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Expert Game Adventurc

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


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

Grand Duchy of Karameikos: This part of Following is a key of the areas menti. The area is ruled by a council You may want to base dungeon and wil. however. however. They are Emir of Ylaruam and his royal family. men who live in small villages. the east. and is inhabited mainly by outcasts and Principalities of Glantri: Glantri is a monsters. through the mountains for caravans. Large areas are overrun own information. This map should be used for under one ruler. The people of these kingdoms highly of five sheriffs. fish. that is. is very similar to that of medieval Iceland. The Thyatic culture is similar to the together. They rule is held by certain aristocratic families cerned with magical research than with charge toll from all who pass. fair-haired people who hunt. the rulers are more con. see the D&D@Expert rule Continent map key canic lava beds. Besides being fierce war. Emirate of Ylaruam: Ylaruam is built in from thecoast of the main continent.000miles Asian steppes (Huns. Karameikos. culture of the medieval Byzantine empire. the duke’s control. In reality. areas where the map leaves off.” Canolbarth is tended by the elves. T h e Republic of book. ruling. start The Broken Lands: The “broken lands” more detailed description of the Duchy of at the top and read from left to right. The is an autocracy. guilds. but a powerful leader (khan) the homeland of the elves. when a khan dies. the halflings. The land is extremely wild. Damascus. it is far city a major trade center. the continent is a wi!i and unsettled land oned on the map. book.” who serves for one year. they unite temporarily under an elected archipelago. The heroes. and sea trade filtering in Thyatis. though each ruler also has northern Altan Tepe mountain range. (making Ierendi an oligarchy). Minrothad is closely allied with truce. by monsters and hostile humanoids. They live mainly by and decide shirewide policy by vote. In the face of invasion or rebellion. Darokin. in medieval Italy. Actually. The key gives only a brief riors. cattle. Maygars. ern caravan route. 4 . among themselves. hunters. fishing and by occasional raids on nearby coastal villages. little of the land is under out” individual encounter areas with your the Vikings. Most decisions are left to the princely Republicof Darokin: This republic is cen. Darokin is as “dictator. In extreme emergencies. Thanegioth Archipelago: The archipe- ilar to that of the horsemen of the central lago is a cluster of islands about 1. For a Toread themapof thecontinent. the government is run Empire of Thyatis: The empire of Thyatis by the wealthiest merchant families. andgoats. 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. physical strength. The city of Thyatis is built beside a each other. Darokin pays the elves to protect the cara. for the desires of powerful nobles and for They are divided into small family clans. making the Ethengar people into a strong “nation. 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. are an area of rocky badlands and old vol. and times a year the sheriffs meet at a great feast expand the map by designing wilderness prowess in combat. They live in Glantri City the dwarves. Their nation then breaks apart. If threatened by islands). You may “flesh longships. The Five Shires: This is the homeland of example of a large-scale wilderness design. siyan desert. that is. they arequick to unite. Trade routes for However. the Streel river. in leader. each other once more. the characters’overseas journey to the isle. Their culture Atruaghin Clans: These grassy plateau. nounced “yarls”). Kingdom of Ostland. but his decisions must allow nomadic herdersof horses. inhabited by herders. Four derness adventures on this map. The elven king large canal that separates the southern occasionally emerges to unite the entire rules thegreat forest of Canolbarth. The related to the people of the northeastern culture is similar to that of the Arabic Weather and climate kingdoms. 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 threat of mob riots over unfavorable T h e clans usually raid and quarrel with Alfheim: As the name implies. the princes and prin. The Isle of Dread is located in this war. a plutocracy. The continent map also serves as an Soderfjord they are known as “jarls” (pro. 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). BEGINNING THE ADVENTURE The continent (Map 6) individual household leader. Alfheim is laws. The king and queen of magic-users. 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. The emperor holds abso- Ethengar Khanate: T h e Ethengar are culture resembles that of Venice or Genoa lute power. ranging far and wide in their wooden claimed by Duke Stefan Karameikos the background of most areas. What the midst of the largest oasis in the Ala. and hilly regions next to the sea are In the center of this module is a large-scale Kingdom of Vestland. the continent move from west to east. Their culture resembles that of Third. and is controlled by the and raise crops on isolated farms. barbaric. from east to west. they are without true a castle hidden in some remote wilderness dwarves have built and maintained a road power and serve only as figureheads. forest. and Samarkand. Its wealth cluster is a syndicracy: the government is elders. In Vestland and Ostland the underchiefs are called “kings”. they select one of their number through the Malpheggi swamp. these people are explorers without equal. but. 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. each controls a shire. Because peninsula from the mainland. and so on). or you may value individualism. Kingdom of Ierendi: This kingdom sports magocracy. Minrothad Guilds: The Minrothad island stewards and the various local councils of teredaround thecapital. Their culture is sim. Actual area. and fisher- wilderness map that shows the southeast. little knowledge that is available about Turks. It stretches throughout the the land are usually popular adventurer- most of the time. and the family clans begin warring with van route through the forest to Selenica. Mongols.

similar to the Pacific South Sea islands and the Caribbean. the winters here are mild. the adventurers found that as the paper dried. they discovered that none of the scrolls was magical. The climate of Darokin and Glantri is warm and sunny. The heavily irrigated and terraced gardens of the southern farmlands produce more food than any other area on the map. 5 . This climate is similar to the Russian steppes around the Black Sea. magic- users can always use good paper for spell research and for writing their spell books. the adventurers were caught in a sudden rainstorm. writing appeared on several of the pages. The farmers here have discovered better ways to grow most crops. 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. or you may let them read it themselves from their copy of the log. Much to their surprise. while little or none falls on the Alasiyan desert.Hence. T h e warm offshore currents near Thyatis and Minrothad modify the weather somewhat in the south. The climate in the Thanegioth Archi- pelago is tropical. O n the journey home. similar to that of southern France. T h e southern farmlands are extremely fertile. it is similar to Denmark’s climate. making the climate there simi- lar to the Mediterranean. so the adventurers carefully spread the paper in front of a fire to dry out. The play- ers may use that map to chart the island as they explore it. Still. You may read the following boxed text to the players. and the entire cache was drenched. but cold and bleak in the win- ter. due to a thick layer of rich ash from the ancient volcanic hills. The climate of the northeastern coast is wet and mostly overcast. The heat had brought out secret writing on the parchment. The pages were part of a ship’s log. The climate south of the Cruth mountains (running west to east) is moist and temper- ate. a party of adventurers was returning from a previous quest when they discovered a cache of scroll-papers. The climate in the Ethengar steppes is mild in the summer. T h e scroll-papers were made of an excel- lent vellum parchment (a kind of paper that lasts for centuries). much rain falls on the western edge of the Altan Tepe mountains. When the adventurers returned to Specularum. Adventure background Finding the scrolls Several weeks ago.

T h e resulting speed for the party’s Unfortunately. A 6 rolled on ld6 indicates that an encounter takes place. The characters will receive 25%. remember that the characters should still reach the Isle of Dread. You might before his journey south began. you use this idea. * Have a merchant hire the party to investi. A new boat who died about 30 years ago. Local money- Karamei kos. acters that just before he died. T h e loan must be repaid by cularum.5. new sailing boat is 120. A little characters cannot come u p with the money. If Not only does the story of Rory Barba. Roll 2d6. should not have a lifeboat. You should check for a n ocean encounter at least once per day while the party sails toward the isle. acters can track down about the Thanegi. who sends an invisible stalker passage to the Isle of Dread. Check the D&D@ Expert rule book for effects of these weather checks.000. The voyage to the isle During the characters’ voyage from Spe- cularum to the Isle of Dread. the percentage or lower must be magic-user. Most parties rolled as a saving throw or the boat sinks. Also. 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. ! BEGINNING THE ADVENTURE T h e ship’s log is signed by Rory Barbarosa. values for the party’s boat. that the normal inheritance tax is 10%of 0th Archipelago tends to confirm the # Allow the characters to buy a n old. 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. and checks for becoming lost. Rory angered a powerful free passage. to attack any character who has not paid his share of the loan by one week after the due date. Check once per day during the voyage to see if the party becomes lost. which is in the Grand Duchy of plied by this percentage. and a roll of 12 means there are gales or fierce storms. weather checks. arrange matters so that the characters are by 2. hull value of a new boat are both multi. indeed recruiting for a journey south. the price paid for the boat by the cost of a Preparing to set sail new boat. Following are some ideas on 30 being the average. T h e ship new trade route to the Thanegioth Archi- parchment. Multiply 30 by 25%. If the party’s boat enters a reef area.) Generate a percentage by dividing tax is paid. This percentage is the measure * Let the characters borrow the money to of the boat’s condition. would normally cost 2. * Allow one character to inherit a boat. but must split any treasure boat is 30 feet per round. Rory was able to get a boat or small ship that can sail Hull value for a new sailing boat is 20-40. Divide 500 research in local taverns reveals to the char. If the old sailing boat for 500 gp. wizard over a lost wager and died horribly 50-50 with their employer. giving lower the end of the first voyage. per month. T h e account. inherited ship cannot leave port until the rumors as needed. the value of the inherited goods. Interest should be at least 10% T h e characters begin the adventure in Spe. 6 . Keep this in mind when balancing encounters. He the ocean. In spite of these hazards. 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. in any lenders have a working agreement with a T h e characters must acquire a ship or storm. T h e D&D@Expert rule book lists what you should do when the party becomes lost. use the wil- derness rules and the Ocean Encounter Tables from the D&D@Expert rule book. Multiply 120 by gate the island.000 gp. but every rumor that the char. it takes d%points of hull damage. Remember to check for weather once each day. Speed (in feet per round) for a before he started signing on new hands. alter this scenario by allowing the charac. (You should make u p suitable decrepit boat. The speed and buy a boat. A roll of 2 means there is no wind. T h e resulting percentage is 25%. A roll of 1 or 2 on ld6 indicates that the party is lost. Remember pelago.

have their own. GENERAL ISLAND ADVENTURES Once the characters reach the Isle of Dread (Map l). Giant 2-8 may move inland. as most of the wander. Details of these villages are given in % Roll Monster No. If 30-32 Human' 2-12 the terrain in the hex is mountainous or Living Statues"' covered with dense foliage. use Table 1. 90 Wight 1-4 ing monsters are inactive at night. or if they are exploring the northern islands. If the characters will be alive. and 85-88 Toad. Giant able to map. For the night check. 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). GENERAL ISLAND WANDERING MONSTERS sula. If the characters are adventuring on the main isle south of the central river. 7 . 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. you must decide 36 Living Rock Statue 1-3 how many new hexes the characters are Lizards. and a 50% chance they will only be normal statues. subtract 89 Treant 1-2 1 from the dice roll. use Table 2. more 70-71 Spitting Cobra 1-6 detailed maps. unless the strangers look like natives. 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. and mapping will be diffi. they probably land at one of the TABLE 1 native villages on the southeastern penin. rolling d% on General Island Wandering ** When Living Statues are rolled as wandering monsters. or 3. 29. These maps are listed at the 72-73 Pit Viper 1-8 beginning of the specific encounter 74 Giant Rattlesnake 1-4 descriptions. 34-35 Living Iron Statue 1-4 cult. 65-69 Skeleton 4-16 tion may be found on Map 1. use Table 3. If the characters are adventuring north of the central river. 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. 2. 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 Lycanthropes 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 1-2 All of the numbered encounters in this sec. there is a 50%chance they Monster Tables 1. or if they are will only attack natives when their master has commanded them to do so. Giant 1-4 once at night. or if they are exploring the southwestern islands. see p. the description of the village of Tanaroa Appearing (encounter area 1). For information on creating native encounters. Zombies south of the Great Wall. Many of the Snakes encounters. T h e exact monster is determined by ' These humans will probably be the natives who live on the island. From these villages. the characters 01-02 Bee. however. the party's sight 33 Living Crystal Statue 1-6 will be blocked. are adventuring on the southern peninsula + Zombies will attack strangers on sight. exploring the southeastern islands. In these instances.

