ), TH0 TH0 15 (str (stren engt gth h or dext dexter erit ity) y),, #A unarmed + 2 for strength, D 2-4, S C6, ML 8, Al C, S 17 (+2), I 11, 11, W 15 (+1), D 16 (+2), (+2), C 11, C 13 (+1)) Spells (2, 2, 1, 1): 1st level - cause light wounds, fear 2nd level - snake charm, hold person 3rd level - remove curse 4th level - neutralize poison
3 gnolls (AC 5, HD 2, MV 90' (30'), TH0 18, #A 1 weapon, D 2-11 (by weapon +1), S F2, ML 8, Al C) The The gnol gnolls ls cack cackle le in glee glee duri during ng comb combat at,, throwing the hand axes stuffed into their belts (if engaged at a distance); otherwise they use pole arms leaning on the wall. The monsters all wear padded cloth [leather armor], armor], and each has a purse with 20 g.p. and 30 s.p (120 g.p. and 180 s.p. total). If somehow engaged in conversation, their accent reveals that they hail from a distant land of deserts and pyramids.
Caught Caught meditat meditating ing before before he could could reach reach his own room, this leader of the temple ducked back into this chamber, quickly beat himself with one of the scourges on the wall, stuffed his robes into the sacrificial fire pit, and chained himself to the floor. Inside the robe are twenty golden rings each set with a gem (25 g.p. value each; 1 g.p. for the gold of the ring), three lengths of odd silken cloth (he used them to tie his beard up in knots) worth 5 g.p. each or less, and a purse with 10 p.p. and 25 g.p. Plus a soft hand towel and bar of soap (of soap does not exist in the Game Master's game, then a packet of incense). He planned on bathing after meditating. A careful examination will reveal that none of the welts on his body are old, and the few scars he has are old and seem to be from fighting. Likewise, he has the physique of someone who wears armor and wields weapons. If his deception is not detected, he will be willing to wear armor and carry any weapon (but he will try to grab grab a mace mace,, flail, flail, hamm hammer er or other other weapo weapon n instea instead d of atta attacki cking ng with with any blade blade). ). At the the first first chan chance ce he will will lay into into the the party party from from surpr surprise ise,, using his cause cause light light wounds wounds spells if he is not given a weapon or is given a sharp weapon and cannot get a better one.
8. BARREL BARREL ROOM. ROOM. This long, high room is lined by plain, stout wooden racks. Various bags of goods are stacked between the racks; most contain food. In the the rack racks s are are twen twenty ty stou stout, t, old old barr barrel els s containing containing various products. Ten of them (about 50 gallon capacity each, but not waterproof) sit upright and and have have rope, rope, dry good goods, s, food, food, etc. etc. Abou Aboutt 10 (about 100 gallon capacity each) are placed on the side like wine barrels: five hold water, three ale, one common wine and one beer. 9. STEAM BATH. This large room is lit by a glowing orb in the ceiling (tampering with it causes the light in it to go out and destroys its magic.) It has benches and a 10' deep pool of clear, steaming water. Two sets of stone steps go down into the pool. The room is full of steam. The pool is fed by a natural hot spring that keeps the water hot year round round.. A large large table table again against st the the east east wall wall holds holds vases of oil and large tubs. 10. STAIRS DOWN: DOWN : Three sets of stone steps lead down into the darkness below. The center set is 20' wide and the flanking sets 10' wide. Marble columns support the ceiling and an empty bronze brazie brazierr stand stands s in the the cente centerr of each each 10' 10' secti section on going down. They open up into the landing of the lower temple vestibule. There is a 10' wide secret door in the north wall that opens (just a push causes it to pop open) into a tight cubicle with a heavy iron ladder. Climbing it
6. BANQUET AND DINING ROOM. ROOM. A titanic room containing many benches, tables and chairs of heavy wood. Two swinging doors lead out the east wall. Two wooden doors are in the south wall (both open easily.) 7. BEAST MEN. This This roo room has ratt ratta an furnishings furnishings including a rattan display on one wall of
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gives access to a small square room over the door, where where the the conve convert rt descr describe ibed d in room room #2 keeps watch over the main foyer and can pull levers to cause traps to go off.
floors. A glowing yellow orb set in a brass frame in the center of the vaulted ceiling provides light (if removed, it goes out and becomes non-magical). A bucket contains water, while a bundle of cloth contains bread, meat and cheeses (about 1d6 days rations worth.)
Cyclops Temple Level Two 11. INTERSECTION. INTERSECTION . This spacious intersection intersection features a vaulted 50' high ceiling; arches support each entryway. Standing Standing against each wall is a iron stand with a brazier on top. A continual light spell is cast on each. Each weighs about 100 pounds (1,000 coins). Be sure to read entry #13 where guards are lounging bored and out of the way.
15 HAREM. HAREM. The two doors to this room are guarded by brawny humans (+2 damage and to hit for strength) carrying scimitars (normal swords) and wearing pantaloons and turbans. They are eunuchs and mute. Each has two golden arm bands worth 50 g.p. each (total value 200 g.p.) 2 harem guards (AC 7 (dexterity bonus of 2), Level 3 Fighter, hp 16, 15, MV 120' (40'), TH0 19, #A 1 sword, D 3-10 (1d8+2 for strength), S F3, ML 8, Al C)
12. LIBRARY LIBRARY.. Two frames frames with with many many small small square spaces made from human bones line the walls (one west, one east). These holes are littered with scrolls tied shut with cloth; this is a collection of religi religiou ous s histor history, y, praye prayers, rs, tales tales and and devo devotio tiona nall tracts tracts devoted devoted to many many subjects subjects,, especiall especially y evil. They have little value beyond collectors: there are about 42 - 72 (6d6 + 36) scrolls worth 5 g.p. each from a collector. In the east wall is a cleverly hidden section that opens into a 1' x 1' x 1' hiding place containing two clerical scrolls: cure light wounds and protection from evil. evil.
This This room room smel smells ls of perf perfum ume e and and ince incens nse. e. Lounging on many satin pillows and throws inside are five women women of varying varying appeara appearances nces,, mostly mostly orien oriental tal in some some way, way, with with dark dark skin skin comm common on.. Some are pretty, some are not, and all wear veils, loose clothing, and simple shoes. They have many brass bangles and ear rings but no real jewelry. This is the harem of the temple priest. None of the women are evil. While not forced to be his wife by threat, most were coerced through tradition and family obligations, and are not happy about it. They would be glad of any chance to be free and go abou aboutt their their own own life. life. Most Most would would retur return n to their their homeland, although one or two might be willing to accompany the party in search of adventure.
13. CONVERTS OF EVIL. Ten converts of evil worship and wait in this room, grabbing weapons to attack intruders or respond to alert. Be sure to read room #15 where two harem guards stand watch and could see anyone opening the east door (which is not locked) or converts fleeing in panic from a fight.
16. HIGH PRIESTS' ROOM. Lushly furnished: desks, tables, chairs and such are made of a dark, luxurious black wood with elaborate gold edging. Includes a large desk with a high backed chair with wide swept curving arms and a silk red pillow for seat seat,, two two sitt sittin ing g chai chairs rs less less gaud gaudy y but but just just as beautiful, a cot with a soft mattress and red silk sheets and linen covers, a down filled pillow. A mace +2 hangs on the wall, with a shield +1 and plate mail +1. +1 . A cloak covers the plate mail and hanging from the iron peg is a leather pouch with a key (it fits the lock in the chest). An elaborately carved chest sits to one side, made of black wood with a gold trim. It is locked (the key is in the purse under the cloak). There is a poison needle in the lid at each end where most people would grip to lift; they can be found easily by rubbing a wad of cotton or wool or other fiber over the edge and easily disarmed by bashing them with
10 converts of evil (AC 7 (6 with shield), HD 1, hp 7, 6, 5, 5, 5, 4, 4, 4, 3, 2, MV 90' (30'), TH0 19, #A 1 weapon, D 1-6, S F1, ML 7, Al C) Each Each carrie carries s a sickle sickle sword sword of bronze bronze (short (short sword), sword), shield, shield, and wears wears padded padded cloth cloth [leather [leather]] armor. Each wears a small golden symbol of evil featuring a cyclopean eye (weight 3 coins, value 15 gp to a collector) on a simple black cloth thong aroun around d their their neck. neck. Their Their faces faces are are scarre scarred d and and disfigured as a sign of devotion. 14. BUNK ROOM. The heavy door to this room is shut but not locked. It features three twin sets of bunk beds (wood with simple fiber filled mattresses and plain cloth sheets), and two low wooden tables, and a spray of common pillows and pallets on the
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a hammer or washing the poison off. Failure to do so means a save versus poison must be made or death occurs to anyone casually opening the box. Opening the chest without muttering the words Nox Barem releases a magic rune inscribed in the lid, blasting everyone within twenty feet for 2d6 (212) hit points damage (save versus spells for half damage damage), ), making making enough enough noise to alert alert anyone anyone within a hundred feet. Inside is a golden holy symbol worth 350 g.p. (10 coins coins weigh weight, t, 10 g.p. g.p. worth worth of gold, gold, 90 g.p. g.p. collecto collector's r's value) value) with small red rubies rubies (10 total, each worth 25 g.p.), and a pile of coins of so many diff differ eren entt make makes s that that they they have have to be from from the the collection box of some rural church that services a trade town: 1,000 c.p., 1,200 s.p., 300 g.p. and 36 p.p. A small glass bottle holds a potion of healing. healing.
around their aims and goals. If the players destroy the skull, nothing special will happen. It will shatter easily under any blow. Removing the gem or otherwise tampering with it destroys the magic associated with the skull. If they they keep keep it and and take take it with ith them them,, it's it's presence will allow the high priests of evil to track them and seek revenge. The priests must be able to look out the eyes and listen with invisible ears to track them; if it is boxed up, or covered, it cannot be used for tracking. Only Only the the most ost know knowle ledg dgea eabl ble e sage sages s and and wizards in large cities will be able to identify it in any form: and even then they can only tell that a magic enchantment has been placed permanently on it. The enchantment allows two way comm communi unica catio tions ns by voice voice and and vision vision over over great great distances. The exact enchantment is not known (it is kept secret by the secret society). It is obvious that the enchantment took a great deal of money and and tim time to invo invoke ke;; such such item items s are rare rare and and whoever is using it must be powerful.
17. MAIN TEMPLE. This long hall has a 50' ceiling and heavy columns. On the east end is a statue of a cyclops god on a dais reached by 15' high steps (the eye appears to be painted blood red but under the paint is a ruby gem worth 500 g.p.) On the the sout south h wall wall is a larg large e curt curtai ain n of red red silk silk embroid embroidered ered with gold thread (weight (weight 500 coins; value 1000 g.p.) depicting a cyclops god reigning in terror over the realms of man, elf, dwarf and other civilized peoples. Behind it is a set of steel gates that are currently down (see # 18). 18). The hallway it leads into has a 50' high ceiling.
19. MAP ROOM ROOM. As the party approaches this room, they will encounter a small party of people leaving it to investigate strange noises in the temple (or having finished their own research for the day, if the the PCs are being being careful. careful.)) They They will will accost accost the party and generally attack or try to capture them. 1 evil cleric (AC 5 (4 with shield), Level 6 Cleric, hp 24, MV 90' (30'), TH0 17, #A 1 weapon, D 1-6, S C6, ML 7, Al C, S 15 (+1), I 13, W 15 (+1), D 12, Co 10, CH 18 (+3) Possessio Possessions: ns: chain chain mail, mail, shield, shield, mace mace (with (with continual light cast on it), 3 vials holy water, holy symbol, 300 g.p. and 50 p.p. in a pouch. Spells (2, 2, 1, 1): 1st level - cure light wounds, fear 2nd level - silence 15' radius, resist fire 3rd level - cure disease 4th level - cure serious wounds
18. 18. NICH NICHE E IN MAIN MAIN TEMP TEMPLE LE:: This This niche niche cont contai ains ns a sacr sacrif ific icia iall alta altarr that that can can be move moved d around. It also contains a purple and red colored tapestry behind which is a lever that lowers and raises the steel gate in the south wall of the temple (see #17 #17.) .) Pushing it up raises the gate; pulling it down lowers it. It is currently down and the gates are down. Sitting to one side of the sacrificial altar is a table, on which the skull and jaw bone of a human male sit atop a short wooden block (with enough room for the gaping jaw to move). It is quiet ancient and has been lacquered with black and red colors. A faint green gem worth about 100 gold coins is inset in a thin golden band inlaid in the bone (there is very little bone). The teeth have been replaced by ivory. If the player characters approach it, the skull's eyes will glow yellow and the mouth will snap up. An old, solemn human voice will ask, "And who are you?" The skull will interrogate the adventurers if they are willi willing ng,, asking asking brief, brief, unem unemot otion ional al ques questio tions ns which which seem seem reaso reasona nable ble:: the the quest question ions s revolv revolve e
1 evil magic user (AC 6, Level 6 magic user, hp 11, MV 120' (40'), TH0 17, #A 1 weapon, D 1-4, S M6, ML 7, Al C, S 11, I 16 (+2), W 12, D 16 (+2), Co 12, CH 11) Posse Possessi ssion ons: s: robes robes,, 1 norma normall dagg dagger er with with continual light cast on it, 2 silver daggers, ring of protection +1, wand of secret door detection (4 charges.) She has her spell book in a shoulder satch satchel el with with the spells spells she has has memo memoriz rize. e. The latch is trapped with a needle such that anyone
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steps 30' high and 20' wide that goes down 100' into the dark and ends at room #31 on level three. AS A NOTE: the snakemen in this scenario are painted with decorative shapes in various shades of red and green. ANOTHER NOTE: This room once contained the large stone portal found on the lower levels. The The snak snake e peop people le moved oved it, it, with with the the aide aide of powe powerf rful ul magi magic c user users s not not amon among g them them in this this module.
casually opening it will be stabbed (save versus poison or die). 3 gems worth 250 g.p. each. Spells (2, 2, 1): 1st level - shield, light 2nd level - web, detect invisible 3rd level - dispel magic
5 converts of evil (AC 5, Level 2 fighters, hp 16, 14, 12, 10, 8, MV 90' (30'), TH0 19, #A 1 weapon (battle axe), D 1-8, S F2, ML 8, Al C) Possessi Possessions: ons: chain mail, and battle ax (a 2handed weapon in the rules being used), 50 g.p. each.
20 - 31. [all left open for expansion]
Cyclops Temple Level Three This area is not lit unless noted. There is a 1 in 6 chance per turn (ten minutes) of encounte encountering ring a group group of 1-6 (1d6) snakeme snakemen n (HD (HD 2, hp 14, 12, 10, 8, 8, 6, MV 90' (30 (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by spear, S F2, ML 7, AL C) moving about on business of their own. There would only be one or two two such such enco encoun unte ters rs,, afte afterr which hich they they stop stop occurring.
