You are on page 1of 38

Expert Game Adventurc

1 1 le Isle of Drea-
by David Cook and Tom
- dvaj

8: WI1 oe a :au a
char r lev6

of Your irnagi
@ The Isle of Dread
by David Cook and Tom Moldvay
Expert Set Game Adventure X1

The harrowing ocean voyage was exhausting enough. Now you are
faced with a dark island that could well be filled with cannibals!
A tattered, old ship’s log is your only clue to the riches that may lie
beyond the isle’s quiet shores.
Rumors of great wealth brought you here, but the thrill of adventure
sustains you as you work your way inland, slashing through dense
jungles and murky swamps in search of a lost plateau and the great
black pearl:
The Isle of Dread is a wilderness adventure designed for use with the
Editing: Tim Kilpin D&D@Expert rules. The module includes both wilderness and dungeon
Art: Timothy Truman encounters, complete maps, new monsters, and background for further
The player characters begin their adventure by picking u p on the
trail left by a long-dead explorer. Rumors of great wealth and
Distributed to the book trade in the United States by
Random House, Inc., and in Canada by Random
adventures lure the characters across the ocean to a tiny island -
House of Canada, Ltd. known to its natives only as the Isle of Dread.
Distributed to the toy and hobby trade by regional Once they land, the characters move inland in search of an ancient
Distributed in the United Kingdom by TSR, (UK) Ltd. temple built upon a lost plateau. Hidden within the ancient temple are
DUNGEONS & DRAGONS and D&D are registered
the secrets of the natives’ ancestors - and the wealth hinted at in the
trademarks owned by TSR, Inc. old explorer’s logs.
0 1981, 1983 TSR, Inc. All Rights Reserved.
But the characters are not alone in the temple! T h e evil kopru make
their home here, in boiling geysers and mud pits deep beneath the
This module is protected under the copyright laws of temple.
the United States of America. Any reproduction or Can the characters defeat the kopru and escape the temple, or will
other unauthorized use of the material or artwork con-
tained herein is prohibited without the express written they fall prey to the kopru’s deadly charm? The Isle of Dread awaits!
permission of TSR, Inc.

TSR, Inc. A Wilderness Adventure for Character Levels 3-7

POB 756
Lake Geneva,
WI 53147

TSR (UK) Ltd.

The Mill, Rathmore Road
United Kingdom

Printed in U S A .
ISBN 0-88038-053-5


TSR Inc.


pace 4 page 7

page 22

Notes for the Expert Dungeon Master T h e natives are restless - and so are the .
Wandering monsters . . . . . . . . . .. . 24
PREPARING FOR THE ADVENTURE dinosaurs. Taboo Island encounters
........................... 3 GENERAL ISLAND ADVENTURES Key to Temple Level 1 . .. .. . . . . 24
. ..
About this module ... ... . . . .. . . 3 ........................... 7 .
Key to Temple Level 2 . ... . . . . 25
Encounter maps .. ...... ... . . . . . 3 Maps for general island encounters.. 7 .
Key to Temple Level 3 . . . . . . . . 27
Statistics and abbreviations . . ... 3 .
Wandering monsters . . . . . . . . . . . . 7 .
. .
The party of adventurers . . . ... . . 3 General island encounters . . . . . . . 8 .. Sxtra dread
. .. .
Wandering monsters . . . .. . ... . 3 a p p e n d i x ....................... 28
Mountains and monsters
Alternate scenarios . . . .. . . . . .. . . 28
“Unfurl the sails and pray, mateys!” Creating human encounters . . . . . . . 29
... .. ..
. .... .. .. ... . ... . .. 22 Wandering human party 1 . .. . 29 ..
. .
The Continent . . . .. ... . . . . . . . . . 4
Maps for central plateau encounters
.. ...
. . .. .. .. ... . .. . . .. . .. 22 Wandering human party 2 . . . . . 29 .
Continent map key . .. . ... . . .. 4
. .
Wandering monsters . . . . . . . . . . . 22
Wandering human party 3 . . . . . . 29
Weather and climate .. .. .. . . .. . 4
Central plateau encounters . ... . . . 22
. .
Sample native leaders . . . . . . . . . . 29 I

Adventure background .. . . . . .... . 5 ..
Matriarchs . .. . . . . . . . . . .. . . . 29 .
. .
Finding the scrolls . .. . . . . ... . 5 . T h e heart of the journey Tribal war leaders . . . ... . . .. . . . 29
.. .
Preparing to set sail . .. . ... .. 6 . TABOO ISLAND ADVENTURES . . 24 . .
New monsters . . . .. .. ... . . . . . . . 30
The voyage to the isle . .. ... . .. . 6 . Maps for Taboo Island encounters. . 24 Pronunciation auide . . .. .. . . . . .. . 32


Table 1: .. .
General Island Wandering Monsters . . . . . . . . . . . . . . . . . . . . . . .. 7 .. . Do you have any questions o r comments? O u r
Table 2: . . .
General Island Wandering Monsters . . . . . . . . . . . . . . ... . . . . . . . 8 .. . designers a n d editors c a n help. Send your
Table 3: General Island Wandering Monsters .. .
... . . .. .. .. ... . . .. .. ... ... 8 . questions to:
Table 4: .
Central Plateau Wandering Monsters .. . . . . . .. .. . ... . . .. . . ... 22 . .. . D&D@Questions, c / o
Table 5: . .. . .
Temple Level 3 Events . .. . . . .. . .. ... . . . . . .. . .. .. . . . .. .. . . 27 . TSR, Inc.
Table 6: . .. . . . .
Human Encounters . ... . . . . .. .... . . .. . .. . . . . . . . . ... . . . . . 29 POB 756
Lake Geneva, WI 53147
Map 1: T h e Isle of Dread . .. . .. . .. . .... . . . . . . . . . . . . . . . . . . . . .. . . . ... . . . . 13
Map 2: VillageofTanaroa ............................................. 14 Letters w i t h o u t a s t a m p e d , self-addressed
Map 3: General Cave Lair 1 . . . . .. .. .... . . .. . . . . . . ... . . . . . . . . . . . . . . . .. .. 18 envelope are given to our pet gelatinous cube, so
Map 4: General Cave Lair 2 . ... .. ... . . . ... . . . . . .. . . . . . . . . . . . . . . . . . . . . . . 18 don’t forget! We’ll get o u r elves right o n it.
Map 5: Pirate Lair .. .. . .. ... . . .. . . . . . . .. . . . . ... . . .. . . . . . . . . . . . . . . . ... . 15
Map 6 Continent Map ............................................. 16-17
Map 7: RakastaCamp .................... ......
.. ..................... 18
Map 8 . .
.. . . . .
Aranea Lairs .. . . . .. . . . . . .. . .. . .. . . . . . . . . . . . . . . . . . . . . . . 18
Map 9 .. .. .. . .
Phanaton Settlement . . . .. .... .. . . . . . . . .. . . . . . . . . . . . . . . . 19
Map 10 . .. . . . .
Central Plateau . . .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 20
Map 11: . . ..
Village of Mantru . ... . .... . . . . . . . . . .. .. . . ... . . . ... . .. . . . . . . 21
Map 12: . .. .. . .
Temple Level 1 . . .. . .. . .. ... . . . . . . . . . . .. . . . . . . module cover
Map 13: . . . .. .
Temple Level 2 . ... . ... .. . . . . . . . . . . . . ... . . . .. . . module cover
Map 14: . . . .
Temple Level 3 ... . . .. .. .. . . . . . . . . . . . . . . . . . . . . . . . module cover


About this module The party of adventurers

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

The continent (Map 6) individual household leader. Their culture Atruaghin Clans: These grassy plateau,
is very similar to that of medieval Iceland. forest, and hilly regions next to the sea are
In the center of this module is a large-scale
Kingdom of Vestland, Kingdom of Ostland, inhabited by herders, hunters, and fisher-
wilderness map that shows the southeast- men who live in small villages. All the
ern portion of a continent and the northern and the SoderfjordJarldoms: Each of these
northeastern states is composed of many villagers claim to have descended from the
islands of an archipelago (a cluster of
petty “kingdoms” that are loosely united ancient hero Atruaghin. If threatened by
islands). The Isle of Dread is located in this war, they unite temporarily under an elected
archipelago. This map should be used for under one ruler. In Vestland and Ostland
the underchiefs are called “kings”; in leader.
the characters’overseas journey to the isle.
The continent map also serves as an Soderfjord they are known as “jarls” (pro- The Five Shires: This is the homeland of
example of a large-scale wilderness design. nounced “yarls”). the halflings. The area is ruled by a council
You may want to base dungeon and wil- The people of these kingdoms highly of five sheriffs; each controls a shire. Four
derness adventures on this map, or you may value individualism, physical strength, and times a year the sheriffs meet at a great feast
expand the map by designing wilderness prowess in combat. They live mainly by and decide shirewide policy by vote.
areas where the map leaves off. fishing and by occasional raids on nearby
coastal villages. Besides being fierce war- Grand Duchy of Karameikos: This part of
Following is a key of the areas menti- the continent is a wi!i and unsettled land
oned on the map. The key gives only a brief riors, these people are explorers without
equal, ranging far and wide in their wooden claimed by Duke Stefan Karameikos the
background of most areas. You may “flesh
longships. Their culture resembles that of Third. In reality, little of the land is under
out” individual encounter areas with your
the Vikings. the duke’s control. Large areas are overrun
own information.
by monsters and hostile humanoids. For a
Toread themapof thecontinent, start The Broken Lands: The “broken lands” more detailed description of the Duchy of
at the top and read from left to right. are an area of rocky badlands and old vol- Karameikos, see the D&D@Expert rule
Continent map key canic lava beds. The land is extremely wild, book.
and is inhabited mainly by outcasts and
Principalities of Glantri: Glantri is a monsters. Kingdom of Ierendi: This kingdom sports
magocracy; that is, the princes and prin- a magnificent royal palace carved from
cesses who rule the state are all high level Rockhome: Rockhome is the homeland of pure white coral. The king and queen of
magic-users. They live in Glantri City the dwarves. It stretches throughout the the land are usually popular adventurer-
most of the time, though each ruler also has northern Altan Tepe mountain range. The heroes; however, they are without true
a castle hidden in some remote wilderness dwarves have built and maintained a road power and serve only as figureheads. Actual
area. Actually, the rulers are more con- through the mountains for caravans. They rule is held by certain aristocratic families
cerned with magical research than with charge toll from all who pass. (making Ierendi an oligarchy).
ruling. Most decisions are left to the princely
Republicof Darokin: This republic is cen- Minrothad Guilds: The Minrothad island
stewards and the various local councils of
teredaround thecapital, Darokin. Its wealth cluster is a syndicracy: the government is
elders. The princes and princesses do not
is based on trade from Lake Amsorak (the run by the heads of the various trading
trust each other and live in a state of uneasy
large inland lake), the Streel river, the east- guilds. Minrothad is closely allied with
truce. In the face of invasion or rebellion,
ern caravan route, and sea trade filtering in Thyatis.
however, they arequick to unite. In extreme
emergencies, they select one of their number through the Malpheggi swamp. Darokin is
as “dictator,” who serves for one year. a plutocracy; that is, the government is run Empire of Thyatis: The empire of Thyatis
by the wealthiest merchant families. The is an autocracy. The emperor holds abso-
Ethengar Khanate: T h e Ethengar are culture resembles that of Venice or Genoa lute power, but his decisions must allow
nomadic herdersof horses, cattle, andgoats. in medieval Italy. for the desires of powerful nobles and for
They are divided into small family clans. the threat of mob riots over unfavorable
T h e clans usually raid and quarrel with Alfheim: As the name implies, Alfheim is laws. The city of Thyatis is built beside a
each other, but a powerful leader (khan) the homeland of the elves. The elven king large canal that separates the southern
occasionally emerges to unite the entire rules thegreat forest of Canolbarth. Because peninsula from the mainland, making the
Ethengar people into a strong “nation.” Canolbarth is tended by the elves, it is far city a major trade center. Trade routes for
However, when a khan dies, there is rarely larger than a natural forest in this area this area are given in the D&D@Expert rule
an heir strong enough to hold the Ethengar would normally be. T h e Republic of book. The Thyatic culture is similar to the
together. Their nation then breaks apart, Darokin pays the elves to protect the cara- culture of the medieval Byzantine empire.
and the family clans begin warring with van route through the forest to Selenica.
each other once more. Their culture is sim- Thanegioth Archipelago: The archipe-
ilar to that of the horsemen of the central lago is a cluster of islands about 1,000miles
Asian steppes (Huns, Mongols, Maygars, Emirate of Ylaruam: Ylaruam is built in from thecoast of the main continent. What
the midst of the largest oasis in the Ala- little knowledge that is available about
Turks, and so on).
siyan desert. It is the center of caravan Thanegioth is buried in myth and super-
Heldann Freeholds: The Heldann are a routes crossing from north to south and stition.
barbaric, fair-haired people who hunt, fish, from east to west, and is controlled by the
and raise crops on isolated farms. They are Emir of Ylaruam and his royal family. The
related to the people of the northeastern culture is similar to that of the Arabic
Weather and climate
kingdoms, but, among themselves, they desert states or the Central Asian city-states The general weather patterns of this part of
acknowledge no ruler higher than the of Palmyra, Damascus, and Samarkand. the continent move from west to east.
Hence, much rain falls on the western edge
of the Altan Tepe mountains, while little
or none falls on the Alasiyan desert. T h e
warm offshore currents near Thyatis and
Minrothad modify the weather somewhat
in the south, making the climate there simi-
lar to the Mediterranean.
T h e southern farmlands are extremely
fertile, due to a thick layer of rich ash from
the ancient volcanic hills. The farmers here
have discovered better ways to grow most
crops. The heavily irrigated and terraced
gardens of the southern farmlands produce
more food than any other area on the map.
The climate in the Thanegioth Archi-
pelago is tropical, similar to the Pacific
South Sea islands and the Caribbean. The
climate south of the Cruth mountains
(running west to east) is moist and temper-
ate; the winters here are mild. The climate
of Darokin and Glantri is warm and sunny,
similar to that of southern France. The
climate in the Ethengar steppes is mild in
the summer, but cold and bleak in the win-
ter. This climate is similar to the Russian
steppes around the Black Sea. The climate
of the northeastern coast is wet and mostly
overcast; it is similar to Denmark’s climate.
Adventure background
Finding the scrolls
Several weeks ago, a party of adventurers
was returning from a previous quest when
they discovered a cache of scroll-papers.
T h e scroll-papers were made of an excel-
lent vellum parchment (a kind of paper
that lasts for centuries). O n the journey
home, the adventurers were caught in a
sudden rainstorm, and the entire cache was
drenched. When the adventurers returned
to Specularum, they discovered that none
of the scrolls was magical. Still, magic-
users can always use good paper for spell
research and for writing their spell books,
so the adventurers carefully spread the
paper in front of a fire to dry out. Much to
their surprise, the adventurers found that
as the paper dried, writing appeared on
several of the pages. The heat had brought
out secret writing on the parchment.
The pages were part of a ship’s log.
Give the players the tear-out copy of the
ship’s log provided on the third panel of
the module cover. An imcomplete map of
the Isle of Dread is also included on the
third panel of the module cover. The play-
ers may use that map to chart the island as
they explore it. You may read the following
boxed text to the players, or you may let
them read it themselves from their copy of
the log.