Red*** 1 2 1-22 Dryad 1-6 38-40 Dryad 1-6 23-27 Elk. Black** 1 35 Dragon. 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. Members of each clan sit on the controls these gates. with a heavy wooden beam. Looming u p just into the jungle beyond. T h e four clans wide. each 100 feet to a side and 70 feet long and 20 feet wide. Appearing % Roll Monster No. Green** 1 36 Dragon. Each group of topped hill that has been artificially leveled. Black** 1 19 Dragon. In the center of the wall is a pair of 10 feet off the ground on wooden stilts. is that clan's totem. T h e square towers. Cave 1-4 01-06 Allosaurus* 1 09-10 Cat. T h e huts are 50 earth stands in the center of the hill. clan on the west. *+ Not older than average age. top of the pyramid is a huge alarm gong. Each gate has dou. see description at end 96 Wyvern 1-2 of the module. to the north of the village is a 50-foot high four groups of huts. stands around the pyramid. Each gate can be barred are the Elk Clan on the south. 40 feet tall. Stone 1 34-38 Hydra. 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. see description at end of module. 5 heads 1 45-47 Hydra. the Hawk of this wall is 250 feet long. Giant 1 13-17 Dire Wolf 1-6 27-34 Dimetrodon* 1 18 Dragon. and each group faces a clan totem. Appearing 0 1-03 Aranea* 1-6 04-08 Bear. winding through Tanaroa animal. Each collection of huts represents one square earthen wall. 7 or 8 HD. 97-00 Zombie 2-12 ## Not older than average age. Each group of huts is each clan has a standard decorated with the wall built out of huge stone blocks.GENERAL ISLAND ADVENTURES TABLE 2 TABLE 3 GENERAL ISLAND WANDERING MONSTERS GENERAL ISLAND WANDERING MONSTERS % Roll Monster No. 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. *Ic* Young red dragon only. and the Sea Turtle Clan on the east. 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. They are raised pyramid is faced with stone slabs. Red*** 1 37 Dragon. When in battle. the village. VILLAGE OF TANAROA (Use Map 2. * New monster. A massive wooden gates. the members of the clan A cleared trail leads into the village believe they are blood brothers to that 1. ### Young red dragon only. clan that lives in the village. 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 8 . the Tiger Clan on the T h e hilltop is the assembly place of T h e village of Tanaroa guards and north. T h e laid out in a circle. Giant* 1-3 41-42 Giant. Each side and 5 feet thick. Green** 1 20 Dragon. General island encounters the natives of the village as the Great Wall. 5 heads 1 39-43 Lizard Man 2-8 48-53 Plesiosaurus" 1 44-49 Elephant.) from the south. wall stretches for 2 miles across the thin central graveyard. Hill 1 28-33 Grangeri* 1 43-44 Giant. 7 or 8 HD. T h e trail circles middle of each graveyard. Set on feet tall. 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. peninsula with the main island. 3 feet high by 3 feet ble doors that are 40 feet wide.

T h e path continues until it reaches been cleared of trees and brush to allow crocodiles . spare money to buy extra equipment. CROCODILE BAY (Use Map 1. Burowao. they encounter one trips are not counted for experience points. two-handed swords. At the These hungry creatures attack anyone who trade with the mainland (the large conti. and goats are kept area between the wall and the village has placid waters of this bay are four large here. pole arms. ML 7. lances. every day the char- Furthermore. HD 3. they these villages. times used as laborers or spare warriors. may hire a guide to take them beyond the each.) the southeastern peninsula and the adjoin. D 2-16. T h e Great Wall north of Tanaroa is forceof at least 30 fighters. seven villages at standard prices. they are attacked by ld4 sea snakes. goods). encounter. However. If possible. with the exception of the Zombie Master. HD 6. HD 2. Panitube. the village’s Cult of the Walking Dead. Bearers cost 1gp Each chamber in the cave has Id4 always garrisoned by warriors from the each per adventure. h p 14 wear hooded masks during cult ceremo. Trading with the villagers: In a recent 10. They are also unable to stand u p to 3. if the (Use Map 1. Each base of the towers of the Great Wall are the nent). Village government and culture: T h e Save F2. receive back twice what they paid for the tion. Mora. RANDOM ENCOUNTER (Use Map 1. A guide costs 5 g p per adventure. 7. ters are under 20 feet of water. lies (the villagers use the tar for waterproof. 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. 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. 4.6. Hundreds of large oysters cover the sea bot- u p on trade goods. If the party lands at any one of their trade goods for 100%profit (Le. dive). and ing or animal-drawn carts). of water transport available to the party are foot high opening in the rock wall. combined is about 2. value (in gold pieces) of the goods sold. T h e population of all seven villages opening u p a new trade route to the isle.) topped hill. T h e only types shrieks. AL N 5. MV 90’ (30’). characters warmly. no bearers travel General Cave Lair 2 (Map 4). total of 196 warriors in the 28 towers. GENERAL ISLAND ADVENTURES side facing their clan site. T h e other villages are Kir.) that is. A foul T h e last important village official is canoes. except for the hearth- 9 . D 1-6A-3. tribe of 15 rock baboons. CAVES OF T H E ROCK BABOONS of war. (Treat any walking also tells them where it is safe to cross the AL N ancestor as the monster zombie in an pits. At these ceremonies. each clan being organized as a sepa. of diving. stench wafts out of the dark opening. female. and all transport As the characters near a crumbling stone cial official to serve as advisor to the chief. the route is no longer For every day the characters are within 2 natives trace their descent and inheritance unknown. (Use Map 3 or 4.000 g p on the goods brought by the seven villages are loosely allied through a characters. or a map of villagers shun and fear them. they hear many hoots. From there. Although the number of sea snakes is council of village chiefs that meets once a If the characters are responsible for unlimited. animals and related objects (such as bard- This person also acts as the village war cliff. the council of chiefs decided that #AT 1. rate “regiment. T h e Floating just below the surface of the animals. 2. Therefore. the villagers greet the tom near these broad coral reefs. Each village clan garrisons the bearers leave the path or go beyond the leaders conduct business from atop the one tower with seven warriors. the villagers’ small huts used by the warriors who garrison the of the crocodiles averages 20 feet in length. the path surrounds village should a nonhuman raiding party or ram- gardens and the grounds for the clans’ paging monster fight past the wall. Dawa. moves more than 10 feet into the bay. it passes into clear fire for bows and thrown spears. Pigs. Add 2 to the reaction and Usi.Save F2. T h e After the initial visit. except the T h e clans serve to unify the villages in time following: battle axes. fishing boats are unable to sail out of sight wall. the Great Wall. Each village also has the same 100 gp each. the leader of each clan is a male. of land. 16 for leader. and may only spend a total of MV 90’ (30’). sailing boats. wealthy. Between the clan sites and the flat. the pearls run out after 14 days year. 8. the carry supplies. so there is a tar pits at the end of the trail. 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. crossbows & quar. Unfortunately. and rafts. Living within this cavern complex is a This cult is a secret society whose members. beyond the Great Wall without a guard your own design for this encounter. ML8. use this encounter descrip. Save F3. T h e guide 1 club/l bite. h p 18. A second line of defense stands between meeting. ancestors” are created. beyond the Great Wall to renew their supp.100. #AT nies. If the charac- dice roll of the villagers and village chiefs ters gather a few. the “walking Great Wall as far as the tar pits. characters have had the foresight to stock ing islands. chickens.) While these zombies are some. pits filled with tar are secondary defenses. and the profits from any other through their mothers’ side of the family. and a the village Zombie Master (or Zombie Mis- tress). T h e oys- ikura. 90’ (30’) swimming.” Each village elects a spe- chain and plate armor. D 1 +poison. The same map may also be used. each village chief is a woman. T h e natives pyramid. while the village seven villages. as their own. T h e characters Rock Baboons (15): AC 6. the jungle. they receive experience points equal to the T h e seven villages are matriarchies. ML 7. 5. 12. T h e never hire out as warriors. defenses. #AT 1 bite. MV 120’ (40’).) rels. however. T h e noises are coming from a 6- leader in times of trouble. 15. hexes of this location. Crocodiles (4): AC 3. ing their boats and roofs). and heads Tanaroa occasionally visit the tar pits darkness. they find Id4 pearls worth except for the Great Wall and the tar pit when the characters are received by them. h p 9. LAIR OF T H E SEA SNAKES Tanaroa is one of the seven villages on storms on the open sea. 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. T h e party may also hire 2d6 bearers to You may use General Cave Lair 1 (Map 3). T h e villagers are not terribly Sea Snakes (1-4): AC 6. grunts. These villages resemble Tanaroa. the characters may sell acters dive for pearls (including the first four clans. Neither the guide nor baboons living in it.

spare the characters’ ship passes through this bodies are covered with soft. T h e sword’s statistics are as each. D 1-8/1-8/ 2-12. boots. AL N Water Termite: AC 5. (Treat the exit as a secret door. there is a 50% weights. and 9. CAVE This cave is always guarded by tooth tigers. a Warriors (16): AC 6. Leader: AC 5. Paddles. in which is paralyzed for 1 turn. T h e leader wears chain mail and fights day Sabre-tooth Tigers (3): AC 6. and empties into a series of natural caverns. tory. In defending their “terri- When the pirates are ashore. trash are old swords. gold jewelry. MV 150’ (50’). it uses an inky spray for ent huts to prevent theft. ML 11. the iron box in area 7d. ML 5. 3.000 sp. The pirates’ treasure is kept dered to be the bravest and strongest of the bleached bones and miscellaneous bits of here. seven to eight pirates sail in each Both pieces of jewelry are somewhat tar. and are armed with cutlasses a wall of thorn bushes weighted down with silver-and-amethyst necklace worth 1. h p 5. canoe of his choice. PIRATE LAIR (Use Map 5. MV 90’. T h e hut T h e water termite’s most dangerous humanoids. h p 36 with an ornate two-handed sword.300 and crossbows. contains a lockedwooden cabinet. 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. ML 8. 35 flying. #AT see below. 360’ (120’) lookout is in each tower at all times (you area. each room. this base camp. 14. These tiger riders are consi- Within the flooded lair are piles of 2d4 pirates.) Pit Viper: AC 6. T h e rest guard the camp (areas 7a-7f). and fight with cutlasses. H U T S These are made of grass. #AT 1. where the leader and the rest Pirates (40): AC 5. TOWERS: Three 20-foot tall lookout hippogriffs. Save F2. They walk erect. A 5-foot long water termite lives in this 16.#AT 2 claws/l bite. new islands to the map). #AT 2 claws/ has a ring of water walking. the paddles T h e water termite does not bite unless cor. 1 bite. in one corner of the hearth-treasure room. magic-userlelf scroll (shield). buckets of tar. nel. At sea.) T h e AL N 10 . D 1-4 A total of 41 pirates are based here. Among the items to be found in the cemented into the wall. Their treasures include silk tapes- a potion of heroism. They are fierce fighters who cover of hull damage before letting go. Fourteen wear 7f.000 coins). F3. F4. EG 9. Only the leader has the respect of the sabre-tooth tigers. D 1-6 or by weapon. T h e prisoners are shackled to iron race. food. Save F2. MV These creatures prey on the weakest of the 7b. detect metal.Twenty others wear leather armor floor.) towers stand guard over the lair. HD 8. #AT 2 claws/ 1 bite. HD 4. MV 180’ (SO’). but are otherwise in good shape. for slaves. BOATS: The outriggers are beached 180’ (60’). defense. Rakasta are a race of nomadic feline the outrigger sails are stored. Set atop the tallest hill on this small island is a large nest. D 1-4 + poison. T h e unmarked huts each house four pirates. and their ropes. instead. and 7. 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. ing the hill within a halfmile of their nest.” the hippogriffs attack anyone climb- nered. T h e tribe’s treasures are worth T h e pirates who live here have come from # A T 1 bite. If the box is forced open. brightly colored carpets. AL N Following are their statistics and weapons: follows: Each of the tiger riders has 16 hit points. ML 1 0 AL C for 3 turns per use. outrigger canoe. silverware.GENERAL ISLAND ADVENTURES treasure room. tools. waterlogged the key to this box. gilded leatherwork. Save F1. 20. outrigger canoes with collapsible masts. Fruit rinds and bones litter the cutlasses. a saving throw versus poison are roofed with cones of thatched grass. h p 10 each. HD 2. facts. 10.000 ep. and only they can hold trash. AL N rounding hills. a total of 10. chest slides open.and a magic MV 90’ (30’). there is a 50% chance that the water T h e rakasta are a proud and barbaric termite clings to the hull. releasing a deadly pit tries. and the key to exit in the cave is a 4-foot wide escape tun. 17 gems (worth 1. 7d. and a leather armor.700 gp total). 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. If the termite is above water when 7c. It the spray. bronze arti- viper. may wish to roll ld4 to determine the number of lookouts in a tower). RAKASTA CAMP (Use Map 7. AL N. u p to 3 times per their mounts and attack in the same round. F1. D 1-6/ feet beneath the water’s surface. richly furnished clothing. WALL: The pirate lair is surrounded by A gold bracelet worth 700 gp. h p 30.) it sprays ink. At least one Hippogriffs (5): AC 5.) nished. locked in a large iron box that is rakasta warriors. He also 7e. weapons. (their favorite weapon). T h e leader sails in the 8. Rakasta dwell in large. HIPPOGRIFF NEST (Use Map 1. MV 90’ (30’). (Use Map 1. but their marked “S” is the supply hut. and other supplies are kept here. 1-6/1-10. ESCAPE TUNNEL: Behind a hidden each. chambers is furnished. LAIR OF THE WATER TERMITE 7a. and an opaque bottle containing a secret compartment in the side of the tents. If heads and features are catlike. MV 120’. ML 7. doing 1-3points T h e huts marked “C” each contain 3d4 captives. chance per round that someone notices the Certain rakasta warriors ride sabre- leakage. T h e termite’s home is a rocky cave. h p 5 each. Each tower holds u p to four pirates.000 g p (equal to the weight of another island (you may choose one or add ML 7. They sail in four 20-foot long 4. Save many wild sheep that graze on the sur- here unless the pirates are out raiding. attack is the hull damage it does to ships. levitate These riders may leap u p to 20 feet from D 1-6 or by weapon. I 8. hex. and sails from their boats are kept in differ. rocks. raiding the coastal villages box. Save F4. HD 2+1. sword + l . Anyone failing the saving throw camp in this area. ML 9. HD 3+1. h p 29. he finds in the box 2. D 1-6. Once any their natural claws with metal “war claws” damage has been inflicted. tawny fur. None of the #AT 1. h p 21. tunnel winds through the hills for 500 feet of the tribe can be found. AL N 10. 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).000 cp. T h e nest is the home of five 6.

