The Isle of Smoking Peaks

An adventure for Conan the Roleplaying Game By Leo LaDell

Overview
A hundred years ago Zohar the Accursed plundered the ships and shores of Zingara, Argos and Kush with a band of merciless corsairs whose cruelty still haunts the dreams of their victims’ greatgrandchildren. Tales describe Zohar as a mighty sea chanter who could bend wind, waves and men to his will. For decades the reaver built a savage reputation and vast treasure hoard before meeting a gruesome end. Alone in a small sloop, Zohar drifted ashore at a busy harbour and as the life ebbed from his grey, diseased body, his hands maintained a desperate grasp on a sailcloth-covered parcel. The bundle contained maps and a diary written in a strange script. Few know who found the corpse and tore the package from his lifeless grip; its contents have been lost for many years. With these faded pages, the Player Characters could learn the true story of Zohar and perhaps find his legendary hoard.

Requirements
This scenario is designed for low-level Player Characters: three to five 2nd to 3rd-level PCs would be an ideal group. The adventure can be upscaled for a more powerful group with suggestions provided throughout the scenario. The Games Master and Players will need the Conan the Roleplaying Game book. The Pirate Isles supplement would be a good resource for the Games Master, but it is not required. The scenario begins in Messantia, but the GM could substitute any port city that borders the Western Ocean. Kordava or a smaller Kushite port would suit well. The Games Master may wish to use appropriate supplemental resources (e.g., the Argos and Zingara book) based on his choice.

Challenges
The Player Characters will need skill to reach the Isle of Smoking Peaks alive, and once there strength at arms may win them a fortune.

The adventure consists of three parts: finding and deciphering Zohar’s diary and maps, sailing through pirate-infested seas to the Isle and facing its current occupants – a group of man-eating savages and their holy beasts.

Opportunities and Twists
When the scenario begins, the Games Master may choose whether to have the Player Characters hear the legend of Zohar or have an NPC who possesses the pirate’s papers employ the Player Characters to make the trip to the Isle of Smoking Peaks. In the former case, the characters will have the opportunity to use social and deduction skills to find the information they seek. An NPC with the diary and maps will test the characters mettle before offering them employment by staging an assault on the street. More combative Player Characters will excel in this case. By deciphering Zohar’s writings, the characters will learn that Zohar made the mistake of choosing a lovely Kushite slave as his concubine. The woman was a witch who bitterly resented her captivity on the pirate’s island base. The curse she laid upon Zohar and his reavers brought a plague to the Isle and transformed some of its indigenous wildlife into ferocious, grotesque beasts. Once on the island the Player Characters will contend with the savages and the traps they routinely set for the Isle’s more mundane animals. The characters will also face a supernatural threat: seven horrid creatures have survived the curse that decimated Zohar’s pirate base years ago. These formidable tusked, club-tailed monstrosities will challenge the courage and valour of even the most fearsome warrior.

Accursed. As several prosperous tradesmen relax, they conduct a good-natured argument about the legend of Zohar. The purchase of a a few cups of wine will encourage the men to relate the story of a bold corsair who roamed the Western Ocean a hundred years ago. The Games Master can use the following table to determine what information the characters discover. The tradesmen are bickering about who originally found Zohar’s body, so the table provides two entries concerning this information. At the GM’s option, a very poor ( <5) Gather Information check could mean that the characters believe the false rumour instead of the truth. If none of the Player Characters succeed with Gather Information, the Games Master could allow a Knowledge(rumours) check instead.
G.I. DC 10 Rumour Zohar’s reavers met a mysterious end, and the pirate chief died alone as his small boat drifted into the city’ harbour Zohar was Shemitish Zohar was no mere ruffian; he was a sea chanter with considerable sorcerous abilities An ex-slave dockworker named Kotri found Zohar’s body and looted it. With the pirate’s jewellery Kotri bought a tavern and renamed it ‘Fortune’. The Fortune tavern by the wharf is owned by Kotri’s great-granddaughter Amala. (False) Kotri found Zohar’s body and kept a great treasure secret until his death. The treasure is buried with Kotri in an unmarked grave in the city’s cemetery.

15 15 20

<5

Beginning the Scenario
This adventure commences in a port city bordering the Western Ocean. The Games Master may choose any port that fits his campaign; for example, in playtesting the Player Characters began in Messantia following the events outlined in Hunting the Falcon (Signs & Portents 75), so the scenario details will use Messantian names and features. A Zingaran, Stygian or Kushite port would also fit. The characters will either hear the tale of Zohar or receive a visit from a potential employer. Learning the Legend. As the Player Characters enjoy the rewards from their last adventure by exploring the taverns, bathhouses or brothels of the city, they overhear a conversation about Zohar the

This information is likely to lead the characters to the city’s dockside and the Fortune tavern. If they fail to glean the information about Kotri from their discussion with the tradesmen, the Player Characters can make another attempt by asking sailors, longshoremen or the less reputable denizens of the city’s wharves about the tale of Zohar. This will offer the characters another Gather Information check (DC 15 dockside) to learn of Kotri and the Fortune.

At the Fortune.
Many decades have passed since the Kushite Kotri purchased a decrepit tavern with the spoils of Zohar’s looted corpse. The ex-slave took great care in renovating the decaying structure; his labour and the dead pirate’s jewellery made the Fortune a prosperous haven for sailors and travellers. Kotri’s greatgranddaughter Amala inherited the tavern ten years ago, and because she shares Kotri’s belief that the Fortune was a gift from the gods, she works hard to preserve the business’ reputation and appearance. The Fortune well-maintained cleanliness is incongruous

among the city’s dockside squalor, and its proprietor’s pride is evident in the simple but pleasing food, wide selection of ales and spirits and tidy – almost verminfree – rooms. Amala is a lean, 50-year-old Kushite woman with flawless chocolate-brown skin and the corded, sinewy forearms of one who is accustomed to hard work. The determined set of her jaw contrasts with bright, merry eyes, and though her strident, confident voice rings against the tavern walls, its tone is often playful. Amala has earned the respect of her salty, rough-hewn clientele; though her brightly-coloured dresses and headscarves catch the sailors’ eyes, only the most brazen or drunken offer her unwelcome attention – and soon regret it If the Player Characters ask Amala about her grandsire Kotri, she will speak of him with reverence. Amala will gladly tell the story of how her ancestor found the corpse and bought the tavern, and she seems quite comfortable with the notion of looting the body; apparently she considers this perfectly natural. In a small box in her bedroom behind the tavern’s kitchen, Amala keeps the papers that her great-grandfather found with the body. Both Kotri and Amala considered the strange writing and drawings on the vellum sheets meaningless and worthless, but they keep the papers as a souvenir. Amala is shrewd, and if she senses the characters’ interest in the papers (her Sense Motive skill and other stats can be found in the Appendix), she will not give or loan them for nothing. Amala will loan the papers to the Player Characters for a month for 20 sp, but this will require substantial collateral: she will accept any item she judges to be worth at least 200 sp. Because of the papers’ sentimental value, she will sell them for any offer greater than 150sp. Once the characters have the papers, continue to the Zohar’s Papers section below.