T h e ship’s log is signed by Rory Barbarosa, should have n o trouble raising enough EXAMPLE: T h e characters buy a n
a well-known adventurer and sea captain money to buy a small sailing ship. If the old sailing boat for 500 gp. A new boat
who died about 30 years ago. A little characters cannot come u p with the money, would normally cost 2,000 gp. Divide 500
research in local taverns reveals to the char- arrange matters so that the characters are by 2,000. T h e resulting percentage is 25%.
acters that just before he died, Rory was able to get a boat or small ship that can sail Hull value for a new sailing boat is 20-40,
indeed recruiting for a journey south. He the ocean. Following are some ideas on 30 being the average. Multiply 30 by 25%.
had been blown off course on his last how the characters might acquire a ship: T h e resulting hull value for the party’s
voyage and had hardly been in town a day boat is 7.5. Speed (in feet per round) for a
before he started signing on new hands.
* Have a merchant hire the party to investi- new sailing boat is 120. Multiply 120 by
gate the island. The characters will receive 25%. T h e resulting speed for the party’s
Unfortunately, Rory angered a powerful
free passage, but must split any treasure boat is 30 feet per round.
wizard over a lost wager and died horribly
50-50 with their employer. You might
before his journey south began. alter this scenario by allowing the charac- * Allow one character to inherit a boat. If
Not only does the story of Rory Barba- you use this idea, make sure the boat is n o
ters to convince a merchant to open u p a
rosa’s death confirm the writing on the larger than a small sailing ship. T h e ship
new trade route to the Thanegioth Archi-
parchment, but every rumor that the char- should not have a lifeboat. Remember
acters can track down about the Thanegi- that the normal inheritance tax is 10%of
0th Archipelago tends to confirm the # Allow the characters to buy a n old, the value of the inherited goods. T h e
account. (You should make u p suitable decrepit boat. inherited ship cannot leave port until the
rumors as needed.) Generate a percentage by dividing
tax is paid.
the price paid for the boat by the cost of a
Preparing to set sail
new boat. This percentage is the measure * Let the characters borrow the money to
of the boat’s condition. The speed and buy a boat. Interest should be at least 10%
T h e characters begin the adventure in Spe- hull value of a new boat are both multi- per month. T h e loan must be repaid by
cularum, which is in the Grand Duchy of plied by this percentage, giving lower the end of the first voyage. Local money-
Karamei kos. values for the party’s boat. Also, in any lenders have a working agreement with a
T h e characters must acquire a ship or storm, the percentage or lower must be magic-user, who sends an invisible stalker
passage to the Isle of Dread. Most parties rolled as a saving throw or the boat sinks. to attack any character who has not paid
his share of the loan by one week after the
due date.
The voyage to the isle
During the characters’ voyage from Spe-
cularum to the Isle of Dread, use the wil-
derness rules and the Ocean Encounter
Tables from the D&D@Expert rule book.
You should check for a n ocean encounter
at least once per day while the party sails
toward the isle. A 6 rolled on ld6 indicates
that an encounter takes place.
Remember to check for weather once
each day. Roll 2d6. A roll of 2 means there
is no wind, and a roll of 12 means there are
gales or fierce storms. Check the D&D@
Expert rule book for effects of these weather
Check once per day during the voyage
to see if the party becomes lost. A roll of 1 or
2 on ld6 indicates that the party is lost. T h e
D&D@Expert rule book lists what you
should do when the party becomes lost.
If the party’s boat enters a reef area, it
takes d%points of hull damage.
In spite of these hazards, remember
that the characters should still reach the
Isle of Dread. Keep this in mind when
balancing encounters, weather checks, and
checks for becoming lost.


Once the characters reach the Isle of Dread

(Map l), they probably land at one of the TABLE 1
native villages on the southeastern penin- GENERAL ISLAND WANDERING MONSTERS
sula. Details of these villages are given in % Roll Monster No.
the description of the village of Tanaroa Appearing
(encounter area 1).
From these villages, the characters 01-02 Bee, Giant 2-8
may move inland. They may map 1 hex of 03-05 Dryad 1-6
terrain in every direction when they pass 06-29 Ghoul 1-6
through a hex (7 new hexes maximum). If 30-32 Human' 2-12
the terrain in the hex is mountainous or Living Statues"'
covered with dense foliage, the party's sight 33 Living Crystal Statue 1-6
will be blocked, and mapping will be diffi- 34-35 Living Iron Statue 1-4
cult. In these instances, you must decide 36 Living Rock Statue 1-3
how many new hexes the characters are Lizards, Giant
able to map. 37-40 Gecko 1-6
41-43 ~ Draco 1-4
Maps for general island 44-45 Horned Chameleon 1-3
encounters 46 Tuatara 1-2
You will need the following maps to run 47 Wererat 1-8
encounters on the general island 48 Werewolf 1-6
Map 1: T h e Isle of Dread 49 Wereboar 1-4
Map 2: Village of Tanaroa 50 Weretiger 1-3
Map 3: General Cave Lair 1 51 Werebear 1-2
Map 4: General Cave Lair 2 52 Mummy 1-3
Map 5: Pirate Lair 53-58 Rat, Giant 2-20
Map 7: Rakasta Camp 59-60 Rhagodessa 1-4
Map 8: Aranea Lairs 61-62 Robber Fly 2-8
Map 9: Phanaton Settlement 63-64 Scorpion, Giant 1-2
All of the numbered encounters in this sec- 65-69 Skeleton 4-16
tion may be found on Map 1. Many of the Snakes
encounters, however, have their own, more 70-71 Spitting Cobra 1-6
detailed maps. These maps are listed at the 72-73 Pit Viper 1-8
beginning of the specific encounter 74 Giant Rattlesnake 1-4
descriptions. 75-77 Rock Python 1-3
Spiders, Giant
78-79 Crab Spider 1-4
Wandering monsters 80-82 Black Widow Spider 1-3
Wandering monsters should be checked for 83-84 Tarantella 1-3
twicea day: once in the daylight hours, and 85-88 Toad, Giant 1-4
once at night. For the night check, subtract 89 Treant 1-2
1 from the dice roll, as most of the wander- 90 Wight 1-4
ing monsters are inactive at night. Consult 91 Wraith 1-3
the wilderness encounter tables in the D&D@ 92-00 Zombie+ 2-12
Expert rule book todetermine if wandering
monsters are encountered in a specific ter-
rain type.
T h e exact monster is determined by
' These humans will probably be the natives who live on the island. For information
on creating native encounters, see p. 29.
rolling d% on General Island Wandering ** When Living Statues are rolled as wandering monsters, there is a 50%chance they
Monster Tables 1, 2, or 3. If the characters
will be alive, and a 50% chance they will only be normal statues.
are adventuring on the southern peninsula
+ Zombies will attack strangers on sight, unless the strangers look like natives. Zombies
south of the Great Wall, or if they are
will only attack natives when their master has commanded them to do so.
exploring the southeastern islands, use
Table 1. If the characters are adventuring
on the main isle south of the central river,
or if they are exploring the southwestern
islands, use Table 2. If the characters are
adventuring north of the central river, or if
they are exploring the northern islands, use
Table 3.


% Roll Monster No. Appearing
% Roll Monster No. Appearing
0 1-03 Aranea* 1-6
04-08 Bear, Cave 1-4 01-06 Allosaurus* 1
09-10 Cat, Great: Sabre-tooth Tiger 1-2 07-14 An kylosaurus* 1
11 Centaur 1-6 15-21 Brontosaurus* 1
12 Cyclops 1 22-26 Crocodile, Giant 1
13-17 Dire Wolf 1-6 27-34 Dimetrodon* 1
18 Dragon, Black** 1 35 Dragon, Black** 1
19 Dragon, Green** 1 36 Dragon, Green** 1
20 Dragon, Red*** 1 37 Dragon, Red*** 1
2 1-22 Dryad 1-6 38-40 Dryad 1-6
23-27 Elk, Giant* 1-3 41-42 Giant, Hill 1
28-33 Grangeri* 1 43-44 Giant, Stone 1
34-38 Hydra, 5 heads 1 45-47 Hydra, 5 heads 1
39-43 Lizard Man 2-8 48-53 Plesiosaurus" 1
44-49 Elephant, Prehistoric 1 54-61 Pteranodon 1-3
50-54 Megatherium* 1 62-68 Roc 1-2
55-60 Neanderthal 2-8 69-76 Trachodon* 1
61-65 Phanaton' 4-16 77-82 Treant 1-2
66-71 Phororhacos* 1-6 83-89 Triceratops 1
72-75 Rakasta" (+ Sabre-tooth Tiger) 1-2 90-94 Tyrannosaurus Rex 1
76-77 Roc 1-2 95-97 Wyvern 1-2
78-84 Rock Baboon 2-8 98-00 Zombie 2-12
85 Treant 1
86-93 Triceratops 1
94-95 Troll 1-3 # New monster, see description at end
96 Wyvern 1-2 of the module.
97-00 Zombie 2-12 ##
Not older than average age.
Young red dragon only, 7 or 8 HD.
* New monster, see description at end of module.
*+ Not older than average age.
*Ic* Young red dragon only, 7 or 8 HD.

General island encounters the natives of the village as the Great Wall. is that clan's totem; the members of the clan
A cleared trail leads into the village believe they are blood brothers to that
1. VILLAGE OF TANAROA (Use Map 2.) from the south, winding through Tanaroa animal. A large wooden statue of the
T h e village of Tanaroa stands in a clearing and continuing north through the gates appropriate totem animal stands in the
at the edge of the jungle. Looming u p just into the jungle beyond. T h e trail circles middle of each graveyard. When in battle,
to the north of the village is a 50-foot high four groups of huts. Each group of huts is each clan has a standard decorated with the
wall built out of huge stone blocks. T h e laid out in a circle, and each group faces a clan totem.
wall stretches for 2 miles across the thin central graveyard. T h e backs of the huts In the center of the village is a flat-
neck of land that joins the southeastern face the encircling path. Each group of topped hill that has been artificially leveled.
peninsula with the main island. huts is made of wood and roofed with A 10-foot tall leveled pyramid made of
Evenly spaced along the wall are 28 interwoven palm leaves. T h e huts are 50 earth stands in the center of the hill. T h e
square towers, each 100 feet to a side and 70 feet long and 20 feet wide. They are raised pyramid is faced with stone slabs. Set on
feet tall. In the center of the wall is a pair of 10 feet off the ground on wooden stilts. top of the pyramid is a huge alarm gong. A
massive wooden gates. Each gate has dou- Each collection of huts represents one square earthen wall, 3 feet high by 3 feet
ble doors that are 40 feet wide, 40 feet tall, clan that lives in the village. T h e four clans wide, stands around the pyramid. Each side
and 5 feet thick. Each gate can be barred are the Elk Clan on the south, the Hawk of this wall is 250 feet long.
with a heavy wooden beam. clan on the west, the Tiger Clan on the T h e hilltop is the assembly place of
T h e village of Tanaroa guards and north, and the Sea Turtle Clan on the east. the village. Members of each clan sit on the
controls these gates. T h e wall is known to T h e animal each clan takes its name from earthen mound (or stand behind it) on the