h p 7x4. HD 3. 150’ (50’) gliding. 30) in the Appendix.000 cp. AL L sp. or a tiger chained to a large heavy log. T h e tent can.and two children. there is a family of pha- Tent 9a3: 3 rakasta guish it from the surrounding greenery. GENERAL ISLAND ADVENTURES lob. ML 12. HD 1-1. 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. phanaton. except for a smoke hole cut in the MV 60’ (ZO’). Stored i n a n untrapped. T h e pavilions are built been built on each of the platforms. War Chief: AC 6. and eight opal gems worth 500gp each. AL L Hidden beneath the war chief’s bed is a locked wooden chest containing the clan treasure: 3. 10f. Save F1+2. Inside. utensils are scattered about. see the New Monsters section (p. several cushions and rugs are #AT 1 weapon. AL N is for the convenience of nonflying guests. Phanaton are halfling-sized accumulated a small horde of treasure from creatures that look like a cross between a Phanaton (14): AC 7. This lair is located on the edge of a dense raised 10 feet off the ground. D 1-6 or by weapon. 10d. A on a light wooden framework. HUTS: Three huts. of the lair. ladder may be unrolled from the door. Each platform is supported fully carved furniture made from many dif- (1 is a tiger rider) from below by wooden braces. and other cooking room. they occasionally attack a ren are unable to defend themselves and This is a small settlement of about 100 neanderthal lair. There are seven adult males. The child- For tribal feasts. #AT 1. ML 7. 6.000 flying squirrel. Phanaton usually climb or glide up to Living within this dismal cavern are 9c. OTHER PLATFORMS: 9a. AL L Mates (12): AC 7. 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). ferent types of exotic woods. HUTS: The five wooden huts on this platform house a total of 20 phanaton. lOc.) woven palm leaves. D 1-6or by weapon. HD 1-1. D 2-7 or weapon +l. T h e lizard men hunt and eat the var- 10. For a complete description ML 7. vas can be rolled down in case of rain. like the cables of a suspension rate the huts.hp10each. their settlement. of phanaton. (Use Map 9. However. HD 2. five ious swamp animals that live in the area. forms to prevent youngphanaton from fal. Tent 9a2: 2 rakasta within 20 feet of the settlement to distin. The settlement There are three huts each on platforms 1Oc Tent gal: 4 rakasta cannot be seen from the ground. 14 lizard men. there are four huts each o n plat- (1 is a tiger rider) creature other than a phanaton must be forms 10e and 10f. have been built on this plat. monkey and a raccoon. Save F2. is the lizard men’s treasure: 5. like a #AT I. including the clan war chief and his seven bodyguards. AL L Bodyguards (7): AC 6. A number of huts. rope ladder reaches to the jungle floor. The ling off. 14 phanaton.a rope tigers. MV90’ (30’). h p 15. Save F2 +2. PHANATON SETTLEMENT form. swamp in a dank.MV 90’ (30’). hanging plants and ornate mobiles deco- ted ropes. D 1-6 or by weapon. D 1-6 or by weapon. ML 7. unlocked box in the hearth-treasure room glide from tree branch to tree branch. LAIR OF THE LIZARD MEN tent pavilion covered with a roof of inter. 150’ (50’) gliding. MV90’(30’). these raids. except for the hearth-treasure in the center of the pit. Save F3+2. built into one of the platforms (10e). MV 90’ (30’). 120’ (40’) swimming. h p 10 each. 150’(50’) gliding. where the remainder of the group loa. naton composed of an adult male. Save F1+2. #AT 1. The plat. (1 is a tiger rider) six wooden platforms built between several The wooden huts are filled with skill- Tent 9a5: 4 rakasta large trees.) adult females. #AT 1. Dozens of Tent 9a6: 3 rakasta forms are also supported by a web of knot. and are safety rail runs along the edges of the plat. a trap door is ion is similar to those used to house the LizardMen(14): AC5. T h e remaining 12 phanaton are the warriors’ mates. T h e lizard men have flee if attacked. an adult Tent 9a4: 3 rakasta The phanaton settlement consists of female. map of your own design for this encounter. They are able to 2x1. TENTS: Each of these tents houses This settlement is hidden 50 feet off These platforms house the rest of the tribe. A turning spit stands platform (10e). housing a total of can be found. have (Use Map 3 or 4. COMMUNAL PAVILION: This pavil.HD2+1. half-flooded cave. h p 3 each. 5x3. and ld4 children.000 sp. 11 . General Cave Lair 2 (Map 4). ML 7. rakasta: the ground in the trees. In each hut. and placed out on the floor. 150’ (50’) gliding. infirm. The roof. 10e. PAVILIONS Each of these is a simple bridge. and any and 10d. varying in size. 9b. 11.

HD 3. HD 5. 1 horn. furniture. H D 7. and appears to be nothing more than series of horrible screams. uncemented rock wood are webbed in place on the floors of these lairs. D 2-16. painted with hunting scenes. D 2-8 or This ancient burial chamber is the scroll lying on the floor. 19. T w o bugbears patrol the area beneath the aranea webs. in webs strung between trees. flies forward with a grating shriek and First Level: floating disc. In the chest are 1. AL L strands.) Each aranea has a separate lair. Second Level: phantasmal force AL N Gargoyle: AC 5. 12 .NEANDERTHAL LAIR (Use Map 3or 14. MV 120’ attacks. gp. The fall table in this lair. see the New Mons. 26. #AT 1. #AT 1 weapon. HD 3+1. Many pieces of crude D 1-8. A thief auto. gives the characters his only their nearby cliff lair to join the fray. A potion of poison is native. and web 15. sleep move. The charactersmust swear. #AT 1 weapon. notice a single grotesque statue. Any bury the native in a special location in character other than the thief who tries to 14c: A scroll with the spells light. pony). HD 6. h p 32. h p 36. where the leaders and the backs houses a large brain. bark. Dimetrodon: AC 5. D 1-6. except for the hearth. T h e neanderthals’ treasure is kept in a “furniture” made out of web. PTERANODON TERROR Save F2.or a map of the lair. a dimetrodon is attacking a closer than 100 feet. warning the aranea. A massive.) yards in the distance. one large into the nest is a map showing that a trea- white pearl worth 500 gp. H D 6. H D 2. Save F4. mementos (such as bones and teeth). MV 60’ (Use Map 1. Only a In this lair are 16 normal neanderthals pouch containing scraps of food. Among bones and assorted garbage in General Cave Lair 2 (Map 4).THE OGRE’S LAIR (Use Map 3 or 4.23. 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. DIMETRODON PERIL (Use Map 1. 600 gp. ML 8. For a complete description of the dime- 150’ (50’) flying. causes 3d6 points of damage.) The bugbears earn treasure and favors from 4. Neanderthals (16): AC 8. aranea can easily jump from one to another. AERIE O F THE GARGOYLES into the roofs of their lairs for safe keeping. Woven slabs. rocks below. by weapon +l. they (20’). the figure does not As the characters enter this area. There Leaders (2): AC 8. the characters find a ruby worth Bugbears (2): AC 5. but the Three pterandons inhabit this area. the webs are roofed over with a waterproof MV 120’ (40’). THE ROC’S ROOST (Use Map 1. You may use General Cave Lair 1 (Map 3). and leave of this lair. h p 19each. though mortally by the cry of the first gargoyle. image. The rooms are filled with crude wooden ters section (p. They live nearby in thatched huts. your own design for this encounter. and 10 jungle floor is able to see the webs.000 gp can be found at area of obsidian worth 10 gp. that spans the central river. and the floors forest. vines. The walls are MV 30‘ (lo’). mirror return for the treasure. 18.GENERAL ISLAND ADVENTURES 12. However. Save F3. D 1-6 + 1 bite. Aranea usually weave their treasure 13. odd-shaped lump on its chance of falling off the bridge and taking treasure room.) the lair. 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. You may use General Cave Lair 1 (Map 3). The webs are your own design for this encounter. #AT 2 claws/ Aranea (3): AC 7. D 1-6+2. h p 9 each. Each carries a large alarm horn magic-using arachnids (spiders) who live General Cave Lair 2 (Map 4). ARANEA LAIRS (Use Map 8. 480’ (160’) flying.27. As long as the party is the following magic-user spells: at least 100 feet away. and a protection f r o m elementals MV 90’ (30’). hidden in the ceiling. see the New Monsters section (p. Save F4. ML 8. 30) in the Appendix. Save MU3. 240’ (80’) flying. the native. Save F3. ML 6. (Use Map 1. 10.000 sp. #AT 1. if anyone moves The aranea in the second lair (14b)has grassy clearing. wounded. ML 11.or a map of that it sounds at the first sign of trouble. each has a fire pit. H D 4. ML 7. and 16. #AT 2 claws/l bite/ Each of the three lairs is similar. matically succeeds in any attempt to reach 18. h p 11. except for the types of magic items to be found in trodon.Z)areattracted of undead control are hidden in the ceiling trodon. ML 7. D 2-5/2-5/2-12. The webbed-over sections of their lairs resemble caves. however. 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. Each also carries a about 40 feet above the jungle floor. description of aranea. AL N are kept reasonably clean. standing poison. AL C AL L atop a craggy rock peak several hundred T h e aranea in the first lair (14a)has learned 17. twigs. the characters as they cross the rope bridge AL L An aranea looks like a huge. mixture of leaves. the gargoyle (statue) learned the following magic-user spells: frantically struggling native. and a small piece for spell research are among the pieces of furniture in the lairs. h p 31. hp26. Rocs (2): AC 4. personal character who climbs 20-30 feet above the and 2 leaders. #AT 1. ML 9.) the aranea by guarding the grounds from The aranea are a race of highly intelligent. Storage chests and libraries used This nest belongs to two small rocs. MV 120’ walls are close enough together so that the is a 75%chance that the pteranodons attack (40’). 30) in the Appendix. MV 90’ (30’). they hear a First Level: detect magic. intruders. Part of gp. to cliff about 50 feet from the ground. D 1-4 each. MV 60’ When the characters enter this area. In the center of a Second Level: levitate a stone statue. ML 7. 120’ (40’) in web. ventriloquism (40’). h p 26. For a complete lOdlO points of damage from the fall to the remainder of the neanderthals can be found. Save F6. Save F3.) (20’). You may choose the climb the cliff must roll less than his dex. #AT 1. and read languages is laid out a special location given the characters by the terity on ld20 or fall to the ground.) chest made from fitted. greenish. AL C home of five ogres. sure worth 17. Three aranea inhabit this section of Pteranodons (3): AC 6.