them; however, a savvy businessman does not trust rumours, so a test has been arranged. As the Player Characters emerge from their late-night revels in a tavern, the merchant will approach the group and introduce himself. He will mention a lucrative offer of employment that would suit the characters’ wellknown talents. The merchant will tailor his pitch to the group; if the PCs are drunken, swaggering barbarians, he will use bald flattery and the promise of riches. If the characters seem wily and cynical, the merchant will offer hints and veiled promises. As the Player Characters and the merchant stroll along the darkened street discussing details, a gang of toughs emerges from the shadows. The leader of the gang addresses the merchant by name and hurls insults as the men attack. The merchant will cry for aid from the PCs, promising a reward, and he will attempt to use larger characters as cover. Though the attackers will ignore the merchant, the Games Master can use the stats for the Canny Merchant on pg. 355 of the Conan the Roleplaying Game book if necessary. Of course the assailants’ leader, Nikolo the Survivor, was hired by the merchant to test the characters with this attack. The GM should change Nikolo’s name to suit the setting if desired. Statistics for the attackers are available in the Appendix. The merchant has instructed Nikolo to ambush the group, trading blows until someone drops. Nikolo will then shout to his men that he hears the city guards, and the attackers will flee. After the battle the visibly shaken merchant (a Bluff check can determine how convincing the merchant is) offers to host a celebration of his survival at a favourite tavern by the docks. If the PCs accept the offer, he will take them to the Fortune and complete his proposal. Otherwise he will ask to meet the characters the next day. At the Fortune the merchant will hire a private room and show the Player Characters Zohar’s papers. He will say that an anonymous wealthy patron has hired him to outfit a mission to a small Heroes for Hire island southwest of the city to search for Zohar’s The Games Master may consider chasing pirate base. The patron owns a small sloop that is rumours unsuitable for the Player Characters. In this provisioned and prepared for the journey, and time case one of the city’s merchants has obtained a copy presses. The merchant explains that the island may of Zohar’s papers and seeks to hire the characters to only be safely approached at certain times of year, find the pirate’s island base. If the GM is basing the scenario in Messantia and wishes to continue using this and the opportunity to make the voyage will not last. city with the Vengeance of the Golden Skull scenario from The patron has offered to finance the expedition in the Messantia: City of Riches box set, the merchant could exchange for one half of any treasure that the Player be Argentio, a character from that product. Otherwise Characters find on the island. Zohar’s papers include two annotated maps and a sheet covered with strange the Games Master should choose a name for the symbols. merchant which reflects the chosen port. The merchant has heard of one or all of the characters’ exploits and is interested in hiring

Once the PCs have learned the first (and preferably also the second) piece of information, they Zohar’s two maps should allow the characters to find the Isle of Smoking Peaks if they can decipher can seek a vessel to make the voyage. If the merchant hired the characters, he will direct them to report to the included notes. The maps’ annotations are written Captain Klopas of the sloop Glaros at dockside. The in a peculiar private script devised by Zohar, but the symbols draw on potentially familiar elements; they use Glaros is ready to sail. If the Player Characters will be making the trip without the support of the merchant, a combination of Shemitish and an archaic Zingaran they can hire the Glaros for the journey. pirate cant. The Decipher Script DC for the writing is 25, but certain bonuses apply. If the PCs have learned The Glaros that Zohar was Shemitish, they get +5 on their check. This Argossean sloop has made many Any pirate characters from Zingara or Argos get +5 as well. If the characters discovered that Zohar was a sea voyages with the competent had of Captain Klopas chanter, they receive a +3 bonus. These bonuses stack. at the helm. She is a quick, weatherly sea boat and The Games Master can use the following table fulfils both her legal and occasional illicit functions well. Klopas has retired from active affiliation with to determine what information the PCs divulge from the Barachan pirates, but he is not above seizing an the maps and additional papers. If the characters are occasional tempting opportunity. Statistics for the working for the merchant, their employer has already ship, captain and crew are provided in the Appendix. learned the first two facts on the table. The Glaros is provisioned for a month, and passage to the island will cost 100 sp/person. Once the ship D.S. check is: Information learned has set sail, Captain Klopas will expect the characters Zohar called the island the ‘Isle Made exactly to stay out of the way – though passengers with of Smoking Peaks’ because of its two active volcanoes. An additional ranks in Profession(sailor) may assist the crew if volcano seems dormant. The island they wish. Such characters will find the first mate lies approximately 350 miles SW of Seth humourless but fair, and he will treat those Messantia in the Western Ocean. who contribute usefully with respect. Klopas keeps Exceeded by 1-2 The island may only be safely his distance from passengers, but he has an eye for approached from its west side, but a beautiful women and may offer clumsy flattery (or powerful current will crush ships or boats approaching the only accessible more) to any who engage him.

Zohar’s Papers

Exceeded by 3-4

Exceeded by 5+

cove against an array of massive white stones in the bay. Zohar called these the ‘teeth of the giants’. Four times a year, seasonal flooding of the islands two rivers (which empty into the bay) counteracts the current. During these 2-3 week periods, boats can land on the beach. The additional papers are a log and a transcription of a spell. Though another bay on the island’s east side appears inviting, a perilous reef makes approach impossible. Zohar’s log tells a bit about the island and his life there. He and his reavers built a base on the ruins of ancient, long-dead inhabitants. These giants left the remnants of mighty, white stone structures. Zohar brought a Kushite woman to the island to be his concubine, and soon after a deadly plague struck the settlement. Only Zohar escaped. The spell is called Wind’s Hated Son (see Zohar’s Base location 1), and its transcription is encoded. Zohar left the key among his belongings on the island.

At Sea
Barring calamity, the Glaros should make the trip to the island in 4 days, taking advantage of the steady westerlies which prevail in this region of the Western Ocean. See the accompanying map for the location of the island. Zohar’s symbols include an estimate of the distance (350 miles) from Messantia to the Isle. For low-level Player Characters, the GM may wish to offer an uneventful journey. However, the Game Master can provide a challenging journey with storms, pirates or monsters. Storm. A fearsome storm races in from the west, buffeting the Glaros with gale-force winds and threatening mast, sails and spars. The black squall lasts 3 hours, and each hour Captain Klopas must make a DC 20 Profession(sailor) check to avoid damage to the ship. If he fails, roll a d6. On a 1-2, the mainsail splits and several key blocks are damaged. Repair will take two days. With a roll of 3-4, the mainmast cracks and must be fished. Repair requires one day after the storm abates. On a 5-6, the mainyard breaks loose and spears through the deck. Roll a d4 to see how many crew or characters on deck are threatened by the spar. Treat

the falling object as a+5 crushing attack (2d6/1920 x2/AP 4). Repairing the deck and mainyard will require 2 days. The storm also threatens to sweep the crew or PCs overboard. For each person on deck when the squall hits (20% of the crew in addition to any PCs) roll 1d6. On a roll of 1, that person must make a DC 15 Reflex save or be washed overboard. Once the storm has arrived, anyone foolish enough to remain on deck without being secured to a lifeline must roll the 1d6 wave check once per hour. Pirates. For the last several months the brutal Captain Bapoto has been preying upon boats in the waters South of Argos. Bapoto is a Southern Islander who commands a sleek, fast-sailing galley manned by merciless crew which delights in robbing its crew of their lives and valuables. Bapoto’s ship will bear down on the Glaros, and he and his men will attempt to board. They will offer no quarter nor ask for any. Statistics for Bapoto, his crew and the galley are available in the Appendix. If the Pirate Isles book is available, the section on ship combat (pp. 5868) is an excellent resource for resolving the battle. Otherwise, the Games Master could use another mass combat system or allow the Player Characters to engage Captain Bapoto and several of his crew. If the characters defeat the leader and several pirates, the GM could rule that the Glaros emerged victorious with perhaps 10%-40% (1d4 x 10%) crew losses. The characters might also choose to flee if the battle is turning against the Argosseans, as the Glaros possesses one ship’s boat. The PCs could attempt

to remove the boat from its position in front of the mainmast and launch it over the side. Sailing a 14ft., single-masted, four-oared boat a hundreds of miles in the open ocean would provide an epic challenge. Monsters. In addition to the numerous sharks which plague the waters of the Western Ocean near Argos, grizzled sea dogs speak of horrid sea monsters which no mere fish could rival. The Games Master could include an attack by such a dread creature to threaten the Glaros’ journey. An attack by the fabled poisonous squid would test the mettle of low to midlevel characters. These vile beasts typically prey upon large sea mammals, but when their usual prey is scarce, the delicious, wriggling contents of sea-going vessels provide an adequate substitute. Statistics for the squid are provided in the Appendix. High-level characters may find a diverting challenge in the form of a Water Elemental. When Zohar fled the Isle of Smoking Peaks long ago, he summoned an elemental to protect him and guide his small sloop to a safe harbour. The creature still occasionally returns from its distant realm to the ocean near the Isle, and the residual sorcerous energies of its former master’s personal effects (maps and papers) aboard the Glaros have attracted it. The elemental will attack the ship in an attempt to recover the items, laying waste to any barrier to reach them. If one of the PCs casts all of the papers into the sea, the water elemental will take them and depart. Statistics for the monster can be found on pg. 383 of the Conan the Roleplaying Game book.