A lev lever is set on the the north rth corner rner of the the entryway of this room. Pushing it up raises the gate mentioned in room #17; #17; pulling it down lowers it. If the PCs raised the grate to enter, it is now up. This room has 30' high vaulted ceilings. Against the west wall is a stone platform reached by three 5' stone steps. Against the wall itself is a grand map of the islands carved in stone; while general details details are accurate accurate (volcano (volcanoes, es, areas areas of jungle, jungle, major rivers, etc.), it does not have fine details that could really help explorers. In the region that should be the lizard lake is a circular shape with a ring around it, and a central eye in the center. A dwar dwarff or such such migh mightt note note that that the the cent center er section is not solid and is built to move - about which time it will open. If the PCs spend a lot of time looking it over, the center of the map will suddenly slide forward, then slide sideways to the north far enough to reveal a 20' wide opening in the wall. If they don't bother looking looking it over and leave leave in disintere disinterest, st, they will hear the loud booming of it opening behind them when they reach the iron gates to the north. Seven snakemen (AC 6 (tough, scaly hide and shield), HD 2 hp 16, 14, 12, 11, 10, 8, 6, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) come sliding out of the darkness, holding spears and hissing in ange anger. r. A few few roun rounds ds (1d6 (1d6+6 +6)) late laterr six six more ore snakemen snakemen (AC 6 (tough, scaly hide and shield), HD 2, hp 12, 11, 10, 8, 6, 5, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by spear, S F2, ML 7, AL C) will appear. Two of these have belt pouches with 100 g.p. in them (200 g.p. total); the rest have a 50 g.p. gem on a thong around it's neck (above the arms). Behin Behind d them them is a long long windin winding g set set of ston stone e
31. STAIRS FROM LEVEL TWO. The stairway from room #19 on level two ends here, landing in the north of the room (the stairwell spirals down; thus is does not end in the same direction is started in). The east wall is for all purposes solid; a detect magic spell will reveal that the wall that this room share shares s with with room room #48 is magi magica cal, l, but but not not it's it's purpose. This room has a 40' high vaulted ceiling. The hallway going west and then north is 30' high and about every 30 feet (3 squares) is an arch support supporting ing the ceiling; ceiling; each side of the archway archway provid provides es enou enough gh space space for one one perso person n to hide hide behind it near the wall. 32. 32. STOR STORAG AGE E ROOM. ROOM. A snak snakem eman an (AC (AC 6 (tough, scaly hide and shield), HD 2, hp 1 (11 if healed), MV 90' (30') unencumbered, unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) lies on a cot in this cluttered room, gasping gasping from poison, two puncture marks on it's shoulder. Two others (AC 6 (tough, scaly hide and shield), HD 2, hp 12, 11, MV 90' (30') unencumbered, unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) watch over it. The room is cluttered like a strange closet with large tables, beds, and such. In one dresser is a long lost, dusty pouch with 500 g.p. and a gem worth 250 g.p.
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does not affect inanimate objects. 33. BAR ROOM. A room cluttered with round tables and chairs and a bar in back. Water drips slowly from the ceiling. In the humid environment, the the wood wooden en furni furnitur ture e is all rotten rotten and and prone prone to snapping at a touch. Atop the bar is a scattering of coins, mostly gold. gold. These These are are actua actually lly yello yellow w mold mold (AC Can Can always be hit, HD 2, hp 16, MV 0, TH0 18, #A Spores, D 1-6 + special, S F 2, ML n/a, Al N) growing on copper coins (about 2d6+12 coins). Behind the bar are a number of brown bottles about three times as large as most normal bottles (they were made for giants). Many are broken. Four large large woode wooden n liquo liquorr casks casks are again against st the wall wall behind the bar. One contains good wine and two contain ale. The fourth contains a green slime (AC Can always be hit, HD 2, hp 4, MV 3' (1'), TH0 18, #A 1, D turns to slime in 1-4 rounds after 6 rounds, S F 1, ML 12, Al N).
c) This This flame flame is almos almostt trans transluc lucen ent. t. Anyon Anyone e touching it will not be burned, but will turn invisible for 1d6 turns (10 - 60 minutes). After one person had touched it, it turns a solid "black" color and will not bestow invisibi invisibility lity for another another three hours, hours, at which point it will turn almost translucent again. d) This This flame flame as a golde golden n metal metallic lic tint. tint. Any Any metal such as silver or copper inserted into it will turn to pure gold and remain so; it can only convert 100 g.p. of metal per day. It has no affect of living creatures or other metals, although it might change hair or skin color if said things are exposed long enough (DM's discretion). e) A liquid, blue bubbling flame comes from this pipe. Anyone touching it can breathe and move in water as if they were a fish for 1d6+1 (2-7) days. Each person only benefits from it once per month.
34. VAUL AULTED TED INTE NTERSE RSECTIO CTION N. This intersection is vaulted and the ceiling is covered in cobwebs. Just in front of it to the east is a dead giant tarantella spider, gored by snakeman spears. A second giant tarantella spider (AC 5, HD 4*, hp 27, MV 120' (40') In Web: No webs, TH0 16, #A 1 bite, D 1-8 + poison, S F 2, ML 8, Al N) lurks in the mass of webs overhead, waiting to drop down on individuals.
f) This flame is yellow and hot. It looks like a natural gas outlet burning - which it is. The DM migh mightt give give some someon one e who who unwi unwise sely ly samp sample les s it without precautions 1d4 (1-4) or so hit points of damage (more if they are very foolish; less if they are wise), with a save versus dragon breath for half damage. 36. ILLUSIONARY WALLS ROOM. When the PCs get near this room, three snakemen (AC 6 (tough, scaly hide and shield), HD 2, hp 16, 12, 8, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) come through the center section of the north wall; it looks like like they they can slithe slitherr throu through gh solid solid ston stone. e. If they they detect the PCs they will hiss, calling the other 6 in room #36b. #36b. The north wall of this room appears solid. The sections marked with "I" " I" betwee between n this room and room #36b are permanent illusions. Whether or not they can be dispelled is up to the DM. They might be detec detecte ted d by magic magic or a saving saving throw versus versus spells, but do not go away. Anyone who does not disbel disbeliev ieve e them them must must close close their their eyes eyes and walk walk forward through them to get past. The snakepeople do not seem to be effected by this illusion (they are affected by others though). It was made for them by other parties not covered in this module.
35. 35. HALL HALL OF EVER EVER BURN BURNIN ING G FLAM FLAMES ES.. There are six alcoves in this hallway, as shown on the map. Each has the 3 foot long (1 meter) stump of a bronze or brass pipe jutting out and up at a 45 degree angle. Each pipe ends in a flame from what appears to be gas. Each flame illuminates a 30' area around it, tinted by its color. Some areas have an odd odd tint tint wher where e the the ligh lightt of diff differ eren entt flam flames es overlap. If the the playe players rs find find thing things s like like this this anno annoyi ying ng because they always end up on the wrong end of thing things, s, the the autho authorr can only pity pity the DM. Smart Smart players will collect a bag of rats, snakes, crabs or some someth thing ing else else to use for guine guinea a pigs. pigs. (And (And for for res reserve rve foo food supplie lies if they get tra trapped somewhere...) a) The flame from this pipe has a silver tint. Touching it will heal the recipient of 1d6+1 (2-7 hit point points s dama damage) ge).. Each Each perso person n can can only only use use this this once per day. It does not affect inanimate objects.
36B. HIDDEN ROOM. ROOM. Six snake snakeme men n (AC 6 (tough, scaly hide and shield), HD 2, hp 12, 11, 10, 8, 8, 5, MV 90' (30') unencumbered, TH0 18, #A 1
b) This flame is tinted a sickly green. Any living being touching it will be afflicted by green slime. It
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weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) are posted to guard this room. (Also read room #36.) #36.) Two opening openings s in the wall to the the north north allow allow access to two flights of stairs (one east, one west) that that go down 10 feet feet to a landin landing. g. The centra centrall landing overlooks the pool that is room #50, #50, with a drop of about 30' to the pool. The ceiling of this area remains level with room #36. #36. Three ropes hang over the edge into the pool.
It will trade questions, wit, insults or whatever it is offered as fodder with someone for 6 rounds (60 seconds). This is intended to alert nearby guards, and does not serve any other purpose. If the PCs have yet encountered all the wandering snakemen the the DM thin thinks ks they they shou should ld,, have have some some come come slithering around to check out the noise (see the introduction to the level.) The These are heavy securi curity ty doors built uilt to withstand battering rams. The locks open or close heavy bolts in the frames which extend into the doors. When locked, a door can only be knocked down by great effort. Each door is locked by a very well made lock and each lock is in turn trapped by a poison needle (save versus poison or die). Each door is also trapped: about 10' up on the frame to one side is a cleverly hidden block an inch in diameter which must be pushed in to disarm said trap (it pops out each time the door is shut.) If not pushed in, opening the door releases a sudden jet of gas from a hole in the ceiling under the upper edge of the door top: the gas engulfs a 20' area around the door and explodes when it strikes open flames (torches, lanterns, candles, etc.). Damage is 2-12 (2d6) hit points, with a save versus dragon breath for half damage. If no flames exist, the gas hisses and falls to the ground and will dissipate over time (1d6 turns). Each gas trap only works once, once, but can be refill refilled ed.. Only Only the now now defun defunct ct cyclops owners know where they got the gas from.
37. ROOM. This room is full of tables, chairs, and benches. 38. HALLWAY. HALLWAY. 39. DEAD END. END. 40. HALLWAY HALLWAY.. Ther There e are are two traps traps in this this hallway. The north trap is a simple if cleverly hidden pit trap 20' deep (2d6 points of damage from falling). It cannot cannot be easily easily detecte detected d by simple simple means means like thumping the floor to check for hollow noises (doing so allows a roll to find traps at best). It springs when when a comb combine ined d total total of some some 100 100 poun pounds ds is placed on it. Snakepeople generally will not spring it (their weight is usually spread over a wider area) unless they "stand" right on it or several group up atop it. The south trap is a set of spikes built into the ceiling (everyone within the square is attacked by a 6 hit die creature - TH0 14 - and takes 3d6 (3-18) damage if hit.) Pushing on the wall beside it can trigger it, as can stepping on the square under it with more than 50 pounds weight.
44. CYCLOPEAN STONE TABLET. TABLET . This room has has 50' 50' high high vaulte vaulted d ceili ceiling ngs s and and is lined lined (floo (floor, r, walls, ceiling) with red marble stone. Sprawled in what will likely be shadows behind the columns in the eastern alcove are two giant rattlesnakes (AC 5, HD 4*, hp 23, 21, MV 120' (40'), TH0 16, #A 2 bites, D 1-4 + poison, S F 2, ML 8, Al N). Each has a leather "necklace" with 2 x 100 g.p. gems and 1 x 500 g.p. gem; these are riveted to the snake snakes s scales scales with one one loose loose area area on top that allo llows a rop rope to be ins inserte rted. (He (Helpin lping g the snakemen handle them.) The The nort north h wall wall feat featur ures es a dais dais reac reache hed d by climbing three 5 foot high steps. Atop it sits a huge brazier flanked by two large iron torch holders. The wall behind it features a mural. In the center is a large stone circle about twenty feet (6 meters) in diameter. An outer ring (about 1 foot in breadth) has an array of unusual runes that are magical symbols, not some form of language. The center features a gigantic looming head with a single eye in the center; the eye is made of bright, shining white white marb marble le set set with with an onyx onyx pupi pupill (it (it has has no
41. ROOM. Empty. 42. STAIRS DOWN. DOWN. This This set set of stairs stairs goes goes down some 100 feet - or so it seems. They actually come out in room #46 on the same level; each time a party goes down them, roll 1d6, on 1-3 they exit at the set of stairs marked "a" and on 4-6 they exit at "b". "b". They are subtly built with an illusion that hinders victims from detecting the change (allow a saving throw versus spells if someone gets wary and tries to disbelieve, for example). 43. ROOM WITH DOORS. Ornate, heavy iron doors 30' high block the three entrances from this room room to room room #44; #44; the the cent center er sect sectio ion n has has two two doors, the others one. Approaching the center set will ill evok evoke e a glow glowin ing, g, red, red, cycl cyclop ops s head head that that intones, "What would you do here?" in a loud voice.
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value.) This is a magic portal created by an ancient cycl cyclo ops race race.. Thre Three e piec pieces es of the the tabl tablet et are are missing; blank wall is where runic carvings should be. Without these pieces, it will not work. If reassembled, it can still only be operated with the the corr correc ectt spel spelll and and ritu ritual al,, whic which h can can only only be learned by traveling to a distant land and seeking a learned sage's help. The learning process would take at least a month once said sage is discovered and agrees to teach it. It's function can vary a bit (different spells and objects might create different effects), but it's main intent is to travel to specific places, which the DM will have to decide on. A villain, for example, might summon a terrible demon here by opening a route to the nether regions and working vile magic.
luminescent glow from the water, enough to see and act by but not enough to read by. Arrivals from room #47 are dropped randomly (or (or at the the DM's DM's conv conven enie ienc nce) e) in the the squa square res s marked 1 to 6 in the east pool. They are immediately immediately attacked by six giant eels (AC 6, HD 2, hp 11, 10, 9, 8, 7, 6, MV 120' (40'), TH0 20 - HD, #A 1 bite, D 1-6, 1-8 or 1-10, S F1 to F3, ML 8, Al N) kept in suspension by magic until victims are offered. The west pool is occupied by four giant pirahna (AC 6, HD 3+3, hp 22, 20, 15, 12, MV 150' (50'), TH0 16, #A 1 bite, D 1-8, S F 2, ML 7, Al N). At the bottom of this pool is a rusty, useless suit of chain mail, a few very old bones, and a section of old, almost rotten bamboo about a foot in diameter and two foot long. It slides in half at the center to reveal 500 g.p. and a potion of healing. healing . There are also a few eel bones, from one that slithered over the wall separating the pools some time ago. The hallway going west is one-way: creatures can go west and will wind up in room #31 as if there was was no wall betwe between en it and and this this room, room, but they they cannot turn around and go east.
45. (left open for expansion) 46. TRICK ROOM. See room #42; #42; this is where the stairwel stairwelll there there actually actually discharg discharges. es. The first first time a party exits either stairway, roll 1d6: on 1-3 the platform at "c" drops from the ceiling to the floor and releases four lions (AC 6, HD 5, hp 36, 27, 25, 20, MV 150' (50'), TH0 15, #A 2 claws/1 bite, D 2-5/2-5/1-10, S F 3, ML 9, Al N) who attack intruders; on 4-6 the platform at "d" drops releasing eight hyenas [wolf statistics] statistics] (AC 7, HD 2+2, hp, 17, 15, 14, 12, 10, 9, MV 180' (60'), TH0 17, #A 1 bite, D 1-6, S F 1, ML 8 (6), Al N). After that, the other plat platfo form rm drop drops s when when the the part party y exit exits s the the othe other r stairwell. The only exit is thee trick hall at #47. #47. NOTE: The monsters here are kept in magical suspens suspension ion until until released released.. They might radiate radiate a slight, dwindling magic aura if the PCs check or have some magic detection spell working.