side facing their clan site, while the village seven villages. Each village clan garrisons the bearers leave the path or go beyond the
leaders conduct business from atop the one tower with seven warriors, so there is a tar pits at the end of the trail. T h e natives
pyramid. total of 196 warriors in the 28 towers. T h e never hire out as warriors.
Between the clan sites and the flat- pits filled with tar are secondary defenses,
2. CROCODILE BAY (Use Map 1.)
topped hill, the path surrounds village should a nonhuman raiding party or ram-
gardens and the grounds for the clans’ paging monster fight past the wall. T h e Floating just below the surface of the
animals. Pigs, chickens, and goats are kept area between the wall and the village has placid waters of this bay are four large
here. T h e path continues until it reaches been cleared of trees and brush to allow crocodiles .
the Great Wall. From there, it passes into clear fire for bows and thrown spears. Crocodiles (4): AC 3; HD 6; h p 18, 15, 12,
the jungle. Trading with the villagers: In a recent 10; MV 90’ (30’), 90’ (30’) swimming;
A second line of defense stands between meeting, the council of chiefs decided that #AT 1; D 2-16; Save F3; ML 7; AL N
the village and the Great Wall: 20-30 feet it would be good for the seven villages to
deep pits filled with 5-10 feet of tar. At the These hungry creatures attack anyone who
trade with the mainland (the large conti- moves more than 10 feet into the bay. Each
base of the towers of the Great Wall are the nent). Unfortunately, the villagers’ small
huts used by the warriors who garrison the of the crocodiles averages 20 feet in length.
fishing boats are unable to sail out of sight
wall. of land. They are also unable to stand u p to 3. LAIR OF T H E SEA SNAKES
Tanaroa is one of the seven villages on storms on the open sea. Therefore, if the (Use Map 1.)
the southeastern peninsula and the adjoin- characters have had the foresight to stock
ing islands. T h e other villages are Kir- Hundreds of large oysters cover the sea bot-
u p on trade goods, the villagers greet the tom near these broad coral reefs. T h e oys-
ikura, Dawa, Mora, Panitube, Burowao, characters warmly. Add 2 to the reaction
and Usi. These villages resemble Tanaroa, ters are under 20 feet of water. If the charac-
dice roll of the villagers and village chiefs ters gather a few, they find Id4 pearls worth
except for the Great Wall and the tar pit when the characters are received by them.
defenses. Each village also has the same 100 gp each. However, every day the char-
Furthermore, the characters may sell acters dive for pearls (including the first
four clans. If the party lands at any one of their trade goods for 100%profit (Le. they
these villages, use this encounter descrip- dive), they are attacked by ld4 sea snakes.
receive back twice what they paid for the
tion. The same map may also be used. goods). T h e villagers are not terribly Sea Snakes (1-4): AC 6; HD 3; h p 9, 8, 7,6;
wealthy, and may only spend a total of MV 90’ (30’); #AT 1 bite; D 1 +poison;
Village government and culture: T h e Save F2; ML 7; AL N
5,000 g p on the goods brought by the
seven villages are loosely allied through a
characters. Although the number of sea snakes is
council of village chiefs that meets once a
If the characters are responsible for unlimited, the pearls run out after 14 days
year. T h e population of all seven villages
opening u p a new trade route to the isle, of diving.
combined is about 2,100.
they receive experience points equal to the
T h e seven villages are matriarchies; value (in gold pieces) of the goods sold. 4. RANDOM ENCOUNTER (Use Map 1.)
that is, each village chief is a woman. T h e
After the initial visit, the route is no longer For every day the characters are within 2
natives trace their descent and inheritance unknown, and the profits from any other
through their mothers’ side of the family. hexes of this location, they encounter one
trips are not counted for experience points. wandering monster from General Island
They also take their mothers’ family names
T h e characters may use their profits or Wandering Monster Table 2. If possible,
as their own.
spare money to buy extra equipment. All
Although the chief of each village is a the encounter should occur in or near the
standard equipment is available in the monster’s lair.
female, the leader of each clan is a male.
seven villages at standard prices, except the
T h e clans serve to unify the villages in time following: battle axes, crossbows & quar- 5. CAVES OF T H E ROCK BABOONS
of war, each clan being organized as a sepa- (Use Map 3 or 4.)
rels, pole arms, two-handed swords, lances,
rate “regiment.” Each village elects a spe-
chain and plate armor, and all transport As the characters near a crumbling stone
cial official to serve as advisor to the chief. animals and related objects (such as bard-
This person also acts as the village war cliff, they hear many hoots, grunts, and
ing or animal-drawn carts). T h e only types shrieks. T h e noises are coming from a 6-
leader in times of trouble.
of water transport available to the party are foot high opening in the rock wall. A foul
T h e last important village official is
canoes, sailing boats, and rafts. stench wafts out of the dark opening, and a
the village Zombie Master (or Zombie Mis-
tress). This advisor is usually a cleric or Preparing to travel inland T h e natives of tunnel leads back from the opening into
magic-user of at least 5th level, and heads Tanaroa occasionally visit the tar pits darkness.
the village’s Cult of the Walking Dead. beyond the Great Wall to renew their supp- Living within this cavern complex is a
This cult is a secret society whose members, lies (the villagers use the tar for waterproof- tribe of 15 rock baboons.
with the exception of the Zombie Master, ing their boats and roofs). T h e characters
Rock Baboons (15): AC 6; HD 2; h p 14
wear hooded masks during cult ceremo- may hire a guide to take them beyond the each, 16 for leader; MV 120’ (40’); #AT
nies. At these ceremonies, the “walking Great Wall as far as the tar pits. T h e guide 1 club/l bite; D 1-6A-3;Save F2; ML8;
ancestors” are created. (Treat any walking also tells them where it is safe to cross the AL N
ancestor as the monster zombie in an pits. A guide costs 5 g p per adventure.
encounter.) While these zombies are some- T h e party may also hire 2d6 bearers to You may use General Cave Lair 1 (Map 3),
times used as laborers or spare warriors, the carry supplies; however, no bearers travel General Cave Lair 2 (Map 4), or a map of
villagers shun and fear them. beyond the Great Wall without a guard your own design for this encounter.
T h e Great Wall north of Tanaroa is forceof at least 30 fighters. Bearers cost 1gp Each chamber in the cave has Id4
always garrisoned by warriors from the each per adventure. Neither the guide nor baboons living in it, except for the hearth-


treasure room, where the leader and the rest Pirates (40): AC 5; F1; h p 5 each; MV 120’; tunnel winds through the hills for 500 feet
of the tribe can be found. None of the #AT 1; D 1-6 or by weapon; ML 7; and empties into a series of natural caverns.
chambers is furnished, but large amounts AL C These caverns are under water at high tide
of trash and dung are piled in the corners of Six pirates wear chain mail and fight with (20%chance).
each room. Fruit rinds and bones litter the cutlasses.Twenty others wear leather armor
floor. and fight with cutlasses. Fourteen wear 7f. WALL: The pirate lair is surrounded by
A gold bracelet worth 700 gp, and a leather armor, and are armed with cutlasses a wall of thorn bushes weighted down with
silver-and-amethyst necklace worth 1,300 and crossbows. rocks. T h e 5-foot tall by %foot wide wall
gp may be found in a pile of gnawed bones keeps out all but the largest animals.
in one corner of the hearth-treasure room. At sea, seven to eight pirates sail in each
Both pieces of jewelry are somewhat tar- outrigger canoe. T h e leader sails in the 8. HIPPOGRIFF NEST (Use Map 1.)
nished, but are otherwise in good shape. canoe of his choice. T h e rest guard the
camp (areas 7a-7f). Set atop the tallest hill on this small island
is a large nest. T h e nest is the home of five
6. LAIR OF THE WATER TERMITE 7a. TOWERS: Three 20-foot tall lookout hippogriffs.
(Use Map 1.) towers stand guard over the lair. Each
tower holds u p to four pirates. At least one Hippogriffs (5): AC 5; HD 3+1; h p 21, 20,
A 5-foot long water termite lives in this 16, 14, 10; MV 180’ (SO’), 360’ (120’)
lookout is in each tower at all times (you
area. T h e termite’s home is a rocky cave, 35 flying; #AT 2 claws/ 1 bite; D 1-6/
feet beneath the water’s surface. may wish to roll ld4 to determine the
number of lookouts in a tower). 1-6/1-10; Save F2; ML 8; AL N
Water Termite: AC 5; HD 4; h p 30; MV These creatures prey on the weakest of the
7b. BOATS: The outriggers are beached
180’ (60’); #AT see below; D 1-6; Save many wild sheep that graze on the sur-
here unless the pirates are out raiding.
F3; ML 11; AL N rounding hills. In defending their “terri-
When the pirates are ashore, the paddles
T h e water termite does not bite unless cor- and sails from their boats are kept in differ- tory,” the hippogriffs attack anyone climb-
nered; instead, it uses an inky spray for ent huts to prevent theft. ing the hill within a halfmile of their nest.
defense. If the termite is above water when
7c. H U T S These are made of grass, and 9. RAKASTA CAMP (Use Map 7.)
it sprays ink, a saving throw versus poison
are roofed with cones of thatched grass.
must be made by any character caught by A tribe of rakasta has set u p a temporary
T h e hut marked “L” is the leader’s hut. It
the spray. Anyone failing the saving throw camp in this area.
contains a lockedwooden cabinet, in which
is paralyzed for 1 turn. Rakasta are a race of nomadic feline
the outrigger sails are stored. T h e hut
T h e water termite’s most dangerous humanoids. They walk erect, but their
marked “S” is the supply hut. Paddles,
attack is the hull damage it does to ships. If heads and features are catlike, and their
ropes, tools, food, buckets of tar, spare
the characters’ ship passes through this bodies are covered with soft, tawny fur.
weapons, and other supplies are kept here.
hex, there is a 50% chance that the water T h e rakasta are a proud and barbaric
termite clings to the hull, doing 1-3points T h e huts marked “C” each contain 3d4
captives. T h e prisoners are shackled to iron race. They are fierce fighters who cover
of hull damage before letting go. Once any their natural claws with metal “war claws”
damage has been inflicted, there is a 50% weights. T h e unmarked huts each house
four pirates. (their favorite weapon).
chance per round that someone notices the Certain rakasta warriors ride sabre-
leakage. 7d. CAVE This cave is always guarded by tooth tigers. These tiger riders are consi-
Within the flooded lair are piles of 2d4 pirates. The pirates’ treasure is kept dered to be the bravest and strongest of the
bleached bones and miscellaneous bits of here, locked in a large iron box that is rakasta warriors, and only they can hold
trash. Among the items to be found in the cemented into the wall. Only the leader has the respect of the sabre-tooth tigers.
trash are old swords, boots, waterlogged the key to this box. If the box is forced open, Rakasta dwell in large, richly furnished
clothing, and an opaque bottle containing a secret compartment in the side of the tents. Their treasures include silk tapes-
a potion of heroism. chest slides open, releasing a deadly pit tries, brightly colored carpets, bronze arti-
viper. facts, gilded leatherwork, silverware, and
7. PIRATE LAIR (Use Map 5.) Pit Viper: AC 6; HD 2; h p 5; MV 90’ (30’); gold jewelry. T h e tribe’s treasures are worth
T h e pirates who live here have come from # A T 1 bite; D 1-4 + poison; Save F1; a total of 10,000 g p (equal to the weight of
another island (you may choose one or add ML 7; AL N 10,000 coins).
new islands to the map). They work from Sixteen normal warriors and three
If one of the characters picks the lock on the tiger riders are in this temporary camp.
this base camp, raiding the coastal villages box, he finds in the box 2,000 cp, 3,000 sp,
for slaves. They sail in four 20-foot long 4,000 ep, 17 gems (worth 1,700 gp total), a Warriors (16): AC 6; HD 2+1; h p 10 each;
outrigger canoes with collapsible masts. magic-userlelf scroll (shield),and a magic MV 90’ (30’);#AT 2 claws/l bite; D 1-4
A total of 41 pirates are based here. sword + l . T h e sword’s statistics are as each; Save F2; ML 9; AL N
Following are their statistics and weapons: follows: Each of the tiger riders has 16 hit points.
Leader: AC 5; F4; h p 29; MV 90’; #AT 1; AL N; I 8; EG 9; detect metal; levitate These riders may leap u p to 20 feet from
D 1-6 or by weapon; ML 1 0 AL C for 3 turns per use, u p to 3 times per their mounts and attack in the same round.
T h e leader wears chain mail and fights day Sabre-tooth Tigers (3): AC 6; HD 8; h p 36
with an ornate two-handed sword. He also 7e. ESCAPE TUNNEL: Behind a hidden each; MV 150’ (50’); #AT 2 claws/
has a ring of water walking, and the key to exit in the cave is a 4-foot wide escape tun- 1 bite; D 1-8/1-8/ 2-12; Save F4; ML 5;
the iron box in area 7d. nel. (Treat the exit as a secret door.) T h e AL N


lob. HUTS: The five wooden huts on this

platform house a total of 20 phanaton,
including the clan war chief and his seven
bodyguards. T h e remaining 12 phanaton
are the warriors’ mates.
War Chief: AC 6; HD 3; h p 15;MV 90’ (30’),
150’ (50’) gliding; #AT 1; D 1-6 or by
weapon; Save F3+2; ML 7; AL L
Bodyguards (7): AC 6; HD 2; h p 10 each;
MV90’(30’), 150’(50’) gliding; #AT 1;
D 1-6 or by weapon; Save F2 +2; ML 7;
Mates (12): AC 7; HD 1-1; h p 3 each;
MV90’ (30’), 150’ (50’) gliding; #AT 1;
D 1-6 or by weapon; Save F1+2; ML 7;
Hidden beneath the war chief’s bed is a
locked wooden chest containing the clan
treasure: 3,000 sp.
of phanaton, see the New Monsters section
(p. 30) in the Appendix. lOc, 10d, 10e, 10f. OTHER PLATFORMS:
9a. TENTS: Each of these tents houses This settlement is hidden 50 feet off These platforms house the rest of the tribe.
rakasta: the ground in the trees. The settlement There are three huts each on platforms 1Oc
Tent gal: 4 rakasta cannot be seen from the ground, and any and 10d; there are four huts each o n plat-
(1 is a tiger rider) creature other than a phanaton must be forms 10e and 10f.
Tent 9a2: 2 rakasta within 20 feet of the settlement to distin- In each hut, there is a family of pha-
Tent 9a3: 3 rakasta guish it from the surrounding greenery. naton composed of an adult male, an adult
Tent 9a4: 3 rakasta The phanaton settlement consists of female, and ld4 children.
(1 is a tiger rider) six wooden platforms built between several The wooden huts are filled with skill-
Tent 9a5: 4 rakasta large trees. Each platform is supported fully carved furniture made from many dif-
(1 is a tiger rider) from below by wooden braces. The plat- ferent types of exotic woods. Dozens of
Tent 9a6: 3 rakasta forms are also supported by a web of knot- hanging plants and ornate mobiles deco-
ted ropes, like the cables of a suspension rate the huts.
9b. PAVILIONS Each of these is a simple bridge. 11. LAIR OF THE LIZARD MEN
tent pavilion covered with a roof of inter- A number of huts, varying in size, have
(Use Map 3 or 4.)
woven palm leaves. T h e pavilions are built been built on each of the platforms. A
on a light wooden framework, and are safety rail runs along the edges of the plat- This lair is located on the edge of a dense
raised 10 feet off the ground. T h e tent can- forms to prevent youngphanaton from fal- swamp in a dank, half-flooded cave.
vas can be rolled down in case of rain. The ling off. The platforms are connected by a You may use General Cave Lair 1
three pavilions each house a sabre-tooth series of rope bridges for the young or (Map 3), General Cave Lair 2 (Map 4), or a
tiger chained to a large heavy log. infirm. map of your own design for this encounter.
Phanaton usually climb or glide up to Living within this dismal cavern are
9c. COMMUNAL PAVILION: This pavil- 14 lizard men.
their settlement. However, a trap door is
ion is similar to those used to house the LizardMen(14): AC5;HD2+1;hp10each;
built into one of the platforms (10e);a rope
tigers, except for a smoke hole cut in the MV 60’ (ZO’), 120’ (40’) swimming;
ladder may be unrolled from the door. The
roof. Inside, several cushions and rugs are #AT 1 weapon; D 2-7 or weapon +l;
rope ladder reaches to the jungle floor, and
placed out on the floor. Save F2; ML 12; AL N
is for the convenience of nonflying guests.
9d. FIRE P I T This communal fire pit is Guests usually sleep on the northernmost One to three lizard men are in each chamber
rimmed with rocks. A turning spit stands platform (10e). of the lair, except for the hearth-treasure
in the center of the pit, and other cooking room, where the remainder of the group
loa. HUTS: Three huts, housing a total of can be found.
utensils are scattered about.
14 phanaton, have been built on this plat- T h e lizard men hunt and eat the var-
10. PHANATON SETTLEMENT form. There are seven adult males, five ious swamp animals that live in the area.
(Use Map 9.) adult females,and two children. The child-
For tribal feasts, they occasionally attack a
ren are unable to defend themselves and
This is a small settlement of about 100 neanderthal lair. T h e lizard men have
flee if attacked.
phanaton. Phanaton are halfling-sized accumulated a small horde of treasure from
creatures that look like a cross between a Phanaton (14): AC 7; HD 1-1; h p 7x4; 5x3; these raids. Stored i n a n untrapped,
monkey and a raccoon. They are able to 2x1; MV 90’ (30’), 150’ (50’) gliding; unlocked box in the hearth-treasure room
glide from tree branch to tree branch, like a #AT I; D 1-6or by weapon; Save F1+2; is the lizard men’s treasure: 5,000 cp, 6,000
flying squirrel. For a complete description ML 7; AL L sp, and eight opal gems worth 500gp each.