13 . 1983 TSR. All Rights Reserved. Map 1 The Isle of Dread Jungle Swamp Mountain Volcano Hills Caves Broken Land River I Lake or Ocean Coral Reef Tar Pits Trail Village Ruins 0 1981. Inc.





MaD 3 General Cave Lair 1 A Man 7 Rakasta CamD Eiitrancc Man 4 General Cave Lair 2 Encranc c 18 .

r Hut w Rope Bridge 19 Platform I .

Beach .

400 sp. Hidden beneath a pile of shrouds in The dragon will often (33%of the time) be 22. Monsters section (p.The treasure includes 1. #AT 1 bite.) 23. D 4-24. 15. 3.000 gp each. Roll for wand. because of the “pleasantly” damp climate. and the cavern that are too small for him to feet of the shore. ML 9. AL C The sea hydra attacks with all of its heads diamonds worth 3. HD 2. however. (Use Map 3 or 4. except The characters only have a 20% chance of treasure room. ML 11. #AT 6. stony hill. This area is also the hunting ground of an General Cave Lair 2 (Map 4). (you must decide the characters’ chances. MV 120‘ ering monsters each turn. 18. The torches are at. in the Appendix. HD 9 h p 45. every round. find all the chambers to be empty. h p 55. and can be (Use Map 1. For every 8 points of damage a phire necklace worth 6. they the pool is the key to the lock on the chest. MV 150’ As the characters near this area. occupied by an ogre. however. a they actively search the area for the key. h p 33. knows they are there. LAIR OF THE WRETCHED and hand wearing a ring of regeneration. it. or a map of center of the pool’s floor. Each chamber of the cavern complex is creature of great age and fearsome aspect. AL N The smell becomes worse as the party comes upon a dark opening in the ground.000 gp. where the rest of the troglodytes can beneath the surface in a flooded cave. ML 9. Save F4. ML 9. cut open. this location.000ep. (20’). RANDOM ENCOUNTER AL N (Use Map 1. D 2-12. AL C amethyst stones worth a total of 3. is the allosaurus. morale). and a sap.a You may use General Cave Lair 1 (Map 3). 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. One to four troglodytes are in each chamber hydra takes. The gp. or a map of For every day the characters spend within 2 allosaurus. HD 4+1. see the New room. In the hearth-treasure room. Troglodytes (17): AC 5. the chest. 1. where the rest of the ogres for one.000 sp.000 cp. it (40’) swimming. Save F8. the lock mechanism may be 9. asleep atop his pile of treasure. your own design for this encounter. Inside the locked wooden chest surprised. TROGLODYTES (Use Map 3 or 4. GENERAL ISLAND ADVENTURES Ogres (5): AC 6. D 1-10 mouth of the cave. 30) items. and They have recently moved to this location takes ld4+1 turns to dig up. tached to the rock walls by sticky. the Plesiosaurus: AC6. tiger skulls. 30) in the Appendix.000 gp. If one appears. pulls its victim into the lake on the follow- giant creature attacks until slain (+6 to The dragon’s treasure hoard consists ing round. D 1-4 each. h p 21. Save F2. MV 90’ (30’). D 1-10 each. For complete descriptions of the anky. As the characters pass a low. (Use Map 1. #AT 1 bite.000 gp.) nate passers-by. pieces of jewelry worth a total of 18.) dragon allows the characters to leave unharmed. black Green Dragon: AC 1. they hear heavy. h p 10 each. 2.000 gp. and 30 assorted If the plesiosaurus is slain and its body about 2 hours). instead of slaying the characters. they notice a broad opening in the rocky based on their actions). D 4-24. each character has a 1 in 6 chance of finding lit by a crude torch. an untarnished coat of chain mail +3. and 6 tion in each room reveals burial chambers.000gp.) 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). cavern. or until the drug wears off (in of 40. an ankylosaurus rushes out saurus. HD 6.000 gp. Wandering Monster Table 3. littered with old bones and rotting shrouds. begin to smell a particularly foul stench. #AT 1 tail. 240’ (80’) flying. THE SEA HYDRA (Use Map 1. ML 1 0 AL C breathing coming from inside the dark water. three MV 120’ (40’). 18. MV 90’ (30’). the chain must first be severed breathing. except for the hearth-treasure The hydra’s lair is located 200 feet losaurus and the allosaurus. rusted chest is attached to a bolt in the rusted cutlass topped with a jeweled pom- General Cave Lair 2 (Map 4). Sea Hydra: AC 5. except for the hearth. if he is awake when A hungry plesiosaurus lurks beneath the are 2. 1. 24. #AT 2 claws/ 1 bite. In order to get to mel (worth 500 gp). ABODE OF THE GREEN DRAGON chained to the bottom of a %foot deep. the dragon surface of this lake. they wandering monster from General Island (50’). As the characters come to the is locked. Inside the cave is the treasure the hydra has T h e troglodytes’ treasure chest is gleaned from sunken ships and unfortu- 20. it is attacked by a six-headed here for the large buried treasure. Underneath the slime at the bottom of There is a 50% chance that each room is If the characters enter the caverns. Although the chest 21 . h p 6 0 MV 150’ 19. the characters find a skeletal arm Ankylosaurus: AC 0 HD 7.000 sp.) You may use General Cave Lair 1 (Map 3). h p 48. 1 bite + breath weapon. be found. If you are using either Map 3 or 4. and a potion of water your own design for this encounter. The move through. and attacks in a frenzy of tail-bashing. and three sabre-tooth the characters enter his cave. he only allows this if Save F8. HD 13. they may dig hole.) sure chest. HD 16. hexes of this location. the plesiosaurus is now under the plant’s influence. of the lair. sea hydra. the accidentally finding the key. the Although normally quite docile. However. If it hits. 2. D 1-6/1-6/3-24 or breath. one head is destroyed. Save F6. characters come upon a green dragon. if can be found.000 evil-smelling pool of dark liquid. hillside. they encounter one Allosaurus: AC 5. Save F7. #AT 2 claws/ The hoard of valuables consists of globs of adhesive (tar). ML 6. 2. #AT 1 club. AL N The treasure consists of 2. hoard is buried 10 feet underground. MV 60’ 21. The Within this lair are 17 troglodytes. There is a 50%chance that. PLESIOSAURUS MENACE the hearth-treasure room is the ogres’ trea. DERANGED ANKYLOSAURUS (50’) swimming.000gp. see the New Monsters section (p. The dim illumina. this beast dragon will have blocked off all tunnels in The beast attacks anyonecomingwithin 15 recently grazed on a patch of loco weed. labored picked once the chest is removed from the Save F4.

) presence. ML 8. D 1-3. GOLD VEIN (Use Map 10. encounters 3. h p 33. a n encounter mules or porters. AL N trees. This forest is open and easy to move while calling loudly for assistance. occurs. More A recent tremor has revealed a lode of high through. Save F3. encountering the treants is only 1 in 20. AL N plateau. ML 5. Save F1. 9 MV 1-4:Minor Shock .000 feet. quality gold ore. but the tree branches overheadare treants (ld4+1)come in 2d6 rounds. T h e treant tries to value as 5 gold pieces for every 10 coins of are 15 treants. #AT 2 bite. D 2-12/2-12or 4-32. 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. Give thecharacters hints 1-2/1-4. HD 8. making the forest Cutting trees: If the characters try to character who knows about mining can dark and gloomy. 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. #AT 1 gore or 1 trample. if in forest. area each turn thereafter. AL L To obtain that amount. They surprise the characters on You will need the following maps to run men can mine 200 pounds of ore in one day. ML 1 0 AL N forests cover much of the plateau. forest. TREANT FOREST (Use Map 10. h p 10 scale the cliffs surrounding the plateau. 15. h p Except for the volcanic crater.59MV 120’(40’). HD 1. h p 34-41 (33 + and does not yield more than 15. AL N 90’ (30’). small cracks appear in ground. avoid any contact with the characters. so the characters move six vide food for the workers. #AT 3. and a crater lake lies at 10 Triceratops: AC 2. h p 6 1-8/2-16 Save F4. Roll 2d6 on the Central Plateau taken to the mainland. the whatever they can to drive the characters characters must mine. raw ore. 5%chanceper character You might also want to hint to the 16. 2-3 Cave Bears (2): AC 5. but causes the tree ore mined. however. and may chance that any tree a character climbs is a what is encountered by the characters. h p 19. but longer to scale the cliffs at area 27. A dwarf or any other tightly woven together. If the character does nothing harm- choice.n o effect rope bridge (at area by using a magical 150’ (50’). i f attacked or hurt. 18. HD 4+1. cut down a tree. and if the characters move through mile to the hex. Save F1. 14. MV 240’ (80’).000 pounds (30. and having Searching: If the characters are search- them rebel often. D 1-12. Elephants. or by climbing. AL N 12 Tremor: minor quakes that vary in There are only three ways for the char. D 1-2/ 6 Severe Shock . of taking 3d6damage from falling players that the village of Mantru is a good Save F2. HD 11. ML 8. 19. MV 180’ (60’) flying. If a 5 or 6 is rolled. Save F4. Save F8. avoid being noticed. ML 9. It does take the characters much The natives living on the plateau do The treants ignore the characters. 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. It stands separated from all else by steep. MI 8. #AT 3. 3-18. and increased to 3 in 6.D2 Maps for central plateau tusksor 1 trample. loaded on a ship. ML 9. and pay the cost without searching. 29. the treant 25. 11. ing for creatures. D 2-8. T h e vein is actually a small one. each. hp67.) immediately captures or kills the offender. D can be seen from nearly all points on the Pteranodons (4): AC 6. the chance of their times as far per day when traveling on this of transporting the workers to this area. they have a 1 in 6 chance Check for wandering monster encounters Once the workers have removed the of discovering a treant.# A T 1. the chance is ters travel. h p 20. MV 150’ (50’). the 1. the treant does not move or reveal its Central plateau encounters 26. Grasslands and Pterodactyls (7): AC 7. Two feet or less. about the great risk involved in climbing. # A T 2 branches. AL N characters knocked off their feet. ful. Save F2. 5: Major Shock -charactersknocked flying device. severity (roll ld6): acters to reach the plateau: by crossing the Boars (2): AC 7. HD 7. 60% chance of falling if place for the characters to set u p a base for climbing cliffs further adventures in this area. #AT 1. ld8). HD 2. map. ML 7. They must also pro. each. and refine Treants can only be spotted at a range of 30 from the forest and still avoid combat. jagged cliffs rising 3. transport. Dire Wolves (4): AC 6. If they are searching by rolling ld6 for every 3 hexes the charac. 30%chanceoffalling without climbing skill cannot successfully if climbing cliffs Animal Herd (5): AC 7. 100 feet (30 times). 22 .#AT3. be done in any major mainland city of your treant. however. #AT 1. MV 150’ (50’). h p 50. one treant arrives in the identify the ore and estimate the possible Scattered throughout this small forest first turn of activity. HD 3. Prehistoric (2): AC 3. being cut down to move away at a rate of 30 Treants (15): AC 2. rocks even thieves must check for falling every fall. HD 8.000 pieces feet per turn. Save F6. 1 6 MV 240’ (120’) flying. The volcano 1-8/1-8/2-12. 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. it must be carried overland by specifically for treants. MV 60’ (20’). HD All tremors last for 10-30 seconds. h p 10. ML9.000 cn) of raw ore. Characters AL N off their feet. AL N temperatures are cooler on the plateau than 35. CENTRAL PLATEAU ADVENTURES Bordered by mountains on one side and the TABLE 4 CENTRAL PLATEAU WANDERING MONSTERS great river canyon on the other is the cen. A dormant volcanic mountain domi- MV 120’ (40’).trees tilt. not work the vein unless they are enslaved. T h e treants do D 2-12 each. 28. D 1-81 on the rest of the isle. D nates the plateau. D 2-8. Dice Roll Monster Dice Roll Monster tral plateau. One new treant arrives in the of refined gold. MV the center of the mountain. HD 5. #AT 11 Sabre-tooth Tigers (2): AC 6.