50. POOL. A 30' deep pool of cold, somewhat clear water that circulates through streams in the walls of the cave (the openings are too small for anything but small fish, crayfish, etc.) This is in a natural natural cavern where the walls walls are uneven. uneven. The bott bottom om is a bit bit sand sandy y in plac places es and and mudd muddy y in others. Small shrimp or fish can be found. 51. NATURAL CAVERN. There is a short climb from the pool in room #50 to the floor of this natural hallway. The roof and walls are uneven; often they arch over in a dome. The floor is usually dry (or at worst damp) sand, rock or earth.
47. FALSE DOOR TRICK. At the end of this hallway is a false door with a latch. The moment someone lifts the latch, everyone in the hall up to where it meets room #46 is teleported to room #48 and dropped into the water there. This is the only exit from this area, other than by digging one's way out or some means of magic.
52. 52. NATURA NATURAL L CAVER CAVERN. N. A large large,, spaci spaciou ous s natural cavern much like #51. #51. Be sure to read #53 and what the snakemen are doing there. 53. NATURAL CAVERN. Much like room #51 as to environmental details. In the eastern alcove of this chamber there are three snakemen (AC 7 (tough, scaly hide), HD 2, hp 14, 13, 12, MV 90' (30') unencumbered, TH0 17, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C). One of them is stooping over to place a huge egg-like object in a muddy area. There are fifteen eggs in this region, all freshly planted. Some 1d6 rounds after the PCs enter the area (regardless of whether they attack, snoop around or whatever), whatever), the eggs begin hatching (1d6+1 per round until all
48. POOLS. This room has two 20' deep pools of semi-clear, cold water in it, separated by a dry rocky walkway some 10' across and 70' long and perhaps 2 feet higher than the surface of the pools. The ceiling is 30 feet high over the walkway. A set of stone steps emerges from the bottom of pool and enters the hall to the west. If all the light sources a party carries are extinguished, it will be lit by a dim
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are are open opened ed). ). Out Out of each each one one pops pops a smal smalll carnivorous dinosaur (AC 7, HD 1, hp 8, 7, 6, 5, 5, 5, 4, 4, 4 4, 4, 3, 3, 3, 3, MV 150' (50'), TH0 19, #A 1 bite, D 1-3, S F1, ML 9, AL N), famished and eager to attack. These creatures are not normal: they were cultured this way by the snakemen and pre-im pre-impri printe nted d to not atta attack ck them, them, but but will will attack attack humans and humanoids on sight. Sparkling in the wall (which was washed down to make mud) and in the mud around the eggs are 6 gems worth 200 g.p. each and 4 worth 500 g.p. each. A dozen or so crude rope carrying baskets are discarded nearby. From snaky tracks in the mud, it
appe appears ars more more than than one one trip trip was was made made (comi (coming ng from the exit passage at #54) #54) to deliver the eggs. 54. PASSAGE OUT. This natural cavern winds for perhaps a mile or so and exits in a secluded place on the main island map, which the DM can pick. In a nearby cove are several canoes and a raft used used to trans transpo port rt snakem snakemen en and their their cultu cultured red dino dinosa saur ur eggs eggs.. Ther There e may may even even be seve severa rall snakemen, although these creatures think in odd ways and posting guards is not always something they consider important.
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Part V : Snakemen The PCs spot a giant snake basking on a large flat rock at a distance in the lush jungle. It rears up, staring at them. A cobra-like hood flares out in fear, then it rises on its tail and slithers off at a fast pace (for (for a snake) snake),, hissin hissing. g. It has arms and and leathe leather r straps on which it carries pouches and a hand axe. In one humanoid arm is a spear. It is colored (in paint) various shades of red and green. The PCs have entered the domain of the snake people. This snakeman (AC 7 (tough, scaly hide), HD 2, hp 11, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) is a scout for a distant, hostile tribe.
Quick Key to the Pleasure Barge 1 and 9 are hatches that allow access to the lower deck via ladders. 10 and 18 are the same thing thing excep exceptt they they allow allow access access to the the main main deck. 2. is a main dining and carousing room. 3. ind indica icates tes the the base sup support for the mainmast, which is split but rejoined up top. 4, 5, 6, 7, and 8 are personal quarters for the guests. 11. 11. and and 12 are are ship ships s stor stores es with with lock locked ed doors. 13 is stores for the guests featuring fancy wines and fine linens, soaps, etc. 14. 14. and and 15 are are the the gall galley ey,, with with stov stoves es venting out the side. 16. Officer's room. 17. Crews quarters with bunks. Some crew would sleep up top.
A short distance further, they come across two statues statues of snake snake people people carved carved from translucen translucentt green jade. Each has it's fangs bared. One has crossed arms with a flail and short sword and the other is wielding a staff and wand. One statue has fallen and the other leans, tangled in vines. They straddle a stone paved road leading from a river into the jungle. Tied up to a stone mooring post (it is elabo elaborat rately ely carve carved d with with jungle jungle motif motifs) s) is a fairly fairly large river barge with a square house-like structure on it (the (the exact exact dimen dimensio sions ns are unde undecid cided; ed; the the design below with has a 5' per square scale but it coul could d be 10'. 10'.)) A wood wooden en gang gangpl plan ank k has has been been thrown over one side and rests on the shore; the PCs can move across it to enter the barge.
Blackened pools of blood are scattered on the decks here and there. Several pools are around hole holes s in the the wood wood,, as if jave javeli lins ns were were jamm jammed ed through the body that made them. Insects and flies
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are scattered about feasting on the blood, but not thick yet. A single dead human lies sprawled after a fight on the bow near the ladder way. He is dressed in black winding clothing over a bronze scale armor that has the same general weight and protection as chain chain mail. mail. His neck is swollen swollen grotesquel grotesquely, y, and blackened, with two fang-like puncture wounds. Inside Inside the the boat boat are twelve twelve snake snakeme men n (AC 7 (tough, scaly hide), HD 2, hp 16, 15, 11, 9, 8, 8, 7, 6, 6, 5, 4, 3, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) who will burst out of windows and the doors doors to attac attack. k. They They are scatte scattered red abou aboutt and and cannot attack the party as one group. These are colored (in paint) various shades of green and blue over their natural, muted dull greens (dark on top, light on their "belly"). One cabin was once appointed more elegantly than than the the othe others, rs, but but anyth anything ing of value value is gone gone.. Some torn bedsheets and mattresses are left, as well ell as wood wooden en furn furnit itur ure. e. In one one desk desk is the the beginnings of a journal recording the last few days of travel spent searching the river for "...clues to the Cycl Cyclop ops s gate gate." ." but but few few othe otherr deta detail ils. s. It note notes s dista istan nces trav ravelle lled, a lack lack of any sig signs of civili civiliza zatio tion, n, and and a patie patient nt dete determi rmina natio tion n to find find something something thought to be of great value to someone seeking power. The river barge is not sea worthy enough to travel the ocean alone; it was shipped to the island betwee between n two specially specially made sailing sailing ships ships which which bracketed it somewhat like a catamaran. If exposed to a violent storm and high waves, it will flounder and sink in a matter of a few hours or less (1d6 x 10 minutes). It can sail on rivers and around the coast coasts s under under its own own powe power, r, provid provided ed the crew crew flees to shelter if a violent storm approaches. It can travel travel in far far shall shallow ower er water waters s than than most most saili sailing ng ship ships s of the the same same gene genera rall size size.. (Mos (Mostt sail sailin ing g vesse vessels ls have have a deep, deep, heavy heavy keel keel to help help them them maint maintain ain stabi stabilit lity y in high high wind winds, s, as oppo opposed sed to rowbo rowboat ats s and and river river barge barges s which which have have shallo shallow w keels if not flat bottoms to make them easier to oar and maneuver in shallow waters.)
Snakeman Lair Level 1 Snake Stairwells: Stairwells : The snake-p snake-peo eople ple do not not use high steps like humans. Their "stair wells" are narr narrow ow wind windin ing g tunn tunnel els s with with a roug rough h pebb pebble led d surface to aide in traction when coming up. There are no "steps" like humans would use. The ceilings are around 10 to 15 feet high, up to 20' high in the wide hallways. The DM will have to decide what if any lighting is provided inside. 1. DOWN THE VENT SHAFT. This is a hilltop with grass and small trees. The ground is paved in flat, neat stone blocks grown through with grass and weeds. A round hole about six-feet wide is in the the cent center er.. It lead leads s down down into into a croo crooke ked, d, dark dark vertical shaft about nine feet in diameter. The side view of the shaft is above. The three ledges shown are rough, the result of the earth shifting. Atop the first one rests the bony remains of a human skeleton, skeleton, completely harmless, with the ragged bits of leather armor about it. A rusted flail is nearby, and some 1d6 each of gold, silver and copper coins spill from a rotten leather pouch. The walls of the shaft are streaked with strands of silk spider webbing, though not enough to form a web. Hanging underneath the first ledge is a giant
The stone highway weaves through the jungle, crossing a ruined bridge where crocodiles lurk and passi passing ng sever several al build buildin ings gs destro destroyed yed by age. age. It arrives at a lost city of fallen walls and buildings overgrown with jungle. Within the city they will find the the snak snakem eman an lair lair belo below. w. You You will will need need the the Snakeman Lair map to run it.
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black widow spider (AC 6, HD 3*, hp 21, MV 60' (20') In Web: 120' (40'), TH0 17, #A 1 bite, D 2-12 + poison, S F2, ML 8, Al N), who's burrow is behind it. It will try to ambush anyone coming down. In the small hole it nests in is rubbish including 3 gems worth 50 g.p. each. Atop Atop the the thir third d ledg ledge e is a holy holy symb symbol ol on a broken chain, a clutch of rotten torches and a flint and steel set (the steel is rusted). The bottom of the shaft is directly above room #2 on the map. It is shut by a rusty, four foot wide round metal grate with square bars about an inch thic thick k and and plen plenty ty of spac space e to sque squeez eze e a hand hand between them. It hinges on the underside (north) and is latched on the south on the underside. The latch can be reached; it is rusted shut but some hard hammering will free it. The grate will swing down with a loud screech (unless oiled) alerting the guards at #3. #3. There is a fifteen foot drop to the floor.
back on the mainland. 5. PASSAGE DOWN. A stout wooden door with a set of bars about two feet from the top is in the wall wall here. here. Lifting Lifting the latch latch open opens s it to revea reveall a snake stair-well. A tight corridor surfaced with small stones for traction spirals down some 50' to room #8 on the level below. 6. EMPTY. EMPTY. This area is empty, with a few stray rocks and cobwebs. 7. ADMIN ADMINIST ISTRA RATIO TION N ROOM. ROOM. This is the residence of a tough, mean snakeman that is in charge of the guards on this level (it gets a +1 bonus to hit and damage due to strength). It is always in a surly mood and will not be happy with intruders. Six more lackeys with spears and shields share the residence. 1 snakeman leader (AC 7 (tough, scaly hide), HD 4, hp 23, MV 90' (30') unencumbered, TH0 16, #A 1 battle ax, D 2-9 (1d8+1 for strength), S F4, ML 8, AL C)
2. FIRS FIRST T ROOM ROOM.. This This room room feat featur ures es two two wooden doors and a short hallway that leads to the guard room (#3 ( #3)) around the corner. 3. GUARDS GUARDS.. These These slithe slithery ry guard guards s will will hear hear any excess noise in room #2 and go investigate (especially if the grate is allowed to squeal open).
6 snak snakem emen en (AC (AC 6 (tou (tough gh,, scal scaly y hide hide and and shield), HD 2, hp 13, 12, 11, 7, 6, 6, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by weapon, S F2, ML 8 with leader 7 without, AL C)
6 snakemen (AC 7 (tough, scaly hide), HD 2, hp 14, 13, 12, 10, 7, 6, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C)
The room is furnished with low tables but no benches or chairs. Hanging on the wall on a peg is a leather satchel with 200 g.p., 600 s.p., and 1300 c.p. in it.
Their crudely hollowed out room features low tables (but no other furniture). In a niche on the north wall is a small golden idol (10 coins weight) with a red gem in the center of the forehead worth 250 g.p. intact (150 g.p. for the gem + 10 g.p. worth gold + 90 g.p. collector's value.)
Snakeman Lair Level 2 8. PASSAG PASSAGE E UP/DOWN. UP/DOWN. A snake snake stair-we stair-wellll winds upwards 50' and eventually ends at room #5 on the first level.
4. STORE STORE ROOM ROOM There There is a closed closed,, simple simple woode ooden n door door (3 feet feet wide, ide, 6 feet feet high high)) in a recessed alcove in the center of the wall. It has a set of bars about two feet from the top (about a foot by foot) through which barrels and boxes can be seen in the dark room. The door is tied shut with rope and easily opened. Most of the barrels contain water; water; one contain contains s a strong strong alcoholi alcoholic c beverag beverage e brewed from whatever jungle fruit and sugarcane can be collected. The crude wooden crates contain rough canvas and food stuffs. A small wooden cask with a stoppered bung hole holds about 5 gallons of lamp lamp oil. oil. Read Read comm common on letter letters s on it menti mention on a small oil refinery near the PCs place of origin way
9. HALLWAY. HALLWAY. A wide hallway. 10. COMMON ROOM. Seven snakemen (AC 7 (tough, scaly hide), HD 2, hp 16, 13, 10, 8, 8, 6, 5, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) are in this this crud crudel ely y holl hollow owed ed out out room room,, whic which h has has wooden bunks and pallets for a dozen. Each wields lds a spe spear with ith a 50 g.p. gem gem embedded in the haft near the metal blade. 11. SNAKEMEN GUARDS. GUARDS. Six snakemen are coiled here. They have 20 g.p. each in small leather
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pouches. Snakemen (AC 7 (tough, scaly hide), HD 2, hp 16, 11, 8, 7, 6, 6 MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C)
weapon, S F2, ML 12, Al N) Thes These e were were crew crewme men n aboa aboard rd the the plea pleasu sure re barge. If freed from her service (when she is slain or forc forced ed to free free them them), ), they they can can offe offerr litt little le information: they know little about it's mission. The room has a low pallet and table (but no chairs or such.) On a small table is a wooden bamboo cylinder with a snugly fit lid (of bamboo); the lid has a small iron needle coated with poison cleverly hidden in it such that anyone who grips to twist it off will get poked (save versus poison or die, or suffer extreme illness for 1d6 x 4 hours.) Inside are 3 gems worth 50 g.p. each, 2 gems worth 100 g.p. and 300 g.p. On the wall is a length of rope with 3 bottles: 2 are potion potions s of healin healing g and one a potio potion n of poison. poison .