12.NEANDERTHAL LAIR (Use Map 3or 14. ARANEA LAIRS (Use Map 8.) The bugbears earn treasure and favors from
4.) the aranea by guarding the grounds from
The aranea are a race of highly intelligent,
You may use General Cave Lair 1 (Map 3), intruders. Each carries a large alarm horn
magic-using arachnids (spiders) who live
General Cave Lair 2 (Map 4),or a map of that it sounds at the first sign of trouble,
in webs strung between trees. The webs are
your own design for this encounter. warning the aranea. Each also carries a
about 40 feet above the jungle floor. Only a
In this lair are 16 normal neanderthals pouch containing scraps of food, personal
character who climbs 20-30 feet above the
and 2 leaders. mementos (such as bones and teeth), and 10
jungle floor is able to see the webs. Part of
gp. They live nearby in thatched huts.
Neanderthals (16): AC 8; H D 2; h p 9 each; the webs are roofed over with a waterproof
MV 120’ (40’); #AT 1 weapon; D 1-6; mixture of leaves, bark, twigs, and web 15. PTERANODON TERROR
Save F2; ML 7; AL L strands. (Use Map 1.)
Each aranea has a separate lair, but the Three pterandons inhabit this area. There
Leaders (2): AC 8; H D 6; h p 31,27; MV 120’ walls are close enough together so that the is a 75%chance that the pteranodons attack
(40’); #AT 1; D 1-6+2; Save F6; ML 7; aranea can easily jump from one to another. the characters as they cross the rope bridge
AL L An aranea looks like a huge, greenish- that spans the central river. Anyone who is
One to two neanderthals will be in each brown spider (about the size of a small hit by one of the pteranodons has a 10%
room of the cavern, except for the hearth- pony). A massive, odd-shaped lump on its chance of falling off the bridge and taking
treasure room, where the leaders and the backs houses a large brain. For a complete lOdlO points of damage from the fall to the
remainder of the neanderthals can be found. description of aranea, see the New Mons- rocks below.
The rooms are filled with crude wooden ters section (p. 30) in the Appendix.
Three aranea inhabit this section of Pteranodons (3): AC 6; HD 5; hp26,23, 18;
furniture; each has a fire pit. The walls are MV 30‘ (lo’), 240’ (80’) flying; #AT 1;
painted with hunting scenes, and the floors forest. The webbed-over sections of their
lairs resemble caves. Many pieces of crude D 1-8; Save F3; ML 8; AL N
are kept reasonably clean.
T h e neanderthals’ treasure is kept in a “furniture” made out of web, vines, and 16. THE ROC’S ROOST (Use Map 1.)
chest made from fitted, uncemented rock wood are webbed in place on the floors of
these lairs. Storage chests and libraries used This nest belongs to two small rocs. Woven
slabs. In the chest are 1,000 sp, one large into the nest is a map showing that a trea-
white pearl worth 500 gp, and a small piece for spell research are among the pieces of
furniture in the lairs. sure worth 17,000 gp can be found at area
of obsidian worth 10 gp. 19.
Aranea usually weave their treasure
13. AERIE O F THE GARGOYLES into the roofs of their lairs for safe keeping. Rocs (2): AC 4; HD 6; h p 32, 26; MV 60’
(Use Map 1.) (20’), 480’ (160’) flying; #AT 2 claws/
Aranea (3): AC 7; HD 3; h p 19each; MV 60’
When the characters enter this area, they (20’), 120’ (40’) in web; #AT 1; D 1-6 + 1 bite; D 2-5/2-5/2-12; Save F3; ML 6;
notice a single grotesque statue, standing poison; Save MU3; ML 7; AL C AL L
atop a craggy rock peak several hundred T h e aranea in the first lair (14a)has learned 17. DIMETRODON PERIL (Use Map 1.)
yards in the distance. As long as the party is the following magic-user spells:
at least 100 feet away, the figure does not As the characters enter this area, they hear a
First Level: detect magic, sleep
move, and appears to be nothing more than series of horrible screams. In the center of a
Second Level: levitate
a stone statue. However, if anyone moves The aranea in the second lair (14b)has grassy clearing, a dimetrodon is attacking a
closer than 100 feet, the gargoyle (statue) learned the following magic-user spells: frantically struggling native.
flies forward with a grating shriek and First Level: floating disc, Dimetrodon: AC 5; H D 7; h p 36; MV 120’
attacks. ventriloquism (40’); #AT 1; D 2-16; Save F4; ML 8;
Second Level: phantasmal force AL N
Gargoyle: AC 5; H D 4; h p 26; MV 90’ (30’), For a complete description of the dime-
150’ (50’) flying; #AT 2 claws/l bite/ Each of the three lairs is similar, except for
the types of magic items to be found in trodon, see the New Monsters section (p.
1 horn; D 1-4 each; Save F4; ML 11; 30) in the Appendix.
AL C them:
14a: A shield +I (cursed to -1) and a potion If the characters slay or drive off the dime-
Twoother gargoyles (hp23,Z)areattracted of undead control are hidden in the ceiling trodon, the native, though mortally
by the cry of the first gargoyle, and leave of this lair. wounded, gives the characters his only
their nearby cliff lair to join the fray. treasure: a nugget of platinum worth 50
The gargoyles’ nest is set into a rocky 14b A broom of flying is hidden in the
ceiling of this lair. gp. The charactersmust swear, however, to
cliff about 50 feet from the ground. Any bury the native in a special location in
character other than the thief who tries to 14c: A scroll with the spells light, mirror return for the treasure. You may choose the
climb the cliff must roll less than his dex- image, and read languages is laid out a special location given the characters by the
terity on ld20 or fall to the ground. The fall table in this lair. A potion of poison is native.
causes 3d6 points of damage. A thief auto- hidden in the ceiling.
matically succeeds in any attempt to reach 18.THE OGRE’S LAIR (Use Map 3 or 4.)
the lair. T w o bugbears patrol the area beneath the
aranea webs. You may use General Cave Lair 1 (Map 3),
Among bones and assorted garbage in General Cave Lair 2 (Map 4),or a map of
the lair, the characters find a ruby worth Bugbears (2): AC 5; HD 3+1; h p 11, 10; your own design for this encounter.
600 gp, and a protection f r o m elementals MV 90’ (30’); #AT 1 weapon; D 2-8 or This ancient burial chamber is the
scroll lying on the floor. by weapon +l; Save F3; ML 9; AL C home of five ogres.

Map 1
The Isle
of Dread
Broken Land
I Lake or Ocean
Coral Reef
Tar Pits

0 1981, 1983 TSR, Inc. All Rights Reserved. 13

MaD 3 General Cave Lair 1
Man 7 Rakasta CamD


Man 4 General Cave Lair 2

Encranc c

w Rope Bridge



Ogres (5): AC 6; HD 4+1; h p 21, 18, 18, 15, hillside. As the characters come to the is locked, the lock mechanism may be
9; MV 90’ (30’); #AT 1 club; D 1-10 mouth of the cave, they hear heavy, labored picked once the chest is removed from the
Save F4; ML 1 0 AL C breathing coming from inside the dark water.
cavern. Underneath the slime at the bottom of
There is a 50% chance that each room is If the characters enter the caverns, they the pool is the key to the lock on the chest.
occupied by an ogre, except for the hearth- find all the chambers to be empty, except The characters only have a 20% chance of
treasure room, where the rest of the ogres for one. In the hearth-treasure room, the accidentally finding the key; however, if
can be found. characters come upon a green dragon, a they actively search the area for the key,
Each chamber of the cavern complex is creature of great age and fearsome aspect. each character has a 1 in 6 chance of finding
lit by a crude torch. The torches are at- it.
tached to the rock walls by sticky, black Green Dragon: AC 1; HD 9 h p 45; MV 90’
(30’), 240’ (80’) flying; #AT 2 claws/ The hoard of valuables consists of
globs of adhesive (tar). The dim illumina- 2,000 cp, 2,000 sp, 1,000ep, 3,000 gp, and 6
tion in each room reveals burial chambers, 1 bite + breath weapon; D 1-6/1-6/3-24
or breath; Save F8; ML 9; AL C amethyst stones worth a total of 3,000 gp.
littered with old bones and rotting shrouds.
Hidden beneath a pile of shrouds in The dragon will often (33%of the time) be 22. PLESIOSAURUS MENACE
the hearth-treasure room is the ogres’ trea- asleep atop his pile of treasure, and can be (Use Map 1.)
sure chest. Inside the locked wooden chest surprised. However, if he is awake when A hungry plesiosaurus lurks beneath the
are 2,000 sp, 1,000gp, and three sabre-tooth the characters enter his cave, the dragon surface of this lake.
tiger skulls. knows they are there. There is a 50%chance
that, instead of slaying the characters, the Plesiosaurus: AC6; HD 16; h p 6 0 MV 150’
19. DERANGED ANKYLOSAURUS (50’) swimming; #AT 1 bite; D 4-24;
(Use Map 1.) dragon allows the characters to leave
unharmed; however, he only allows this if Save F8; ML 9 AL N
As the characters move through this lightly the characters give u p all of their magic For a complete description of the plesio-
wooded area, an ankylosaurus rushes out saurus, see the New Monsters section (p. 30)
and attacks in a frenzy of tail-bashing. in the Appendix.
If you are using either Map 3 or 4, the
Although normally quite docile, this beast dragon will have blocked off all tunnels in The beast attacks anyonecomingwithin 15
recently grazed on a patch of loco weed, and the cavern that are too small for him to feet of the shore. If it hits, the plesiosaurus
is now under the plant’s influence. The move through. pulls its victim into the lake on the follow-
giant creature attacks until slain (+6 to The dragon’s treasure hoard consists ing round.
morale), or until the drug wears off (in of 40,400 sp, 2,000 gp, and 30 assorted If the plesiosaurus is slain and its body
about 2 hours). pieces of jewelry worth a total of 18,000gp. cut open, the characters find a skeletal arm
Ankylosaurus: AC 0 HD 7; h p 33; MV 60’ 21. LAIR OF THE WRETCHED
and hand wearing a ring of regeneration.
(20’); #AT 1 tail; D 2-12; Save F4; ML 6; TROGLODYTES (Use Map 3 or 4.) 23. RANDOM ENCOUNTER
AL N (Use Map 1.)
You may use General Cave Lair 1 (Map 3),
This area is also the hunting ground of an General Cave Lair 2 (Map 4), or a map of For every day the characters spend within 2
allosaurus. your own design for this encounter. hexes of this location, they encounter one
Allosaurus: AC 5; HD 13; h p 55; MV 150’ As the characters near this area, they wandering monster from General Island
(50’); #AT 1 bite; D 4-24; Save F7; begin to smell a particularly foul stench. Wandering Monster Table 3.
ML 9; AL N The smell becomes worse as the party
comes upon a dark opening in the ground. 24. THE SEA HYDRA (Use Map 1.)
If the characters have the treasure map The odor seems to be coming from this If the party’s ship passes within 1 hex of
from the rocs’ roost (area 16), they may dig hole. this location, it is attacked by a six-headed
here for the large buried treasure. The Within this lair are 17 troglodytes. sea hydra.
hoard is buried 10 feet underground, and They have recently moved to this location
takes ld4+1 turns to dig up. Roll for wand- because of the “pleasantly” damp climate. Sea Hydra: AC 5; HD 6; h p 48; MV 120‘
ering monsters each turn. If one appears, it (40’) swimming; #AT 6; D 1-10 each;
is the allosaurus. Troglodytes (17): AC 5; HD 2; h p 10 each; Save F6; ML 11; AL N
The treasure consists of 2,000 gp, three MV 120’ (40’); #AT 2 claws/ 1 bite;
D 1-4 each; Save F2; ML 9; AL C The sea hydra attacks with all of its heads
diamonds worth 3,000 gp each, and a sap- every round. For every 8 points of damage a
phire necklace worth 6,000 gp. One to four troglodytes are in each chamber hydra takes, one head is destroyed.
For complete descriptions of the anky- of the lair, except for the hearth-treasure The hydra’s lair is located 200 feet
losaurus and the allosaurus, see the New room, where the rest of the troglodytes can beneath the surface in a flooded cave.
Monsters section (p. 30) in the Appendix. be found. Inside the cave is the treasure the hydra has
T h e troglodytes’ treasure chest is gleaned from sunken ships and unfortu-
20. ABODE OF THE GREEN DRAGON chained to the bottom of a %foot deep,
(Use Map 3 or 4.) nate passers-by.The treasure includes 1,000
evil-smelling pool of dark liquid. The gp, an untarnished coat of chain mail +3,a
You may use General Cave Lair 1 (Map 3), rusted chest is attached to a bolt in the rusted cutlass topped with a jeweled pom-
General Cave Lair 2 (Map 4), or a map of center of the pool’s floor. In order to get to mel (worth 500 gp), and a potion of water
your own design for this encounter. the chest, the chain must first be severed breathing.
As the characters pass a low, stony hill, (you must decide the characters’ chances,
they notice a broad opening in the rocky based on their actions). Although the chest