At the Isle
The map of the Isle of Smoking Peaks shows its three volcanoes. Only the northernmost volcano appears to be active. Zohar’s notes indicate that in his day the centre volcano also released a steady fountain of smoke. The island measures roughly 19 miles north-south by 10 miles east-west at the widest point. From a distance the characters will see a lush jungle pieced by three majestic cones. A strong, steady current comes from the west, and a westerly breeze blows across the ocean’s surface near the island as well. Repeated surges of pyroclastic flow from the island’s volcanoes have allowed for few accessible points along the coast. Only an inlet on the west side (number 1 below) and a small bay on the east side (number 3 below) feature sandy beaches; the rest of the coastline consists of steep cliffs rising from jagged rocks at the water’s edge and topped with dense foliage. Attempts to approach these cliffs in any seagoing vessel are futile and will yield nothing more than a watery grave and a grisly banquet for the myriad gulls which ride the currents above the island. The Isle is currently inhabited by a host of mundane creatures (e.g., rainforest birds, small reptiles, primates and insects) and three special types: tapirs, monster tapirs, and human savages. The normal tapirs accompanied a long-dead group of giants to the island many centuries ago as a food supply. They could provide the same function for the Player Characters. The island is also home to seven monster tapirs. These beasts are a result of the curse laid upon Zohar by his Kushite concubine, and they are far more dangerous than their docile cousins. Three of the seven monsters are included in the island key below, but the other four may be encountered randomly on the island. See the Encounters section. The current human population consists of a group of cannibals who were stranded on the island eighty years ago. A huge Argossean galleon, packed to the gunwales with Darfari slaves, was blown out to sea in a storm and wrecked on the shore of the isle. Only the slaves survived. Soon after they arrived, the savages split into two groups: one that worshipped the monster tapirs as ‘holy ones’, and one which considered them profane. Battle resulted, and though the former group celebrated its success with their opponents’ flesh, their joy was tempered by the realisation that they might never again taste the traditional fruits of victory. Now the cannibals rely on the normal tapirs for sustenance, but they dream of a day when more men visit the island. Encounters. The island currently hosts seven holy beasts and 52 savages (18 adult men, 16 women and 18 children). The Games Master should

consider any cannibals or holy beasts encountered to be part of this total. If the PCs are high-level, the number of islanders in total and for each encounter and location can be increased. Some of each can be encountered randomly on the island, but others are included in specific locations as detailed below. Whenever the Player Characters are not in one of the island’s numbered locations, use the following table for encounters.
D100 roll (once/4 hours) 1-50 51-65 66-75 Day Encounter Nothing Lone tapir foraging (see Appendix for stats) 2d4 youngsters exploring. They will attempt to flee if threatened but will otherwise attempt to follow curiously Hunting party. 1d4 adult men in search of prey will attack. Holy Beast and handlers. The creature and two savages will attack. Lone holy beast. The animal has escaped its handlers and is roaming the jungle paths. The aggressive creature will attack. Night Encounter Nothing Lone tapir. The creature fled a hunting party and is heading back to its den. Lone holy beast. The animal has escaped its handlers and is roaming the jungle paths. The aggressive creature will attack. 1d4 lost children. A game of hide-andseek has left these little ones separated from the group. They will follow and cling to non-threatening characters. Each hour they remain with the PCs, there is a 50% chance (1-3 on a d6) that 1d4 adult male savages will arrive searching for the children. The adults will be violent and suspicious – attack is most likely. The GM may wish to allow a masterful Intimidate or Diplomacy check (e.g., DC 25) to prevent battle.

76-85 86-95 96-100

D100 roll (once for the entire night) 1-80 81-90 91-95

96-100

Time and Distance.
Travelling on the island’s riverside paths is relatively easy – most are well-used with few obstacles. Per the Conan the Roleplaying Game book, pp. 214-216, the Games Master should allow ¾ normal movement rates on the paths and ¼ normal rates otherwise. For example, a character with a speed of 30 ft. could walk 2.25 miles per hour on the paths, and .75 mph off-

path. Hustling could provide a quicker speed, while searching or tracking would slow the PCs down. The following chart provides approximate distances and sample travel times for the keyed locations on the island. These figures assume that the characters use the riverside paths where available.
Trip 1 to 2 1 to 4 2 to 4 3 to 4 3 to 2 Distance 5 mi. 6.5 mi. 7.5 mi. 5 mi. 5 mi. Travel time walking with 30 ft. Speed 2 hours, 15 min. 3 hours 3 hours, 30 min. 6 hours (briefly on-path) 6 hours, 45 min

Island Key
1. The Western Inlet. The narrow mouth of this inlet runs from west to east and ends in an inviting beach framed by verdant jungle. However, because of the strong current and offshore breeze, hazards await approaching boats. Dozens of huge, white stone objects protrude from the water of the bay. While most protrude just a few feet above the bay’s surface, some tower a dozen feet over the water. They are widely-spaced several hundred yards from shore, but a dense pattern emerges close to the beach. Mighty breakers threaten to dash boats against the stones, and for most of the year, only a successful DC 30 Profession(sailor) check will allow a boat to reach the beach safely. On a failed check, roll 1d6. If the roll is 1-3, the boat capsizes and washes ashore with moderate damage, requiring 2 days for repair. Passengers must make a DC 25 Swim check to reach the shore without colliding with a stone. The collision is a +10 crushing attack (1d8/x2/ AP 6). The unfortunate swimmer will then sink unless another DC 25 Swim check succeeds or he manages to hold onto the stone. Retaining a hold on the stone requires a successful DC 20 Strength check each minute. If the 1d6 roll is 4-6, the boat slams against a stone and is splintered. All passengers drop into the water and must attempt to swim as noted above. If the Games Master needs to provide an additional challenge (for example, if the PCs are a group of particularly expert swimmers and/or sailors) several sharks could be lurking in the bay. Statistics for the green sabre shark