12. 12. WOOD WOODEN EN TUB TUB ON STEP STEPS. S. The floor floor slopes up here a total of 10' and ends at a short flight of steps leading up to a door. As soon as the PCs get close enough they see a large wooden tub on the top steps: a normal normal party's party's footsteps footsteps will cause it to tip over; only a thief moving silently and alone will not trigger it. (Snakemen do not make enough vibrations to tip it.) If it tips over, a large black blob spills out and comes oozing down the steps steps towards towards them (looking (looking exactly exactly like a black black pudding pudding monster.) monster.) If struck struck by fire, fire, this chemical chemical explo explode des, s, splat splatter tering ing flamin flaming g goo goo everyw everywher here: e: anyone within 30' is attacked by a 3 hit die monster (TH0 17) and takes 1d8 hit points of damage the first round if hit; if not extinguished by water (or smothering the flames) it burns two more rounds for 1d6 then 1d4 damage. If not struck by fire, it oozes down the hall covering some 30' of it, making it slippery and gooey, and posing a threat in that it will will explo explode de if struck struck by embe embers rs from from a torch torch or other open flame.
13.b TREASUR TREASURE E . A room room with with a tabl table e and and various treasures; a jewel encrusted goblet worth 500 g.p. (weight 10 cons), 1,000 g.p., 1,200 s.p., 1,500 c.p. (the coins are quiet ancient and of odd design, but are pure enough to be accepted as-is by most merchants.) 14. PRISON. PRISON. Intellige Intelligent nt "meat" "meat" supplies supplies are kept here for future feeding. The cells are blocked by heavy steel bars; a small 3' wide door is in each and is held shut by a strong pin bent over to one side; the doors cannot be picked and will require heavy tools to open the pins. Cell Cell "a" conta contains ins two dead dead human humans s in black black windi winding ng cloth cloth garb. garb. They They hung hung their their selve selves s with with their amulets; each has a bronze amulet of a single eye and tattoos dedicated to evil. Cell "b "b" contains a single lizardman (AC 5, HD 2+1, hp 11, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 12, Al N) that hat hiss isses and jerk jerks s on the door desperately if the PCs pass by. It will join them in an effort to escape, if allowed. If the party exits the dungeon, dungeon, it will leave the party and go off to find it's own tribe. Cell "c "c" contains three injured men who beg (in a stra strang nge e dial dialec ectt of com common) mon) to be set set free free "... "...be befo fore re the the snak snake e peop people le eat eat us!" us!" They They are are membe embers rs of the the cult cult of evil evil (the (the hit hit poin points ts in parenthesis parenthesis is what they will have if they heal): (AC 9, Level 1 fighters, hp 3 (6), 3 (6), 2 (4), MV 90' (30'), TH0 19, #A 1 weapon (battle axe), D 1-8, S F1, ML 7, Al C). They wear winding black clothing and have their bronze amulets (worth about 5 g.p. each to a coll colle ecto ctor), r), but are are unarme rmed and unarm unarmore ored. d. They They will will join join the party, party, but but if they they
13. 13. PRIE PRIEST STES ESS S QUAR QUARTE TERS RS.. The door features a very well made lock (which is currently locked) on a very stout door. It opens inward. Inside Inside are the snake snakema man n pries priestes tess s and and two humans. The priestess has 4 arms and can fight with 2 maces and 2 shields. She wears a suit of brass coated steel chain mail. Snakeman priestess (AC 3 (tough, scaly hide plus chain mail; AC 1 with both shields), Level 6 Cleric, hp 24, MV 60' (20') unencumbered, unencumbered, TH0 17, #A 2 weapons or bite, D 1-6 by 2 x maces, S C6, ML 9, AL C) Spells (2, 2, 1, 1): 1st level - cause light wounds, detect good 2nd level - snake charm, hold person 3rd level - curse 4th level - neutralize poison She has just completed a ritual binding the two humans to her service; each has a 50 g.p. gem embedded in his forehead and a vacant stare. They atta attack ck as she she dire direct cts s them them and and will will figh fightt unti untill destroyed unless she calls them off: 2 humans under her control (AC 9, HD 2, hp 11 and 9, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 or
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reach reach a civili civilize zed d region region where where they they can can acquir acquire e passage on a ship they will leave; they will also defect to fellow cultist at the drop of a hat. These These are low level level flunki flunkies es and and know know little little about the cult's goals beyond it is seeking some ancie ancient nt const construc ructio tion n of powe powerr in the area. area. They They were were part part of the the plea pleasu sure re barg barge e crew crew:: it was was mapping and exploring the river and they have no idea of the cult's activities elsewhere. Cells "d "d" and "e "e" are empty.
of +2 to damage and hitting for strength) as well as 2 shields. Snakeman leader (AC 7 (tough, scaly hide), HD 6, hp 43, MV 90' (30') unencumbered, TH0 14, #A 2 weapons or 1 bite, D 3-10 (1d8+2) each sword, S F6, ML 8, AL C). The leader wears a leather harness studded with five 100 g.p. gems. 24. PASSAGE DOWN. This is a winding snake stair-well. It exits at #25 on Level 4.
Snakeman Lair Level 4
15. 15. SLAU SLAUGH GHTE TER R ROOM ROOM.. This room has several several blood blood splatter splattered ed wooden wooden tables. tables. Bronze Bronze cleavers and knives hang on thongs on pegs in the walls.
This level features a guard of undead beasts. The priest priestess ess in room room #13 control controls s them when when snakepeople need to move back and forth through them. Random Encounters are uncommon, occurring on a roll of 6 on 1d6 every turn (10 minutes.)
16. PASSAGE DOW DOWN. This This snak snakem eman an passa passage ge winds winds down down some some 30' 30' to room room #18 on level 3. It has a pebbled floor but no steps.
1d6 Encounter 1-2 1-6 giant rats (AC 7, HD 1/2, hp hp 3, 4, 2, 1, 3, 2, #A 1 bite, Dam 1-3 + 1 in 20 chance disease, Mv 120' (40') (1/2 swimming), TH0 19, S NM, Ml 8, Al N)
(17. left open for expansion)
Snakeman Lair Level 3 18 PASS PASSAG AGE E UP. UP. This winding winding snakema snakeman n stairwell leads up to room #16 # 16 on Level Two.
3-4 1-6 ghouls ghouls (AC 6, HD 2*, hp 10, 10, 9, 8, 8, 8, 7, 6, #A 1 claws / 1 bite, Dam 1-3/1-3/1-3, Mv 90' (30'), TH0 18, S F2, Ml 9, AL C)*
19. WATER WATER FOUNTAI FOUNTAIN. N. A small small fount fountain ain of wate waterr is in this this nich niche. e. The The wate waterr is fres fresh h and and potable.
5 3d6 normal normal rats rats (AC (AC 9, HD 1 hp, MV MV 60' 60' (20') (20') 30' (10'), TH0 19, #A 1 bite, D 1 + disease, S NM, ML 5, Al N) 6 1d4 Giant Giant Frogs Frogs (AC (AC 7, HD 1, hp 7, 7, 6, 5, 4, 4, 4, 3, 3, MV 90' (30'), TH0 19, #A 1 bite, D 1-3, S NM, ML 6, Al N)
20. NICHE. NICHE. Nothing here. 21. AMBUSH. These two niches have strong stone pillars some 5' wide in them. Hiding behind each each pillar pillar are 3 snake snakeme men n (AC 7 (toug (tough, h, scaly scaly hide), HD 2, hp 12, 7, 6, 16, 11, 5, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by weapon, S F2, ML 7, AL C) with spears who will try to ambush intruders. Also read # 23 below. Their spears have 50 g.p. green gems embedded in the haft near the metal point.
* Each has a 50 g.p. gem embedded in it's fore forehe head ad and and is boun bound d to the the cont contro roll of the the snakeman priestess in room #13. #13. 25 PASSAGE FROM THE UPPER LEVEL . The winding winding snake snake stair-we stair-wellll that starts in room #24 stops here, opening out in the east wall. There is a thirty foot drop. Splinters and chunks of wood lie scattered far below where a wooden access ramp may have existed. Spaced about every five feet up the wall (5, 10, 15, 20, 25, and 30) are twin sets of holes about eight inches (20 centimeters) square and a foot (30 centimeters) deep. Two ropes are tied to a heavy bar driven across the bottom of the opening, and coiled nearby. A foul, foul, rotten rotten odor odor will will drift drift up if the the player players s have have their their chara characte cters rs pause pause to look, look, listen listen and and smell for a few minutes. If they wait long enough, a grunting can be heard and eventually one or two of
22. 22. HALLW HALLWAY AY.. This This high igh hallw llway has 4 columns supporting the north end and four forming a separation on the south end. 23. SNAKEMEN ARCHERS. Behind the pillars are four four snake snakeme men n arche archers rs (AC 7 (toug (tough, h, scaly scaly hide), HD 2, hp 11, 8, 7, 4, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by weapon, S F2, ML 8 with leader 7 without, AL C) with short bows and hand axes, using the pillars for cover. A four-armed snakeman leader is also here and wields two swords (gaining a bonus
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the ghouls that dwell around the room at 26 will be seen seen scurry scurryin ing g out out to chase chase giant rats that that flee flee squealing from them.
tedious search for minor cracks where they join the main wall. There are three pressure plates in the floor as marked with "X " X"s: each extends the width and and brea breadt dth h of the the squa square re show shown n and and each each is broken into segments. Snakepeople sliding along do not exert enough ground pressure on any one segment to trigger the plate; most humanoid PCs and NPCs do. Stepping on one causes the walls to fall into the floor in a split second, releasing 12 zombies (AC 8, HD 2, hp 13, 12, 12, 11, 11, 10, 10, 8, 7, 7, 6, 6, MV 120' (40'), TH0 18, #A 1 weapon, D 1-8 or weapon, S F 1, ML 12, Al C) in the north cubicle and 12 skeletons (AC 7, HD 1, hp 8, 7, 6, 6, 5, 5, 4, 3, 3, 3, 2, 2, MV 60' (20'), TH0 19, #A 1, D 1-6 or weapon, S F 1, ML 12, Al C) in the south cubicle to attack intruders.
26 GHOUL GHOUL ENCLAVE ENCLAVE.. The ravenou ravenous s ghouls ghouls will (if allowed) allowed) attack savagely. Each has a 50 g.p. gem embedded embedded in it's forehead and is bound to the control of the snakeman priestess in room #13. #13. 6 ghouls (AC 6, HD 2*, hp 10, 9, 8, 8, 7, 6, #A 1 claws / 1 bite, Dam 1-3/1-3/1-3, Mv 90' (30'), TH0 18, S F2, Ml 9) 27. EMPTY ALCOVE. Little more than bones and broken bits of furniture. 28. BLOCKED. A set of heavy iron bars block the passage leading into the hallway to the west.
32. EMPTY CHAMBER. Nothing here. 29. GHOUL GUARD POST. POST . Eight ghouls (AC 6, HD 2*, MV 90' (30'), hp 15, 15, 14, 14, 10, 6, 6, 5, TH0 18, #A 2 claws/1 bite, D 1-3 all + special, S F2, ML 9, Al C) (from cannibal natives) hunker here despondently, waiting for feeding time. Each has a 50 g.p. g.p. gem gem embe embedd dded ed in it's it's fore forehe head ad and and is bound to the control of the snakeman priestess in room #13. #13.
33. 33. RAT RAT WARREN WARREN.. This This wall wall is scou scoure red d by holes about 4' round near the floor. It is a warren for 12 giant rats (AC 7, HD 1/2, hp 4, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, MV 120' (40') 60' (20'), TH0 19, #A 1 bite each, D 1-3 + disease, S F 1, ML 8, Al N). Their nests contain a gem worth 250 g.p. and 30 g.p. in loose coins drug in with the clothes of some unfortunate soul eaten long ago.
30. SNAKEMAN WARDENS. WARDENS. A set of iron bars block the entry to this room. The lever that raises them is some 10' east of the bars on the north wall, and can be pushed up to raise it (or down to lower it) via a 10' pole, long spear, or other means of reaching through the bars. Six snakemen guards (AC 7 (tough, scaly hide), HD 2, hp 16, 13, 10, 9, 7, 5, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by weapon, S F2, ML 8, AL C) reside here. The priestess in room #13 usually arrives every so often to bring food or such. In the center of the west wall is a lever that raises (by lifting it up) or lowers (by dropping it) the iron bars at the intersection of #28. #28. Also Also in the the room room are are thre three e larg large e clay clay urns urns (about 25 gallon capacity) with water, a small one (about 5 gallons capacity) with a weak local wine, and a sack with various types of dried meat and vegetables and fruits (about 40 pounds). The niche niches s south south are indivi individu dual al rooms rooms with with stra straw w pall pallet ets. s. Unde Undern rnea eath th one one pall pallet et in a hole hole covered by loose earth is a pouch with 100 p.p.
34. POOL. POOL . This high-vaulted natural cavern is slick with moss. The smell of water plants waft from the large opening gaping to the south. During the day is it usually bright and the exterior is obvious. Holes have been chewed into the east wall (see #33). #33). 35. POOL POOL EXTERIO EXTERIOR. R. This This open opens s into into the the glade outside, where giant frogs wait on prey. The characters hear a deep splash, as loud as a human leaping into the water. Presently 2-5 (1d4+1) giant frogs will attack the party, leaping hungrily at them around the rim. They are joined by more frogs each round of combat until 7 total are attacking. 7 giant frogs (AC 7, HD 2+2, hp 16, 15, 13, 11, 7, 6, 6, MV 90' (30'), TH0 17, #A 1 bite, D 2-5, S F1, ML 6, Al N) NOTE: The above statistics are the same for "giant "giant toads." toads." These frogs frogs are highly toxic (said (said poisons are in their skin and saliva) and anyone hit by one must save versus poison or be debilitated by extreme illness for 1d6 hours; a second save is then required to avoid death. The PCs could collect perhaps enough of this
31. FALLING WALLS. This stretch of hallway looks like any other: the secret "walls" north and south are extremely hard to differentiate without a
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poison for 7 uses. It is slippery and will not adhere well to weapons and will loose potency in 2 days. Proc Proces essi sing ng one one dose dose to make make it stic sticky ky and and to preserve it might take 100 to 600 g.p. (the DM's choice based on how expensive decent poisons are in their world.) To the west is a single plant with 1d6+1 (2-7) colo colorf rful ul frui fruit. t. Each Each frui fruitt weig weighs hs 10 coin coins s and and functions as a potion of healing. healing. This fruit will only keep for 4 weeks or so (attempts to preserve them fail, unless enough money has to be spent to make a potion of healing.) healing.) At the bottom of the pool is a sunken longboat, long long rotted rotted away away.. Amid Amid the the decay decayed ed wood wood and and rusted rusted iron fittin fittings gs is what what was was once once a woode wooden n
chest containing 1300 g.p., a potion of invisibility invisibility and and (in an airtig airtight ht woode wooden n conta containe iner), r), five five +1 arrows, and six +1 crossbow bolts. bolts . FINAL NOTE ON THE SNAKEPEOPLE: SNAKEPEOPLE: This small outpost ost is a samplin ling of the the sna snakepeo people. le. Elsewhere on the island and in other places one migh mightt find find a diff differ eren ent, t, more more adva advanc nced ed race race of snake-human hybrids called the "lamia", who are typically much more powerful (6 to 9 hit die or so) and have mystic sight. Under their tutorship, the snakepeople brought down a cyclops society on the island devoted to gaining power over other races. Evil replaced evil, with it's own ambitions for power.