Bordered by mountains on one side and the TABLE 4 CENTRAL PLATEAU WANDERING MONSTERS
great river canyon on the other is the cen- Dice Roll Monster Dice Roll Monster
tral plateau. It stands separated from all
else by steep, jagged cliffs rising 3,000 feet.
2-3 Cave Bears (2): AC 5; HD 7; h p 33, 28;
A dormant volcanic mountain domi-
MV 120’ (40’); #AT 2 bite; D
nates the plateau, and a crater lake lies at 10 Triceratops: AC 2; HD 11; h p 50; MV
the center of the mountain. The volcano 1-8/1-8/2-12; Save F3; ML 9; AL N 90’ (30’); #AT 1 gore or 1 trample; D
can be seen from nearly all points on the Pteranodons (4): AC 6; HD 5; h p 20, 3-18; Save F6; MI 8; AL N
plateau. 19, 18, 1 6 MV 240’ (120’) flying; #AT 11 Sabre-tooth Tigers (2): AC 6; HD 8; h p
Except for the volcanic crater, the 1; D 1-12; Save F4; ML 8; AL N
temperatures are cooler on the plateau than 35, 29; MV 150’ (50’); #AT 3; D 1-81
on the rest of the isle. Grasslands and Pterodactyls (7): AC 7; HD 1; h p 6 1-8/2-16 Save F4; ML 1 0 AL N
forests cover much of the plateau. each; MV 180’ (60’) flying; #AT 1; D
1-3; Save F1; ML 7; AL N 12 Tremor: minor quakes that vary in
There are only three ways for the char- severity (roll ld6):
acters to reach the plateau: by crossing the Boars (2): AC 7; HD 3; h p 10, 9 MV 1-4:Minor Shock - n o effect
rope bridge (at area by using a magical 150’ (50’);# A T 1; D 2-8; Save F2; ML9; 5: Major Shock -charactersknocked
flying device, or by climbing. Characters AL N off their feet; 30%chanceoffalling
without climbing skill cannot successfully if climbing cliffs
Animal Herd (5): AC 7; HD 2; h p 10
scale the cliffs surrounding the plateau;
each; MV 240’ (80’); #AT 3; D 1-2/ 6 Severe Shock - trees tilt, rocks
even thieves must check for falling every fall, small cracks appear in ground;
100 feet (30 times). Give thecharacters hints 1-2/1-4; Save F1; ML 5; AL N
characters knocked off their feet;
about the great risk involved in climbing. Dire Wolves (4): AC 6; HD 4+1; h p 19, if in forest, 5%chanceper character
You might also want to hint to the 16, 14, 11; MV 150’ (50’); #AT 1; D 2-8; of taking 3d6damage from falling
players that the village of Mantru is a good Save F2; ML 8; AL N trees, 60% chance of falling if
place for the characters to set u p a base for climbing cliffs
further adventures in this area. Elephants, Prehistoric (2): AC 3; HD
All tremors last for 10-30 seconds.
15; hp67,59MV 120’(40’);#AT3;D2
Maps for central plateau tusksor 1 trample; D 2-12/2-12or 4-32;

encounters 3,000 pounds (30,000 cn) of raw ore. Two feet or less. They surprise the characters on
You will need the following maps to run men can mine 200 pounds of ore in one day. a roll of 1-3 on ld6.
encounters on the central plateau: Workers may be brought in from the These treants are reclusive and try to
Map 1 0 Central Plateau mainland to mine and transport the ore. avoid any contact with the characters. The
Map 11: Village of Mantru T h e characters must pay each worker I treants are the only living beings in this
T h e scale on the Central Plateau Map is 1 gold piece per week. They must also pro- forest, and if the characters move through
mile to the hex, so the characters move six vide food for the workers, and pay the cost without searching, the chance of their
times as far per day when traveling on this of transporting the workers to this area. encountering the treants is only 1 in 20.
map, It does take the characters much The natives living on the plateau do The treants ignore the characters, but
longer to scale the cliffs at area 27, however. not work the vein unless they are enslaved. the following actions by the characters
You may wish to discourage this by having bring the listed responses:
Wandering monsters the slaves work very slowly, and having Searching: If the characters are search-
them rebel often. ing for creatures, they have a 1 in 6 chance
Check for wandering monster encounters Once the workers have removed the of discovering a treant. If they are searching
by rolling ld6 for every 3 hexes the charac- raw ore, it must be carried overland by specifically for treants, the chance is
ters travel. If a 5 or 6 is rolled, a n encounter mules or porters, loaded on a ship, and increased to 3 in 6.
occurs. Roll 2d6 on the Central Plateau taken to the mainland. The cost of refining Climbing trees: There is a 1 in 20
Wandering Monster Table to determine the gold is 10-20%of final value, and may chance that any tree a character climbs is a
what is encountered by the characters. be done in any major mainland city of your treant. If the character does nothing harm-
choice. ful, the treant does not move or reveal its
Central plateau encounters 26. TREANT FOREST (Use Map 10.) presence. i f attacked or hurt, the treant
25. GOLD VEIN (Use Map 10.) immediately captures or kills the offender,
This forest is open and easy to move while calling loudly for assistance. More
A recent tremor has revealed a lode of high through, but the tree branches overheadare treants (ld4+1)come in 2d6 rounds.
quality gold ore. A dwarf or any other tightly woven together, making the forest Cutting trees: If the characters try to
character who knows about mining can dark and gloomy. cut down a tree, one treant arrives in the
identify the ore and estimate the possible Scattered throughout this small forest first turn of activity. T h e treant tries to
value as 5 gold pieces for every 10 coins of are 15 treants. avoid being noticed, but causes the tree
ore mined. T h e vein is actually a small one, being cut down to move away at a rate of 30
Treants (15): AC 2; HD 8; h p 34-41 (33 +
and does not yield more than 15,000 pieces feet per turn. One new treant arrives in the
of refined gold. ld8); MV 60’ (20’); # A T 2 branches;
area each turn thereafter. T h e treants do
D 2-12 each; Save F8; ML 9; AL L
To obtain that amount, however, the whatever they can to drive the characters
characters must mine, transport, and refine Treants can only be spotted at a range of 30 from the forest and still avoid combat.


Starting afire: If the characters light a Continue to roll for wandering mons- T h e characters may remain in the vil-
small campfire in this area, the forest be- ter encounters, but ignore all results, unless lage for as long as they wish, but after a
gins to gradually move back from the a 12 on 2d6 is rolled. In this event, a minor short period of time, they are asked to help
camp, leaving a clearing 50 feet in diame- tremor shakes the ground. the natives destroy a threat to the village.
ter. Three treants then move into position 28. VILLAGE OF MANTRU Fano and Umlat tell the characters that a
around the camp, controlling the trees. (Use Map 11.) group of renegade tribesmen (now head-
They do nothing if the characters use dead hunters) has been preying on lone villag-
branches and brush for the fire. If the char- This small village lies on the shore of the ers. These renegades have settled in a great
acters collect living branches or wood, each large crater lake. The western edge of the ruined temple on the western side of an
treant sends two trees through the camp village is surrounded by a crude stockadeof island in the center of the lake. T h e viilag-
late at night. The charactersare not attacked palm trunks and branches. This stockade ers cannot do anything to their enemy,
unless they try to destroy the trees, but the extends into the water on both sides of the because the renegades are stronger and
trees try to take or destroy as much gear as village. Part of this wall has been expanded because the island they inhabit is consi-
possible on one pass. If a character uses a to form two fish pens, which are used to dered to be taboo. Although the villagers
fire-based spell, he is attacked by the treants. hold any extra fish from the daily catch. aid the party by providing canoes and what
The village itself consists of six palm- equipment they can, they do not set foot on
thatched huts, each raised about 2 feet off the island.
27. CLIFF WALL (Use Map 10.)
the ground on stilts. Two more huts stand
The cliffs surrounding the central volcanic further out in the lake, kept 3 feet above the Fano, the “talking chief”: AC 9; F4; h p 26;
lake form a high, imposingwall of upthrust water on stilted platforms. The small lake MV 120’ (40’); #AT 1; D 1-6or by wea-
rock. Often shrouded in low clouds, the hut (20 feet by 40 feet) belongs to Umlat, an pon; ML 8; AL L
tops appear jagged, and in some places aged man who serves as the tribal cleric. Fano is an elderly man, badly scarred and
snow-covered. T h e larger building (30 feet by 50 feet) is the crippled in the left arm. His infirmity, his
No clear trails are visible over the cliff main council hut. responsibilities to the tribe, and his super-
wall, but i t appears that the wall can be T h e village is inhabited by 50 tribal stitious fear of the island prevent him from
scaled in many places. Even characters members who live by fishing and farming joining the characters on the raid. His
without climbing skill may attempt to small gardens. They are divided into five goodwill is important, however, as his
climb the cliffs, as there are obvious hand- large families; each family lives as one opinion of the characters decides the treat-
holds and routes u p the rock face. group and shares food and work. Each fam- ment the villagers give them. Fano is good-
For all characters except thieves, the ily has its own possessions: canoes, nets, natured, but proud of his position. He does
base chance of falling while climbing is tools, and huts. These people are not war- not tolerate mockery of it or of the “chief”
50%.This may be reduced by 10%if a thief is like, but if attacked, they defend themselves of the village.
guiding the other characters. Each charac- to the best of their ability. If the characters
ter’s base chance may also be reduced by do not attack the villagers, they are met by a Umlat, the tribal cleric: AC 9; C 6 h p 22;
10%if his dexterity score is 15 or greater. If band of men armed with spears. At first, MV 120‘ (40‘); #AT 1; D 1-6or by wea-
the characters are roped together, another spears are thrown to fall short of the char- pon; ML 8; AL L
20%may be subtracted from the base chance acters. The villagers then try to frighten the Spells: First Level: cure light wounds,
of falling. You may wish to further adjust characters away by shouting and gesturing. purify food and water
the base chance depending on other activi- If the characters remain friendly, the vil- Second Level: bless, snake charm
ties of the characters. lagers welcome them and lead them into Third Level: cure disease
It takes 12 hours of climbing time to the village. Umlat is a pious man, devoted to his deity
reach the top of the cliffs. During this time, In the village, the characters are intro- (Oloron, Lord of the Skies), but he seems to
normal encounters are still rolled for on duced to Fano, the “talking chief” and vil- have been both blessed and cursed. He is an
Table 4,but only the following encounters lage leader; Umlat, the tribal cleric; and the extremely aged man, living many years
apply: pteranodons (encounter 4), ptero- “chief,” a small stone carving of an old beyond the normal lifespan of othersin the
dactyls (encounter 5),and tremors (encoun- man that is kept in the council hut on the tribe. T h e villagers attribute this to the
ter 12). lake. The characters learn that all major favor of his deity. However, he is frail and
At the top, the rocks are covered with decisions come from this “chief,” while the weak, and his activites are greatly limited.
ice and snow, and the temperature is below “talking chief” (Fano) acts as a messenger T h e villagers speculate that this weakness
freezing. N o encounters occur here, but and the interpreter of the “chief’s” wishes. is due to some past failing. Because of his
characters who try to stay here overnight After this solemn meeting, the characters condition, Umlat cannot travel on adven-
without warm clothing suffer 2d6 points of are treated to a feast of baked fish, fruits, tures, or actively assist the characters.
damage from exposure. The characters yam paste, turtle soup, roasted birds, and However, he makes his spells available to
may start a fire here, if they brought fire- fermented yam beer. This feast is held on aid thecharacters in their task. Umlat prays
wood with them. They are not able to find the beach, and great smoking fires are lit to for other spells, given one day’s notice.
any firewood here. drive away insects. Lodging is provided by
As the characters descend into the vol- several families. The natives insist that at 29. TABOO ISLAND (Use Map IO.)
canic crater (an 8-hour climb), the tempera- least one character sleep in each hut. T h e The details of this area are given in the
ture becomes warm and the climate turns natives freely give anything a character Taboo Island Adventures section.
tropical. Jungle vegetation covers the lower asks for, but expect the same in the future.
slopes, but the animal population in the You should try to use this tribal custom at
valley is sparse. least once during the adventure.


This rocky island is dotted with small each flanked by another red marble pillar. In this chamber are 10 tribesmen, 12
ruins, statues, and broken terraces. The At the back of the second landing is an women, and 8 children.
largest ruin on the island is a temple that is opening leading back into the cliff. T h e Tribesmen and women (22): AC 9; F1 or
carved into the cliff wall of the island’s opening is flanked by another pair of pil- NM; h p 5 each; MV 120’ (40’); #AT 1;
western shore. It can be easily entered from lars. Carved out of the angled back walls of D 1-6 or by weapon; ML 9; AL C
the lake side, as its broad steps descend to the landing are two bas-reliefs of humans
the waters of the lake. This is where the holding lighted braziers. The men and women fight, while the
characters begin the final stage of their children attempt to escape up the rope to
adventure. 31. GUARD POST the surface. Also, the men in areas 32a and
This island was once the center of the 32c reinforce the natives here in 2 rounds.
The tribesmen who live in this temple have Should the morale of the adults fail, those
kingdom of Kopru, until native rebellions carefully narrowed this passage with
destroyed their power. Do not tell the play- fighting try to charge toward the exit to the
mounds of rubble, so that only one charac- temple entrance (area 30).
ers who or what the kopru were; this is part ter can pass through at a time. Waiting on
of the island’s taboo. For a complete des- the other side of the opening are three 1st
cription of kopru, see the New Monsters level fighters and one 5th level fighter. 32a. The unmarried men of the tribe sleep
section (p. 30) in the Appendix. in these rooms. Each room is hung with
The lair of the renegade tribesmen is Fighters(lstlevel)(3): AC7; F1; hp7each; ornaments and headdressesof bones, feath-
on the first level of the temple complex MV 120’ (40’); #AT 1; D 1-6or by wea- ers, and fish scales. Short bows and spears
(Map 12). pon; ML 8; AL C lean against the walls. Mats, gourd pots of
When describing the areas of the tem- Fighter (5th level): AC 5; F5; h p 32; paints, and carved obsidian bowls filled
ple to the players, keep the following MV 120’ (40’); # A T 1; D 1-6or by wea- with mud and ash are arranged in a circle
details in mind: the entire temple is damp pon; ML 9; AL C around a small, smoldering fire. The ceil-
and foul-smelling, and the air is hot and This fighter wears bone armor and carries a ing is heavily stained with soot, and the air
stale. Small blind creatures constantly scat- shield and spear +l. reeks of grease, smoke, sweat, and fish. In
ter before the characters, flitting here and each room, seven young men are telling
there. These guards are able to observe any boastful stories to one another.
intruders moving down the hall. They
Young Men (14): AC 7; F1; h p 6 each;
Maps for Taboo Island encoun- attempt to slay their opponents one at a
MV 120’ (40’); #AT 1; D 1-6or by wea-
ters time. If attacked with afire ball, lightning
pon; ML 9; AL C
bolt, or other similar spell, these guards
You will need the following maps to run gain +1 on their saving throws, as they are Each young man wears primitive leather
encounters on Taboo Island: well-protected by cover. Should the morale armor, and is armed with a spear and bow.
Map 12: Temple Level 1 of these guards fail, they retreat to the main
Map 13: Temple Level 2 T h e young men’s arrows are coated with a
chamber (area 32). gummy vegetable poison, which causes
Map 14: Temple Level 3
ld6 extra points of damage. The poison
Wandering monsters 32. MAIN CHAMBER also causes violent sickness and fever for
2d10 hours. A successful saving throw ver-
Do not roll for wandering monster encoun- This large hall was once the main worship sus poison negates the sickness and the
ters while the characters are on Taboo area of the temple, but the tribesmen now additional damage.
Island. use it as their central living area. The floor
is covered with mats, bowls, and eating 32b. This room is reserved for unmarried
Taboo Island encounters utensils made of bone. A fire is blazing in girls. It is decorated like 32a, except that the
the center of the chamber. The hall itself is weapons here are daggers of bone and
Key to Temple Level 1 (Use Map 12.) two stories high. Balconies run along three metal. There are also many tools, includ-
sides of the second story. A 20-foot by 30- ing scrapers, needles, and mallets.
30. TEMPLE ENTRANCE foot hole has been cut in the center of the Five girls are in this room. They are
T h e entrance to the temple has been carved ceiling, and is open to the sky. T o prevent hairstyling, tattooing, filing their teeth,
into the side of a rocky cliff. Two primitive debris and small creatures from entering, a and otherwise “improving” their looks.
docks of narrow poles and weak planking net has been fastened across this opening. These girls (hp 3 each) do not attack, but
extend from the temple steps. Two steps This net does not prevent characters from try to flee, if possible.
lead to a landing lined with pillars. The entering through here, nor does it support
landing and pillars are made of red marble. a character’s weight. A rope hangs from 32c. This large room is the tribal chief’s
Set on poles thrust into cracks in the floor one corner of the opening to the floor. quarters. In this room are the following
of the landing are many shrunken heads, In the center of the wall opposite the natives:
jawbones, feathered totems, and other prim- entrance is a carved face that fills the area The Chief: AC 5; F7; h p 44; MV 120’ (40’);
itive tribal symbols. from the floor to the ceiling. It looks like a #AT 1; D 1-8 + 2; ML 1 0 AL C
Three short flights of steps lead up to a human or humanoid creature with its T h e chief wears bone armor and is armed
second landing 5 feet above the first. A mouth agape. The carving has been cut with a shield and a sword +2.
stone foot and ankle stand on each side of and defaced, making it difficult to deter-
the center flight of stairs. These feet are all mine what kind of creature it once depicted. The Chief‘s Sons (3): AC 7; F3; h p 20, 17,
that remain of a huge statue that once The other doors are all located on the bal- 1 6 MV 120’ (40’); #AT 1; D 1-6; ML 9;
straddled the stairs. The end stairways are cony level. AL C