are provided in the Appendix. Four times a year the current subsides, and the foaming waves flatten. At such times one can see the root-like base of the stones through the still water, and the bay resembles the open maw of some great shark or reptile. Close inspection (a DC 10 Spot check within 30 feet) will reveal signs of shaping and carving – these stones are not a natural phenomenon. The island has quarterly rainy seasons which cause its two lakes and rivers to flood. As the conjoined waterway reaches the beach, the increased flow into the bay counteracts the westerly current, rendering the ‘teeth’ nearly harmless for a period of two weeks. At these times a successful DC 15 Profession(sailor) check will allow boats to land on the beach. Failed checks will do minor damage to a boat and result in only a 1 in 10 (1 on a d10) chance of the vessel capsizing. At no time can a shipsized vessel safely approach to closer than 100 yards from shore. When the river is swollen, swimmers can easily avoid the stones (DC 10 Swim), but sharks may threaten those who attempt it. If the PCs have arrived aboard the Glaros, Captain Klopas (or his replacement if necessary) will offer to land the characters on the beach with the ship’s boat, which can carry 10 passengers (including the four oarsmen). Klopas knows that the bay’s calm period will not last, so he will not leave the Glaros anchored in the area for more than a week. A hefty bribe (> 200 sp) might convince the captain to allow the ship’s boat to attempt a landing during the rough seasons, but nothing would convince him to personally join the suicide mission; he would order his crew to undertake the task. Once on the beach, the Player Characters will notice a racing river emerging from the jungle at the northern end of the ½-mile strand. Near the ocean the sounds of waves, the river and gulls is steady. Oppressive heat is a constant companion on the beach despite the breeze, and heavily-armoured characters will find the furnace-like conditions under the jungle canopy nearly unbearable. A narrow track runs along the south side

of the river. A DC 15 Survival check for those with the Track feat will reveal the presence of animal spoor – apparently from a herbivore. In fact this path is used both by the island’s tapirs and a group of headhunting savages, but evidence of the latter has been washed away by the recent rains. Throughout the island there are paths along the rivers with occasional small tapir paths leading off into the jungle. PCs would be wise to use these, as travelling directly through the greenery would be confusing, slow and arduous. 2. The Broken Statue. Centuries before pirates, cannibals or Player Characters made their way to the Isle, a race of giants arrived and built huge structures of white stone. These mysterious settlers are long gone, but the ruins of their effort remain. In this clearing by the northern lake a huge statue once stood. Using a lost process for bleaching the island’s brown volcanic rock white, the ancients fashioned a likeness of one of their chiefs facing the lake. Now only two massive humanoid feet remain on the statue’s pedestal; the rest lies in halfburied pieces around the clearing. The island’s cannibal inhabitants consider this spot sacred, and during the daytime they often bring holy beasts to the clearing. When the Player Characters arrive at the statue, the GM should roll a d100 for encounters. A roll of 1-50 means that one holy beast with 2 human handlers are 2d100 feet away. A d8 roll can determine direction: 1=N, 2=NE, 3=E, etc. If the group is located to the northwest of the statue, they will be in the lake bathing with the creature. An encounter roll of 51-75 means that two such beast/human groups are present (roll separately for each group’s position). On a roll of 76-100, no one present. If the characters stay in this area, the Games Master should use the d100 encounter roll again for every two hours of daylight. No more than 6 total holy beasts will be encountered here regardless of how long the characters remain. Any holy beasts will attack as soon as they catch the PCs’ strange scent (a Spot check modified by distance). The cannibals will attack on sight and will fight to the death to protect the

sacred animal. Statistics for the creatures and savages are provided in the Appendix. If the Player Characters uncover most of the partially-buried statue, they can determine how the sculpture appeared when complete (see illustration). This will take 4 successful DC 15 Strength checks, with each check representing 30 minutes of digging, pulling and straining in the withering heat. The statue measured 20’ tall – a chilling image if life-sized. The crocodilian snout is buried deep and an additional DC 15 Strength check is required to extricate it. This will reveal the colossus’ two great emerald eyes. The fistsized gems suffered a bit from the statue’s destruction, but each would still fetch 2000 sp. Removing the gems from the crumbling stone requires no check. 3. The Bay of Reefs. This placid bay on the eastern side of the Isle appears to offer easy access to the shore. Its waters and wide, sandy beach are sheltered from the strong western winds and current by the

island, and no tumbling breakers threaten. However, a jagged reef makes landing here nearly impossible. The reef forms a natural sea wall across the entire mouth of the bay only a few feet beneath the surface of the sea. Only a light proa, outrigger canoe or similar boat with a draft of less than 2 feet could cross the reef without leaving its splintered keel and hapless occupants strewn across the coral’s wicked surface. The numerous reef sharks which browse among the reef ’s teeming sealife will respond quickly if a boat comes to grief. Detecting the reef in daylight requires a DC 15 Spot check at a range of 500 feet. At the GM’s option, characters who fail a DC 10 Profession(sailor) check will notice only eddies and strange currents above the submerged coral and will not understand the cause. A new Spot check can be attempted every 100 feet, with the DC decreasing by 2 for each increment. At 50 feet, the Spot DC is 5, and even PCs without ranks in Profession(sailor) who make the Spot check will see submerged coral occasionally exposed by wave action. Any boat with a draft greater than 2 feet (which would include any standard oared ship’s boat) which attempts to cross the reef automatically fails; the boat’s bottom is splintered and the vessel will sink in 2d6 rounds. For every two passengers who frantically bail, the time is increased by 2 rounds – this may give other boats time to assist. Once in the water the characters can opt to cling to the reef, but this will subject them to one ‘attack’ by the coral’s cruel surface each minute: +5 piercing (1d4/x2/AP 2). The reef sharks will show no interest in uninjured swimmers, but if any character in the water is wounded, 1d4 sharks will attack in 2d4 rounds. If these sharks succeed in drawing blood, 2 more will join the fray every 3 rounds until the total reaches a frenzied 20. Obviously the Player Characters should try to leave the water as quickly as possible. Statistics for the grey reef shark are available in the Appendix. A lighter boat can cross the reef with a successful DC 20 Profession(sailor) check. If the characters manage to reach the shore (either by swimming or in a light boat) they will find a broad beach of

light golden sand. The atmosphere here is forge-hot and heavy, with little or no breeze and plenty of noisy insects. No paths enter the jungle here, so PCs who wish to explore from this starting point will have to cut their way through the trees and undergrowth. This exhausting labour offers only ¼ normal movement rates, and hustling is not possible. 4. The Camp. Zohar established his camp on the ruins left by the islands former giant inhabitants. The base sits in a 250’ by 150’ clearing on the northern shoulder of the Isle’s southernmost, long-dormant volcano, with excellent access to fresh water from the nearby river and lake. The giants left little but broken, white-stone walls, but much of the pirate settlement is still intact. A path from the riverside leads to the northeast corner of the camp. For a detailed description, see the Zohar’s Base section below.

Zohar’s Base
The reavers who once inhabited the camp are long dead, and the settlement is now home to the Isle’s surviving tribe of cannibals. Unless the Player Characters’ ship arrived at night (or succeeded in landing a boat on the eastern shore) the savages will know that strangers are on the island. Although the islanders are not expert tacticians, their chief will have arranged for defence: sharpened stakes coated with curare poison have been placed in the undergrowth at the base of several trees, and a watch has been set. The Games Master should consider the trees nearest locations 2, 3, 4 and 10 to be trapped. Any characters who step in the same square as one of these trees must make a DC 20 Spot check. If the check fails, the PC is subject to 2 ‘attacks’ by the stakes as a primitive knife: +5 piercing (1d4/x2/AP - ). Parry defence does not apply against this attack, and DR will only protect characters with armour on the bottom of their feet. If the victim takes any damage he must make a DC 17 Fortitude save to resist curare poisoning. Curare does 1d12 Dex damage, with another 1d12 Dex possible after 10 minutes. The cannibals have become expert at cleansing their prey of poison before devouring them. Chief M’goba has encouraged his warriors to keep a sharp lookout for the intruders, for it has been long since the tribe has properly feasted. At least two warriors will be wandering through the camp throughout the night, and during the daytime most of