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Appendix I: Pre-generated PCs , New Magic, New Monsters NPCs A harried DM who needs some characters to use quickly can throw some of these into play, changing deta detail ils s as desi desire red. d. They They can can also also be used used for for NPCs: Name Sex Race Class Level XPs HP AC Str Int Wis Dex Con Cha Gear
Nonna Oakwithe female dwarf fighter 4 9,900 18 2/1 16 (+2) 12 15 (+1) 14 (+1) 12 6 (-1) war hammer shield plate mail
William Kleg male dwarf fighter 4 9,450 18 2/1 14 (+1) 14 (+1) 11 15 (+1) 9 12 sword shield plate mail crossbow
Alexi Wolf-ears female elf fighter 3 9,450 11 5/4 17 (+2) 13 (+1) 10 11 12 12 pole arm, hand axe chain mail shield sling
players who do not have enough time to make up their own. Some details are not covered: look up what whateve everr is missin missing. g. Some Some basic basic equipm equipmen entt is suggested, but the DM will have to flesh them out more. Kale Wolf-ears male elf fighter/magic-user 3 9,450 11 5/4 14 (+1) 13 (+1) 11 10 12 15 (+1) spear chain mail shield bow, 20 arrows 6 silver arrows
Lillian Killy female halfling fighter 4 9,450 14 5/4 14 (+1) 11 13 (+1) 10 12 15 (+1) hand axe chain mail shield
Blink Tolston male halfling fighter 4 9,450 18 4/3 13 (+1) 9 14 (+1) 14 (+1) 13 (+1) 12 short sword chain mail silver knife
Filbert Hella Trudy Aron Viki Thomas Rob Name Lorne Wraithspleen le Caffrey Fishstealer Elgara Whistle Gyk Redsilk Sex male female female male female male male female Race human human human human human human human human Class cleric cleric fighter fighter magic-user magic-user thief thief Level 4 4 4 4 3 3 5 5 XPs 9,450 9,450 9,900 9,900 9,450 9,900 9,900 9,900 HP 18 14 26 22 11 11 18 13 AC 4/3 5/4 3/3 2/1 9/9/5/5/Str 11 14 (+1) 17 (+2) 18 (+3) 10 12 15 (+1) 13 (+1) Int 13 (+1) 11 9 9 15 (+1) 17 (+2) 9 12 Wis 14 (+1) 13 (+1) 12 9 12 10 11 11 Dex 13 (+1) 10 9 14 (+1) 12 11 17 (+2) 17 (+2) Con 13 (+1) 12 16 (+2) 13 (+1) 14 (+1) 13 (+1) 13 (+1) 11 Cha 11 15 (+1) 12 12 12 12 10 11 Eqp. mace flail (war battle ax sword 6 x daggers 4 x daggers sword sword hammer) shield shield shield leather leather chain mail chain mail plate mail plate mail 2 daggers 2 daggers
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New Monsters The goal is to provide a selection of aquatic and prehistoric creatures not defined by the main rule books the author has, for the DM who is looking to add variety to their game. Not all users will have the same supplements and expanded rules sets. If you prefer a definition from some other source, use it! The number of creatures handy for lost settings and naval encounters not covered by most rules is pretty extensiv extensive. e. The islands will be home home to whateve whatever r other creatures the DM wants, as well. Ant Lion, Giant Armor Class: Hit Dice: Move: Attacks: Damage:
3 5 120' (40') 1 bite 1-10
Common monkey (AC 6, HD 1/2, MV 120' (40'), TH0 16, #A 1 claw and bite, D 1-2, S NM, ML 6, Al N)
No. Appearing: 1-4 (2-8) Save As: Fighter: 3 Mo Morale: 9 Treasure Type: Ni N il Alignment: Neutral
Baboon (AC 6, HD 1/2 to 1, MV 120' (40'), TH0 19, #A 1 claw and bite, D 1-3, S NM to F1, ML 8, Al N) Chimpanzee (AC 6, HD 1 to 1+1, MV 120' (40'), TH0 19 to 18, #A 1 claw and bite, D 1-4, S F 1, ML 7, Al N)
Giant Ant Lion (AC 3, HD 5, MV 120' (40'), TH0 15, #A 1 bite, D 1-10, S F 3, ML 9, Al N) Thes These e beet beetle le-l -lik ike e inse insect cts s dig dig unde underg rgro roun und d tunn tunnels els.. They They creat create e traps traps of loose loose earth earth which which appear like normal ground, but once a creature gets near near the the cent center er they they drain drain into into an under undergro groun und d channel, pulling the victim down with them. Their victim falls some 10 feet or more and the ant lion pounces on them. An ant lion may have several sand traps near a central chamber, and will exit one if fleeing. Apes and Monkeys Armor Class: Hit Dice: Move: Climbing: Attacks: Gorilla: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
young or their territory. Most are vegetarians. Common monkeys come in many different types and are smaller than most other types. Baboons are often the size of common common monkeys but are far more aggr aggres essi sive ve and and occa occasi sion onal ally ly even even hunt hunt smal smalll animals animals and other other monkeys monkeys for food. food. Oranguta Orangutans ns are more solitary than the other types; on Earth they are only found in a few select places. The cave cave goril gorilla la cover covers s gigan gigantop topith ithec ecus us and and similar "giant prehistoric apes" who may have been harmless plant eaters or not. General statistics are:
Orangutan (AC 6, HD 1+1 to 2, MV 120' (40'), TH0 18, #A 1 claw and bite, D 1-6, S F 1, ML 6, Al N) Gorilla (AC 6, HD 2 to 3, MV 120' (40'), TH0 18 to 17, #A 1 claw and bite, D 1-8, S F1 to F 2, ML 7, Al N) Cave Gorilla (AC 6, HD 4, MV 120' (40'), TH0 16, #A 1 claw and bite, D 1-10, S F 2, ML 7, Al N)
Beetle, Giant Rhinoceros 6 1/2 to 4 120' (40') 120' (40') 1 bite 2 claws 1-2, 1-2, 1-3, 1-4, 1-6 2-12 (3-18) Fighter:NM to Fighter: 2 7 Nil Neutral
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
1 (exoskeleton) 7 or 14 120' (40') 1 bite 2-12 or 2-24 1-2 (1-2) Fighter: 4 or Fighter: 7 10 Nil Neutral
Giant rhinoceros beetle (AC 1, HD 7 or 14, MV 120' (40'), TH0 13 or 9, #A 1 bite, D 2-12 or 2-24, S F 4 or F 7, ML 10, Al N)
The rock baboon and white ape defined in most rule books are fantastic fantastic variations, very carnivorous, carnivorous, aggressive and even bigger than normal. This entry cover covers s the the more more comm common on,, natu natural ral creatu creatures res as encountered on the Dreaded Islands. Most of these are not not aggre aggressi ssive ve to huma humans ns unles unless s defe defend nding ing
AKA "He "Hercu rcules les beetle etles" s",, these massiv sive creatures trundle about in search of food. They have a single single hooked hooked horn horn on their their foreh forehea ead d which which is usually used when fighting for mating rights.
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varies, Mv 120' (40'), TH0 17 or 16, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F3 to F4, Ml 8, Al Any)
Beetle, Giant Stink Armor Class: Hit Dice: Move: Attacks: Damage:
3 3 150' (50') 1 bite 1-10
No. Appearing: Save As: Morale: Treasure Type: Alignment:
1-6 (1-12) Fighter: 2 9 Nil Neutral
Chief cephalapodian (AC 9, HD 8 to 9, hp varies, Mv 120' (40'), TH0 12, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F8 to F9 Ml 9, Al Any)
Giant stink beetle (AC 3, HD 3, MV 150' (50'), #A 1 bite, D 1-10, S F2, ML 9, Al N) These giant beetles can emit a massive blast of extremely foul liquid that forms a vapor field for 30 feet around them, causing any victims within that area to gag and choke in nausea for 1d6 rounds (unless they save versus poison.) This liquid dries up in around 2d6 rounds (20 - 120 seconds). Those on the Dreaded Islands often have a shimmering emerald green or electric blue carapace. Cave Lion Armor Class: Hit Dice: Move: Attacks: Damage:
6 No. Appearing: 11-4 (1-4) 7 Save As: Fighter: 4 150' (50') Morale: 10 2 claws/1Treasure Nil bite Type: 1-8/1-8/2-12 Alignment: Neutral
Cave lion (AC 6, HD 7, MV 150' (50'), TH0 12, #A 2 claws/1 bite, D 1-8/1-8/2-12, S F 4, ML 10, Al N) Large prehistoric relative of the lion.
Chameliod, Common
Cephalapodian (Squid People) Armor Class: Hit Dice: Move: Swimming: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
At first glance cephalapodians look like a hybrid merm mermai aid d - a huma human n body body from from hips hips on up with with octopi tentacles instead of legs. Whether or not the two races are related is up to the DM. These people can breathe aerated water or raw air equally well. They vary in hit die from 1 to 9: most are 1 hit die, heroes 2 hit die and so on. Few reach higher than 5 or 6 hit die; the ones on up are leaders and "nobles." They can have classes and experience levels like humans. Most of them will be fairly irly humanoid in appearance. Some odd types exist, such as sharkheaded cephalopods who tend to act as heroes and henchmen for more noble types. The king has an octopi-like head surrounded by eight tentacles. A secret they tend to keep away from strangers is that the nobles have a limited shape changing ability. ability. Once they they assume assume a form, form, they are often often locked into it for some time; they have about about a 1 in 6 chance per day of reverting to another form. Some forms are only allowed to nobles. Commoners who attem attempt pt to assum assume e them them are flaye flayed d horri horridly dly,, as befit's the wrath of their deities. The shark-head and octop octopi-h i-hea ead d are the the two main main forms forms the the deiti deities es regulate for those on Dreaded Islands.
Armo rmor Cla Class: ss: 7 (h (hide ide) Hit Dice: 2+1 Move: 120' (40') Flying: 360' (120') Attacks: 1 weapon Damage: 1-6 or by weapon
9 1 to 9 30' (10') land 120' (40') 1 weapon 1-6 or by weapon 3-18 (30-300) Fighter:1 to 9 7, 8 or 9 A Any
No. Ap Appearin aring g: 1-6 (5-3 (5-30 0) Save As: Fighter:1 + Morale: 7 Treasure Type: D Alignment: Chaotic
Chameliods are offshoots of lizardmen. They are hybrid hybrid of chame chameleo leon n lizard lizards s and and have have color color and and text textur ure e chan changi ging ng skin skin that that makes akes them them very very stealthy. They also have suction-cup like knobs on the ends of their toes and fingers which allow them to cling to almost almost anythin anything. g. Differen Differentt tribes tribes might might have have their their own own chara characte cteris ristic tics. s. The ones ones in this this module use blowguns and poisons they make on their own.
Cephalapodian (AC 9, HD 1 to 10, hp varies, Mv 120' (40'), TH0 varies, #A 1 weapon, D 1-6 or by weapon, S F1 to F10, Ml 7, Al Any)
Cham Chameli eliod ods s (AC 6 natur natural al hide, hide, HD 2+1, 2+1, hp vari varies es,, MV 60' 60' (20' (20')) In wate water: r: 120' 120' (40' (40'), ), #A 1
Shark headed cephalapodian (AC 9, HD 3 to 4, hp
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weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N)
include: Liopleurodon, Macroplata, Peloneustes and Kronosaurus (Kronos lizard, king of time). Icht Ichthy hyos osau aurs rs were were fish fish-l -lik ike e crea creatu ture res s that that breathe breathed d air. Members Members include include:: Cymbosp Cymbospond ondylus ylus,, Icht Ichthy hyos osau auru rus s (fis (fish h liza lizard rd), ), Eurh Eurhin inos osau auru rus, s, Mixosaur Mixosaurus us (mixed (mixed reptile), reptile), Opthalm Opthalmosau osaurus rus (eye lizard), Shonisaurus (Shosone Mountain lizard) and Temnodontosaurus (cutting toothed lizard).
Winged chameliods (AC 6 natural hide, HD 2+1, hp varies, MV 60' (20') In water: 120' (40'), #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) The alpha female can spit poison, and her claws and fangs are poisoned. Alpha female chameliods (AC 6 natural hide, HD 6, hp varies, MV 60' (20') In water 120' (40'), #A 1 weapon, D 2-7 or weapon + 1, S F6, ML 12, Al N)
Dinosaurs, Vegetarian
Dinosaurs, Carnivorous Even the T-rex was born small and had to grow up. The Dreaded Islands offer statistics for all sorts of small and large carnivores for the DM who wants variety by name. The DM can always pick one or two favorites and use them as the main carnivore. The The drom romaeosaur fam family ily (dei (dein nonychus, dromaeosaurs and velociraptor) had stiff tails and hook-claws, hook-claws, reaching human sized or slightly larger. Utahraptor is an example of one of the largest raptor dinosaur, dinosaur, reaching perhaps 900 to 1,000 pounds by some estimates. Any number of smallish dinosaurs existed which ate insects, small reptiles, mammals and whatever else else they they coul could d incl includ udin ing g frui fruit. t. Gall Gallim imim imum ums, s, oviraptor, etc. Dinosaurs, Marine Marine dinosaurs and reptiles existed alongside some some type types s of fish, fish, mollu mollusks sks and and othe otherr aqua aquatic tic creatures, including primitive sharks that could be gigantic. The following types were air breathers. As with most dinosaurs, some were massive, but others were no bigger than a man - if not smaller. Mosa Mosasa saur urs s were were shor shortt neck necked ed,, big big head headed ed reptil reptiles es with with flipp flippers ers and and short short tails. tails. They They could could reach 24 hit die or more, though many were much smal smalle ler. r. The These woul would d incl includ ude e the the Clid Clides este tes, s, Glob Globid iden ens, s, Mosa Mosasa saur urus us (Meu (Meuse se Rive Riverr liza lizard rd), ), Ploto Plotosau saurus rus (floa (floatin ting g lizard lizard), ), Tylosa Tylosauru urus s (knob (knob lizard). Plesiosa Plesiosaurs urs were were the long-nec long-necked, ked, long-tail long-tailed ed creatures with a small head and four flippers. These incl includ ude e the the Cryp Crypto tocl clid idus us (hid (hidde den n clav clavic icle les) s),, Elas lasmosaurus rus (rib ribbon liza lizard rd or thin thin plat late), Muraenosaurus, and Plesiosaurus (near lizard). Pliosaurs were much like mosasuars with minor differences. They appeared much earlier. Members
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Bipedal vegetarian dinosaurs included: Hadrosaurs (duck bills) with crests (Corynthosaurus, (Corynthosaurus, Lambeosaurus, Lambeosaurus, Parasaurolophus, Parasaurolophus, Saurolophus) and those without not: (Anatosa (Anatosaurus urus,, Bactros Bactrosauru aurus, s, Edmonto Edmontosau saurus, rus, Had Hadrosa rosau urus rus, Krit ritosau saurus, rus, Maiasa iasau uru and Tsintaosaurus.) Spike iked-t d-thumb igu iguanodons ons (Ig (Iguano anodon, Ouranosaurus). And thick-skulled pachycephalosaurs (Goyocephale, Homalocephale, Pachycep Pachycephalo halosaur saurus, us, Prenocep Prenocephale hale,, Stegocer Stegocerus, us, Stygimoloch, Wannanosaurus). Some people debate whether the Therizino Therizinosaur saurus us with its large large scythe-li scythe-like ke forelimb forelimb claws was a vegetarian or not (about 9 to 13 hit die or so). Quadrap Quadrapeda edall dinosaur dinosaurs s include included d the armored armored ankylosaurs ankylosaurs (with clubbed tails) and their sub-family sub-family the closely related nodosaurs (usually did not have clubbed tails.) Ceratops Ceratopsins ins were were bony-fa bony-faced ced beasts, beasts, the best best known being the triceratops but a number of others existed, including some with only 1 or no horn. Sauropods Sauropods ranged in size from smallish to huge. They They incl includ ude e Apat Apatos osau auru rus s (onc (once e call called ed the the Brontosa Brontosaurus urus), ), Argentin Argentinasau asaurus, rus, Barapasa Barapasaurus urus,, Baro Barosa saur urus us,, Brac Brachi hios osau auru rus, s, Cama Camara rasa saur urus us,, Ceti Cetios osau auru rus, s, Dipl Diplod odic icou ous, s, Mame Mamenc nchi hisa saur urus us,, Opistho Opisthocoel coelicau icaudia, dia, Saltasau Saltasaurus, rus, Seismos Seismosauru aurus, s, Shunosaurus, Titanosaurus, and Vulcanodon. Some grazed low on grasses and others high on leaves. A number number of other other minor minor vegetari vegetarians ans existed, existed, including prosauropods which were early ancestors of saur saurop opod ods s and and migh mightt have have 9 hit hit die die at most most (Anchisa (Anchisaurus urus,, Lufengo Lufengosaur saurus, us, Massospo Massospondy ndylus, lus, Plateosaurus, Sellosaurus, Thecodontosaurus) and others.