Each son wears leather armor and is armed 34. PRIESTS’ QUARTERS “gods.” A square stone pedestal stands
with a spear. along the north wall. Next to it are several
This secret chamber was where the “gods” bone rhythm sticks, three inlaid bejeweled
The Witchdoctor: AC 6; C5; h p 21; MV watched the services held in their honor. bowls (worth 500 gp each), a crumbling
120’ (40’); #AT 1; D 1-6; ML 9; AL C The chamber is bare, and the floor is bamboo flute, and the remains of a feather
Spells: First Level: cause light wounds covered with a heavy layer of dust and fine fan.
fx2) sand. The dust covers a trap door in the A small, intricately carved stone box
Second Level: hold person, snake northeast corner, so the characters only with two hinged doors rests on the pedes-
charm have a 1 in 6 chance of noticing it. The trap tal. Inside is an unusual statuette of gold
The witchdoctor wears bone armor and is door is weak and breaks when stepped on, and coral. It looks like an amphibious
armed with a bone club. dropping anyone standing on it into area humanoid that has a smooth head, large
40on Temple Level 2. Anyone falling takes eyes, and a tentacled mouth. The torso is
Women (5): AC 9; h p 3; MV 120’ (40’);
ld6 points of damage.
AL C humanlike, and has two arms that end in
In the northwest corner of this room, a webbed, clawed hands. From the waist
These women do not fight.
set of stairs leads u p to a narrow platform down, the body divides into three long ten-
T h e chief, his sons, and the witchdoctor (A). This platform rests behind the eyes of tacles, each ending in flukelike fins. Each
come to the aid of the families in the main the carved face that looks into area 32. fin is tipped with a single large claw. The
chamber (area 32) if the alarm is raised. Anyone standing on the platform may view statuette is worth 2,000 gp.
They also investigate any unusual noises the main chamber by looking through the The statuette portrays a kopru. For a
from that area. Should their morale fail, two small eye holes. Between the two eye complete description, see the New Mons-
they retreat to this room and make a stand. holes is a large wooden piston and handle.
ters section (p. 30) in the Appendix.
Theroomisclutteredwithpots,gourds, If anyone gives it a strong hard pull, this Anyone who looks at this statuette
necklaces of bone, a rack of skulls, and piston sprays a 20-foot diameter cloud of must make a saving throw versus spells.
many animal skins and furs. Hidden in one inflammable dust through the nose of the Any character who fails the saving throw
of the skulls on the rack are five gems (1,200 face and into the main chamber. The dust becomes a secret servant of the kopru, until
gp, 1,000 gp, 800 gp, 500 gp, 50 gp). In a cloud causes any open flames in the main the power of the statuette is destroyed.The
wax-sealed gourd is a potion of flying.Six chamber to explode, causing 4d6 points of curse can only be broken if the statuette is
furs, each worth 100 gp, hang from the damage to any character in the area. A suc- blessed by a Lawful cleric, or if the statuette
walls. cessful saving throw versus dragon’s breath is physically destroyed.
reduces damage by half. There is a 50% T h e corridor beyond this room is
33. SECRET VIEWING CHAMBER chance that any explosion in the main blocked by fallen rock and is impassable.
chamber causes a similar explosion on the You may choose to have this corridor lead
A secret door, unknown to the natives, platform where the piston is, resulting in
leads from the northern balcony in area 32 to additional areas that you have designed
2d6 points of damage to anyone there. yourself.
to a small chamber near the main entrance.
The hallway is extremely dusty and appar- 35. BLOCKED-UP PASSAGE
ently unused. In the chamber, moldering
This hallway ends in a crude wall of stones
Key to Temple Level 2 (Use Map 13.)
rags and unidentifiable lumps dot the
that completely closes off the passage. This Part of this level is under 5 feet of water.
floor, presenting to the eye a variety of vivid
wall was built by the renegade tribesmen to Keep track of which areas are flooded, and
keep creatures from the lower levels of the periodically remind the players of this spe-
Several large stone levers and a cor- cial condition through your descriptions.
temple out of their tribal home. The natives
roded bronze tube line the south wall of the no longer bother to guard this wall, as crea- Pay careful attention io normal light sour-
chamber. Three rotted ends of rope hang ces, as these can easily be extinguished or
tures rarely try to come through it. If the
from small holes in the ceiling. These made useless if characters get them wet.
characters have suitable tools, they can
ropes and levers once operated mechanisms make an opening large enough for one
within the now-ruined statue that stood 38. WATER-FILLED CHAMBER’
character to get through in one hour.
over the temple’sentrance. The bronze tube Formerly a torture chamber, this room has
was used as a megaphone for the “god’s’’ 36. WEAKENED FLOOR flooded to a depth of 5 feet. Characters less
voice. A small niche has been carved into than 4 feet tall and wearing metal armor
Unused for many years, this section of floor
the back of the statue (B) that stands in the must keep their heads above the water in
has been weakened from below. The stone
slanted section of wall. This statue faces some manner, or they quickly drown.
and supporting beams have been rotted by
out onto the temple entrance (area 30) from T h e ceiling is reddish-black from a n
water and slime. The section marked by the
the northeastern wall. A person can stand oxidizing rot, and the supporting beams
T is sturdy enough to support one person
in this niche and observe the entrance are almost entirely rotted away. Characters
crossing it at a time; two or more people
through two small spy holes. who enter this room from the hall may
crossing it causes the section to break,
T h e walls of the niche are lined with a break their way through the ceiling to area
dropping the characters to the water-filled
brownish-looking mold. The mold is filmed
room below (Temple Level 2, area 38). No 36 on Temple Level 1.
with damp dust, so its true color (yellow) Several small, harmless cave fish live
damage is taken by characters who fall.
cannot easily be seen. in this room and the flooded corridors
37. PRIVATE ALTAR beyond. They occasionally bump against
Yellow Mold: AC can always be hit; H D 2;
h p 8; MV 0; #AT spores; D 1-6+ spores; This altar room contains several items once the legs of the characters, feeling cold and
Save F2; ML not applicable; AL N used by the priests in the worship of their slimy.


There are several sharp metal, stone, 40. LAIR OF GUARDIANS and covered with pale fungus, which is
and glass items hidden underwater. Unless coldand slimy to the touch. If the fungus is
the characters probe ahead with a sword, The floor of this room is covered with
small puddles, and the wallsare lined with cleared away and the floor examined by a
spear, staff, or pole, each character has a 1 dwarf, the dwarf notices that the rock
in 6 chance of stumbling and stepping on a several statues, some of graceful creatures,
some of women holding children, and oth- below must have been too hard to carve
sharp item every 10 feet traveled. Stepping through, thus making this change in pas-
on an item causes 1-2 points of damage. ers of fierce monsters. All the statues are
well-fashioned, but have deteriorated due sage depth necessary.
The door leading out of this chamber Beyond the platform, the steps lead
is open, revealing a passage that is also to age and moisture. The stones glisten a
green-streaked red when struck by light, back down into the flooded hall. Three
filled with 5 feet of water. Cell doors normal crocodiles live in this section of
crossed with iron bars line the passage. The giving even the simplest and most innocent
pieces an unwholesome look. hallway.
bars are badly corroded and may be broken
by any characters who roll their strength or A large puddle of water stands before Crocodiles (3): AC 5; HD 2; h p 21, 19, 15;
less on ld20. All the cells are empty. the secret door in the south wall. In the MV 90’ (30’), 90’ (30’) swimming; #AT
center of the room’s ceiling is an obvious 1; D 1-8; Save F1; ML 7; AL N
trap door. The door leads to an upper floor
(Temple Level 1, area 34). This trapdoor is These crocodiles have been feeding only on
39. CHAMBER OF THE GREAT ONE made of wood, and appears to be severely small lizards, rats, and snakes. They attack
rotted. anything that enters the water.
The doors to this chamber are 15 feet above
the chamber floor. The chamber is filled Four spitting cobras have coiled them- 42. PRIEST’S CHAMBER
with 20 feet of water. If the characters are selves around several of the statues.
The door to this room is closed and, if
not probing ahead, they stumble on the examined, appears to be tightly sealed. It
stairs (or dais steps) and fall into the room, Spitting Cobras (4): AC 7; HD 1; h p 6,4,2, has kept the water out of the chamber.
taking no damage. Two giant crabs live in 2; MV 90’ (30’); #AT 1 bite or 1 spit; If the door is opened carelessly, anyone
this chamber. D 1-3 + poison; Save F1; ML 7; AL N in the water outside the door is swept into
Giant Crabs (2): AC 2; HD 3; h p 22, 17; the room, taking ld6 points of damage.
MV 60’ (20’); #AT 2 pincers; D 2-12,’ These cobras are cold-blooded and cannot A small altar stone and several stone
2-12; Save F2; ML 7; AL N be distinguished from the statues by infra- benches stand in this chamber. Hanging
vision. Though they can be seen in normal from a stone hook on the wall is a bone-
Since they cannot swim, these giant crabs handle mace +2, and hidden in a secret
light, the snakes do not attack unless they
usually stay on the dais or on the stairs near compartment on the right side of the altar
are approached.
the entrance. Each crab is 8 feet in diameter. are 500 gp and two coral statuettes worth
At the base of one of the statues in the
The crabs are extremely hungry, and attack 1,000gp each. If the room is flooded, this
anyone or anything that enters the chamber. northeast corner is a 50 gp gem.
Two exits lead out of this room: the compartment is hidden underwater.
passageway north to area 45, and the secret Nothing else can be seen in the chamber.
39a. At this point on the dais, a giant oyster door in the south wall. At the point on the 43. RAT LAIR
rests 5 feet below the water’s surface. map marked “ A ” is a hidden trigger that
drops the portcullis across the northern As the characters move down this hallway,
Giant Oyster: AC 5 open, -2 closed; HD 10; entrance to this room when any character they see several large, rough holes in the
h p 55; MV 0; #AT 1; D 4-24; Save F5; steps on it. Thecharacters needa combined walls just above water level. These holes
M L none; AL N strength of 50 or more to raise the portcullis. are the tunnels of 10 giant rats, who swim
For a complete description of the giant oys- The hallway on the other side of the out and attack the characters from both
ter, see the New Monsters section (p. 30) in secret door is flooded. The door opens sides as they pass by. The rats are attracted
the Appendix. inward, and any characters near this door by light and scent.
You must decide when the party can see the when it is opened are swept off their feet, Giant Rats (IO): AC 7; HD 1/2; h p 2 each;
oyster. Between its open valves is a large and carried 2d6x10 feet down the hall MV 120’ (40’), 60’ (20’) swimming;
black pearl worth 3,000 gp. toward the shaft in area 45. They are #AT 1 bite; D 1-3 + disease; Save F1;
If the oyster is attacked from a dis- knocked around a great deal, taking 2d4 ML 8: AL N
tance, it closes its shell and does not open points of damage. Characters not standing
for at least 1 turn. near the secret door are able to brace them- Should the morale of the rats fail, they
The pearl may be “picked” from the selves and remain on their feet when the retreat into the tunnels to hide. The tun-
open oyster. The chance of characters other door is opened. Should the secret door be nels are dug out of dirt, and are wide
than thieves picking the pearl from the oys- opened from the hall side, all characters in enough for a halfling. The large chamber
ter should be 5% worse than a 1st level the water are swept through the door into at the end of several of the tunnels is the
thief’s chance. If the characters are unable this room. giant rats’ main lair. The rats try to flee if
to pick the pearl, the oyster closes, possibly invaded, but fight to the death if cornered.
trapping an unsuccessful character. The 41. CROCODILE POOL
In the lair are rags, some bones, a
oyster does not open by itself while under In the center of this section of hallway is a gnawed scroll (with a levitation spell on it),
attack. It can be pried open by several char- short staircase that leads u p to a platform. and three metal potion bottles (2 potions of
acters, if they have a combined strength of The platform stands just above the water healing and a contaminated potion, now a
50 or more. A knock spell also works. level. The floor of the platform is damp deadly poison).