the islanders are present. The Games Master should assume that the chief, 12 warriors, 14 women and 16 children are in the camp when the PCs arrive. When the cannibals spot the characters, the women and children will flee into the jungle south of the camp awaiting the outcome, and the warriors and chief will attack. Stats for the islanders (including chief M’goba) are available in the Appendix. One of the warriors will release the holy beast housed in location 6, and the others will advance, using cover if threatened with arrows or other missiles. The savages will fight as long as the chief survives, but if he falls they will flee if 8 warriors are also killed or incapacitated. If the PCs are victorious, the women, children and any warrior survivors will not return to the camp while the characters are the island. A key to the camp follows. 1. Walls. These white stone walls once towered 30’ above the camp, but now their crumbling remains rise no higher than 10’ through most of their length. The fissured volcanic rock is easy to climb: a DC 10 Climbing check will allow a character to reach the top in one round. 2. Zohar’s Cabin. This structure was fashioned from jungle trees and sailcloth and served as Zohar’ home on the island. The canvas roof disintegrated long ago, but the walls are mostly intact. The exterior is festooned with skulls from the dead pirates and rival cannibals. Inside an ivory footstool (worth 200 sp) sits on the floor next to a pallet made from large leaves. Atop the stool is a small carved wooden bowl containing a dark, sticky substance: six doses of curare. Chief M’goba resides here now - little knowing what treasures lie buried under decades of unchecked plant growth in the cabin’s southeast corner. Though Zohar’s pirate followers slept in hammocks, their leader reclined in luxury on a large bed that his men laboriously carried from a ship’s boat. After the sea chanter left the island the bed became an excellent anchor for a variety of jungle creepers and other foliage, and it is now hidden beneath several feet of growth. The Player Characters can cut or dig their way through the foliage with 15 minutes of sweating effort. Years of soaking and drying have ruined the bed, but the stout chest that lies beneath isn’t difficult to find (DC 10 Search) through the rotting timbers. The chest’s metal fittings are thoroughly rusted, but its varnished wood has withstood the years well. With his wits addled

by plague, Zohar failed to lock the chest, so the PCs will have to do nothing more than drag it from the tangle of vegetation to open it. It contains the following (with value where appropriate): a leather parchment case with a roll of vellum; a jewel-hilted, curved Akbitanan dagger (300 sp); a small box full of black pearls (2000 sp); 2 large, plain gold chains (500 sp each); a soft leather pouch with 200 gold Stygian coins (2000 sp); an ivory box full of faceted rubies (4000 sp); a miniature purpleplumed golden helm (500 sp) and 2 violet silk women’s robes (300 sp each). The vellum is covered with Shemitish writing. This the key to Zohar’s code, and it will allow a scholar who knows Shemitish and makes a DC 10 Decipher Script check to learn the spell Wind’s Hated Son from Zohar’s papers. A Zingaran (optionally Argossean or Aquilonian as well) PC who makes a DC 10 Knowledge(local) check will recognize the miniature golden helm as coming from Zingara. The royal symbols that it bears suggest that it came from the toy of some princeling or wealthy noble. 3. Spirit Room. Two large, sealed kegs of rum stand in this dilapidated shack, and another sits broken on the floor between two headless skeletons. The skeletons’ clothing has mostly rotted away, but some leather and metal fittings endure. The headless skeleton of the spirit room guard lies across the doorway with a rusted cutlass still in its fleshless hand and a chipped dagger protruding from its ribs. The cannibals avoid this structure. 4. Kitchen. This overgrown building is nearly inaccessible due to the dense web of foliage
Wind’s Hated Son (Curses sorcery style, from Pirate Isles) PP Cost: 4 Components: V, S, M Casting Time: 5 minutes Range: Magic Link Target: One target Duration: One month Saving Throw: Will negates Prerequisites: Magic attack bonus > +3, lesser illfortune Magic Attack Roll: Sets DC for the target’s saving throw This curse causes all wind to die around the target character. No wind blows within a one mile radius, excepting those winds caused by magical effects or supernatural creatures. Any ship the target is on is automatically bestilled and must be rowed to whatever destination it wishes to reach. Many sailors will kill a person with this curse, believing that it is a precursor to even more dangerous effects.

Zohar’s Base
covering the entryway. Those who trouble to cut their way in will discover a crumbling hearth and a pile of worthless rusted iron, wooden and clay pots and bowls. 5. New Huts. These huts were built by the cannibals and all are fashioned from jungle trees and leaves. Their design is primitive, but they provide excellent shelter during the rainy season due to cleverly-fashioned waterproof roofs and flexible wall materials. The northernmost hut was recently damaged by a lightning-struck tree. The islanders consider this an ill omen and will not enter or repair this hut. 6. Holy One. This hut houses one of the island’s ‘holy beasts’ and features stronger walls than most of the camp’s dwellings. The hut’s door has an exterior bar to keep the animal secure, and if intruders approach, it will only require a move action from a warrior to open the door. 7. Fire pit. Both the pirates and savages have used this fire pit. The pit is full of hot coals throughout the day, and from an hour before sundown until an hour after dawn a fire blazes away. The heat from the coals or flames combines with the ambient warmth to create a truly sweltering atmosphere near the pit. Stones culled from the ancient’s ruined walls surround the fire and serve as seating. During a battle chief M’goba may pick up one of the largest stones (250 lbs) and hoist it above his head to intimidate his enemies. He may also choose to ‘tenderise’ a fallen opponent with the stone. 8. Giant Seat. This massive stone bench sits atop the western wall of the ruins and provides a striking view of the ocean and the island’s shore. The western inlet is easily visible from here. The bench’s carved reptilian arms and feet have been worn down by centuries of wind and weather battering the promontory, but the resemblance to the statue at location 2 on the Isle map is readily apparent. Clever characters (DC 15 Int roll) will deduce from the height and width of the bench seat that the 20’ ft.-tall statue was life-sized! 9. Forge and Smokehouse. At their leader’s command, Zohar’s pirates carried the equipment necessary for basic forging and weapon repair at the island base. This uncovered structure houses a clay-brick forge and thoroughly rusted anvil. A hand-operated bellows sits discarded next to the crumbling forge. The cannibals do not use the equipment, and they have also ignored a small shack here which served as a smokehouse. Inside the smokehouse are rusted steel hooks from which hang the desiccated remains of decades-old meat.

10. Berth Deck. Like many competent sea captains, Zohar understood the sailor’s tendency towards superstition and tradition. He therefore commanded his men to build a replica of his galleon’s berth deck for their lodgings. Although the exterior walls of this large building appear little different than the other jungle-log huts, the interior features wooden plank floors (now rotting) and two dozen posts to which hammocks were once fixed. The cannibals now use this structure for their main shelter, and the sailcloth roof has been replaced with an effective leaf covering. The hammocks are long gone – leaf pallets on the floor serve as bedding. 11. Path. This path was once wide enough for its giant creators, but the jungle has reclaimed much of its width – the pirates (and later savages) could only travel single-file on the trail. It leads from the camp to the path that follows accompanies the nearby river on its course from the lake to the seaside. If the cannibals are aware of the Player Characters’ arrival on the island, a scout is perched in a tree near the camp boundary 75% (1-3 on a d4) of the time. 12. Midden. The pirates established a refuse pile 30’ southeast of the edge of the camp in a small clearing. Because of the near-constant westerly winds, the midden’s aroma seldom disturbed the base’s inhabitants. Although the mound has been covered over by jungle growth (DC 15 Spot check to notice it within 20 ft.), it was still exposed when the cannibals arrived. They do not use the midden for its original purpose, but they did cast a few taboo items onto the pile: whale teeth with scrimshaw engraving. Though the savages have little discomfort with bone and corpses in general, they found these items in the possession of dead men who obviously suffered from some calamity. If the PCs dig through the midden (which is now no more odorous than well-matured compost), each DC 10 Search check will uncover one of the scrimshaw teeth. There are 13 teeth, and each would bring 50 sp from a collector.