the “talking chief”: AC 9. but the animal population in the You should try to use this tribal custom at valley is sparse. AL L 20%may be subtracted from the base chance acters. which are used to dered to be taboo. the natives destroy a threat to the village. AL L tops appear jagged.This may be reduced by 10%if a thief is like. (Use Map 11. #AT 1. h p 26. natured. In this event. MV 120‘ (40‘). Three treants then move into position 28. Lodging is provided by As the characters descend into the vol. a minor short period of time. CLIFF WALL (Use Map 10. Umlat prays wood with them. F4. This small village lies on the shore of the ers. (Oloron. each large crater lake. he is frail and At the top. each family lives as one opinion of the characters decides the treat- holds and routes u p the rock face. ment the villagers give them. another spears are thrown to fall short of the char. Umlat is a pious man. lagers welcome them and lead them into Third Level: cure disease It takes 12 hours of climbing time to the village. drive away insects. he makes his spells available to may start a fire here. fermented yam beer. they are met by a Umlat. Each charac. T h e viilag- late at night. tremor shakes the ground. If the characters remain friendly. pon. any firewood here. ML 8. 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. This stockade ers cannot do anything to their enemy. turtle soup. If the characters ter’s base chance may also be reduced by do not attack the villagers. These people are not war. however. Each fam. Umlat cannot travel on adven- without warm clothing suffer 2d6 points of are treated to a feast of baked fish. N o encounters occur here. least once during the adventure. unless they try to destroy the trees. imposingwall of upthrust water on stilted platforms. controlling the trees. The characters learn that all major favor of his deity. but ignore all results. not tolerate mockery of it or of the “chief” 50%. ter encounters. T h e larger building (30 feet by 50 feet) is the crippled in the left arm.) the ground on stilts. T h e villagers attribute this to the ter 12). Although the villagers fire-based spell. The small lake MV 120’ (40’).) canic crater (an 8-hour climb). The villagers then try to frighten the Spells: First Level: cure light wounds. the forest be. man that is kept in the council hut on the tribe. but he seems to normal encounters are still rolled for on duced to Fano. ptero. hold any extra fish from the daily catch. they are asked to help camp. have been both blessed and cursed. least one character sleep in each hut. is due to some past failing. His infirmity. as his climb the cliffs. VILLAGE OF MANTRU Fano and Umlat tell the characters that a around the camp. kept 3 feet above the Fano. They are divided into five goodwill is important. badly scarred and snow-covered. lake.and tremors (encoun. Second Level: bless.” while the weak. the “talking chief” and vil. he is attacked by the treants. TABOO ISLAND (Use Map IO. the tribal cleric. living many years apply: pteranodons (encounter 4). roasted birds. 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. the tribal cleric: AC 9. 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. However. and the temperature is below “talking chief” (Fano) acts as a messenger T h e villagers speculate that this weakness freezing. guiding the other characters. responsibilities to the tribe. 27. and his activites are greatly limited.but only the following encounters lage leader. If the char. Because of his characters who try to stay here overnight After this solemn meeting. They are not able to find the beach. His without climbing skill may attempt to small gardens. the ily has its own possessions: canoes. the tempera. tures. He does base chance of falling while climbing is tools. CENTRAL PLATEAU ADVENTURES Starting afire: If the characters light a Continue to roll for wandering mons. the vil. and huts. Often shrouded in low clouds. to the best of their ability. snake charm ties of the characters. group and shares food and work. 23 . but proud of his position. lake form a high. ter. the characters are intro. devoted to his deity reach the top of the cliffs. Two more huts stand The cliffs surrounding the central volcanic further out in the lake. He is an Table 4. Part of this wall has been expanded because the island they inhabit is consi- possible on one pass. You may wish to further adjust characters away by shouting and gesturing. C 6 h p 22. aid the party by providing canoes and what The village itself consists of six palm. slopes. the rocks are covered with decisions come from this “chief. nets. and his super- wall. ML 8. but and the interpreter of the “chief’s” wishes. 10%if his dexterity score is 15 or greater. “chief. or actively assist the characters. Lord of the Skies). but expect the same in the future. his No clear trails are visible over the cliff main council hut. Jungle vegetation covers the lower asks for. several families. leaving a clearing 50 feet in diame. damage from exposure. purify food and water the base chance depending on other activi. but after a gins to gradually move back from the a 12 on 2d6 is rolled. The charactersare not attacked palm trunks and branches. This feast is held on aid thecharacters in their task. If band of men armed with spears. 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. if they brought fire. large families. and great smoking fires are lit to for other spells. Fano is an elderly man. of falling. The natives insist that at 29. During this time. equipment they can. #AT 1. and the extremely aged man. each raised about 2 feet off the island. ice and snow.” a small stone carving of an old beyond the normal lifespan of othersin the dactyls (encounter 5).) 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. Fano is good- For all characters except thieves. the hut (20 feet by 40 feet) belongs to Umlat. they defend themselves of the village. Umlat. If a character uses a to form two fish pens. tropical. the characters condition. D 1-6or by wea- rock. and in some places aged man who serves as the tribal cleric. but if attacked. an pon. fruits. Even characters members who live by fishing and farming joining the characters on the raid. T h e characters may remain in the vil- small campfire in this area. In the village. and However. they do not set foot on thatched huts. given one day’s notice. At first. These renegades have settled in a great acters collect living branches or wood. D 1-6or by wea- the characters are roped together. as there are obvious hand. unless lage for as long as they wish. The characters yam paste.

and is armed with a spear and bow. D 1-6or by wea. bowls. F5. as its broad steps descend to the landing are two bas-reliefs of humans the waters of the lake. filing their teeth. The floor is covered with mats. AL C bolt. 30. It looks like a #AT 1. In ter before the characters. or other similar spell. Mats. Also. #AT 1. Two primitive debris and small creatures from entering. and the air stale. AL C 24 . keep the following MV 120’ (40’). Do not tell the play. D 1-8 + 2. docks of narrow poles and weak planking net has been fastened across this opening. they retreat to the main Map 13: Temple Level 2 T h e young men’s arrows are coated with a chamber (area 32). sweat. AL C the lake side. h p 44. They are T h e entrance to the temple has been carved ceiling. the other side of the opening are three 1st cription of kopru. Should the morale armor. seven young men are telling there. smoldering fire. ML 8. In this room are the following of the landing are many shrunken heads. a character’s weight. itive tribal symbols. ornaments and headdressesof bones. A successful saving throw ver- Do not roll for wandering monster encoun. D 1-6or by wea. #AT 1. Map 12: Temple Level 1 of these guards fail. the men in areas 32a and This island was once the center of the 32c reinforce the natives here in 2 rounds. These guards are able to observe any boastful stories to one another. In this chamber are 10 tribesmen. In the center of the wall opposite the natives: jawbones. ers. Small blind creatures constantly scat. ML 9. so that only one charac. and is open to the sky. see the New Monsters level fighters and one 5th level fighter. shield and spear +l. and eating 32b. AL C around a small. and fish. includ- sides of the second story. T h e Tribesmen and women (22): AC 9. nor does it support landing and pillars are made of red marble. F3. entrance is a carved face that fills the area The Chief: AC 5. 17. F1 or carved into the cliff wall of the island’s opening is flanked by another pair of pil. largest ruin on the island is a temple that is opening leading back into the cliff. quarters. This room is reserved for unmarried Taboo Island encounters utensils made of bone. these guards You will need the following maps to run gain +1 on their saving throws. Fighter (5th level): AC 5. lightning pon. h p 5 each. needles. 12 ruins. GUARD POST the surface. temple entrance (area 30). 30) in the Appendix. and carved obsidian bowls filled ple to the players. feath- on the first level of the temple complex MV 120’ (40’). attempt to slay their opponents one at a MV 120’ (40’). western shore. ing scrapers. but extend from the temple steps. The carving has been cut with a shield and a sword +2. except that the the center of the chamber. It is decorated like 32a. For a complete des. MAIN CHAMBER also causes violent sickness and fever for 2d10 hours. lead to a landing lined with pillars. if possible. D 1-6. making it difficult to deter- the center flight of stairs. #AT 1. in these rooms. but the tribesmen now additional damage. from the floor to the ceiling. TEMPLE ENTRANCE foot hole has been cut in the center of the Five girls are in this room. NM. MV 120’ (40’). Carved out of the angled back walls of D 1-6 or by weapon. this is part ter can pass through at a time. that remain of a huge statue that once The other doors are all located on the bal. until native rebellions carefully narrowed this passage with destroyed their power. Two steps This net does not prevent characters from try to flee. tattooing. A rope hangs from 32c. AL C lean against the walls. those kingdom of Kopru. h p 6 each. and broken terraces. h p 20. # A T 1. Short bows and spears (Map 12). statues. Waiting on of the island’s taboo. Maps for Taboo Island encoun. The poison Wandering monsters 32. 32a. #AT 1. reeks of grease. and the air is hot and This fighter wears bone armor and carries a ing is heavily stained with soot. A fire is blazing in girls. hp7each. 1 6 MV 120’ (40’). use it as their central living area. MV 120’ (40’). and fish scales. intruders moving down the hall. If attacked with afire ball. The hall itself is weapons here are daggers of bone and Key to Temple Level 1 (Use Map 12. gummy vegetable poison. and mallets. gourd pots of When describing the areas of the tem. flitting here and each room. with mud and ash are arranged in a circle details in mind: the entire temple is damp pon. The men and women fight. The unmarried men of the tribe sleep section (p. A mouth agape. The end stairways are cony level. T o prevent hairstyling. 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. F1. ML 9. 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. The At the back of the second landing is an women. It can be easily entered from lars. stone foot and ankle stand on each side of and defaced. F7. The ceil- and foul-smelling. into the side of a rocky cliff. as they are Each young man wears primitive leather encounters on Taboo Island: well-protected by cover. and other prim. These girls (hp 3 each) do not attack. ML 9. F1. TABOO ISLAND ADVENTURES This rocky island is dotted with small each flanked by another red marble pillar. and 8 children. The entering through here. This is where the holding lighted braziers. fighting try to charge toward the exit to the mounds of rubble. They Young Men (14): AC 7. The Chief‘s Sons (3): AC 7. Each room is hung with The lair of the renegade tribesmen is Fighters(lstlevel)(3): AC7. h p 32. A 20-foot by 30. paints. feathered totems. which causes Map 14: Temple Level 3 ld6 extra points of damage. There are also many tools. Balconies run along three metal. ers who or what the kopru were. a and otherwise “improving” their looks. 31. straddled the stairs. while the characters begin the final stage of their children attempt to escape up the rope to adventure. ML 9. The tribesmen who live in this temple have Should the morale of the adults fail. 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. These feet are all mine what kind of creature it once depicted. Island. D 1-6or by wea- ters time. smoke. pon.) two stories high.