AC Carnivorous, Large: Allosaurus Baryonyx Carnotaurus Gigantosaurus Spinosaurus Suchomimus Tyrannosaurs rex Carnivorous, Small: Deinonychus Dromaeosaur Various Various Various Velociraptor
AC
Hit Die
Speed
Damage
6 7 7 3 4 5 3
12 9 6 20 18 14 20
120' (40') 120' (40') 120' (40') 120' (40') 120' (40') 120' (40') 120' (40')
4-24 3-18 2-12 6-36 5-30 4-24 6-36
7 7 7 7 6 7
1 to 3 1 to 3 1/2 to 2 3 to 4 5 to 6 1 to 3
150' (50') 150' (50') 150' (50') 120' (40') 120' (40') 180' (60')
1-4, 1-6, 1-8 1-4, 1-6, 1-8 1-3, 1-4, 1-6 1-6 or 1-8 1-10 or 1-12 1-4, 1-6, 1-8
Dinosaur, Marine Ichthyosaurs, Small Ichthyosaurs, Medium Ichthyosaurs, Large Ichthyosaurs, Massive Mosasaurs, Small Mosasaurs, Medium Mosasaurs, Large Mosasaurs, Massive Plesiosaurs, Small Plesiosaurs, Medium Plesiosaurs, Large Plesiosaurs, Massive Pliosaurs, Small Pliosaurs, Medium Pliosaurs, Large Pliosaurs, Massive
AC 8 6 3 1 9 7 6 1 9 8 7 5 9 7 6 2
Hit Die 1 7 14 22 1 6 12 24 1 3 7 11 1 5 10 20
Dinosaur, Vegetarian Ankylosaur Nodosaurs Ceratops: Centrosaurus Chasmosaurus Pentaceratops Protoceratops Styracosaurus Triceratops Bipedal: Hadrosaurs Iguanodon
AC 0 0
Hit Die 7 7
Speed 60' (20') 60' (20')
Attacks 1 tail 1 tail
Damage 2-12 1-8
3 3 2 4 3 2
7 5 10 2 6 11
90' (30') 90' (30') 90' (30') 90' (30') 90' (30') 90' (30')
1 gore or trample 1 gore or trample 1 gore or trample 1 gore or trample 1 gore or trample 1 gore or trample
1-12 1-8 2-16 1-3 1-10 3-18
5 5
10 - 15 9 - 14
120' (40') 120' (40')
1 tail 1 tail
1-10 or 2-14* 1-10 or 2-14*
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Speed 150' (50') 180' (60') 180' (60') 210' (70') 120' (40') 150' (50') 150' (50') 180' (60') 90' (30') 120' (40') 120' (40') 150' (50') 120' (40') 150' (50') 150' (50') 180' (60')
Attacks 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite
Damage 1-2 1-12 2-24 3-36 1-2 1-12 2-24 4-48 1-2 1-4 1-10 2-16 1-2 1-10 2-20 4-40
Pachycephalosaurs Pachycephalosaurs Pachycephalosaurs Sauropods* (roll 1d20): Small Medium Large Massive
7 6 5
1-2 3-4 5-6
150' (50') 120' (40') 120' (40')
1 head butt 1 head butt 1 head butt
1-2 1-4 1-6
7 6 5 4
6 12 18 36 - 38
60' (20) 60' (20) 60' (20) 60' (20)
1 bite/1 tail 1 bite/1 tail 1 bite/1 tail 1 bite/1 tail
1-3/1-6 1-6/1-12 1-10/3-18 3-18/6-36
Stegosaurus (11 HD) - 1d6
3
11
60' (20)
1 tail or trample
2-16 or 2-16
2-14 = (d4+d10 or d6+d8)
Dog Armor Class: Hit Dice: Move: Attacks: Damage:
Elephant, Shovel Tusker 7 1 180' (60') 1 bite 1-3
No. Appearing: 2-12 (3-18) Save As: Fighter:1 Morale: 8 (6) Treasure Type: Nil Alignment: Neutral
Armor Class: Hit Dice: Move: Attacks: Damage:
Small Smaller, er, less less aggre aggressi ssive ve varia variants nts of the wolf wolf such as wild hunting dogs and dingoes. Eel
Common
Giant
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
6 1/2 or 1 90' (30') 1 bite 1-2 or 1-3 1-6 Fighter:1 7 Nil Neutral
6 2, 4 or 6
No. Appearing: Save As: Morale: Treasure Type: Alignment:
5 8 - 12 120' (40') 2 tusks or trample 1-6/1-6 or 3-30 to 2-8/2-8/440 0 (1-12) Fighter: 4, 5, 6 8 Nil Neutral
Shovel-tusker's predated modern elephants and are included for variety. Their bottom jaw extends in a shovel-like plate which may have been used for various purposes. Examples of types:
1 bite 1-6, 1-8, 1-10 1-6 F: 1, 2, or 3 8, 8, 9 Nil Neutral
Phiomia (AC 5, HD 8, MV 120' (40'), TH0 12, #A 2 tusks or 1 trample, D 1-6/1-6 or 3-30, S F 4, ML 8, Al N) Gomphotherium (AC 5, HD 10, MV 120' (40'), TH0 11, #A 2 tusks or 1 trample, D 2-8/2-8 or 3-36, S F 5, ML 8, Al N)
Eel (AC 6, HD 1/2 to 1, MV 90' (30'), #A 1 bite, D 12 or 1-3, S NM to F1, ML 8, Al N) Giant Eel (AC 6, HD 2 to 6, MV 120' (40'), #A 1 bite, D 1-6, 1-8 or 1-10, S F1 to F3, ML 8, Al N) These snakelike aquatic creatures lurk among reefs and rugged outcropping, hiding in holes to dart out and ambush prey. If they hit with a natural 20, they have clung to prey and rend it for automatic damage for 1d6 rounds or until seriously injured (or slain) and driven off. Common eels can be 1/2 to 1 hit die while giant versions are typically 2, 4 or 6 hit die (1d3 x 2).
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Platybelodon (AC 5, HD 12, MV 120' (40'), TH0 10, #A 2 tusks or 1 trample, D 2-8/2-8 or 4-40, S F 6, ML 8, Al N) Frog, Giant (use giant toad statistics) statistics) Giant frogs are the same general size and have the characteristics of a toad: they have chameleon skin (surprise foes on a 1-3 on 1d6) and can extend their tongue 15'. On a natural roll of 20 when rolling to hit they they can drag anyth anythin ing g dwarf dwarf sized sized or small smaller er in
their their mout mouth h and swallow swallow it; said said victim victim takes takes 1-6 (1d6) points of damage each round until dead or free reed. Frog rogs are are more aquatic and have a poisono poisonous us skin and saliva; saliva; anyone anyone they hit must must save save versu versus s poiso poison n or be debil debilita itated ted by extrem extreme e illness for 1d6 hours; a second save is then required to avoid death.
Wheth Whether er these these beas beasts ts are natu natural ral or the the get of magical research is not known. They are tougher and and mean meaner er than than hors horses es and and favo favore red d by some some gnolls as mounts. They tend to be rare, often only found with gnolls. The author is debating whether whether or not to use "prehistoric hyenas" for this.
Glyptodon
Hyena (wolf statistics)
Armor Class:3 Hit Dice: 3 to 5 Move: 60' (20') Attacks: 1 ta tail or or bi bite Damage: 1-10 or 2-16
No. Appearing: 0 (1-12) Save As: Fighter: 4 Morale: 7 Treasure Ty Type:Nil :Nil Alignment: Neutral
Hyenas are a common predator on the islands. To avoid avoid randoml randomly y definin defining g statisti statistics, cs, the author author used wolf statistics. Hyenas and wolves tend to be the same size and and have have much much the same family family struct structure ure.. Hyena Hyenas s are not not canin canines es and and are more more closely related to meerkats and mongooses.
Glyptodon (AC 3, HD 3 to 5, MV 60' (20'), TH0 17 to 15, #A 1 tail or bite, D 1-6 to 1-10, S F 2 to F3, ML 7, Al N)
Hyenadon (dire wolf statistics) The name means "hyena tooth", but they are not related to hyenas. They were a family of predatory mammals that died out millions of years ago, while hyenas thrived. While some were small, others were the the size size of a smal smalll pony pony (400 (400 to 500 500 poun pounds ds.) .) Rather than make up his own random numbers, the author uses dire wolf statistics.
A massive armadillo-like creature that was a vegetarian but might aggressively defend itself. Hippopotamus Armor Class: 5 Hit Dice: 8 Move: 120' (40') Attacks: 1 bite or trample Damage: 1-10 or 2-16
No. Appearing: 0 (1-12) Save As: Fighter: 4 Morale: 7 Treasure Nil Type: Alignment: Neutral
Hyena, Prehistoric (dire wolf statistics) Preh rehisto istori ric c hye hyenas were calle lled just just tha that "preh "prehist istori oric c hyena hyenas." s." They They varie varied d in size. size. Some Some were were no bigg bigger er than than moder odern n hyen hyenas as.. Othe Others rs reached pony size (400 to 500 pounds). Rather than make up his own random numbers, the author uses dire wolf statistics for the larger ones.
Hippopotamus (AC 5, HD 8, MV 120' (40'), TH0 12, #A bite or trample, D 2-8 or 1-12 or 2-16, S F 4, ML 7, Al N) Thes These e aqua aquati tic c 4-le 4-legg gged ed mam mammals mals can can be dangero dangerous, us, guardin guarding g their their territory territory and young young by attacking anything they come across. They live in deep rivers and pools, exiting to feed on grasses on land at night and sometimes during the day. When in the water they attack boats or swimmers who get too near.
Jellyfish, giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
Hyena, giant Armor Class: Hit Dice: Move: Attacks: Damage:
7 4+4 180' (60') 1 bite 2-12
No. Appearing: 1-6 (1-10) Save As: Fighter:2 Morale: 8 (6) Treasure Type: Ni Nil Alignment: Neutral
7 6 6 12 30' (10') 30' (10') 1-6 2-12 1-6 + paralysis each hit 1-6 1-4 Fighter:3 Fighter:6 7 8 Nil Nil Neutral Neutral
5 18 30' (10') 3-18 1-2 Fighter:9 9 Nil Neutral
These translucent creatures float or slowly swim in the water, dangling dozens of detection tentacles below them. When prey (anything small enough to deal with) brush the tentacles, long, strong stinging tentacles whip out to attack. These creatures are not intelligent and thus the number of stingers that
Giant Hyena (AC 7, HD 4+4, hp varies, MV 180' (60'), #A 1 bite, D 2-12, ML 8 (6), Al N)
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attack a victim varies (each has a maximum of 1 stinger per hit die.) A victim so stricken must save versus to paralysis or be paralyzed for 1d6 hours (1 - 6). A paralyzed victim will be wrapped up by the tentacles tentacles that attacked it, and drug to the body to be digested. Digestion can be slow (perhaps 1-6, 2-12, or 3-18 hit points damage per 10 minute turn.)
points of damage per hour for 1d6 hours.
Kangaroo, normal to giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
7 1 to 3 120' (40') kick with dew claws 1-4, 1-8, or 2-12 by claws 1-6 (5-30) Fighter:1 to 2 7 Nil Neutral
Armor Class: Hit Dice: Move: Attacks:
5 5 13 - 15 8 120' (40') 120' (40') 2 tu tusks or or 1 2 tusks or 1 trample trample 2-12/2-12 or or 44- 2-8/2-8 or 4-24 32 1d6 (1-6) 1d6 (1-6) Fighter:7 to 8 Fighter:4 8 8 Nil Nil Neutral Neutral
No. Appearing: Save As: Morale: Treasure Type: Alignment:
5 3 90' (30') 1 bite 1-8 1d6 (1-6) Fighter:2 7 Nil Neutral
Wooly
Imperial Mammoth (AC 5, HD 13 - 15, MV 120' (40'), TH0 10 to 9, #A 2 tusks or 1 trample, D 2-12/2-12 or 4-32, S F 8, ML 8, Al N) Woolly Mammoth (AC 5, HD 8, MV 120' (40'), TH0 12, #A 2 tusks or 1 trample, D 2-8/2-8 or 4-24, S F 8, ML 8, Al N) Mammoths had teeth suited for grinding rough grasses and dry vegetation, as opposed to the leafeating teeth of mastodons. Movie makers and book writers enjoy the romantic idea that all prehistoric creatures were massive beasts: imperial mammoths were large compared to even modern elephants, but woolly mammoths were small, built to survive cold weather weather with with short, short, compac compactt bodies. bodies. Many larger mammot mammoths hs would would have very large large tusks tusks probably probably worth 100 to 800 g.p. each or more.