Leaving the Island
As long as the Player Characters leave the Isle while the rivers are still in their flood cycle, they will have little trouble (DC 10 Profession (sailor) check) launching a boat from the western inlet. Otherwise, leaving will require phenomenal luck or a creative strategy. The Games Master can use the guidelines given in Island Key location 1 to determine what dangers to navigation might threaten the PCs’ attempt to leave. The return voyage will be uneventful unless the GM wishes to present further challenges. If a merchant hired the characters, he or she will likely honour the terms of their agreement, as reputation is a valuable asset. However, the Games Master should feel free to include a double-cross if the trip to the Isle seemed too easy.

Appendix: Cast of Characters
Amala, owner of the Fortune inn 6th level Kushite Commoner Hit Dice: 6d4+12 (29 hp) DR Initiative: +3 Speed: 30 ft. Parry defence: 13 Dodge defence: 14 Base attack: +3 Melee: Stiletto +4 (finesse) (1d4/x4/AP 1) Ranged: – Special Qualities: Argossean qualities (raised in Messantia), illiterate Saves: Fort +4, Ref +3, Will +4 Abilities: Str 10, Dex 12, Con 14, Int 11, Wis 14, Cha 12 Skills: Balance +3, Gather Information +3 Knowledge (local) +2, Listen +12, Profession (innkeeper) + 6, Profession (sailor) +4, Sense Motive +10, Spot +4, Use Rope +3 Feats: Carouser, Alertness, Negotiator, Skill Focus (Sense Motive), Sleep Mastery, Bonus - Skill Focus (Listen) Reputation: 8 Amala is a clever innkeeper and cheerful host. She will attempt to negotiate if threatened with violence, but if pressed whe will draw a stiletto from beneath her clothing. Possessions: stiletto, clothing and sandals, 30 sp. Messantian Thugs (hired for the staged attack) 1st level Argossean commoner / 1st level Argossean thief Hit Dice: 1d4+1d8+4 (13 hp) DR 3 Initiative: +4 Speed: 30 ft. Parry defence: 12 Dodge defence: 13 Base attack: +0 Melee: Club +1 (1d8+2/x2/AP 2) Ranged: – Special Qualities: Argossean qualities, sneak attack (1d6/ 1d8) Saves: Fort +2, Ref +4, Will +0 Abilities: Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 8 Skills: Appraise +1, Balance +8, Gather Information +2, Handle Animal +1, Hide +4, Knowledge (local) +3, Listen +2, Open Lock +4, Profession (farmer) +2, Spot +2, Survival +2, Use Rope +4 Feats: Combat reflexes Reputation: 1 These hired toughs employ the simple tactic of battering their victims into unconsciousness with clubs. They will not kill a helpless foe, as they are do not wish to risk the penalty for murder. Possessions: quilted jerkin, club, 3 s.p., tunic & hose, linen belt pouch, sandals Messantian Thug Leader – Nikolo Zosimos “the survivor” 1st level Argossean soldier / 3rd level Argossean thief Hit Dice: 1d10+3d8+12 (36 hp) DR 5 Initiative: +6 Speed: 30 ft. Parry defence: 14 Dodge defence: 13 Base attack: +3 Melee: Short Sword +5 (1d8+2/19-20x2/AP 3), Axe +5 (1d8+1/x3/AP3) Ranged: – Special Qualities: Argossean qualities, sneak attack (2d6/ 2d8) (short sword) Saves: Fort +6, Ref +6, Will +1 Abilities: Str 15, Dex 14, Con 16, Int 10, Wis 11, Cha 14 Skills: Appraise +2, Balance +6, Bluff +3 Disable Device +1, Escape Artist +9, Hide +7, Intimidate +9, Knowledge (local) +6, Move Silently +4, Open Lock +3, Profession (sailor) +2, Spot +1, Use Rope +4 Feats: Combat Expertise, Eyes of the Cat, Two Weapon Combat, Parry, Diehard Reputation: 6 Nikolo has survived many a beating, and his hardiness has compensated somewhat for his poor luck. He wields his short sword an axe simultaneously and like his men, he will not kill an incapacitated foe. Possessions: mail shirt, short sword, axe, 28 s.p., tunic & hose, linen belt pouch, soft leather boots Captain Klopas – captain of the Glaros 5th level Argossean pirate Hit Dice: 5d8+5 (30 hp) DR 7 (breastplate + steel cap) Initiative: +10 Speed: 25 ft. Parry defence: 15 Dodge defence: 13 Base attack: +3 Melee: Cutlass+6 (1d10+4/19-20x2/AP 4) Ranged: – Special Qualities: Argossean qualities, sneak attack (1d6/ 1d8) (cutlass), ferocious attack, seamanship +1, pirate code, to sail a road of blood and slaughter Saves: Fort +5, Ref +6, Will +2 Abilities: Str 15, Dex 15, Con 12, Int 10, Wis 13, Cha 12 Skills: Appraise +2, Balance +14, Bluff +3 Gather Information +5, Intimidate +6, Knowledge (local) +4, Profession (sailor) +11, Spot +11, Use Rope +14 Feats: Sneak Subdual, Mobility, Uncanny Dodge, Argossean Dreamer, Weapon Focus (cutlass), Improved Initiative, Alertness, Combat Reflexes, Parry, Two-weapon combat Reputation: 6

Though still a young man of 28, Klopas commands the respect of his sailors and handles the Glaros well. Note that the Argossean Dreamer feat comes from the Pirate Isles book; if this is unavailable, substitute Skill Focus (Profession (sailor)). Possessions: breastplate, steel cap, cutlass, gold pendant worth 150 sp, 80 sp in a box in his cabin. Argossean Sailors – crew of the Glaros 2nd level Argossean pirate Hit Dice: 2d8+2 (11 hp) DR 6 (breastplate) Initiative: +5 Speed: 25 ft. Parry defence: 12 Dodge defence: 13 Base attack: +1 Melee: Cutlass+3 (1d10+1/19-20x2/AP 3) Ranged: – Special Qualities: Argossean qualities, sneak attack (1d6/ 1d8) (cutlass), ferocious attack, seamanship +1, pirate code, to sail a road of blood and slaughter Saves: Fort +4, Ref +5, Will +0 Abilities: Str 13, Dex 14, Con 12, Int 10, Wis 10, Cha 8 Skills: Balance +8, Climb +5, Knowledge (geography) +4, Profession (sailor) +6, Spot +4, Use Rope +8 Feats: Argossean Dreamer, Weapon Focus (cutlass), Twoweapon combat Reputation: 1 The crewmen of the Glaros are generally a spirited, competent group. They are glad to use their seamanship and cutlasses to increase their fortunes. If the Pirate Isles book is unavailable, substitute Skill Focus(Profession(sailor) ) for Argossean Dreamer. Possessions: breastplate, cutlass, 15 sp. The Glaros Medium Argossean Sloop Dimensions: 80 ft. long x 20 ft.wide Crew: 8/24 Hardness/HP: 5/200 Speed (Rowed): 0 Speed (Sail): 4 Tactical Movement: 3 Modifiers: +1 to boarding actions, -1 to resist boarding, +2 overland movement, +1 movement point during closing. Max Cargo: 2 Components: Argossean rigging, boarding deck, ½ cargo hold, ½ passenger rooms The statistics for this sloop are presented in the format used in the Pirate Isles book, but if that resource is not available, the GM can use this information to compare the Argossean ship to the pirate galley below.