many animal skins and furs. 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. two small eye holes. over the temple’sentrance. chamber causes a similar explosion on the You may choose to have this corridor lead A secret door. From the waist These women do not fight. Between the two eye complete description. PRIESTS’ QUARTERS “gods. and the supporting beams T is sturdy enough to support one person in this niche and observe the entrance are almost entirely rotted away. ters section (p. 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. A small niche has been carved into than 4 feet tall and wearing metal armor Unused for many years. If the from small holes in the ceiling. as crea. a crumbling 120’ (40’). AL C The chamber is bare. temple out of their tribal home. 500 gp. A person can stand oxidizing rot. snake northeast corner. floor. set of stairs leads u p to a narrow platform down. Each come to the aid of the families in the main the carved face that looks into area 32. and the floor is bamboo flute. The bronze tube Formerly a torture chamber. three inlaid bejeweled The Witchdoctor: AC 6. or if the statuette walls. In a cloud causes any open flames in the main the power of the statuette is destroyed. so its true color (yellow) Several small. his sons. and the remains of a feather Spells: First Level: cause light wounds covered with a heavy layer of dust and fine fan. 800 gp. who enter this room from the hall may crossing it causes the section to break. D 1-6. two or more people through two small spy holes. AL N used by the priests in the worship of their slimy. ML not applicable. They occasionally bump against Yellow Mold: AC can always be hit. Three rotted ends of rope hang ces. BLOCKED-UP PASSAGE ently unused. and colors. H D 2. yourself. WATER-FILLED CHAMBER’ character to get through in one hour.gourds. platform where the piston is. The dust becomes a secret servant of the kopru. For a from that area. see the New Mons- they retreat to this room and make a stand. and the witchdoctor (A). h p 3. D 1-6+ spores. If anyone gives it a strong hard pull. 1. feeling cold and Save F2.” A square stone pedestal stands with a spear. causing 4d6 points of curse can only be broken if the statuette is furs. and piston sprays a 20-foot diameter cloud of must make a saving throw versus spells. PRIVATE ALTAR beyond. moldering This hallway ends in a crude wall of stones Key to Temple Level 2 (Use Map 13. ML 9. The chamber (area 32) if the alarm is raised. this Anyone who looks at this statuette necklaces of bone. MV watched the services held in their honor. a webbed. reduces damage by half. resulting in leads from the northern balcony in area 32 to additional areas that you have designed 2d6 points of damage to anyone there. as these can easily be extinguished or tures rarely try to come through it. 50 gp). intricately carved stone box Second Level: hold person. so the characters only with two hinged doors rests on the pedes- charm have a 1 in 6 chance of noticing it. until gp. bowls (worth 500 gp each). blessed by a Lawful cleric. Inside is an unusual statuette of gold The witchdoctor wears bone armor and is door is weak and breaks when stepped on.000 gp. Pay careful attention io normal light sour- chamber.) rags and unidentifiable lumps dot the that completely closes off the passage. This statue faces some manner. harmless cave fish live damage is taken by characters who fall. C5. 35. along the north wall. TABOO ISLAND ADVENTURES Each son wears leather armor and is armed 34. The hallway is extremely dusty and appar. 30) in the Appendix. The trap tal. h p 21. cial condition through your descriptions. hang from the damage to any character in the area. SECRET VIEWING CHAMBER chance that any explosion in the main blocked by fallen rock and is impassable. cannot easily be seen.Six chamber to explode. Characters less voice. keep creatures from the lower levels of the periodically remind the players of this spe- Several large stone levers and a cor. MV 0. fin is tipped with a single large claw. This altar room contains several items once the legs of the characters. This Part of this level is under 5 feet of water. holes is a large wooden piston and handle. #AT 1. a rack of skulls. dropping anyone standing on it into area humanoid that has a smooth head. each worth 100 gp. The torso is Women (5): AC 9. to a small chamber near the main entrance. These made useless if characters get them wet. The section marked by the the northeastern wall. Anyone falling takes eyes.The wax-sealed gourd is a potion of flying. Next to it are several This secret chamber was where the “gods” bone rhythm sticks. clawed hands. the body divides into three long ten- T h e chief.000 gp. ld6 points of damage. or they quickly drown. #AT spores. large 40on Temple Level 2. Should their morale fail. they can ropes and levers once operated mechanisms make an opening large enough for one within the now-ruined statue that stood 38. The mold is filmed room below (Temple Level 2. characters have suitable tools. and has two arms that end in In the northwest corner of this room. this room has was used as a megaphone for the “god’s’’ 36. WEAKENED FLOOR flooded to a depth of 5 feet. In the chamber. The natives roded bronze tube line the south wall of the no longer bother to guard this wall. It looks like an amphibious armed with a bone club. The dust covers a trap door in the A small. 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. Characters crossing it at a time. Theroomisclutteredwithpots. A suc. 25 . This platform rests behind the eyes of tacles. presenting to the eye a variety of vivid wall was built by the renegade tribesmen to Keep track of which areas are flooded. They also investigate any unusual noises the main chamber by looking through the The statuette portrays a kopru. in this room and the flooded corridors 37. cessful saving throw versus dragon’s breath is physically destroyed.200 face and into the main chamber. fx2) sand. The stone slanted section of wall. Anyone standing on the platform may view statuette is worth 2. with damp dust. 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. and coral. area 38). each ending in flukelike fins. MV 120’ (40’). unknown to the natives. h p 8. No 36 on Temple Level 1. There is a 50% T h e corridor beyond this room is 33. AL C humanlike. and a tentacled mouth.

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). Should the morale of the rats fail. HD 1/2. 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 door opens sides as they pass by. rats. 17. 39a. D 1-3 + poison. taking no damage. Characters not standing for at least 1 turn. Unless coldand slimy to the touch. trapping an unsuccessful character. Save F1. If the door is opened carelessly. the entrance. appears to be tightly sealed. and the wallsare lined with cleared away and the floor examined by a spear. Stepping through. LAIR OF GUARDIANS and covered with pale fungus.000gp each. 30) in secret door is flooded. #AT 2 pincers. and the secret Nothing else can be seen in the chamber. RAT LAIR rests 5 feet below the water’s surface. steps on it. Spitting Cobras (4): AC 7. Two giant crabs live in 2. At this point on the dais. and oth. They are #AT 1 bite. If the oyster is attacked from a dis. thus making this change in pas- on an item causes 1-2 points of damage.2. if not probing ahead. The chamber is filled Four spitting cobras have coiled them. It stairs (or dais steps) and fall into the room. the oyster closes. they stumble on the examined. black pearl worth 3. If the fungus is the characters probe ahead with a sword. Save F2. h p 21. if they have a combined strength of The platform stands just above the water healing and a contaminated potion. The stones glisten a green-streaked red when struck by light. back down into the flooded hall. If the room is flooded. PRIEST’S CHAMBER with 20 feet of water. ers of fierce monsters. The hallway on the other side of the out and attack the characters from both ter. some of graceful creatures. The floor of this room is covered with small puddles. staff. they The pearl may be “picked” from the selves and remain on their feet when the retreat into the tunnels to hide. the steps lead is open. 26 . The rats are attracted the Appendix. 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. passageway north to area 45. knocked around a great deal. They attack rotted. now a 50 or more. All the cells are empty. attack. Three filled with 5 feet of water.000 gp. Giant Oyster: AC 5 open. which is and glass items hidden underwater. each character has a 1 dwarf. and appears to be severely small lizards. and snakes. Save F1. Each crab is 8 feet in diameter. entrance to this room when any character they see several large. it closes its shell and does not open points of damage. who swim For a complete description of the giant oys. h p 22. If the characters are selves around several of the statues. Should the secret door be nels are dug out of dirt. These holes M L none. some bones. CROCODILE POOL In the lair are rags. area 34). In the MV 90’ (30’). the room. It can be pried open by several char. the dwarf notices that the rock in 6 chance of stumbling and stepping on a several statues. The door leads to an upper floor (Temple Level 1. opened from the hall side. The giving even the simplest and most innocent pieces an unwholesome look. revealing a passage that is also to age and moisture. near the secret door are able to brace them. HD 2. less on ld20. D 1-3 + disease. 90’ (30’) swimming. AL N in the water outside the door is swept into Giant Crabs (2): AC 2.4. D 1-8. The rats try to flee if to pick the pearl. map marked “ A ” is a hidden trigger that drops the portcullis across the northern As the characters move down this hallway. toward the shaft in area 45. MV 0. see the New Monsters section (p. below must have been too hard to carve sharp item every 10 feet traveled. D 4-24. #AT 1. HD 3. ML 7. Thecharacters needa combined walls just above water level. some of women holding children. the secret door in the south wall. 60’ (20’) swimming. Giant Rats (IO): AC 7. 42. but fight to the death if cornered. or pole. Though they can be seen in normal from a stone hook on the wall is a bone- Since they cannot swim. All the statues are well-fashioned. At the point on the 43. short staircase that leads u p to a platform. h p 6. 19. taking 2d4 ML 8: AL N tance. You must decide when the party can see the when it is opened are swept off their feet. The 41. anyone this chamber. Two exits lead out of this room: the compartment is hidden underwater. HD 10. A knock spell also works. h p 2 each. 40. and are wide than thieves picking the pearl from the oys. CHAMBER OF THE GREAT ONE made of wood. The tun- open oyster. The chance of characters other door is opened. all characters in enough for a halfling. Save F5. AL N strength of 50 or more to raise the portcullis. -2 closed. rough holes in the h p 55. #AT 1 bite or 1 spit. The floor of the platform is damp deadly poison). 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. are the tunnels of 10 giant rats. these giant crabs handle mace +2.TABOO ISLAND ADVENTURES There are several sharp metal. are 500 gp and two coral statuettes worth At the base of one of the statues in the The crabs are extremely hungry. MV 90’ (30’). D 2-12. giant rats’ main lair. benches stand in this chamber. northeast corner is a 50 gp gem. and attack 1. this anyone or anything that enters the chamber. AL N be distinguished from the statues by infra. inward. The door leading out of this chamber Beyond the platform. and any characters near this door by light and scent. This trapdoor is These crocodiles have been feeding only on 39. Hanging vision. has kept the water out of the chamber. The doors to this chamber are 15 feet above the chamber floor. 15. stone. MV 60’ (20’). ML 7. and hidden in a secret light. Save F1. The door to this room is closed and. hallway. oyster. Cell doors normal crocodiles live in this section of crossed with iron bars line the passage. level. #AT center of the room’s ceiling is an obvious 1. and three metal potion bottles (2 potions of acters. a giant oyster door in the south wall. AL N trap door. taking ld6 points of damage. but have deteriorated due sage depth necessary. Between its open valves is a large and carried 2d6x10 feet down the hall MV 120’ (40’). possibly invaded. anything that enters the water. ML 7.’ These cobras are cold-blooded and cannot A small altar stone and several stone 2-12. If the characters are unable this room. HD 1.