44. FIRE TRAP Characters may swim the distance, but 46. THE MINERAL TERRACE
This room was originally trapped to fire a unless they have some method to protect
This terrace leads to the stairs to Temple
burst of flame from a hole near the north themselves from the boiling water, they
Level 2. If the characters have been washed
wall. Now the room is flooded with 5 feet of suffer2d10 points of damage. The water in
down these stairs, they are able to stop
water, but the trap still operates-in a dif- the well cannot be bailed out, as hot water
themselves here. T h e terrace is white with
ferent manner. constantly seeps in.
calcium deposits and hot enough to be
A wire set about ankle height has been Key to Temple Level 3 (Use Map 14.) painful, but not damaging. All the terraces
stretched across the center of the room. If are somewhat slippery, and the characters
the wire is broken or pulled, it releases a This is a single natural cavern of great size. have a 1 in 10 chance of slipping if they are
spray of fine oil into a 10-foot wide by T h e air is hot, steamy, and fouled by vol- not careful. T h e characters attack at -3 to
10-foot long area in front of the north door. canic gases. T h e floor of the cavern is a field hit and defend at -3 (3AC worse) due to the
This is special oil that ignites on contact of bubbling mud pots, small geysers, hot wet, unsure footing. They also have a 10%
with water. As the oil bursts into flame, a springs, and mineral crusts. The colors are chance per round of slipping. Characters
rich reds, browns, and yellows, combined
mist of water covers any character in the who slip lose at least 1 round while they
area, igniting any remaining oil. T h e oil with blacks and greys. Terraces crusted stand, and may even slip off the terrace (use
burns for 6 rounds and does 3 points of with deposits from mineral springs extend your own judgment in these situations).
damage per round to any characters caught from the sides of the cavern at several
points. Stalactites hang from the ceiling, 47. THE KOPRU
in the fire. T h e oil may be wiped off.
T h e burning oil makes the air in the merging with stalagmites in several places
In the bubbling mud at each of these areas
chamber smoky and hard to breathe, to form pillars from the roof to the floor.
is a concealed kopru. Kopru are amphib-
requiring characters to leave this room as T h e heat of the chamber prevents the use of ious humanoids who dwell in the hot
quickly as possible. Try to make the char- infravision. Occasional flaresof ruddy light,
geyser pools.
acters move quickly here: describe the combined with great bursts of steam from
rapidly dwindling air supply, give each the depths of some of the hot springs, Kopru (2): AC 3; HD 8+4;h p 49,44; MV 30’
character a few points of damage, or have briefly illuminate small points in the room. (lo’), 150’ (50’) swimming; #AT 1
them attempt saving throws versus death When the characters are moving about bitell tail or charm; D 1-4/ 3-18; Save
the floor of this cavern, there is a 1 in 6 F9; ML 9; AL C
ray for unconsciousness.
chance per turn that one of the following For a complete description of kopru, see
T h e door screened by the flames may
be opened on a roll of 1 on ld6 by any events will happen (roll ld6): the New Monsters section (p. 30) in the
character moving underwater. When the Appendix.
door is opened, the water rushes out of the T h e kopru use their special charm ability
room, sweeping unprepared characters into TABLE 5 to capture members of the party. They may
the lowered portcullis beyond. The first TEMPLE LEVEL 3 EVENTS also try to lure characters off the paths and
character to strike the portcullis suffers ld4 into the geyser basins. Characters who fall
points of damage. If the door to the flooded Die Event into a geyser basin take ld8 points of dam-
hall (area 43) is opened, water rushes Roll age each round from the boiling water. If
through the portcullis and down the stairs the charm attempts fail, the kopru either
for 2 minutes (12 rounds). The characters Mudpot bursts, spraying random physically attack characters on the paths or
are thrown against the portcullis and character with hot mud (1-3 points hide in the hot mud, waiting for a chance to
underwater, taking 1-2 points of damage of damage) strike again. If the characters are obviously
each round until they take some action to stronger or are trapped on a terrace, the
Geyser sprays random character with
keep their heads above the level of the kopru do not pursue, but wait in the bub-
hot steam (1-4 points of damage)
water. bling mud. If the characters are badly hurt
On the east wall between the door and Cloud of steam from hot springs covers or obviously weak, the kopru attack both
the portcullis is a lever. If pulleddown, the 10-foot diameter area, blinding all mentally and physically.
lever raises the portcullis. If the characters within it for 1-4 rounds (randomly The kopru never surrender, andattempt
raise the portcullis while the water is still determine which character it centers to enslave as many characters as possible.
flowing, they are swept down the stairs to upon) Should the entire party be enslaved, the
Temple Level 3. This causes 2d6 points of kopru attempt to use them to restore the
B o i l i n g water splashes r a n d o m
damage to all characters involved. kopru’s ancient kingdom. If this happens,
character (1-3 points of damage)
you may either start thinking u p ways the
Gas bubble bursts near random characters can serve the kopru, or retire the
In the center of this hallway is a circular character, who must make a saving captured characters from the campaign,
shaft of carved stone that descends out of throw versus poison or be nauseated perhaps to be reintroduced later as NPCs.
sight. Sixty-five feet below the level of the for 1 round (no action may be taken) Talk i t over with the players and allow
floor, the shaft is filled with boiling water. them the opportunity to come u p with
Small tremor shakes the cavern
The shaft forms a “U,” trapping water at their own solution.
the bottom. T h e other end of the “U”
opens into a ledge overlooking the great 48. BOILING WELL
cavern on Temple Level 3 (area 48). This is the topmost terrace of this level.
This water is heated by volcanic action. Here is the hot spring that connects to the

U-shaped shaft from area 45 on Temple Alternate scenarios Use the pirates described in encounter
Level 2. The characters may swim to the area 7. If you feel the pirates are not strong
other side of the shaft and climb out, but enough to challenge the characters, increase
they each take 2d10 points of damage Since this module gives you a great deal of the level or number of pirates, or give them
unless they are protected from the heat. information about the Isle of Dread, you stronger defenscs.
On the terrace beside the spring, barely may wish to use these locations and des-
noticeable under a crust of minerals, is a criptions again, after you have run the 5. BRING ‘EM BACK ALIVE
bag containing fiveemeralds. Each is worth main adventure. Some suggestions for A tough challenge for strong characters
1,000 gp. T h e characters find the bag only further adventures on the Isle of Dread are would be to capture some creature alive
if they search the terrace. listed below. Each is accompanied by a and take it back to the mainland at the
short description of how the adventure request of some wizard or king.
49. CAVERNS might be handled. It would not be unusual for the princes
This set of terraces leads to a series of natu- and princesses of Glantri to want a live
ral caverns. These caverns are left un- 1. DESTROY THE ZOMBIE MASTER monster from the Isle of Dread. If this deed
mapped, so that you may create your own were done voluntarily, the reward could be
special encounter areas. You may allow This is a short adventure suitable for use sizable-enough to make the effort worth-
many cave-dwelling creatures to live here, before the characters venture inland for the while.
and you may also include exits that leadup first time. Such an expedition would require
to the central plateau. T h e village of Tanaroa has been careful planning: how to catch the mons-
recently plagued by the attacks of undead ter, how to keep it quiet, how to move it
50. WEAK CRUST creatures. The villagers are frightened,and overland, and how to get it across the
This section of trail is actually nothing but the tribal leader seems to be losing the ocean.
a weak crust over a hot spring. Unless the authority necessary to maintain order. If Monsters suitable or challenging for
path is probed first, the lead character questioned, the people only speak in this adventure would include a pterodac-
breaks the surface. The character then frightened terms of the Zombie Master. At tyl, tyrannosaurus rex, stegosaurus, or per-
drops into the hot water, suffering ldlO night, zombies and ghouls prowl the paths, haps even a giant ape.
points of damage the first round and Id8 killing lone travelers.
points each round until rescued. The crust As shown on Map 2, each section of the 6. SUNKEN TREASURE
is crumbling around the edges, and the village surrounds a graveyard. These grave- T h e characters could find a treasure map
characters are not able to come closer than 5 yards are infested with tunnels and un- that gives the description of a shipwreck
feet to the edge without also falling in. wholesome creatures, the most fearsome near the Isle of Dread. The information in
Ropes, poles, and rescue techniques simi- being the Zombie Master. You would have the description should be clear enough for
lar to those used on thin ice may be used to to prepare for this adventure by drawing the characters to recognize the island:
save any characters who have fallen into and populating the tunnels under the include notes about the Great Wall, the
the water. graveyards. dinosaurs, and the unusual races.
51. THE HIDDEN THRONE 2. MAP THE ISLAND The map should also include the gen-
eral location where the ship might be
Set on the topmost terrace, directly under a Information is always valuable. After hav- found: a good place might be on the
dripping stalactite, is a throne. A grinning ing opened u p new territory, a merchant southwestern side, between the smoking
skeleton sits on the throne. Mineral-rich prince or curious mapmaker might wish mountains and the reef.
waters, falling from the ceiling over many for more information about the Isle of Finally, the map should include a des-
years, have encrusted the skeleton and Dread. The characters could be hired to cription of the ship’s cargo. The sunken
throne, hiding all but the most general fea- make a careful survey of the isle, mapping ship should, of course, be inhabited by a sea
tures. A sword, partially hidden by the the terrain and noting important features.
mineral crust, lies before the throne. Also This would be a dangerous and time-
concealed by the crust is a ring, which rests consuming task.
on one of the skeleton’s fingers. Both are 3. THE DINOSAUR HUNT
entirely ordinary in appearance. The ring
is a ring of telekinesis, and the sword is a A powerful and well-equipped party might
sword +2 that has charm person ability. find it quite worthwhile to try to kill sev-
eral dinosaurs and carry all or part of their
bodies back to the mainland. It is likely
that the rare essences and parts of these
beasts would bring a good price from
wizards or collectors of the unusual.
To provide secure trade with the mainland,
it is first necessary to destroy the pirates.
The characters could be given the use of a
ship by mainland merchants for the adven-


Creating human encounters Wandering human party 3: leader and brilliant strategist. She has a
medallion of ESP. Through her experience
Human encounters can either be natives or Fighter, male, 3rd level: AC 2; h p 14;AL C; and clever use of this item, she usually takes
other adventurers accompanied by native has an axe +I the best course of action.
guides and bearers. You may set these Cleric, female, 2nd level: AC 2; h p 10; AL
groups u p when they are encountered, or L; has a purify food and water spell Sanar: AC 9; T3; h p 8; MV 120’ (40’);
you may take them from the following Magic-user, female, 1st level: AC 9; h p 1; #AT 1; D 1-4 or by weapon; ML 10;
table and lists. T h e number appearing is AL C; has a sleep spell AL C; S 9; I 14; W 9; D 12; C 10; Ch 17
2d6. Thief, male, 2nd level: AC 7; h p 7; AL N;
has a sword +I (+3against dragons) This schemer has one goal-to become
Generally, the natives on the Isle of Dread Normal human, male (2): AC 9; h p 2 each; leader of all the villages! She sees trade with
are peaceful and fight only if attacked. AL C the mainland as a tool to this end. Sanar
Most have an Armor Class of 9, though Normal human, male: AC 9; h p 4; AL L uses any person any way she can as long as
some may have the equivalent of leather Normal human, male: AC 9; h p 1; AL N that person can serve her needs. She is ruth-
armor (AC 7) or special armor made out of Normal human, female: AC 9; h p 4; AL L less and treacherous, but practical, and she
hardened fish or animal bones (AC 5).War-
respects those who bargain from strength.
riors are usually armed with spears and Sample native leaders
short bows. You may assign spells or roll Kuna: AC 9; NM; h p 3; MV 120’ (40’);
them randomly. Magic items may be You may want to create NPC personalities # A T 0 ML6;ALN; S 12;16; W 7; D 12;
assigned or rolled for as in the D&D@ to populate the Isle of Dread. Doing so will C 12; Ch 15
Expert rules. Since setting u p a human help you set u p background for your
party can be time-consuming, three typical adventures. These NPCs are not meant to This matriarch is neither very bright nor
parties are given below: adventure with the characters or openly very brave. She often acts on a whim, but is
attack them. never intentionally cruel. Although Kuna
Wandering human party 1: T h e following native leaders may be is content to let her advisors make the deci-
Fighter, male, 4th level: AC 2; h p 2 0 AL L placed in any of the seven villages or used sions while she remains the figurehead, she
Magic-user, male, 1st level: AC 9; h p 4; AL to inspire other NPCs you may create. occasionally uses her charisma to sway
L; has a charm person spell Three matriarchs and three war leaders are them. She is much loved.
Thief, female, 1st level: AC 7; h p 2; AL C; provided here. Details for the Zombie Mas-
has a potion of diminution ters and the other leaders of the villages are Tribal war leaders
Normal human, male: AC 9; h p 1; AL N left u p to you.
Normal human, female: AC 9; h p 3; AL C Note that the figures for hit points, Bakora: AC 6; F5; h p 36; MV 120’ (40’);
Normal human, female: AC 9; h p 3; AL L Armor Class, and number of attacks and #AT 1 at +2; D 1-6 + 2; ML 1 0 AL N;
damage have already been adjusted for S 16; 18; W 1 0 D 16; C 17; Ch 11
Wandering human party 2: strength, dexterity, a n d constitution. Because of his skill with weapons, this war-
Fighter, female, 2nd level: AC 1; h p 13;AL Assume that the war leaders have shields rior is highly respected in his village.
N; wears plate mail +I and has a war and spears. Armor will improve their Armor Though he is not extremely intelligent, he
hammer +I Class. does have good advisors. Bakora is strong-
Magic-user, female, 3rd level: AC 9; h p 8; willed and somewhat superstitious,
AL N; has the spells detect magic, pro-
tection from evil, phantasmal force J’kal: AC 9; NM; h p 5; MV 120’ (40’); Kuro: AC 7; F4; h p 24; MV 120‘ (40‘);
Normal human, male: AC 9; h p 4; AL N #AT 0; ML 10; AL L; S 8; I 14; W 14; # A T 1 at +3; D 1-6 + 3; ML 10; AL L;
Normal human, male: AC 9; h p 1; AL L D 11; C 8; Ch 12 S 17; I 10; W 9; D 15; C 1 6 Ch 12
Normal human, male: AC 9; h p 2; AL C This aged and respected woman is a shrewd
This mighty leader carries a family heir-
loom, a spear +l.Though he is first a war-
TABLE 6 rior, Kuro is also a kind and honest man.
HUMAN ENCOUNTERS His fair and just treatment of his people
and of captured enemies has earned him
respect and fame throughout the seven
Class Level Alignment Sex villages.
(Roll ld10) (Roll ld12) (Roll ld8) (Roll ld6)
Masawa: AC 7; F4; h p 2 0 MV 120‘ (40‘);
1-6 normal human 1-5 1st 1-3 Lawful 1-3 male #AT 1 at + I ; D 1-6 + 1; ML 10; AL C;
7 cleric 6-8 2nd 4-5 Neutral 4-6 female S 15; I 10; W 8; D 14; C 13; Ch 7
8 fighter 9-10 3rd 6-8 Chaotic
9 magic-user 11 4th This arrogant warrior is feared by the peo-
10 thief 12 5th ple of his village, not only because of the
great war skills of which he boasts, but
because of his cruelty to those who cross
him. Masawa does not like strangers. He
does not want trade with the mainland, but
has been overruled by the village matriarch.
Anky losaurus Brontosaurus
Armor Class: 0 Armor Class: 5
Hit Dice: 7 Hit Dice: 26
Move: 60’ (20’) Move: 60’ (20’)
Attacks: 1 tail Attacks: 1 bite/l tail
Damage: 2-12 Damage: 2-12/3-18
No. Appearing: 0 (1-8) No. Appearing: 0 (1-3)
Save As: Fighter: 4 Save As: Fighter: 13
Morale: 6 Morale: 8
Treasure Type: Nil Treasure Type: Nil
Alignment: Neutral Alignment: Neutral
T h e body of an ankylosaurus is covered T h e brontosaurus is oneof the largest of all
with thick bony armor and ends in a mas- dinosaurs. It has a strong, tapering tail and
sive clublike tail. This dinosaur walks on a massive body that supports a long neck
four legs and eats plants. It is 15feet long, 4 and small head. T h e creature is 65-75 feet
feet tall and weighs 4-5 tons. An ankylosau- long and weighs more than 30 tons.
rus is usually found in jungles and hills. A brontosaurus is so heavy that it
needs to spend most of its time in water, so
that the water helps support its weight. If
only its neck shows above water, the bron-
Aranea tosaurus may be mistaken for a plesiosau-
Armor Class: 7 rus or sea serpent. This dinosaur eats
Hit Dice: 3** plants, and can only be found in deep
Move: 60’ (20’) marshes or on the edges of swamps.
New monsters In web: 120’ (40’) Dimetrodon
T h e monsters in this section are special Attacks: 1
Damage: 1-6 + poison Armor Class: 5
additions for the Isle of Dread. Of course, Hit Dice: 7
you may use them elsewhere and may alter No. Appearing: 1-3 (1-6)
Save As: Magic-user: 3 Move: 120’ (40’)
their statistics if desired. Any of these Attacks: 1 bite
monsters could have giant-sized variations Morale: 7
Treasure Type: D Damage: 2-16
with more hit dice, better Armor Class, and No. Appearing: 0 (1-6)
the ability to cause more damage. Special Alignment: Chaotic
Save As: Fighter: 4
monsters can also be designed for a specific T h e aranea are an intelligent giant spider Morale: 8
party by assigning hit points instead of race. They are as large as small ponies, and Treasure Type: V
rolling them. Leaders of a group will usu- are greenish-brown in color. An aranea is Alignment: Neutral
ally have high or maximum hit points. distinguishable from other giant spiders by
Additional prehistoric creatures may be the massive odd-shaped lump on its back A dimetrodon is a sail-backed, meat-eating
found in the D&D@Expert rule book. that houses its large brain. Aranea are web- dinosaur. T h e “sail” is a comb of long
spinners, and their bite is poisonous. bony spines connected by a webbing of
skin. T h e dimetrodon is about 10 feet long
T h e front limbs of an aranea are
Allosaurus divided into flexible digits. T h e aranea and weighs nearly a ton. Dimetrodons
uses these to grasp prey and manipulate hunt most often in hills and in the drier
Armor Class: 5 areas of swamps.
Hit Dice: 13 simple tools. In addition, the aranea can
Move: 150’ (50’) cast spells as a 3rd level magic-user (two 1st Elk (Giant)
Attacks: 1 bite level spells and one 2nd level spell), and
they spend much of their time researching Armor Class: 6
Damage: 4-24 Hit Dice: 8
No. Appearing: 0 (1-4) magic.
Aranea live in dense forests or jungles, Move: 120’ (40’)
Save As: Fighter: 7 Attacks: 1 butt
Morale: 9 spinning their web homes high in the trees.
Part ofeach web is roofed with bark, leaves, Damage: 1-12
Treasure Type: V No. Appearing: 0 (1-6)
Alignment: Neutral and vines held together with webbing. In
the covered part of their lairs, the aranea Save As: Fighter: 4
An allosaurus is a huge carnivorous dino- keep their crude tools, magic research, and Morale: 7
saur that runs upright on its large hind crude “furniture” of web, vines, bark, and Treasure Type: Nil
wood. Alignment: Neutral
legs. It stands almost 15 feet tall, and
weighs several tons. T h e allosaurus attacks Aranea are the traditional enemies of Giant elk inhabit hills and plains. They are
by biting with its large jaws, which are the phanaton, and attack them on sight. 10-12 feet long and weigh nearly a ton.
filled with daggerlike teeth. The allosaurus They are friendly with bugbears and often Their antlers span 10 feet or more. Giant
hunts most often in lowland hills and hire them to guard the forest beneath their elk eat shrubs and grasses.They are preyed
plains. lairs. upon by dire wolves and sabre-tooth tigers.