Captain Bapoto 5th level Southern Islander pirate Hit Dice: 5d8+15 (41 hp) DR Initiative: +6 Speed: 30 ft. Parry defence: 20 (with large shield) Dodge defence: 16 Base attack: +3 Melee: hunting spear +8 (1d8+3/x2/AP 4) Ranged: hunting spear +7 (1d8+3/x2/AP 4) Special Qualities: southern islander qualities, sneak attack (1d6/1d8) (hunting spear), ferocious attack, seamanship +1, pirate code, to sail a road of blood and slaughter Saves: Fort +5, Ref +6, Will +2 Abilities: Str 17, Dex 14, Con 16, Int 8, Wis 12, Cha 10 Skills: Balance +6, Knowledge (local) +1, Perform(dance) +4, Profession (sailor) +7, Spot +7, Swim +8, Survival +3, Use Rope +4 Feats: Sneak Subdual, Mobility, Uncanny Dodge, Weapon Focus (hunting spear), Parry, Power Attack, Cleave Reputation: 6 Bapoto is a tall, powerful southern islander whose brutal authority is never questioned by his merciless crew. He has not yet given a name to the raiding galley he won with a devastating thrust of his hunting spear through the former captain’s torso. Bapoto and his men will not surrender. Possessions: large shield, 2 hunting spears, feathered headdress, and a piece of amber on a cord around his neck worth 40 sp. Captain Bapoto’s Pirates 2nd level Southern Islander pirate Hit Dice: 2d8+2 (13 hp) DR Initiative: +4 Speed: 30 ft. Parry Defence: 18 (with large shield) Dodge Defence: 13, 17 vs. ranged Base Attack: +1 Melee: hunting spear +5 (1d8+2/x2/AP 3) Ranged: hunting spear +4 (1d8+2/x2/AP 3) Special Qualities: southern islander qualities, ferocious attack, seamanship +1, pirate code, to sail a road of blood and slaughter Saves: Fort +3, Ref +4, Will –1 Abilities: Str 15, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Balance +6, Perform (dance) +6, Profession (sailor) +4, Survival +3, Swim +5, Use Rope +5 Feats: Parry, Weapon Focus (hunting spear) These pirates delight in leaping aboard an enemy deck to wreak bloody havoc. Each of the 30 will abandon their oars and throw a hunting spear before boarding, relying on their large hide shields to protect their unarmoured flesh from their victims’ attacks. Possessions: 2 Hunting spears, large shield, loincloth.

Captain Bapoto’s Medium Galley Dimensions: 100 ft. long x 20 ft.wide Crew: 4/30 Hardness/HP: 6/200 Speed (Rowed): 3 (4 when closing on an enemy) Speed (Sail): 2 Tactical Movement: 4 Modifiers: -2 to resist boarding, +1 movement point during closing. Max Cargo: 2 Components: 2 banks of oars, 2 cargo holds, drummer The statistics for this galley are presented in the format used in the Pirate Isles book, but if that resource is not available, the GM can use this information to compare the galley to the Argossean ship above Poisonous Squid Huge Animal Climate/Terrain: Aquatic Organization: Solitary Initiative: +11 Senses: Listen +3, Spot +3, low-light vision Languages: – ––––––––––––––––––––––––––––––– Dodge Defence: 15 Hit Points: 70 (8 HD); DR 3 Saves: Fort +8, Ref +5, Will +4 ––––––––––––––––––––––––––––––– Speed: 30 ft. Space: 15 ft.; Reach: 20 ft. Melee: 10 tentacles +12 (1d4+4, AP 6) and bite +13 (2d6+4, AP 8) Base Atk +7; Grp +18 Special Attacks: Poison, Improved Grab Sorcery Knowledge: – ––––––––––––––––––––––––––––––– Abilities: Str 19, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Special Qualities: Ink Cloud, Jet Feats: Alertness, Diehard, Endurance, Multiattack, Toughness (2) Skills: Hide –4, Survival +1, Swim +14 The dreaded poisonous squid of the Western Ocean is not quite as massive or strong as the legendary kraken, but its deadly poison is at least as effective as brute strength. In this squid the small hooks that help its cousins cling to prey have evolved into dagger-like spines which the beast uses to inject a paralysing venom. It can then drag its helpless victim to its fearsome beak to be devoured at leisure. Because its normal prey are large sea mammals, the squid can only attack two separate targets in a give round. Typically it will use 4 tentacles to cling to a ship, leaving the remaining six available for prey. Once two of its tentacles have seized a given medium-sized target, the squid will not have room to wrap another appendage around the victim.

The squid’s sensitive tentacles can detect when its prey has ceased struggling, so the squid will not begin dragging its prey until poison has done its work. Attackers can attack the tentacles of a poisonous squid with a normal sunder attack, although a ‘spare’ tentacle will make an attack of opportunity as normal if any are available. Each tentacle has 8 hit points and a DR of 3. Attacks directed against a tentacle wrapped around a victim can be safely made at -4 to hit. If a tentacle is severed, the part that is wrapped around a target relaxes. The squid takes 4 hit points damage for each severed tentacle and if the squid loses three or more tentacles it will retreat. Lost tentacles regenerate fully in 5 days. Poison: The poisonous squid’s hard, sharp tentacle spines have evolved to pierce the tough hides of large sea lions, whales and other formidable creatures of the deep, so they are quite capable of penetrating armour. Although its poison must be able to immobilise prey much larger than humans, the squid can usually inject a large quantity of the venom through several tentacles at once, so the poison is not as toxic as that of some smaller creatures. Each time a victim takes damage from a tentacle, he must make a DC 15 Fortitude save or suffer 1d3 Dex damage and paralysis for 2d6 rounds. The venom is fast-acting, so no additional saves are required for a given injection. Improved Grab: To use this ability the squid must hit an opponent with a tentacle attack. A kraken can use improved grab on creatures up to and including Gargantuan in size. Ink Cloud: The poisonous squid can emit a large underwater cloud of jet-black fluid that resembles ink 20 feet wide and 20 feet long once per minute as a free action. The cloud provides total concealment for anyone within or on the other side of the cloud. Jet: As a full-round action a squid can force water through its body at a remarkable rate, sending it scooting straight backwards for 200 feet. This action and movement provoke attacks of opportunity as normal. A poisonous squid can make as many overrun attacks as part of a jet as it likes. Skills: Poisonous squid have colour–changing skin that gives them a +4 bonus to Hide checks. They also have a +8 racial bonus on any Swim check. They can always choose to take 10 on a Swim check, and can perform the run action while swimming. Poisonous squid gain Multiattack as a bonus feat. Green Sabre Shark Large Animal Climate/Terrain: Aquatic Organization: Solitary, school (2–5) Initiative: +7 Sensory Traits: Listen +4, Spot +4, aquasense 90 ft., keen scent 180 ft. ––––––––––––––––––––––––––––––––– Dodge Defence: 15 Hit Points: 44 (8 HD); DR 4 Saves: Fort +8, Ref +7, Will +3