47. 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. calcium deposits and hot enough to be A wire set about ankle height has been Key to Temple Level 3 (Use Map 14. Occasional flaresof ruddy light. combined mist of water covers any character in the who slip lose at least 1 round while they area. Characters who fall points of damage. the kopru attack both the portcullis is a lever. As the oil bursts into flame. If are somewhat slippery. character (1-3 points of damage) you may either start thinking u p ways the 45. If the characters are obviously each round until they take some action to stronger or are trapped on a terrace. kopru’s ancient kingdom. If through the portcullis and down the stairs the charm attempts fail.44. is a concealed kopru. a springs. 150’ (50’) swimming. flowing. 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.” trapping water at their own solution. waiting for a chance to underwater. the Geyser sprays random character with keep their heads above the level of the kopru do not pursue. the Temple Level 3. door is opened.h p 49. acters move quickly here: describe the combined with great bursts of steam from rapidly dwindling air supply. unsure footing. and yellows. give each the depths of some of the hot springs. sight. canic gases. the kopru either for 2 minutes (12 rounds). The water in down these stairs. but wait in the bub- hot steam (1-4 points of damage) water. they Level 2. BOILING WELL Gas bubble bursts near random characters can serve the kopru. blinding all mentally and physically. small geysers. and the characters the wire is broken or pulled. water rushes Roll age each round from the boiling water. damage per round to any characters caught from the sides of the cavern at several points. 30) in the character moving underwater. the well cannot be bailed out. They also have a 10% with water. T h e other end of the “U” opens into a ledge overlooking the great 48. T h e oil with blacks and greys. andattempt raise the portcullis while the water is still determine which character it centers to enslave as many characters as possible. When the Appendix. AL C ray for unconsciousness. If pulleddown. and mineral crusts. Save the floor of this cavern. to form pillars from the roof to the floor. bling mud. If the characters have been washed wall. TABOO ISLAND ADVENTURES 44. T h e characters attack at -3 to 10-foot long area in front of the north door. not careful. them the opportunity to come u p with Small tremor shakes the cavern The shaft forms a “U. They may the lowered portcullis beyond. D 1-4/ 3-18. Stalactites hang from the ceiling. Now the room is flooded with 5 feet of suffer2d10 points of damage. but the trap still operates-in a dif. it releases a This is a single natural cavern of great size. Kopru (2): AC 3.) painful. lever raises the portcullis. 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. geyser pools. If the characters within it for 1-4 rounds (randomly The kopru never surrender. MV 30’ character a few points of damage. browns. #AT 1 them attempt saving throws versus death When the characters are moving about bitell tail or charm. or have briefly illuminate small points in the room. If this happens. FIRE TRAP Characters may swim the distance. the bottom. as hot water themselves here. steamy. (lo’). This is the topmost terrace of this level. shaft of carved stone that descends out of throw versus poison or be nauseated perhaps to be reintroduced later as NPCs. the shaft is filled with boiling water. 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. 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. 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 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. but not damaging. infravision. chance per turn that one of the following For a complete description of kopru. If the door to the flooded Die Event into a geyser basin take ld8 points of dam- hall (area 43) is opened. 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). If the characters are badly hurt On the east wall between the door and Cloud of steam from hot springs covers or obviously weak. there is a 1 in 6 F9. T h e terrace is white with ferent manner. T h e oil may be wiped off. but 46. Here is the hot spring that connects to the 27 . the 10-foot diameter area. Try to make the char. 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. 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. who must make a saving captured characters from the campaign. All the terraces stretched across the center of the room. BOILING WELL cavern on Temple Level 3 (area 48). The characters Mudpot bursts. they are able to stop water. taking 1-2 points of damage of damage) strike again. HD 8+4. sweeping unprepared characters into TABLE 5 to capture members of the party. constantly seeps in. Terraces crusted stand. they are swept down the stairs to upon) Should the entire party be enslaved. Characters rich reds. hot wet. the water rushes out of the T h e kopru use their special charm ability room. ML 9. THE KOPRU in the fire. or retire the In the center of this hallway is a circular character. This water is heated by volcanic action. The colors are chance per round of slipping. and fouled by vol. igniting any remaining oil. 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.

the lead character questioned. directly under a Information is always valuable. 4. tyrannosaurus rex. is a criptions again. zombies and ghouls prowl the paths. barely may wish to use these locations and des- noticeable under a crust of minerals. wholesome creatures. between the smoking skeleton sits on the throne. on one of the skeleton’s fingers. and rescue techniques simi. you stronger defenscs. which rests consuming task. If Monsters suitable or challenging for path is probed first. and you may also include exits that leadup first time. 1. each section of the 6. that gives the description of a shipwreck feet to the edge without also falling in. be inhabited by a sea tures. The ring is a ring of telekinesis. Such an expedition would require to the central plateau. Mineral-rich prince or curious mapmaker might wish mountains and the reef. found: a good place might be on the dripping stalactite. how to move it 50. waters. haps even a giant ape. 51. partially hidden by the the terrain and noting important features. The villagers are frightened. DESTROY THE ZOMBIE MASTER monster from the Isle of Dread. a merchant southwestern side. These grave. Unless the authority necessary to maintain order. make a careful survey of the isle. The character then frightened terms of the Zombie Master. before the characters venture inland for the while. THE DINOSAUR HUNT entirely ordinary in appearance. 49. the people only speak in this adventure would include a pterodac- breaks the surface. and how to get it across the This section of trail is actually nothing but the tribal leader seems to be losing the ocean. The characters could be hired to cription of the ship’s cargo. A grinning ing opened u p new territory. MAP THE ISLAND The map should also include the gen- eral location where the ship might be Set on the topmost terrace. the reward could be special encounter areas. suffering ldlO night.000 gp. APPENDIX U-shaped shaft from area 45 on Temple Alternate scenarios Use the pirates described in encounter Level 2. The characters could be given the use of a ship by mainland merchants for the adven- ture. At tyl. WEAK CRUST creatures. If you feel the pirates are not strong other side of the shaft and climb out. 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. Each is worth main adventure. it is first necessary to destroy the pirates. On the terrace beside the spring. The sunken throne. mineral crust. These caverns are left un. If this deed mapped. dinosaurs. and princesses of Glantri to want a live ral caverns. or give them unless they are protected from the heat. how to keep it quiet. T h e village of Tanaroa has been careful planning: how to catch the mons- recently plagued by the attacks of undead ter. poles. have encrusted the skeleton and Dread. The crust As shown on Map 2. points each round until rescued. It would not be unusual for the princes This set of terraces leads to a series of natu. and the unusual races. It is likely that the rare essences and parts of these beasts would bring a good price from wizards or collectors of the unusual. falling from the ceiling over many for more information about the Isle of Finally. or per- drops into the hot water. After hav. mapping ship should. find it quite worthwhile to try to kill sev- eral dinosaurs and carry all or part of their bodies back to the mainland. 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. 28 . A sword. listed below. of course. EXTERMINATE THE PIRATES To provide secure trade with the mainland. is a throne. and the village surrounds a graveyard. 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 most fearsome near the Isle of Dread. and the sword is a A powerful and well-equipped party might sword +2 that has charm person ability. The characters may swim to the area 7. BRING ‘EM BACK ALIVE bag containing fiveemeralds. so that you may create your own were done voluntarily. hiding all but the most general fea. CAVERNS might be handled. the the water. a weak crust over a hot spring. Both are 3. after you have run the 5. 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. but enough to challenge the characters. graveyards. Also This would be a dangerous and time- concealed by the crust is a ring. the map should include a des- years. being the Zombie Master. increase they each take 2d10 points of damage Since this module gives you a great deal of the level or number of pirates. points of damage the first round and Id8 killing lone travelers. Some suggestions for A tough challenge for strong characters 1. SUNKEN TREASURE is crumbling around the edges. THE HIDDEN THRONE 2. The information in Ropes. information about the Isle of Dread.and overland. lies before the throne. 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. stegosaurus.

AL L. He does not want trade with the mainland. h p 10. h p 1. 18. She has a medallion of ESP. male. You may set these Cleric. though Normal human. S 12. h p 1.AL C. AL N. female. has a charm person spell Three matriarchs and three war leaders are them. 3rd level: AC 9. female: AC 9. D 12. C 10. C 8. Normal human. but because of his cruelty to those who cross him. Ch 15 Expert rules. has the spells detect magic. 2nd level: AC 2. female: AC 9. C 1 6 Ch 12 Normal human.Though he is first a war- TABLE 6 rior. Sanar Most have an Armor Class of 9. MV 120’ (40’). AL L.ALN. and number of attacks and #AT 1 at +2. Kuro: AC 7. never intentionally cruel. h p 2. Thief. W 9. AL L Armor Class. AL L D 11. Normal human. She often acts on a whim. 1-6 normal human 1-5 1st 1-3 Lawful 1-3 male #AT 1 at + I . Thief. damage have already been adjusted for S 16. Through her experience Human encounters can either be natives or Fighter. h p 4. AL N #AT 0. Armor will improve their Armor Though he is not extremely intelligent.16. C 13. but has been overruled by the village matriarch. C 17. the natives on the Isle of Dread Normal human. S 9. provided here. AL C This aged and respected woman is a shrewd This mighty leader carries a family heir- loom. male. pro- tection from evil. male. 29 . D 12. wears plate mail +I and has a war and spears. NM. #AT 1. a spear +l. male: AC 9. ML 10. h p 13. 2nd level: AC 7. W 9. h p 3. Ch 12 S 17. not only because of the great war skills of which he boasts. AL N left u p to you. MV 120‘ (40‘). phantasmal force J’kal: AC 9. h p 3. D 1-6 + 3. h p 3. AL to inspire other NPCs you may create. I 10. h p 7. male: AC 9. female. male: AC 9. 4th level: AC 2. male. h p 36. AL L less and treacherous. Doing so will C 12. h p 4. she usually takes other adventurers accompanied by native has an axe +I the best course of action. leader of all the villages! She sees trade with are peaceful and fight only if attacked. Since setting u p a human help you set u p background for your party can be time-consuming. W 14. Bakora: AC 6. and clever use of this item. this war- Fighter. h p 8. S 8. T3. but practical. h p 2 0 MV 120‘ (40‘). Kuro is also a kind and honest man. 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. but is attack them. h p 14. Normal human. AL N that person can serve her needs. W 7. Details for the Zombie Mas- has a potion of diminution ters and the other leaders of the villages are Tribal war leaders Normal human. AL C Note that the figures for hit points. has a sword +I (+3against dragons) This schemer has one goal-to become Generally. You may assign spells or roll Kuna: AC 9. 1st level: AC 7. willed and somewhat superstitious. h p 2 each. I 10. h p 4. or L. W 1 0 D 16. MV 120’ (40’). Magic items may be You may want to create NPC personalities # A T 0 ML6. ML 10. riors are usually armed with spears and Sample native leaders short bows. ML 10. T h e number appearing is AL C. female. MV 120’ (40’). Although Kuna Wandering human party 1: T h e following native leaders may be is content to let her advisors make the deci- Fighter. assigned or rolled for as in the D&D@ to populate the Isle of Dread. h p 5. D 1-6 + 2. 7 cleric 6-8 2nd 4-5 Neutral 4-6 female S 15. dexterity. AL groups u p when they are encountered. ML 1 0 AL N. ML 10. guides and bearers.War- respects those who bargain from strength. APPENDIX Creating human encounters Wandering human party 3: leader and brilliant strategist. female: AC 9. I 14. male: AC 9. female. does have good advisors. F4. 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. Normal human. (Roll ld10) (Roll ld12) (Roll ld8) (Roll ld6) Masawa: AC 7. male (2): AC 9. a n d constitution. D 1-6 + 1. F4. h p 24. Matriarchs AL N. h p 4. Ch 17 2d6. AL C. AL L uses any person any way she can as long as some may have the equivalent of leather Normal human. N. D 1-4 or by weapon. AL C the mainland as a tool to this end. she Magic-user. male: AC 9. you may take them from the following Magic-user. # A T 1 at +3. and she hardened fish or animal bones (AC 5). 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. AL C. them randomly.AL Assume that the war leaders have shields rior is highly respected in his village. W 8. D 14. F5. he hammer +I Class. male: AC 9. female. 3rd level: AC 2. has a sleep spell AL C. 1st level: AC 9. h p 2 0 AL L placed in any of the seven villages or used sions while she remains the figurehead. occasionally uses her charisma to sway L. MV 120’ (40’). She is much loved. 1st level: AC 9. h p 1. h p 1. Bakora is strong- Magic-user. Masawa does not like strangers. has a purify food and water spell Sanar: AC 9. 2nd level: AC 1. D 15. h p 2. Ch 11 Wandering human party 2: strength. I 14. h p 8. NM. Because of his skill with weapons. table and lists. three typical adventures. She is ruth- armor (AC 7) or special armor made out of Normal human.