Dimetrodon Gorgonop Komodo sid Dragon
Armor Class: 5 Hit Dice: 5 Move: 90' (30') Attacks: 1 bite Damage: 1-10 No. Appearing: 1d6 (1-6) Save As: Fighter:3 Morale: 7 Treasure Type: Nil Alignment: Neutral
Imperial
Damage:
These creatures are not natural to the island, but giant giant kanga kangaroo roos s have have been been broug brought ht in by some some culti cultists sts for for riding riding.. Norma Normall kang kangaro aroos os are aroun around d human-sized. human-sized. They are built to run at speed for long durations. Those larger than 1 hit die are considered to be "giant" kangaroos that grow to the size of a smaller horse and can be domesticated for riding. While While veget vegetari arian ans, s, they they can defen defend d their their self self by kick kickin ing g with with the the claw claws s on thei theirr hind hind legs legs for for a combined damage of 1-4, 1-8 or 2-12 damage by hit die. Lizards
Mammoth
Megatherium
6 2 90' (30') 1 bite 1-4 1d6 (1-6) Fighter:1 7 Nil Neutral
Armor Class: Hit Dice: Move: Attacks: Damage: No. Ap Appearing: Save As: Morale: Treasure Ty Type: Alignment:
Dimetrodons have a large sail on back and predated dinosaurs. Gorgonopsids have fanged mouths and predated dinosaurs. Komodo Dragons are modern lizards reaching the size of a man or twice that and have a toxic bite. Victims must save versus poison or take 1d6 hit
5 9 120' (40') flying 2 claws 1-10/1-10 0 (1 (1-4) Fighter:5 7 Nil Neutral
Megatherium (AC 5, HD 9, MV 120' (40'), TH0 12, #A 2 claws, D 1-10/1-10, S F 5, ML 7, Al N) These These giant giant prehis prehistor toric ic grou ground nd sloths sloths could could reach the size of an elephant. It is possible they are omni omnivo voro rous us and and scav scaven enge ged d the the kill kills s of othe other r
63
crea creatu ture res s or prey preyed ed on such such crea creatu ture res s as the the glyptodon by flipping it over.
changing ability; necklaces that allow the wearer to breath while underwater, and so on.
Mosquito, giant
Preying Mantis, Giant
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearin ring: Save As: Morale: Treasure Ty Type: Alignment:
9 (frail) 1/2 150' (30') flying, 30' (10') walking 1 bite 1-2 + drain 1 hit point per round Swa Swarms rms of 1d6 1d6+6 Fighter:1 7 Nil Neutral
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
3 (exoskeleton) 6 120' (40') 2 claws/1 bite 1-6/1-6/2-12 1-4 (2-8) Fighter: 3 9 Nil Neutral
Giant Preying Mantis (AC 3, HD 6, MV 120' (40'), TH0 14, #A 2 claws/1 bite, D 1-6/1-6/2-12, S F 3, ML 9, Al N)
Giant Mosquito (AC 9, HD 1/2, hp 2 each, MV 150' (50'), #A 1 bite, D 1-2 + blood drain per round, S NM, ML 7, Al N) These insects tend to be frail and easily hit by an attack, but swarm victims by the dozen. Typically 1d6+6 attack each living creature in a party. While a victim is killing one or two, the others will be latching on to attempt to suck blood (they must score a hit; once they do they have drilled their long proboscises into the body and no longer have to score a hit to drain blood). Each one will drain 1 hit point of blood per combat round (10 seconds) until killed or satiated (it has drained twice as many hit points as it has.) T hey inject anti-coagulants anti-coagulants to aid in feed feedin ing; g; the the vict victim im blee bleeds ds anot anothe herr hit hit poin pointt of damage the round after one detaches, or after one is slain after attaching itself to a victim. They dwell around wet areas with grasses and cane canes s where where the the fema females les can can drop drop larvae larvae after after feeding.
"Sti "Stick ck inse insect cts" s",, thes these e crea creatu ture res s spec specia iali lize ze in ambush, remaining still for hours waiting for prey to come within reach, hidden amid trees and brush. They move slowly if they move at all. Their outer skin can change color to match the environment environment like a chameleon, making it even harder to detect them. They are as hard to find as a secret door. Their lightning fast reflexes almost guarantee that they get first attack. They usually only bite of both of their claw-like forearms grab their prey. Snail, Giant Cone Armor Class: Hit Dice: Move: Attacks: Damage:
1 No. Appearing: 1-2 (1-2) 6 Save As: Fighter:3 30' (10') Morale: 8 1 barbed Treasure Nil tooth Type: 1-12 + poison Alignment: neutral
Nereid Neri Neried eds s may may be defi define ned d else elsewh wher ere. e. In this this module a "neried" is one of fifty hand-picked handmaide maidens ns of the goddess goddess of the ocean ocean and and seas seas (Thet (Thetis, is, for examp example) le).. They They are priest priestess esses es and and have clerical powers, attuned to seaborne life. They often have their own duties to perform when not gath gathere ered d to the godd goddess ess.. Most Most are merma mermaids ids or other quasi-human aquatic hybrids. Nerieds go beyond clericism: they each dabble in some form of odd magic, possessing odd magic items they can use or reward others with and even special powers. This is monitored by the goddess, who can bring her wrath down on any abuse. Exam Exampl ples es incl includ ude e comb combs s that that allo allow w shap shape e
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Giant Cone Snail (AC 1, HD 6, hp varies, MV 30' (10'), #A 1 barbed tooth, D 1-12 + poison, S F1 to F6, ML 7, AL C) These aquatic snails have a cone-shaped shell camouflaged by color and bits of sea floor glued to the exterior. They are hard to detect. They wait in ambush, spitting a long hypodermic tooth: a stricken victim must save versus poison or die.
Snakemen Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
listing more ideas out. 7 (tough, scaly hide) 2 to 6 90' (30') unencumbered 1 weapon or bite 1-6 or by weapon 1-6 (5-30) Fighter:2 to 6 7 D Chaotic
Spider, Giant Diving Bell Armor Class: Hit Dice: Attacks: Damage: Movement:
5 No. Appearing: 1-3 (1-3) 4* Save As: Fighter: 2 1 bite Morale: 8 1-8 + poisonTre nTreasure Ty Type:U 120' (40') Alignment: Neutral
Giant Diving Bell Spider (AC 5, HD 4*, MV 120' (40'), TH0 16, #A 1 bite, D 1-8 + poison, S F 2, ML 8, Al N)
Snakemen (AC 7 (tough, scaly hide), HD 2, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C)
These spiders live in fresh or salt water, using their their silk silk to form form unde underwa rwate terr lairs lairs and and colle collecti cting ng bubbles of air in the hairs on their back to store in the lair, or to use for diving to depths.
Snakeman Leader (AC 7 (tough, scaly hide), HD 4, MV 90' (30') unencumbered, TH0 16, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 8, AL C)
Spider, Tarantula
Snakemen Higher Up (AC 7 (tough, scaly hide), HD 6, MV 90' 90' (30' (30')) unen unencu cumb mber ered ed,, TH0 TH0 14, 14, #A 2 weapons/2 shields or 1 weapon/shield and bite, D 16 or by weapon, S F6, ML 9, AL C) Snakem Snakemen en resemble resemble giant giant snakes snakes with with arms. arms. Like normal snakes, different types can be found: some some spit spit poiso poison, n, some some have have a poiso poisono nous us bite, bite, some some can fly (glide (glide by flatte flattenin ning g their their body body and and wafting on air currents), some constrict prey and so on. Not all snakes are poisonous; and likewise most of the snakemen in this adventure are not intended to be poisonous. They all swim quiet well and can rapidly climb anything they can wrap their bodies around. They exert much lower ground pressure than creatures with legs, and can thus cross quicksand or mud or pressure-sprung traps with much greater ease. They would automatically trip trip-wires, barring very odd situations. They They are are slow slower er than than crea creatu ture res s with with legs legs,, though, and being cold blooded they would suffer extra damage from cold based attacks (many rules sets do not consider this aspect of reptiles, insects and other cold blooded creatures; the author would increase damage by 1 point per hit die and reduce their saving throws versus cold, as a starter if he was going to account for it.) Some Some leaders leaders have odd charact characterist eristics. ics. Some Some have 4 arms and can fight with 2 shields and 2 onehand handed ed weapo weapons ns or 2 two-h two-han ande ded d weap weapon ons, s, for for exampl example. e. Other Other interesti interesting ng hybrids hybrids exist, exist, but the author would rather not spoil one's creative fun by
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Armor Class: Hit Dice: Attacks: Damage: Movement: No. Ap Appearing: Save As: Morale: Treasure Type: Alignment:
3 or 1 8* to 16* 1 bite 2-16 or 4-32 plus poison 120' (40') 1-3 (1 (1-3) Fighter: 4 or Fighter: 8 9 U Neutral
Giant Tarantula (AC 3 or 1, HD 8* or 16*, MV 120' (40'), TH0 12 or 9, #A 1 bite, D 2-16 or 4-32 + poison, S F 4 or F 8, ML 9, Al N) These giant hairy beasts prey on anything they can bite. They usually dwell on the ground or in heavy trees. Some will rub their legs together when irritated, discharging discharging a cloud of hairs for some 5' per hit die, causing irritation and possible incapacitation (save versus poison unless a cloth faces mask is used to guard the nose, eyes and mouth) for 1d6 turns (10 - 60 minutes.) Spider, Giant Trapdoor Armor Class: 5 Hit Dice: 4* Attacks: 1 bite Damage: 1-8 + poison Movement:
120' (40')
No. Appearing: 11-3 (1-3) Save As: Fighter: 2 Morale: 8 Treasure U Type: Alignment: Neutral
Giant Trap Door Spider (AC 5, HD 4*, MV 120' (40'), TH0 16, #A 1 bite, D 1-8 + poison, S F 2, ML 8, Al N)
Terror Bird (AC 7, HD 3, MV 120' (40'), TH0 17, #A 1 bite, D 1-8, S F3, M 8, AL N) Large prehistoric birds that could reach up to 900 pounds. They could not fly. Also called "axe beaks" due to the massive beak.
Thes These e arac arachn hnid ids s dig dig tunn tunnel els s and and hide hide the the entrance with a very clever door of silk lined with dirt, rocks, vegetation and other materials. They are very difficult to locate (as hard as a secret door). The trap door spider senses prey through vibrations and dashes out to attack (increase the chances of surpr surprise ise), ), biting biting prey and and trying trying to drag drag it back back inside. Consider a natural roll of 20 for the spider a chance to drag prey inside. Chances of it dragging someone someone inside would be based on the spider's size versus the victim.
Turtlefolk Armor Class: Hit Dice: Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: Alignment:
Spider, Giant Wolf Armor Class: Hit Dice: Attacks: Damage: Movement: No. No. App Appea eari ring ng:: Save As: Morale: Treasure Type: Alignment:
5 1* to 4* 1 bite 1-2, 1-4, 1-6 or 1-8: all + poison 120' (40') 2-12 2-12 (2-1 (2-12) 2) to 1-6 1-6 (1(1-6) 6) Fighter: 1 to Fighter: 2 8 U Neutral
Turt Turtle lefo folk lk (AC (AC 3 for for shel shell, l, HD 2, MV 60' 60' (20' (20')) maximum, TH0 18, #A 1 weapon, D by weapon+1 for strength, S F2, ML 9, Al N) Turtlefolk leader (AC 1 for shell, HD 4, MV 60' (20') maximum, TH0 16, #A 1 weapon, D by weapon+2 for strength, S F4, ML 9, Al N) Humanoid turtles that walk on their hind legs and have short arms with fingered hands. They tend to be stro strong ng but but slow slow.. Thei Theirr shel shelll give gives s them them the the natural armor class of plate mail or better.
Giant Wolf Spider Spider (AC 5, HD 1* to 4*, MV 120' (40'), TH0 19 to 16, #A 1 bite, D 1-2, 1-4, 1-6, 1-8 (plus poison for all), S F 1 to F2, ML 8, Al N) These These aggres aggressiv sive e brown brown spide spiders rs do not not use use webs. webs. They chase chase down down prey prey in trees trees or on the groun ground. d. They They often often appe appear ar in packs packs,, swarm swarming ing victims: Hit Die 1 2 3 4
Turtle, Sea Armor Class: Hit Dice: Attacks: Damage: Movement: No. Ap Appearing: Save As: Morale: Treasure Type: Alignment:
Number Appearing 2-16 (2-16) 1-10 (1-10) 1-8 (1-8) 1-6 (1-6)
Those on the Dreaded islands are usually small (1 to 2 hit die.)
7 3 1 bite 1-8 120' (40')
3 1 to 6 1 bite 1-4, 1-6, 1-8, 1-10, 1-12, 1-12 120' (40') / 30' (10') 1-6 (1 (1-6) Fighter: 1 to 3 7 Nil Neutral
Sea Turtle (AC 3, HD 1 to 6, MV 120' (40') / 30' (10'), TH0 19 to 14, #A 1 bite, D 1-4 to 1-12, S F 1 to F3, ML 7, Al N)
Terror Bird Armor Class: Hit Dice: Attacks: Damage: Movement:
3 2 1 weapon 2-7 or weapon +1 60' (20') 2-12 (5-30) Fighter: 2 9 D Neutral
No. Appearing: 1-6 (2-12) Save As: Fighter: 2 Morale: 8 Treasure Type: Nil Alignment: Neutral
Sea Sea turtle turtles s can can reach reach large large sizes. sizes. With their their flip flippe pers rs and and stre stream amli line ne shap shape e they they are are agil agile e swim swimm mers, rs, but slo slow on lan land. The massiv ssive e prehistoric archelon (ruling turtle) was perhaps the largest.
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They use their long sword-like front claws to grab prey. prey. If both both hit, hit, they they bite bite with with a long long punc punctu turin ring g mouth part to inject digestive juices. Victims must save save versu versus s poiso poison n or said said juice juices s do the same damage as a bite for 1d6 more combat rounds.
Water Bug, Giant Armor Class: Hit Dice: Move: Attacks: Damage:
1* or -1* 7 or 14 120' (40') 2 claws + 1 bite 1-8/1-8 + 1-12 + digestion or 1-12/1-12 + 2-20 + digestion No. Appearing: 1-3 (1-6) Save As: Fighter:4 or Fighter: 7 Morale: 9 Treasure Type: Nil Alignment: Neutral
Water Strider, Giant
Giant Water Bug (AC 1, HD 7 or 14, MV 120' (40'), TH0 13 or 9, #A 2 claws + 1 bite, D 1-8/1-8 + 1-12 + digestion or 1-12/1-12 1-12/1-12 + 2-20 = digestion, digestion, S F 4 or F 7, ML 9, Al N)
Armor Class: Hit Dice: Move: Attacks:
5 3 150' (50') 1 bite
Damage:
1-6
No. Appearing:1-6 (5-30) Save As: Fighter:2 Morale: 8 Treasure Nil Type: Alignment: Neutral
12 water striders (AC 5, HD 3, hp varies, MV 150' (50'), TH0 17, #A 1 bite, D 1-6, S F2, ML 8, Al N) These These spide spider-l r-like ike creatu creatures res can walk walk on water water,, susp suspen ende ded d on many any tiny tiny hair hairs s on thei theirr long long spatu spatulat late e leg endin endings gs.. They They are also also excell excellen entt climbers, having grasping hooks on the end of their legs. Most are not poisonous, though some might be.