––––––––––––––––––––––––––––––––– Speed: Swim 50 ft. Space: 10 ft.; Reach: 5 ft. Melee: Bite +8 (1d8+5, AP 6) Base Atk +6; Grp +12 Special Attacks: Blood Frenzy, Chew, Improved Grab ––––––––––––––––––––––––––––––––– Abilities: Str 20, Dex 14, Con 14, Int 1, Wis 12, Cha 2 Special Qualities: Aquasense, Keen Scent Feats: Alertness, Great Fortitude Skills: Hide +2, Jump +5, Swim +11 The green sabre shark is a large, often solitary warmwater shark common in the Western Ocean. Though not as quick or agile as some other species, the green sabre has particularly tough skin and a fearsome bite. The teeth that gave the fish its name can make short work of most defences. Grey Reef Shark Medium Animal Climate/Terrain: Aquatic Organization: Solitary, school (2–5), pack (6-24) Initiative: +8 Sensory Traits: Listen +4, Spot +4, aquasense 90 ft., keen scent 180 ft. ––––––––––––––––––––––––––––––––– Dodge Defence: 18 Hit Points: 28 (5 HD); DR 2 Saves: Fort +5, Ref +8, Will +2 ––––––––––––––––––––––––––––––––– Speed: Swim 65 ft. Space: 10 ft.; Reach: 5 ft. Melee: Bite +8 (1d6+2, AP 3) Base Atk +4; Grp +8 Special Attacks: Blood Frenzy, Chew, Improved Grab ––––––––––––––––––––––––––––––––– Abilities: Str 15, Dex 16, Con 14, Int 1, Wis 12, Cha 2 Special Qualities: Aquasense, Keen Scent Feats: Alertness, Dodge, Great Fortitude Skills: Hide +6, Jump +4, Swim +10 The grey reef shark is a small species which normally confines its hunting to shallow waters and such humble prey as diminutive fish and cephalopods. However, if it scents warm blood the ‘grey reefer’ will turn its frenzied attention to larger prey. Common to both shark species: Aquasense: A shark can detect anything in or on the water within 90 feet of it. Blood Frenzy: A shark that can smell an injured creature within 90 feet of its position will be subject to this special rule. It gains a +2 bonus to all hit and damage rolls, but a –2 penalty to its defence. This state lasts for one minute. Chew: A shark can inflict bite damage on all victims held in its maw as a free action once per round.

Improved Grab: To use this ability, the shark must hit with its bite attack. Keen Scent: A shark’s sense of smell is so honed underwater that it can automatically notice creatures by scent up to 180 feet away, but can smell blood in the water up to a mile away. Skills: A shark has a +8 racial bonus on Swim checks. It can always take 10 on a Swim check even when rushed or threatened, and can perform the run action while swimming. Tapir Medium Animal Climate/Terrain: Sub-tropical and tropical forest Organization: Solitary Initiative: +2 Sensory Traits: Listen +4, Spot +4, scent ––––––––––––––––––––––––––––––––– Dodge Defence: 12 Hit Points: 22 (3 HD); DR 3 Saves: Fort +6, Ref +2, Will +4 ––––––––––––––––––––––––––––––––– Speed: 30 ft., Swim 20 ft. Space: 10 ft.; Reach: 5 ft. Melee: Bite (1d6+2, AP 2) Base Atk +2; Grp +6 Special Attacks: ––––––––––––––––––––––––––––––––– Abilities: Str 14, Dex 14, Con 15, Int 1, Wis 12, Cha 2 Special Qualities: Hold breath Feats: Alertness Skills: Hide +4, Move Silently +1, Swim +12 Tapirs are solitary mammals with a short fur and prehensile snouts. Despite their somewhat porcine appearance, they are related to rhinocerouses and horses. These unassuming herbivores love water and are excellent swimmers – they are also known to submerge and walk along the bottom of waterways. Their usual defence is to employ a surprising burst of speed, crashing through dense undergrowth to escape, but they can deliver a nasty bite if cornered. Hold Breath: A tapir can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Holy Beast Large Animal Initiative: +3 Sensory Traits: Listen +4, Spot +1, low-light vision, scent ––––––––––––––––––––––––––––––––– Dodge Defence: 12 Hit Points: 60 (8 HD); DR 4 Saves: Fort +8, Ref +4, Will +3 ––––––––––––––––––––––––––––––––– Speed: 30 ft., Swim 20 ft. Space: 10 ft.; Reach: 5 ft. Melee: Gore +6 (1d10+5/x2/AP 5) or Tail Club +6 (1d8+5/x2/AP 8) Base Atk +5; Grp +10 Special Attacks: ––––––––––––––––––––––––––––––––– Abilities: Str 20, Dex 14, Con 18, Int 3, Wis 10, Cha 2 Special Qualities: Hold breath Feats: Endurance, Improved Overrun, Improved Grapple Skills: Swim +10 This 10’-long abomination was created by the curse of Zohar’s concubine. Its original tapir form has been altered: the tiny tail has grown into a massive, spiked club; the upper front teeth have elongated and sharpened into formidable tusks; and the prehensile snout has extended to become a short trunk. These seven unfortunate creatures have also gained increased intelligence and a much longer lifespan. The monsters are aggressive and will attack any stranger – only through long, patient effort (with many ghastly injuries) have the cannibals gained some control over the beasts. Combat: On sighting an enemy, the holy beast will charge and attempt overrun its enemy. If the overrun is successful, the beast can make a tail club attack as a free action. Once

stationary, the beast attempts to grip opponents with its trunk. If this succeeds, the monster will use its tusks to gore its victim. The gore attack is made with +4 to hit if the opponent is gripped by the creature’s trunk. As it fight the holy beast swings its head and tail from side to side. This allows it to make one tail club attack per round (in addition to gore or grapple) on any enemy who is flanking the beast. The holy beast will not flee from combat. Hold Breath: The holy beast can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. Chief M’goba 5th level Darfari barbarian Hit Dice: 5d10+10 (45 hp) DR Initiative: +4 Speed: 30 ft. Parry defence: 14 Dodge defence: 13 Base attack: +5 Melee: war club +12 (2d6+4/x2/AP 8) Ranged: club (primitive) +6 (1d8+4/x2/AP -) Special Qualities: southern black kingdom (darfari) qualities, trap sense +1, bite sword, crimson mist, fearless, uncanny dodge Saves: Fort +7, Ref +4, Will +1 Abilities: Str 19, Dex 11, Con 14, Int 9, Wis 11, Cha 10 Skills: Climb +10, Listen +2, Intimidate +6, Knowledge(local) +1, Survival +6, Spot +8 Feats: 5 Track, Two Weapon Combat, Endurance, Mobility, Power Attack, Weapon Focus (War Club), Diehard, Cleave Reputation: 5

M’goba is a huge man with chocolate-brown skin, heavy limbs and a wild nest of hair tangled with mud and sticks. With his tribe he is good-natured and slow to anger, but he will rouse to a violent frenzy of action in the presence of strangers. His war club and those of his warriors have been fashioned from select, hard branches of jungle trees and are studded with lovingly-chosen river stones. The chief usually carries a smaller, primitive throwing club for a first strike before wading in with his mighty two-handed weapon. M’goba also likes to intimidate opponents with bestial shouts and feats of strength – this also heartens his tribesmen. Possessions: war club, throwing club, loincloth. Cannibals (including holy beasts’ handlers) For the Isle’s savages use the statistics for the Savage Cannibal on pg. 353 of the Conan the Roleplaying Game book, with the following changes: Dodge Defence is 12 and Parry Defence is 13 (no large shields) Melee: war club +8 (2d6+2/x2/AP 6) Ranged: club (primitive) +4 (1d8+2/x2/AP -) Base attack: +3 Feats: remove Fighting-Madness and add Weapon Focus (war club) Skills: remove Move Silently +4 and add Climb +8 Possessions: remove shield and spears, add war club These warriors brandish great war clubs and carry a smaller club for throwing as battle begins. Against and inferior opponent they may attempt to bring their filed teeth to bear (see the Darfai’s Bite feature on pg. 34 of the Conan the Roleplaying Game book). Cannibals accompanying a holy beast will not flee.

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