and they spend much of their time researching Armor Class: 6 Damage: 4-24 Hit Dice: 8 No. Hit Dice: 13 simple tools. and Treasure Type: Nil wood. and Treasure Type: V rolling them. Giant hunts most often in lowland hills and hire them to guard the forest beneath their elk eat shrubs and grasses. They are by biting with its large jaws. keep their crude tools. It stands almost 15 feet tall. If only its neck shows above water. Of course. 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 (1-6) Alignment: Neutral and vines held together with webbing. A brontosaurus is so heavy that it needs to spend most of its time in water. Alignment: Neutral legs. which are the phanaton. and No. bony spines connected by a webbing of skin. rus is usually found in jungles and hills. T h e allosaurus attacks Aranea are the traditional enemies of Giant elk inhabit hills and plains. 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). T h e creature is 65-75 feet feet tall and weighs 4-5 tons. The allosaurus They are friendly with bugbears and often Their antlers span 10 feet or more. that houses its large brain. Aranea are web. Any of these Attacks: 1 bite monsters could have giant-sized variations Morale: 7 Treasure Type: D Damage: 2-16 with more hit dice. Damage: 1-12 Treasure Type: V No. upon by dire wolves and sabre-tooth tigers. tapering tail and sive clublike tail. and Morale: 7 saur that runs upright on its large hind crude “furniture” of web. T h e aranea and weighs nearly a ton. and weighs several tons. Appearing: 1-3 (1-6) Save As: Magic-user: 3 Move: 120’ (40’) their statistics if desired.They are preyed plains. filled with daggerlike teeth. so that the water helps support its weight. lairs. Move: 120’ (40’) Save As: Fighter: 7 Attacks: 1 butt Morale: 9 spinning their web homes high in the trees. 30 . An ankylosau. It is 15feet long. Appearing: 0 (1-6) the ability to cause more damage. and attack them on sight. In the covered part of their lairs. Part ofeach web is roofed with bark. magic research. Appearing: 0 (1-4) magic. 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. Leaders of a group will usu. 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. leaves. It has a strong. meat-eating found in the D&D@Expert rule book. and their bite is poisonous. T h e dimetrodon is about 10 feet long T h e front limbs of an aranea are Allosaurus divided into flexible digits. vines. long and weighs more than 30 tons. the aranea Save As: Fighter: 4 An allosaurus is a huge carnivorous dino. are greenish-brown in color. Aranea live in dense forests or jungles. 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. dinosaur. Appearing: 0 (1-8) No. They are as large as small ponies. Dimetrodons uses these to grasp prey and manipulate hunt most often in hills and in the drier Armor Class: 5 areas of swamps. An aranea is Alignment: Neutral ally have high or maximum hit points. T h e “sail” is a comb of long spinners. This dinosaur walks on a massive body that supports a long neck four legs and eats plants. Hit Dice: 7 you may use them elsewhere and may alter No. bark. This dinosaur eats Hit Dice: 3** plants. 10-12 feet long and weigh nearly a ton. 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. better Armor Class. 4 and small head. and can only be found in deep Move: 60’ (20’) marshes or on the edges of swamps. dinosaurs. the bron- Aranea tosaurus may be mistaken for a plesiosau- Armor Class: 7 rus or sea serpent. In addition.

from branch to branch. Appearing: 0 (1-6) and stands to a height of 4 feet. and peaceful unless provoked. For exam- in a powerful crushing attack. Appearing: 1-3 (1-3) attacked from a distance. T h e warriors of the more warlike tribes halfling-size and have 4-foot long tails that In combat. -2 when closed. 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. T h e kopru’s mostly normal humans who have few higher ple. They feet. amphibians of great intelligence and power. They are even able to all three of its tails around a single victim ters. in that is a chieftain who is a 6th level fighter. there Armor Class: 5 ferent from the spell charm person. 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. except that it is 6 feet in diameter. Appearing: 0 (1-4) 30 feet long and stands 20 feet tall. 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. and controlled. and shrubs. leader. successful. water.12 or 3. Hit Dice: 1-1 Glide: 150’ (50’) like tails. ‘ T h e special charm of the kopru is dif. sphinctered mouth. though they may eat meat. shallow T h e kopru are a race of heat-loving feet tall and can walk erect on its hind legs. the controlled character gets a Move: 0 giraffe and a hornless rhinoceros. Attacks: 1 bite4 tail or charm No. and a tentacled. however. A grangeri is about breaks free of the charm. In Hit Dice: 10 T h e grangeri looks like a cross between a addition. wilderness. can grasp objects. If the saving throw is tional 2nd level fighter who acts as their small size and agility. is its special level leaders. or on tropical islands. Alignment: Any ments. If Damage: 2. played with. stupid. roots. This chief Save As: Fighter: 7 ter may only be controlled by one kopru at is guarded by 2d4 4th level warriors. Damage: 1-6 or by weapon No. Instead of attacking (AC 9). Its Armor Damage: 1-4/3-18 Save As: Fighter: 6 Class is 5 when open. 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. additional 4th level fighter who acts as war vegetables.18 T h e kopru know the thoughts and memo. Appearing: 0 (3-18. 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). the character Damage: 4-24 from the tops of trees. Save As: Fighter: 5 Megatherium 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. “great chief” of at least 9th level. If successful. They have a +2 comes totally obedient to the mental com. Oyster. Kopru have a +2 bonus on their sav. the character be. Morale: 7 Treasure Type: Nil Their expansion has been severely limited Treasure Type: A Alignment: Lawful by their need for very hot. and the tribal chiefs In addition. but there is no limit to the distance at which a character may be controlled. there is a No. Appearing: 0 (1-6) ries of any characters they charm. When No. there is an Phanaton prefer to eat fruits and group of kopru is effective. No. For every 40 natives. their bodies consist of three fluke. normally in a round. but some wear the equivalent of support. magic-user or cleric of at least 5th level. Phanaton Each has a smooth head. clawed hands. They are roughly decline for many years. 300 natives are encountered. Morale: 7 a time. Kopru have Armor Class: 7 Native humanlike torsos and two arms ending in Hit Dice: 1-1 webbed. wet environ. Most natives wear no armor often wraps its tail around a branch for charming power. large eyes. 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. though eats leaves. It stands 24 they are most often found in cold. 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. bonus on all saving throws due to their mands of the kopru. 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. For every 20 natives. a phanaton most deadly weapon. raccoons and monkeys. but the natives of peaceful tribes are manipulate these tails clumsily.village 30-300) Save As: Fighter: 1 kopru view humans as nothing but brutes Save As: Fighter: 1 Morale: 7 to be used. A charac. though it usually walks on all fours. 6). From the waist Armor Class: 9 Move: 90’ (30’) down. each ending in a sharp ripping Move: 120’ (40’) Attacks: 1 claw. there is an addi. It is slow. no similar attack from the same leader. 31 . Natives may also carry shields. For each villageof at least 100. Attacks: 1 Damage: 1-6 or by weapon ing throws against magical attacks. village 30-300) While they do not truly hate all men. a kopru bites while coiling (including cannibals) are all 1st level figh. No. when fighting in the trees. Appearing: 0 (3-30. the kopru may use leather armor (AC 7). Its long new saving throw at the beginning of each Attacks: 1 neck allows it to reach for and eat leaves game month.

there is a clan Move: 90’ (30’) rakasta and Id8 sabre-tooths.ak e ?d IC Kerendas .a1ps_P’an tall. there is Morale: 9 cups.ker en‘das Akorros . The and a +2 bonus to all damage rolls. Phanaton . they are led by a Armor Class: 5 humans. Appearing: 0 (1-3) Glantri . They walk erect. Aranea . the phanaton warriors.kas tel‘lan Selenica . hit points. Alignment: Neutral The subchief has 2d4 bodyguards. The “tame” sabre- Rakasta tooths are too ferocious to be ridden by any and are friendly with elves.They live in tree-top villages built on plat.spek Ti lar um Swimming: 150’ (50’) Darokin . He also has a bodyguard of 2d6 Damage: 1-4/1-4/1-4 Although they have type M treasure. the Armor Class: 6 creature other than a rakasta. and a +1 bonus to all damage rolls. who The rakasta are a race of an P‘a . flightless bird having small.ii a r d a m Treasure Type: Nil Heldann . but generally disdain them.eth’en gar Thyatis . and are fitted with special saddles forms of wood and woven vines. land Grangeri . is a 6-foot Alasiyan .cak61 barth Armor Class: 6 Castellan . points. usually about 30-50 feet Karameikos .) tigers that are then ridden to the hunt or stands 15-18 feet tall. damage rolls. For every 100 phanaton. The plat. and attack them on sight.” the rakasta claw dice. on its hind‘ ta? tep’ P meat and runs down its prey.alf him Minrothad . often reach. This bird eats AI tan Tepe . Phanaton are the traditional enemies of aranea.&land Atruaghin .gran ja r? Morale: 9 Ylaruam .mal fep’ge’ Alfheim . rather a tribal subchief who has 6 hit dice. 50 hit points. Save As: Fighter: 7 The rakasta can use normal weapons such Morale: 6 as swords. 30 hit Treasure Type: M (special) than gems and jewels.kriith Specularum . This dinosaur has small flippers in place of that do not hinder their fighting‘dan Alignment: Neutral Zeaburg . vik ing great speeds across flat ground. tawny tribal king who has 8 hit dice. rorhacos has a large curved beak that snaps Ostland . much like phanaton are encountered.%‘burg Ierendi .g l a n ’ t r e Save As: Fighter: 8 Vestland .thi a’ tis No. Each of these warriors No. or sword beak. 30 hit points.kar a mi kos long. This beast runs erect Attacks: 1 bite into battle. crafted bowls and drinking hit points. Appearing: 0 (1-8) Save As: Fighter: 2 Morale: 8 Pronunciation guide Treasure Type: U Alignment: Neutral Akesoli . The sabre-tooth tigers are con. Phororhacos (“Sword Beak”) Treasure Type: Nil preferring to use their “natural” weapons Alignment: Neutral Armor Class: 6 (the war claws). A pho. It has an extremely long neck and a 1 17-T-9043 32 . Without guards. He has rakasta fight with special metal “war claws” Move: 120’ (40’) four phanaton warriors who act as body. crops. Hit Dice: 2 + 1 Rakasta settlements average 3d10 For every 30 phanaton. rii a gin at prey with the force of a sword. Each legs to aid in swimming. and has ld6+4 Save As: Fighter: 2 workmanship.ko pru A phororhacos. Attacks: I tail fitted over their natural claws. forms are connected by rope‘a ton Biazzan . catlike Trachodon each have 3 hit dice and 15 hit points.sE‘der fyord/ Move: Cruth . and only eats plants. 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. in the same round.a k% rBs Kopru .dar d k i n Tel Akbir . up to 20 feet from their mounts and attack naton are the allies of treants and a< b& Attacks: 1 bite Thanegioth: than 5 ge’ 0th Damage: 4-24 Ethengar . This Damage: 1-8 trolled with knee pressure and heavy riding dinosaur may be dangerous if enraged. large snakelike head filled with sharp teeth. and can overturn small boats and rafts. Amsorak .k6f un glan Soderfjord . andother bulky items of value.ra kas’ ta Canolbarth .V er end‘de’ A plesiosaurus is a fish-eating. but are covered with soft. l e i i ka Hit Dice: 16 Corunglain . Appearing: 0 (1-6) attacks do only 1-2points of damage each. lake- dwelling dinosaur. Appearing: 0 (3-30 + 1-8sabre-tooths) rakasta have rugs and tapestries of fine fights as a 2 hit dice monster. and a + I bonus to all No. If 300 humanoids. sdr ak Norrvik . Hit Dice: 14 fur and have feline heads and features. Each of these bodyguards has 6 hit Damage: 2-12 these special “claws. Hit Dice: 3 The rakasta often tame sabre-tooth A trachodon is a duck-billed dinosaur that Move: 150’ (50’.min‘rd thad wings and large hind legs. useless Malpheggi . It is aggressive These saddles also allow the rakasta to leap village of 30-300 is a separate clan.bZ‘a zan Plesiosaurus Rakasta .





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