Amphibious beetles, these large, ugly creatures spend spend most most of their their life underwater underwater,, extendin extending g a long snorkel-like tube to breathe from depths of 30' (7 hit die) or 60' (14 hit die) and swimming deeper.
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Appendix II: Gaming Advice The following advice is offered in vein of some of the author's favorite modules, which were intended to expand the gamers understanding of the game. These are not "rules". COST OF SPELL CASTING: CASTING: This note is for DMs who need ideas about how much it will cost to have NPCs cast spells. The DM can vary the fee based on how rare magic is in their game world, as well as the drives of individuals. One cleric might charge more for casting a spell than another, for example. Some DMs might charge 100 g.p. per level of the caster. Some DMs might charge 1,000 g.p. (or 500) per level of the spell caster. The DM might decide certain spells are cheaper than others: 100 g.p. for a healing spell but 1,000 g.p. per level of the caster for a raise dead spell. Following are examples of two more schemes. The first is based on the minimum experience level needed to att attain ain a spe spell (wh (which ich can vary vary by rulebook: look it up in yours). In the example, cleric's gain 1st level spells at the 2nd level of experience, 2nd level spells at 4th level of experience, etc. Spell Level 1 2 3 4 5 6
Cleric Fee 200 400 600 600 700
Magic-user/Elf Fee 100 300 500 700 900 1100
Anoth Another er idea idea is to square square the spell spell level level and and round to a nice, easy number: Spell Level 1 2 3 4 5 6
Cleric Fee 100 500 1,000 1,500 2,500 3,500
Magic-user/Elf Fee 100 500 1,000 1,500 2,500 3,500
MAPPING: MAPPING : Some people do not need and use maps at all: they rely on descriptions and simplify situations to where mapping is not really important. This discussion is for those who do like mapping and want more ideas. Of course, the players might
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not be allowed to make a map at all times, even if they tend to be surveyors. When players make their own map of an area based on DM descriptions, it serves two purposes. First, in the real world people make a mental map of where they are and have been based on concrete real-w real-worl orld d data data.. The playe players rs only only have have the the DM's DM's desc descri ript ptio ion n to work work on. on. Thus Thus,, a map map help helps s the the players understand exactly what the DM means. It replaces the internal map the PCs would be making. Some Some players players will want want their their PCs to tedious tediously ly meas measuri uring ng a region region out out the way way land land surve surveyo yors rs create maps. This component is responsible for (or at least an excuse for) a lot of the slowness slowness involved in the 10 minute turn explained later. The playe players rs migh mightt prefe preferr a faste fasterr explor explorat ation ion concept: they may not want their PCs to map and measure out areas. The DM might allow them to make a simple map to replace the one PCs would make using internal memory. They should consider making them use plain paper - not paper with grid lines, and not by measuring their drawings. Some people do well with simple maps made using lines for halls, squares for rooms, circles for doors, X-s or triangles for traps and so on. If the players get confused, that is what happens when people rely on memory and simple maps. The next suggestion can be a tedious waste of time: it is offered for those who enjoy details like this, not because it is the "right" way to handle it. If the players make a memory map for an area, the DM might consider taking it away from them when the adventure is over and simplifying it for any future uses, adjusting it for memory loss if the PCs return to the the area area.. They They migh mightt even even rand random omly ly roll roll on characte characterr intellige intelligence nce scores scores and then make new copies based on the accuracy of those rolls and hand them out. The players are thus left with four or five five (or (or howe howeve verr many many)) maps maps illu illust stra rati ting ng what what different PCs remember about the area. MOVEMENT INDOORS: INDOORS: Tracking the passage of minutes often isn't useful unless something time critical has to be going on. If the PCs have plenty of torches and lantern oil (and a ready supply of more) and the dungeon is small, then tediously tracking hours for the sake of lighting concerns serves no purpo purpose se,, for for examp example. le. How How many many round rounds s a fight fight takes takes often often isn't isn't impor importan tantt if the the PCs spen spend d less less than an hour or two in the general area. The DM can guess at elapsed time rather than make any
calculations. Likewise, random encounters can be even more rand random om if the the DM is not not so fuss fussy y abou aboutt time time tracking. Rolling a die at pre-measured intervals is not random. If the DM chooses arbitrary times to roll for a wandering monster, the players cannot predict them. As well, the DM has more time to devote to crea creati ting ng a more ore orga organi nic c wand wander erin ing g mons monste ter r situation by checking more often in certain monster infested regions than in others. Indoor movement often isn't affected as much by terrain (though it can be). It is typically affected by the environment, which can involve dark conditions and and shor short, t, tigh tightt corr corrid idor ors. s. Plus Plus,, the the PCs PCs ofte often n enga engage ge in time time inten intensiv sive e actio actions ns like like search searching ing,, moving quietly and stopping to discuss what to do next. If the players stop to discuss what to do for an hour, so should the PCs! If the DM wanted to, they could make a time chart chart in minut minutes es and and mark mark off off so many many minut minutes es based on what PCs do based on their own best guesses. They could estimate speeds based on how the the PCs PCs move: ove: slow slow and and care carefu full or fast fast and and careless. Or the DM can use the concept of a "10 minute turn turn"" and and buil build d on it. it. The The DM find finds s divi divide des s the the party's movement rate by the scale of the map to find find how how many any squa square res s the the part party y "map "maps s and and explo explores res"" per per turn. turn. As the PCs explor explore, e, the the DM counts squares explored until a turn passes. Hence a 90' movement rate and a map with a scale of 1 square = 10 feet means a turn passes after mapping and exploring 9 squares. Using straight math, you will find that the typical movement rate for a 10 minute turn is about 1/20 the the speed speed a perso person n can can comf comfort ortab ably ly walk. walk. The nature of the turn and movement in D&D is often left out out of various various rules rules.. Take Take a page page from E. Gary Gygax's 1st Edition Advanced Dungeons & Dragons Player's Handbook: "If the party is following a known route or map, the movement rate is 5 times greater, so each move takes 1/5 of a turn (2 rounds)." A round is 1 minute in AD&D. The slow movement rate of the standard turn is based on (or excused by) PCs tediously mapping an area area out out and and explor exploring ing an unkn unknown own area. area. When When they do other things, the DM is supposed to decide how much time is used as best they can. How long such things as spell or potions last is often given in turns. To avoid confusion, the author isn't going to suggest the DM change how long a turn lasts. If the players are not big on having PCs map and explore areas, the DM might divide the turn into
2 minu minute te move moveme ment nt sect sectio ions ns (eac (each h equa equall to a normal movement turn based movement rate). The DM would also have to adjust other parts of the game game.. For For exam exampl ple, e, said said play player ers s migh mightt not not be allowed to make a tediously measured map of the area. The PCs aren't mapping so neither should the playe players rs be allowe allowed d to. They They might might be allow allowed ed to make a simple "memory" map on plain paper, but not allowed to measure it out. Learning to adjust for the situation at hand helps explain other oddities. Consider a situation where two identical PCs hold a foot race: one is indoors and one is outdoors. All things said, all other details are the same. If the environment does not hinder the PC who is "indoors", they will move at the same speed as the PC who is outdoors. If it does hinder the PC indoors, the DM has to adjust as best they can can base based d on what hat they they have have in mind mind for for the the situation. If the PCs enter an underground grotto that is for all purposes a full-fledged wilderness area and all they do is travel as if in the wilderness, then they move move at wilderne wilderness ss speeds speeds based based on wilderne wilderness ss rules. Movement can get complex fast. The following table table shows shows "actu "actual" al" move moveme ment nt rates rates based based on straight math for those who want to dig deeper. Base Movement 30' 60' 90 120' 150' 180'
Miles per Day 6 12 18 24 30 36
Feet per Minute 60 120 180 240 300 360
Yards per Minute 20 40 60 80 100 120
A human walking at 3 miles per hour (24 miles in an 8 hour day) can cover 264 feet (88 yards) in one minute. This was adjusted to 240 feet on the above table to make things easier to deal understand. No speed or distance is ever exact, so being exacting is not necessary. A walki walking ng speed speed is a comf comfort ortab able le spee speed d for for travellin travelling g long distance distances s without without sufferin suffering g excess excess exha exhaus usti tion on.. It is not not the the MAXI MAXIMU MUM M spee speed d of movement. Humans can run at around 4 times their base speed (12 mph) for hours on end (marathons last 2 or more hours depending on the speeds of runners and distances, and can be 26 miles long). Humans can sprint at 6 to 7 times the base speed for 30 to 40 seconds or so. Running and sprinting both inflict exhaustion if engaged in for a long duration, but not so for short duration durations. s. The standard standard moveme movement nt rate for a 10
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minu minute te turn turn (120 (120 feet feet in 10 minu minutes tes)) is 1/20 1/20 the the speed a person can comfortably walk in real life. Someone who is slower than the other people they are with could easily keep up by hustling a little now and then. They will not even reach a running speed, so exhaustion is not important. Encumbrance is in general a major deterrent to maximum running speeds, and less of a deterrent to casual walking speeds. In a fight, a person would only only "walk "walk"" somew somewhe here re if they they were were enga engage ged d in close-combat melee and needed to defend their self and move carefully back or to the side. They would run most other places at a faster speed (2 to 3 times normal or more) with little impediment beyond not being able to be as careful in poor lighting or bad terrain underfoot. If you want a more natural, flexible movement syst system em,, you you woul would d have have to dig dig even even deep deeper er,, creating your own rates for different situations.
hard. Scuba Scuba divers divers carry weight belts belts (and flotation flotation devices) because they do want to sink. Their gear and the compressed air in their lungs often actually makes them more buoyant. Life guards use flotation devices, and count on the victim's minimal buoyancy. A struggling victim can drag them down by reducing the buoyancy of both both.. A rela relaxe xed d vict victim im can can be pull pulled ed to shor shore e because they float to a certain degree. Swim Swim fins fins often often help help huma humans ns achiev achieve e highe higher r speeds in water, and tread water easier. Humans on land can walk at around 3 miles per hour for long distances; run about 4 times as fast for 2 or 3 hours (as in a marathon) marathon) and sprint at about 6 times that speed for 30 to 40 seconds (3 to 4 10 second rounds) before being forced back down to a run by the limits of muscle energy. Record holders can sprint 7 times as fast. Top speeds for swimming tends to be close to MOVE MOVEME MENT NT OUTD OUTDOO OORS RS:: The major normal walking speeds. A human can usually only impediments of outdoor movement are factors like hold hold thei theirr brea breath th for for 3 minu minute tes s or so (les (less s for for terrain, and weather. Time is usually measured in nona nonath thle leti tic c type types; s; more more for for thos those e with with a lot lot of days (sometimes hours). If the players want their training.) A free diver often cannot spend much time PCs to stop and explore something in depth, the DM under water, so they often "sprint" at top speeds in usually drops down into a smaller time scale. bursts. Someone expecting to swim long distances Most rules offer adjustments to movement rates would have to move at a much uch slowe lowerr pace to account for different terrain types. This module (perha (perhaps ps 1/5 1/5 to 1/6 norma normall spee speed d unde underr water water;; offers several examples intended to help the DM go about 1 mph using floating objects for buoyancy on back and forth between different distance and time the surface.) scales and terrain types. Calculating a cost per hex Fish and similar animals are designed to slice in miles of movement (as used elsewhere in the through the water. Swimming speeds can vary by module) comes directly from the 1981 Expert's set. indivi individu dual al and and specie species, s, but but in gene general ral they they often often Few of the ideas in this appendix are novel; most swim at normal human walking speeds (around 3 are based on something read elsewhere. mph or so.) They often swim in much faster bursts. How much faster faster depends depends on athletic athletic ability and UNDERWAT UNDERWATER ER MOVEMEN MOVEMENT T AND COMBAT COMBAT:: power; some of the fastest can reach 50 to 70 mph These notes are for DMs who need help in dealing but most can only achieve 20 to 30 mph and many with underwater underwater adventur adventuring. ing. What follows follows is not are much slower. perfect, but will help novices get started. Always do Underwa Underwater ter combat combat is mostly mostly about about grapplin grappling, g, your own res research rch if you have time ime. Fin Find a biting biting,, stabb stabbing ing or thrus thrustin ting g a spear. spear. Squid Squid and and swimming pool or some deep water and do some octopi grapple; fish bite and swallow; even the cone swimming if you want real, tangible facts to use! snail uses a needle on a muscular appendage it The density of water hinders movement - and spits for a short distance. combat itself is based on movement. Humans are Arch rchaic miss issile ile weapo apons (slin sling gs, bows ows, often composed mostly of water, which means they crossbows, and thrown weapons) are useless under do not float very well if they carry excess weight. water. The The broa road, lon long lim limbs of bows and Humans and most animals are not very buoyant; cros crossb sbow ows s prev preven entt them them from from impa impart rtin ing g much much they cannot carry a heavy load before sinking. speed. Trying to sling or throw anything underwater Some Some game games s rela relate te this this to body body armo armorr and and is futile. Firearms are also useless beyond 6 to 9 ignore everything else. Carrying treasure, weapons feet. or anything heavy will cause most people to sink like Speed is a deterrent; the faster anything moves a rock. A rough estimate is: they might carry 1/5 to underwater, the more it is prone to shatter. Spear 1/6 1/6 their their norma normall encu encumb mbran rance ce rating rating (do more more guns give modern man a semi-useful underwater research on this, though) if they can tread water missile weapon that ancient man did not have: they
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propel relatively heavy spears (compared to bows and crossbows for instance) at a low velocity for ranges of 21 feet (7 yards) or less. They use elastic band bands, s, comp compres resse sed d air, air, or explo explosi sive ve cartr cartridg idges es (often blank firearm cartridges). An example of the haza hazards rds involv involved ed:: those those with with elasti elastic c bands bands are intended to be loaded only underwater. Mili Milita tary ry forc forces es have have crea create ted d spec specia iali lize zed d underwater firearms to allow a higher rate of fire. They usually have ranges of 15 feet (5 yards) or less and use heavy spike-like projectiles. At least one game gives tridents double damage when used underwater. That is not their purpose. The The dist distor orti tion on of wate waterr can can make make aim aim diff diffic icul ult; t; having two or three prongs increases the chances of a hit on small creatures; hence they are used for fishing fishing small small creature creatures. s. The three three prongs prongs hinder hinder
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pene penetr trat atio ion n and and redu reduce ce dama damage ge agai agains nstt big big creatures. Harpoons and spears intended for use agai agains nstt big big crea creatu ture res s are are sing single le-b -bla lade de for for that that reason - they allow deep penetration and damage against against big creature creatures s (the targets targets are bigger bigger and easier to hit.) Harpoons are spears with loose-fit heads tied by rope, and barbed. They do not do extra damage; inste instead ad they they serve serve a specif specific ic purpo purpose. se. They They are used sed becau cause the they preve reven nt the vic victim tim from rom swimm swimmin ing g away away (in deep, deep, cloud cloudy y water water a victim victim cou could get away way unless less kill kille ed outrig right; and sometimes even if killed outright they might sink). A victim might also be harried to exhaustion if they survive the spear. The barb has to dig in deep; and if it does it often has to be cut out.