‘ T h e special charm of the kopru is dif- leader. For each villageof at least 100, there
Armor Class: 5 ferent from the spell charm person, in that is a chieftain who is a 6th level fighter.
Hit Dice: 13 the person acts normally (including the use There is a 50%chance that each village of at
Move: 120’ (40’) of spells and magic items), but is totally least 100 also has a tribal shaman who is a
Attacks: 1 bite or trample committed to the interests of the kopru. magic-user or cleric of at least 5th level. If
Damage: 2- 12 or 3- 18 T h e kopru know the thoughts and memo- 300 natives are encountered, there is a
No. Appearing: 0 (1-6) ries of any characters they charm. A charac- “great chief” of at least 9th level. This chief
Save As: Fighter: 7 ter may only be controlled by one kopru at is guarded by 2d4 4th level warriors.
Morale: 7 a time, but there is no limit to the distance
at which a character may be controlled. Oyster, Giant
Treasure Type: Nil
Alignment: Neutral T h e charm can be broken by a dispel magic Armor Class: 5 (-2)
or by the death of the controlling kopru. In Hit Dice: 10
T h e grangeri looks like a cross between a addition, the controlled character gets a Move: 0
giraffe and a hornless rhinoceros. Its long new saving throw at the beginning of each Attacks: 1
neck allows it to reach for and eat leaves game month. If successful, the character Damage: 4-24
from the tops of trees. A grangeri is about breaks free of the charm. No. Appearing: 0 (1-4)
30 feet long and stands 20 feet tall. Save As: Fighter: 5
Kopru Morale: None
Armor Class: 6 Treasure Type: E
Armor Class: 3 Hit Dice: 11 Alignment: Neutral
Hit Dice: 8 + 4 Move: 90’ (30’)
Move: 30’ (lo’) This monster looks much like a regular
Attacks: 2 claws
Swimming: 150’ (50’) Damage: 2-1212-12 oyster, except that it is 6 feet in diameter,
Attacks: 1 bite4 tail or charm No. Appearing: 0 (1-6) and stands to a height of 4 feet. Its Armor
Damage: 1-4/3-18 Save As: Fighter: 6 Class is 5 when open, -2 when closed. When
No. Appearing: 1-3 (1-3) attacked from a distance, a giant oyster
Morale: 7
Save As: Fighter: 9 Treasure Type: Nil closes its shell anddoes not open for at least
Morale: 9 Alignment: Neutral 1 turn.
Treasure Type: I + N Giant oysters may be found in nearly
Alignment: Chaotic A megatherium is a giant ground sloth that any type of water surrounding, though
eats leaves, roots, and shrubs. It stands 24 they are most often found in cold, shallow
T h e kopru are a race of heat-loving feet tall and can walk erect on its hind legs, water.
amphibians of great intelligence and power. though it usually walks on all fours. It is
slow, stupid, and peaceful unless provoked. Phanaton
Each has a smooth head, large eyes, and a
tentacled, sphinctered mouth. Kopru have Armor Class: 7
humanlike torsos and two arms ending in Hit Dice: 1-1
webbed, clawed hands. From the waist Armor Class: 9 Move: 90’ (30’)
down, their bodies consist of three fluke- Hit Dice: 1-1 Glide: 150’ (50’)
like tails, each ending in a sharp ripping Move: 120’ (40’) Attacks: 1
claw. Kopru have a +2 bonus on their sav- Attacks: 1 Damage: 1-6 or by weapon
ing throws against magical attacks. Damage: 1-6 or by weapon No. Appearing: 0 (3-18, village 30-300)
While they do not truly hate all men, No. Appearing: 0 (3-30,village 30-300) Save As: Fighter: 1
kopru view humans as nothing but brutes Save As: Fighter: 1 Morale: 7
to be used, played with, and controlled. Morale: 7 Treasure Type: Nil
Their expansion has been severely limited Treasure Type: A Alignment: Lawful
by their need for very hot, wet environ- Alignment: Any
ments, such as hot springs and tropical Natives are primitive people who live in T h e phanaton look like a cross between
swamps. Their civilization has been in jungles, wilderness, or on tropical islands. raccoons and monkeys. They are roughly
decline for many years. T h e warriors of the more warlike tribes halfling-size and have 4-foot long tails that
In combat, a kopru bites while coiling (including cannibals) are all 1st level figh- can grasp objects. They are even able to
all three of its tails around a single victim ters, but the natives of peaceful tribes are manipulate these tails clumsily. For exam-
in a powerful crushing attack. T h e kopru’s mostly normal humans who have few higher ple, when fighting in the trees, a phanaton
most deadly weapon, however, is its special level leaders. Most natives wear no armor often wraps its tail around a branch for
charming power. Instead of attacking (AC 9), but some wear the equivalent of support.
normally in a round, the kopru may use leather armor (AC 7), and the tribal chiefs In addition, phanaton have membranes
this power on any one opponent within 30 may wear special armor of hardened bone of skin stretching from arm to leg. They
feet. If the victim fails to make a saving or lacquered wood (equivalent of AC 5 or can spread these membranes and glide
throw versus death ray, the character be- 6). Natives may also carry shields. from branch to branch. They have a +2
comes totally obedient to the mental com- For every 20 natives, there is an addi- bonus on all saving throws due to their
mands of the kopru. If the saving throw is tional 2nd level fighter who acts as their small size and agility.
successful, no similar attack from the same leader. For every 40 natives, there is an Phanaton prefer to eat fruits and
group of kopru is effective. additional 4th level fighter who acts as war vegetables, though they may eat meat.
They live in tree-top villages built on plat- large snakelike head filled with sharp teeth. crops, and are fitted with special saddles
forms of wood and woven vines. The plat- This dinosaur has small flippers in place of that do not hinder their fighting abilities.
forms are connected by rope bridges. Each legs to aid in swimming. It is aggressive These saddles also allow the rakasta to leap
village of 30-300 is a separate clan. Pha- and can overturn small boats and rafts. up to 20 feet from their mounts and attack
naton are the allies of treants and dryads, in the same round. The “tame” sabre-
Rakasta tooths are too ferocious to be ridden by any
and are friendly with elves. Phanaton are
the traditional enemies of aranea, the Armor Class: 6 creature other than a rakasta.
spider-folk, and attack them on sight. Hit Dice: 2 + 1 Rakasta settlements average 3d10
For every 30 phanaton, there is a clan Move: 90’ (30’) rakasta and Id8 sabre-tooths, and are made
war chief who has 3 hit dice and at least 15 Attacks: 2 claws/l bite up of many colorful tents and pavilions.
hit points. He also has a bodyguard of 2d6 Damage: 1-4/1-4/1-4 Although they have type M treasure, the
phanaton warriors. Each of these warriors No. Appearing: 0 (3-30 + 1-8sabre-tooths) rakasta have rugs and tapestries of fine
fights as a 2 hit dice monster, and has ld6+4 Save As: Fighter: 2 workmanship, crafted bowls and drinking
hit points. For every 100 phanaton, there is Morale: 9 cups, andother bulky items of value, rather
a tribal subchief who has 6 hit dice, 30 hit Treasure Type: M (special) than gems and jewels.
points, and a +1 bonus to all damage rolls. Alignment: Neutral
The subchief has 2d4 bodyguards, who The rakasta are a race of nomadic, catlike Trachodon
each have 3 hit dice and 15 hit points. If 300 humanoids. They walk erect, much like
phanaton are encountered, they are led by a Armor Class: 5
humans, but are covered with soft, tawny
tribal king who has 8 hit dice, 50 hit points, Hit Dice: 14
fur and have feline heads and features. The
and a +2 bonus to all damage rolls. He has rakasta fight with special metal “war claws”
Move: 120’ (40’)
four phanaton warriors who act as body- Attacks: I tail
fitted over their natural claws. Without
guards. Each of these bodyguards has 6 hit Damage: 2-12
these special “claws,” the rakasta claw
dice, 30 hit points, and a + I bonus to all No. Appearing: 0 (1-6)
attacks do only 1-2points of damage each.
damage rolls. Save As: Fighter: 7
The rakasta can use normal weapons such
Morale: 6
as swords, but generally disdain them,
Phororhacos (“Sword Beak”) Treasure Type: Nil
preferring to use their “natural” weapons
Alignment: Neutral
Armor Class: 6 (the war claws).
Hit Dice: 3 The rakasta often tame sabre-tooth A trachodon is a duck-billed dinosaur that
Move: 150’ (50’.) tigers that are then ridden to the hunt or stands 15-18 feet tall. This beast runs erect
Attacks: 1 bite into battle. The sabre-tooth tigers are con- on its hind legs, and only eats plants. This
Damage: 1-8 trolled with knee pressure and heavy riding dinosaur may be dangerous if enraged.
No. Appearing: 0 (1-8)
Save As: Fighter: 2
Morale: 8 Pronunciation guide
Treasure Type: U
Alignment: Neutral Akesoli - ak e ?d IC Kerendas - ker en‘das
Akorros - a k% rBs Kopru - ko pru
A phororhacos, or sword beak, is a 6-foot Alasiyan - a1ps_P’an
tall, flightless bird having small, useless Malpheggi - mal fep’ge’
Alfheim - alf him Minrothad - min‘rd thad
wings and large hind legs. This bird eats AI tan Tepe - al‘ ta? tep’ P
meat and runs down its prey, often reach- Amsorak - am sdr ak Norrvik - vik
ing great speeds across flat ground. A pho- Aranea - ar an P‘a ,
rorhacos has a large curved beak that snaps Ostland - &land
Atruaghin - at rii a gin
at prey with the force of a sword. Phanaton - fan‘a ton
Biazzan - bZ‘a zan
Plesiosaurus Rakasta - ra kas’ ta
Canolbarth - cak61 barth
Armor Class: 6 Castellan - kas tel‘lan Selenica - se l e i i ka
Hit Dice: 16 Corunglain - k6f un glan Soderfjord - sE‘der fyord/
Move: Cruth - kriith Specularum - spek Ti lar um
Swimming: 150’ (50’)
Darokin - dar d k i n Tel Akbir - tel a< b&
Attacks: 1 bite Thanegioth: than 5 ge’ 0th
Damage: 4-24 Ethengar - eth’en gar Thyatis - thi a’ tis
No. Appearing: 0 (1-3)
Glantri - g l a n ’ t r e
Save As: Fighter: 8 Vestland - ve; land
Grangeri - gran ja r?
Morale: 9 Ylaruam - ii a r d a m
Treasure Type: Nil Heldann - hel‘dan
Alignment: Neutral Zeaburg - %‘burg
Ierendi - V er end‘de’
A plesiosaurus is a fish-eating, lake-
dwelling dinosaur, usually about 30-50 feet Karameikos - kar a mi kos
long. It has an extremely long neck and a

1 17-T-9043 32
.A speci